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<blockquote data-quote="Foret" data-source="post: 3906154" data-attributes="member: 57055"><p><strong>ESCAPE FROM GATE PASS</strong></p><p></p><p>The players, exhausted from recovering the contents of the case (the case having been given over to the Imp), retreat to a safe house for rest. Their travel there is uneventful, with Torrent leading the way.</p><p></p><p>The party arrives at the safe house, a temple. A large crowd has gathered there, trying to avoid the chaos of the battle raging around the city. While waiting for their contact to appear, when a scuffle breaks out. The fighter, being exhausted goes over to bust it up. Things quickly become heated when he draws a dagger and the crowd gets angry. Only the prompt arrival of their contact, a leading priest calms things down.</p><p></p><p>The party rests for the night while making their escape plans. After hearing about Elementals attacking from the sewers, and the fighter examining the walls and gates, they are at a loss. They ask Torrent for advice, and she points them to someone who could help. The party quickly makes his acquaintance and gets the help they need to leave the city. They also get a chance to sell some of the equipment they have salvaged from combat and purchase some masterwork weapons. Unfortunately they just missed receiving gifts (missed the Diplomacy Roll by 1, I HAVE to teach these players about Aid Another with Skill Checks ).</p><p></p><p>The party leaves their contact’s place and heads toward the way out. Along the way they spot what looks like City Guards shadowing them. The Scout’s eagle eyes sees through their disguises. The party turns to confront them, and combat breaks out. Unfortunately the Fighter and Sorcerer are a bit distracted (wasn’t that a lovely serving wench that just walked by?) and the Sorcerer is knocked out by a pair of well placed Saps. The party quickly rallies and turns the tables on the Guards. They leave them bloodied and bruised where they fall, grab the Sorcerer and retreat.</p><p></p><p>Shortly thereafter they meet Rantle and listen to the request to take the message to his sister. The party agrees (the Fighter hoping to meet this red headed Sorceress, he does seem to have a one tracked mind…).</p><p></p><p>The party rests up till dusk, before making their escape from the city. Of course they aren’t to the woods yet…</p><p></p><p><strong>THE GUANTLET </strong></p><p></p><p>The next encounter starts off with a pair of bangs, literally . The Scout and the Sorcerer’s horses are spooked, and both start to run headlong down the road. Half the party spins and attacks the two attackers, while the Paladin goes racing down the road. </p><p></p><p>Three more attackers ride after the Scout and Sorcerer and a running battle ensues. The attacker’s leader continues his pursuit of the Elvish Scout (who even with his decent ride bonus, fails to gain control of his horse). The Scout survives multiple rounds because the enemy constantly rolls minimum damage on his hits (when he does hit)!</p><p></p><p>So the party is now spread over a few hundred feet. The two horsemen are fighting the Paladin and the Sorcerer. The Fighter/Cleric, Fighter, and Torrent are dealing with the first two attackers, and a few thugs are firing crossbows at everyone. The enemy heavy fighter fails TWO spell casts, which delays his entry by an extra two rounds (which is probably another reason the party didn’t take too much damage from this encounter).</p><p></p><p>Fighting alone, the Scout’s horse is dropped, and a moment later the Scout joins it, dying. The Fighter and Fighter/Cleric ride up to the Paladin and Sorcerer who have taken care of one sniper and one rider (color spray is just NASTY!). The Paladin goes charging down the road to rescue the Scout, leaving the others to take care of the last rider.</p><p></p><p>The enemy heavy fighter comes charging down the road, missing the Paladin by 1!!! They exchange blows, before the enemy fighter sees an opportunity to continue to charge, and rides down the road to attack the Fighter. This charge also misses, but his defense spell keep the Fighter (and later the Fighter/Cleric) from hitting him. The Sorcerer learns that his spells are next to useless, and begins firing his crossbow, praying for a lucky hit.</p><p></p><p>Meanwhile the Paladin rides up and stabilizes the Scout with Lay on Hands. The other enemy moves off to continue to fire his missile weapon at the Paladin, but is still within range of the Sorcerer, who decides to let fly with a Crossbow Bolt. Needless to say, a critical hit after the damage the Scout did, and the Enemy is unconscious.</p><p></p><p>The remaining enemy attempts to parley, but the Fighters will not hear of it, both having bit hit with the Greatsword by this point. The Paladin is too far down the road, and he misses the shout amidst all the noise. The enemy breaks away, and is pursued. The Fighter/Cleric heals the Fighter and Paladin to keep both in the fray, and the Enemy is eventually defeated.