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Age of Worms 4E Campaign Recap (Spoilers)
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<blockquote data-quote="kmdietri" data-source="post: 5356703" data-attributes="member: 1549"><p><strong>Session #4</strong></p><p></p><p>The group just finished defeating the blood amniotes in area 16, and discovered the ice ‘trap-door’ leading into room #17.</p><p></p><p>The group then decided it should take an extended rest before continuing on, so they retreated into room 11/12 and took a full rest.</p><p></p><p>The group then proceeded back through room 16 and burst their way into room #17.</p><p></p><p>Room #17: Hall of Ice</p><p></p><p>This room is essentially an ice encrusted hallway and difficult terrain throughout. </p><p></p><p>For the two Ice Golems, I thought I based these guys off an existing 4E creature but just looking back through the compendium I can’t figure out which one it was.</p><p></p><p>This fight was quite enjoyable, only because the controller and the striker went up first, and the defender and the leader had to wait until after the golems acted before they got a chance to move into the room.</p><p></p><p>I think if the group had entered the room from the southern entrance it would have been a fairly different encounter as they wouldn’t have been surrounded which probably would have made it quite a bit more predictable.</p><p></p><p>As it was, there was a little uncertainty at the beginning of the encounter, but once the group got organized it quickly swung in their favor.</p><p></p><p>[sblock=Ice Golem] Level 9 Elite Brute</p><p>Large natural animate (construct)</p><p>Initiative +4 XP 800</p><p>Perception +9; Darkvision</p><p>HP: 196; Bloodied 98</p><p>AC: 22; Fort: 26; Ref 17; Will 17</p><p>Immune disease, poison, sleep; Resist 10 cold</p><p>Saving throws +2</p><p>Speed 6 (ice walk), can’t shift</p><p>Action Points 1</p><p>Str: 25; Con 24; Dex 19; Int 1; Wis 10; Cha 1</p><p></p><p>Slam (Standard –At-Will)</p><p>Reach 2; +14 vs. AC; 2d8 + 12 damage and ongoing 5 cold damage (save ends).</p><p></p><p>Ice Shards (Standard – Recharge 6)</p><p>Close burst 2</p><p>+13 vs. Reflex; 2d6 + 9 damage plus 1d6 cold damage, and blinded (save ends).[/sblock] </p><p></p><p>When this fight ended the group essentially walked right into #19.</p><p></p><p>Room #19 The Passage of Honor</p><p></p><p>This encounter was fun for a solo, not overly challenging, but fun all the same. </p><p></p><p>As I said before the group walked right into this fight after completing the encounter with the ice golems, so quick in fact that they still had a flaming sphere with them from the golem fight. So, I managed to trap the defender and the flaming sphere alone with the Kolyarut.</p><p></p><p>Eventually the defender managed to throw the switch getting the rest of the group into the fight and from there it was a pretty quick victory for the group.</p><p></p><p>[sblock=Kolyarut] Level 12 Solo Lurker</p><p>Medium immortal humanoid (living construct)</p><p>Initiative: +11 XP: 3500</p><p>Perception +16; Darkvision</p><p>HP: 148; Bloodied 74</p><p>AC: 27; Fort: 23; Ref: 23; Will: 25</p><p>Immune disease, poison, sleep; Regeneration 5</p><p>Saving Throws +5</p><p>Speed 6</p><p>Action Points 2</p><p>Skills: Diplomacy +14, Insight +14, Nature +14, Streetwise +14</p><p>Str: 14; Con: 14; Dex 13; Int: 10; Wis 17; Cha 16</p><p>Languages: Common, Supernal</p><p>Equipment: Longsword +2</p><p></p><p>Longsword(Basic) (Standard – At-Will)</p><p>+17 vs. AC; 1d8 + 5 damage</p><p></p><p>Vampiric Touch (Standard – At-Will) Necrotic</p><p>+15 vs. Will; 3d6 + 6 necrotic damage, and the Kolyarut gains 10 temporary hit points.</p><p></p><p>Enervating Ray (Minor – At-Will) </p><p>Ranged 10; +15 vs. Fortitude; Target is weakened (save ends)</p><p></p><p>Invisibility (Standard – At-Will, Illusion)</p><p>The Kolyarut becomes invisible until the end of its next turn.[/sblock]</p><p></p><p>After this encounter the group decided again to attempt an extended rest. I debated to add an encounter in to give them a sense of urgency, but since the adventure doesn’t seem to stress any kind of timeline I decided against it and let them have the extended rest.