</p><p></p><p>Net result: Full Expenditure of spells, one character dying (revived by Torrent before the end of combat).</p><p></p><p>The party retires to the nearby grotto that was the Enemies base camp for the night.</p><p></p><p>After a night’s rest and a bit of interrogation, they discover the LARGE bounty on their heads. They also discover the dead mage prisoner that the bounty hunters failed to take care of. Feeling that they deserve a similar justice, the party forces them to bury the mage while standing over them with loaded crossbows, before leaving them in the same cage the mage died in. <em>This could make for an interesting reappearance of one or both of these villains, shades of Saving Private Ryan.</em></p><p></p><p>The party then continues down the road, until they see a young woman standing in the road….</p><p></p><p></p><p><strong> THE FARM HOUSE</strong></p><p></p><p>The young woman stops the party and tells them of her desire to flee the Ragesians with her father. However, her father is a stubborn old man and she needs their help. The party volunteers to help and tries to talk the old man into coming along. He’s rude, crude, insulting and just plain old crotchety. The fighter, never one with a lot of patience, decides that the brute force method is necessary and grapples the old man before he can react (1 on the initiative roll). After a few rounds, the old man is pinned (never successfully getting his weapon free, and with insufficient concentration skill to try a spell). The fighter tells the young woman to go pack a few things, they’re leaving.</p><p></p><p>At this point the party is fairly confident that the encounter is over and they can move on. At that moment they hear a voice yell out, demanding the old man come out. Realizing that the Ragesians are outside, they spend a few moments preparing for combat, when the door flies open and Skeletons pour into the room. The fight lasts for a few round (with the Fighter fleeing into a back room), while the Clerics finally destroy the Undead (four turn attempts using the alternate turn system to do 6 damage, the Clerics just couldn’t roll a high number). At this point the Paladin steps outside to fight the Ragesians soldiers and cleric. He is surprised by a Rogue’s sneak attack, but having no dexterity, but now Heavy Armor, the attack proves fruitless. However, he is now facing four opponents, including a Raging and Enlarged Barbarian!</p><p></p><p>However, all is not lost. Torrent steps into the doorway behind him and casts Enlarge. The Ragesian Cleric can’t counter it, having countered a spell from the Cleric. At the same time, the Sorcerer casts Color Spray (again) knocking out the Rogue. And the young woman casts a sleep spell, taking out one soldier. So the Paladin is only facing one soldier, and the Barbarian!</p><p></p><p>The Dwarf, seeing the front door jammed, runs out the back door, right into a crossbow bolt. Fortunately, he’s not human, so the bolt’s special power doesn’t affect him. He continues to make his way around the building while being shot at.</p><p></p><p>In the front, the Barbarian can’t seem to hit the Paladin, due to the later’s Half Plate and Shield. The Paladin on the other hand, continues to hit doing heavy damage. The Cleric use’s his Cure Moderate Wounds to get the Barbarian back up to full strength.</p><p></p><p>The Barbarian hits with his Axe, doing massive damage to the Paladin, but not enough to drop him. The Dwarvish cleric arrives, and casts a healing spell. However the Paladin hits with his sword again, doing massive damage. </p><p></p><p>The next round, the Barbarian misses, but the Paladin doesn’t. The Barbarian goes down! The Fighter, having shaken off his fear returns, and finally steps out. The Enemy Cleric, not having any range spells, but knowing that the Fire Forest Empowers Flame spells, steps forward. The Attack of Opportunity hits, but he is still able to successfully cast Produce Flame, bringing the Paladin down to single digit Hit Points again!</p><p></p><p>The Paladin misses the Cleric and the rest of the party maneuver to finish off the remaining guards. The Cleric, seeing a chance to do mass damage, preps Burning Hands. Unfortunately, the Paladin hits again with the Attack of Opportunity and knocks the Cleric OUT! One less damage point, and three characters would’ve gotten hit with an Empowered 4d4 flame attack! And all of them with low Reflex Saves!</p><p></p><p></p><p>So once again the party survives TWO major encounters because the DM rolls were below average.</p><p></p><p>The party is now leveled up and has recovered as much as they could from the last two encounters. So they have a large supply of healing potions and scrolls, some miscellaneous magic items, and almost everyone has a masterwork weapon.</p><p></p><p>Of course, they now have the baggage of a really PO’d, tied up Mage. His daughter might prove helpful, but he is going to cause no end of trouble, especially if he can get loose.</p><p></p><p></p><p>It will be interesting to see how the party does in the Fire Forest.</p></blockquote><p></p>