</p><p></p><p>After they rested the group took some time to explore.</p><p></p><p>Room #18: Sionsiar’s Tomb</p><p></p><p>Basically for this room I kept the description the same but I removed all of the game effects from it as I’ve essentially removed aligment. So, most things that triggered off alignment I’ve removed as well. Basically the same reason I removed the Word of Law traps from earlier in the dungeon.</p><p></p><p>The group spent some time searching the slush before moving to the stairs overlooking 20.</p><p></p><p>Room #20: The Falling River</p><p></p><p>The group spent a long time deciding on their best course of action and even contemplating jumping in, before I called for some dungeoneering checks and discouraged that idea.</p><p></p><p>Eventually they decided on a flying descent with those that couldn’t fly hanging on to those that could. It worked until the first ambush at The Lake</p><p></p><p>[sblock=Advanced Wind Warriors (6)]</p><p>Level 8 Soldier</p><p>Medium elemental humanoids (air)</p><p>Initiative: +10 XP 350</p><p>Senses +4; Darkvision</p><p>AC: 22; Fort: 21; Ref 24; Will 16</p><p>Resist 5 lighting, thunder</p><p>Speed 6 Fly 10 (hover)</p><p>Acrobatics +15, Athletics +12</p><p>Str: 16; Con: 14; Dex 22; Int: 8; Wis: 11; Cha: 11</p><p>Languages: Primordial</p><p>Equipment: 2 Longswords</p><p></p><p>Longsword (Basic) Standard – At-Will</p><p>+12 vs. AC; 1d8 + 5 damage and the target is marked until the end of the Wind Warrior’s next turn.</p><p></p><p>Double Attack Standard – At-Will</p><p>The wind warrior makes two longsword attacks.</p><p></p><p>Sonic Blast Standard – At-Will, Thunder</p><p>Close blast 3</p><p>+8 vs. Reflex; 2d6 + 4 thunder damage; Miss: Half damage.</p><p></p><p>Body Suffusion</p><p>If disarmed the weapon crumbles instantly and the Wind Warrior can create another as a minor action.[/sblock]</p><p></p><p>This encounter was by far the most challenging thus far. The group made it’s way down to the level of the lake without incident. And then from the high ceiling above I had the Wind Warriors emerge.</p><p></p><p>It went ok, until the player sustaining the flight power was knocked unconscious and then everyone was knocked into the river. With two of the players unconscious the group finally succeeded in driving off the Wind Warriors by killing 2 of them. The rest retreated to prepare their second ambush.</p><p></p><p>This is where we concluded the evening.</p></blockquote><p></p>
[QUOTE="kmdietri, post: 5356703, member: 1549"] [b]Session #4[/b] The group just finished defeating the blood amniotes in area 16, and discovered the ice ‘trap-door’ leading into room #17. The group then decided it should take an extended rest before continuing on, so they retreated into room 11/12 and took a full rest. The group then proceeded back through room 16 and burst their way into room #17. Room #17: Hall of Ice This room is essentially an ice encrusted hallway and difficult terrain throughout. For the two Ice Golems, I thought I based these guys off an existing 4E creature but just looking back through the compendium I can’t figure out which one it was. This fight was quite enjoyable, only because the controller and the striker went up first, and the defender and the leader had to wait until after the golems acted before they got a chance to move into the room. I think if the group had entered the room from the southern entrance it would have been a fairly different encounter as they wouldn’t have been surrounded which probably would have made it quite a bit more predictable. As it was, there was a little uncertainty at the beginning of the encounter, but once the group got organized it quickly swung in their favor. [sblock=Ice Golem] Level 9 Elite Brute Large natural animate (construct) Initiative +4 XP 800 Perception +9; Darkvision HP: 196; Bloodied 98 AC: 22; Fort: 26; Ref 17; Will 17 Immune disease, poison, sleep; Resist 10 cold Saving throws +2 Speed 6 (ice walk), can’t shift Action Points 1 Str: 25; Con 24; Dex 19; Int 1; Wis 10; Cha 1 Slam (Standard –At-Will) Reach 2; +14 vs. AC; 2d8 + 12 damage and ongoing 5 cold damage (save ends). Ice Shards (Standard – Recharge 6) Close burst 2 +13 vs. Reflex; 2d6 + 9 damage plus 1d6 cold damage, and blinded (save ends).