[QUOTE="Foret, post: 3906154, member: 57055"] [B]ESCAPE FROM GATE PASS[/B] The players, exhausted from recovering the contents of the case (the case having been given over to the Imp), retreat to a safe house for rest. Their travel there is uneventful, with Torrent leading the way. The party arrives at the safe house, a temple. A large crowd has gathered there, trying to avoid the chaos of the battle raging around the city. While waiting for their contact to appear, when a scuffle breaks out. The fighter, being exhausted goes over to bust it up. Things quickly become heated when he draws a dagger and the crowd gets angry. Only the prompt arrival of their contact, a leading priest calms things down. The party rests for the night while making their escape plans. After hearing about Elementals attacking from the sewers, and the fighter examining the walls and gates, they are at a loss. They ask Torrent for advice, and she points them to someone who could help. The party quickly makes his acquaintance and gets the help they need to leave the city. They also get a chance to sell some of the equipment they have salvaged from combat and purchase some masterwork weapons. Unfortunately they just missed receiving gifts (missed the Diplomacy Roll by 1, I HAVE to teach these players about Aid Another with Skill Checks ). The party leaves their contact’s place and heads toward the way out. Along the way they spot what looks like City Guards shadowing them. The Scout’s eagle eyes sees through their disguises. The party turns to confront them, and combat breaks out. Unfortunately the Fighter and Sorcerer are a bit distracted (wasn’t that a lovely serving wench that just walked by?) and the Sorcerer is knocked out by a pair of well placed Saps. The party quickly rallies and turns the tables on the Guards. They leave them bloodied and bruised where they fall, grab the Sorcerer and retreat. Shortly thereafter they meet Rantle and listen to the request to take the message to his sister. The party agrees (the Fighter hoping to meet this red headed Sorceress, he does seem to have a one tracked mind…). The party rests up till dusk, before making their escape from the city. Of course they aren’t to the woods yet… [B]THE GUANTLET [/B] The next encounter starts off with a pair of bangs, literally . The Scout and the Sorcerer’s horses are spooked, and both start to run headlong down the road. Half the party spins and attacks the two attackers, while the Paladin goes racing down the road. Three more attackers ride after the Scout and Sorcerer and a running battle ensues. The attacker’s leader continues his pursuit of the Elvish Scout (who even with his decent ride bonus, fails to gain control of his horse). The Scout survives multiple rounds because the enemy constantly rolls minimum damage on his hits (when he does hit)! So the party is now spread over a few hundred feet. The two horsemen are fighting the Paladin and the Sorcerer. The Fighter/Cleric, Fighter, and Torrent are dealing with the first two attackers, and a few thugs are firing crossbows at everyone. The enemy heavy fighter fails TWO spell casts, which delays his entry by an extra two rounds (which is probably another reason the party didn’t take too much damage from this encounter). Fighting alone, the Scout’s horse is dropped, and a moment later the Scout joins it, dying. The Fighter and Fighter/Cleric ride up to the Paladin and Sorcerer who have taken care of one sniper and one rider (color spray is just NASTY!). The Paladin goes charging down the road to rescue the Scout, leaving the others to take care of the last rider. The enemy heavy fighter comes charging down the road, missing the Paladin by 1!!! They exchange blows, before the enemy fighter sees an opportunity to continue to charge, and rides down the road to attack the Fighter. This charge also misses, but his defense spell keep the Fighter (and later the Fighter/Cleric) from hitting him. The Sorcerer learns that his spells are next to useless, and begins firing his crossbow, praying for a lucky hit. Meanwhile the Paladin rides up and stabilizes the Scout with Lay on Hands. The other enemy moves off to continue to fire his missile weapon at the Paladin, but is still within range of the Sorcerer, who decides to let fly with a Crossbow Bolt. Needless to say, a critical hit after the damage the Scout did, and the Enemy is unconscious. The remaining enemy attempts to parley, but the Fighters will not hear of it, both having bit hit with the Greatsword by this point. The Paladin is too far down the road, and he misses the shout amidst all the noise. The enemy breaks away, and is pursued. The Fighter/Cleric heals the Fighter and