[/sblock] When this fight ended the group essentially walked right into #19. Room #19 The Passage of Honor This encounter was fun for a solo, not overly challenging, but fun all the same. As I said before the group walked right into this fight after completing the encounter with the ice golems, so quick in fact that they still had a flaming sphere with them from the golem fight. So, I managed to trap the defender and the flaming sphere alone with the Kolyarut. Eventually the defender managed to throw the switch getting the rest of the group into the fight and from there it was a pretty quick victory for the group. [sblock=Kolyarut] Level 12 Solo Lurker Medium immortal humanoid (living construct) Initiative: +11 XP: 3500 Perception +16; Darkvision HP: 148; Bloodied 74 AC: 27; Fort: 23; Ref: 23; Will: 25 Immune disease, poison, sleep; Regeneration 5 Saving Throws +5 Speed 6 Action Points 2 Skills: Diplomacy +14, Insight +14, Nature +14, Streetwise +14 Str: 14; Con: 14; Dex 13; Int: 10; Wis 17; Cha 16 Languages: Common, Supernal Equipment: Longsword +2 Longsword(Basic) (Standard – At-Will) +17 vs. AC; 1d8 + 5 damage Vampiric Touch (Standard – At-Will) Necrotic +15 vs. Will; 3d6 + 6 necrotic damage, and the Kolyarut gains 10 temporary hit points. Enervating Ray (Minor – At-Will) Ranged 10; +15 vs. Fortitude; Target is weakened (save ends) Invisibility (Standard – At-Will, Illusion) The Kolyarut becomes invisible until the end of its next turn.[/sblock] After this encounter the group decided again to attempt an extended rest. I debated to add an encounter in to give them a sense of urgency, but since the adventure doesn’t seem to stress any kind of timeline I decided against it and let them have the extended rest. After they rested the group took some time to explore. Room #18: Sionsiar’s Tomb Basically for this room I kept the description the same but I removed all of the game effects from it as I’ve essentially removed aligment. So, most things that triggered off alignment I’ve removed as well. Basically the same reason I removed the Word of Law traps from earlier in the dungeon. The group spent some time searching the slush before moving to the stairs overlooking 20. Room #20: The Falling River The group spent a long time deciding on their best course of action and even contemplating jumping in, before I called for some dungeoneering checks and discouraged that idea. Eventually they decided on a flying descent with those that couldn’t fly hanging on to those that could. It worked until the first ambush at The Lake [sblock=Advanced Wind Warriors (6)] Level 8 Soldier Medium elemental humanoids (air) Initiative: +10 XP 350 Senses +4; Darkvision AC: 22; Fort: 21; Ref 24; Will 16 Resist 5 lighting, thunder Speed 6 Fly 10 (hover) Acrobatics +15, Athletics +12 Str: 16; Con: 14; Dex 22; Int: 8; Wis: 11; Cha: 11 Languages: Primordial Equipment: 2 Longswords Longsword (Basic) Standard – At-Will +12 vs. AC; 1d8 + 5 damage and the target is marked until the end of the Wind Warrior’s next turn. Double Attack Standard – At-Will The wind warrior makes two longsword attacks. Sonic Blast Standard – At-Will, Thunder Close blast 3 +8 vs. Reflex; 2d6 + 4 thunder damage; Miss: Half damage. Body Suffusion If disarmed the weapon crumbles instantly and the Wind Warrior can create another as a minor action.[/sblock] This encounter was by far the most challenging thus far. The group made it’s way down to the level of the lake without incident. And then from the high ceiling above I had the Wind Warriors emerge. It went ok, until the player sustaining the flight power was knocked unconscious and then everyone was knocked into the river. With two of the players unconscious the group finally succeeded in driving off the Wind Warriors by killing 2 of them. The rest retreated to prepare their second ambush. This is where we concluded the evening. [/QUOTE]
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