Paladin to keep both in the fray, and the Enemy is eventually defeated. Net result: Full Expenditure of spells, one character dying (revived by Torrent before the end of combat). The party retires to the nearby grotto that was the Enemies base camp for the night. After a night’s rest and a bit of interrogation, they discover the LARGE bounty on their heads. They also discover the dead mage prisoner that the bounty hunters failed to take care of. Feeling that they deserve a similar justice, the party forces them to bury the mage while standing over them with loaded crossbows, before leaving them in the same cage the mage died in. [I]This could make for an interesting reappearance of one or both of these villains, shades of Saving Private Ryan.[/I] The party then continues down the road, until they see a young woman standing in the road…. [B] THE FARM HOUSE[/B] The young woman stops the party and tells them of her desire to flee the Ragesians with her father. However, her father is a stubborn old man and she needs their help. The party volunteers to help and tries to talk the old man into coming along. He’s rude, crude, insulting and just plain old crotchety. The fighter, never one with a lot of patience, decides that the brute force method is necessary and grapples the old man before he can react (1 on the initiative roll). After a few rounds, the old man is pinned (never successfully getting his weapon free, and with insufficient concentration skill to try a spell). The fighter tells the young woman to go pack a few things, they’re leaving. At this point the party is fairly confident that the encounter is over and they can move on. At that moment they hear a voice yell out, demanding the old man come out. Realizing that the Ragesians are outside, they spend a few moments preparing for combat, when the door flies open and Skeletons pour into the room. The fight lasts for a few round (with the Fighter fleeing into a back room), while the Clerics finally destroy the Undead (four turn attempts using the alternate turn system to do 6 damage, the Clerics just couldn’t roll a high number). At this point the Paladin steps outside to fight the Ragesians soldiers and cleric. He is surprised by a Rogue’s sneak attack, but having no dexterity, but now Heavy Armor, the attack proves fruitless. However, he is now facing four opponents, including a Raging and Enlarged Barbarian! However, all is not lost. Torrent steps into the doorway behind him and casts Enlarge. The Ragesian Cleric can’t counter it, having countered a spell from the Cleric. At the same time, the Sorcerer casts Color Spray (again) knocking out the Rogue. And the young woman casts a sleep spell, taking out one soldier. So the Paladin is only facing one soldier, and the Barbarian! The Dwarf, seeing the front door jammed, runs out the back door, right into a crossbow bolt. Fortunately, he’s not human, so the bolt’s special power doesn’t affect him. He continues to make his way around the building while being shot at. In the front, the Barbarian can’t seem to hit the Paladin, due to the later’s Half Plate and Shield. The Paladin on the other hand, continues to hit doing heavy damage. The Cleric use’s his Cure Moderate Wounds to get the Barbarian back up to full strength. The Barbarian hits with his Axe, doing massive damage to the Paladin, but not enough to drop him. The Dwarvish cleric arrives, and casts a healing spell. However the Paladin hits with his sword again, doing massive damage. The next round, the Barbarian misses, but the Paladin doesn’t. The Barbarian goes down! The Fighter, having shaken off his fear returns, and finally steps out. The Enemy Cleric, not having any range spells, but knowing that the Fire Forest Empowers Flame spells, steps forward. The Attack of Opportunity hits, but he is still able to successfully cast Produce Flame, bringing the Paladin down to single digit Hit Points again! The Paladin misses the Cleric and the rest of the party maneuver to finish off the remaining guards. The Cleric, seeing a chance to do mass damage, preps Burning Hands. Unfortunately, the Paladin hits again with the Attack of Opportunity and knocks the Cleric OUT! One less damage point, and three characters would’ve gotten hit with an Empowered 4d4 flame attack! And all of them with low Reflex Saves! So once again the party survives TWO major encounters because the DM rolls were below average. The party is now leveled up and has recovered as much as they could from the last two encounters. So they have a large supply of healing potions and scrolls, some miscellaneous magic items, and almost everyone has a masterwork weapon. Of course, they now have the baggage of a really PO’d, tied up Mage. His daughter might prove helpful, but he is going to cause no end of trouble, especially if he can get loose. It will be interesting to see how the party does in the Fire Forest. [/QUOTE]
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