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<blockquote data-quote="Chimera" data-source="post: 2921731" data-attributes="member: 2002"><p>Session 3 Story Summary</p><p></p><p>As the Kobolds retreat across the road, the party gathers themselves together and prepare to go after them. Not in too great a hurry, the party gathers their stuff and walks up to the road, fearing an ambush.</p><p></p><p>With the Kobolds nowhere in sight, Kethra begins looking for their tracks, shortly finding them leading into the woods on the opposite side of the road. The group sets out at a deliberate pace, tracking the fleeing Kobolds.</p><p></p><p>A couple of hundred yards later, the group comes into a small clearing where the Kobolds lie in wait. Arrayed around a wide bend in a trail, the Kobolds begin a slow, fighting retreat that makes the group extremely suspicious. Warily, Kethra, Lawrence and Healer John advance on the Kobolds as Nieri and Samsel attempt to circle around to the right.</p><p></p><p>One particular Kobold, probably the same one as near the camp site, fires strange rays from his hands at the party. Fortunately, he seems to be a very bad shot and does no real damage. Eventually, he retreats to the center of the path and once again causes a cloud of mist to surround him.</p><p></p><p>Advancing on the remaining Kobolds as they fall back into a hedgerow, the party spots a half-dozen or more black clothed Kobolds doing a very poor job of hiding in the trees, about 20’ off the ground.</p><p></p><p>(GM Note: I use three d20 to roll things at the table. I rolled all 3 for spot checks for the first three party members. 20. 20. 20. Amazed, I showed it to them. Then I picked one up and rolled it for the other player. 20. Holy Crap. Four 20’s. That’s a one in 160,000 occurrence! So I figured that the Kobolds had to be extremely obvious.)</p><p></p><p>The Kobold Ninjas sprang down on the party, hitting Lawrence and Kethra. One of them completely missed and landed with a hard thud on the forest floor. Unfortunately, their fighting skills were as sharp as their skill at hiding, and the party made short work of them.</p><p></p><p>On the other hand, as Nieri came through the back side of the hedge to flank the Kobold ninjas, a large spider appeared and bit him. Shaking off the poison, Nieri turned his attention to battling the spider, with a little help from his friends as they completed wiping out the Kobolds.</p><p></p><p>The strange ray firer and the few remaining Kobolds ran down the path, hoping from large rock to large rock, before disappearing into the woods. The party elected not to follow them, instead deciding to clean up and return to their riverside camp site.</p><p></p><p>Searching the battle site, the party soon discovered a rather obvious pit trap, very poorly covered, along side the trail that the Kobolds had retreated down. Pushing in the branches and leaves, they found it to be a 10’ pit lined with sharpened stakes.</p><p></p><p>The Kobolds and their ninjas had little of value and the party was ready to walk away when Nieri spotted something underneath the bushes next to the spider web. It was a human skeleton in rusted armor. It’s gear was hopelessly rusted and rotting, but held in it’s hand was a masterwork sword that looked as bright and sharp as the day it had been made. On it’s belt was a pouch containing four mithril ducats (200d each), 49 silver dollars and 2 pennies. Searching further, Nieri discovered a partially buried backpack containing, among other things, a potion and two vials of Alchemist fire.</p><p></p><p>Deciding against staying put any longer, the party continued westward in hopes of meeting up with the caravan. They put another 12 miles behind them by the end of the day, meeting only a few small groups of Kobolds who made every attempt to avoid the party. The one “depressing” (Nieri’s term) encounter was a wave of 30-something newly hatched, hungry Kobold infants, who swarmed the party, then just as quickly scattered as the party proved too great a threat.</p><p></p><p>Strangely, there were no great encounters during that day, not even another party of adventurers. The party made camp once again along the river.</p><p></p><p>Late that night, toward the end of the second watch, Kethra and Jonas spotted a red glow in the western sky. Waking the rest of the party, they swiftly packed their gear and began hustling down the road. After the first hour, the party slowed to a walk. The smell of smoke began to fill the air. A forest fire was raging!</p><p></p><p>After almost another hour, the party was clearly approaching the forest fire. Smoke drifted along the road and the entire sky was bright red. The cracking and roaring of the fire became louder and louder.</p><p></p><p>They rounded a bend in the road and spotted scores of Kobolds ahead, rapidly moving back and forth. The sounds of battle could barely be heard, nearly drowned out by the fire and the noise of the Kobolds. Seemingly not to see the party, the Kobolds were busy cutting trees along side the road and hauling them across it, as if to block any passage.</p><p></p><p>The party moved down to the river and began hustling toward the beleaguered caravan, which they could see hunkering down between the road and the river. They quickly broke through the Kobold lines and then joined the defense against the Kobold army.</p><p></p><p>For another two hours, the battle raged. Waves of Kobolds would charge the caravan’s defensive position, only to be slaughtered. A second bunch would move up and pelt the defenders with hurled sling stones. The caravan defenders hid behind down trees and overturned wagons, attempting to preserve their horses by moving them down to the river banks.</p><p></p><p>The forest fire had been set initially by the Kobolds, as they used flaming oil on the lead wagons. Three wagons loaded with trade goods were destroyed in this manner. Then the fire was made worse by the use of fire spells and alchemist fire on the part of the defenders. Unfortunately for the Kobolds, the prevailing winds carried the blaze deeper into the forest on the north side of the road, away from the caravan’s defensive position and toward the Kobold’s home core.</p><p></p><p>Just after sunrise, as the nearby fires burned themselves out, the surviving Kobolds faded into the woods. The battle was over.</p><p></p><p>Taking half a day to clean up and dig out of the wreckage, the people of the caravan were in a state of shock, exhausted and overwhelmed. Hundreds of Kobold corpses lay scattered around them and over them. A half-dozen wagons were destroyed, dozens of horses killed, and over 40 of the roughly 200 defenders lay dead.</p><p></p><p>That afternoon, over the objections of many of the caravan, Captain Hayak ordered the Caravan to pack up and begin moving down the road. Several hours and five miles later, the caravan stopped in a more defensible position and took care to prepare itself for a potential repeat of the previous night’s battle. Thankfully, that did not happen. Only a few Kobolds were seen by the night’s watch, and most of those were quickly dispatched.</p><p></p><p>Over the next three days, the caravan made normal time down the road, roughly 15 miles per day. Again, only a few handfuls of Kobolds were spotted and presented no threat to the caravan. Captain Hayak continued to enforce the strongest discipline she could and every night, made the entire force work together to place the caravan in a strong defensive position. No slackers were tolerated. Those few who tried were assigned the worst possible duties, so as to make an example of them. The Rough Hands are picked up from the same spot in which they had been camped when the party passed them, with the same surly attitude.</p><p></p><p>As part of the camaraderie of the road, the party found themselves given a couple of names. All the other parties had been named by their own accord, but this group is the only one that had not named itself. Given that they were the last party to be sent out and that they arrived late for the battle, the group is now variously called “The Latecomers” or “The Last Ones”.</p><p></p><p>Early on the 15th, as the caravan nears Rivermarch, Captain Hayak sends her Falcon ahead with a message, alerting the town to their approach.</p><p></p><p>Late afternoon, the caravan finally arrives in Rivermarch. For the most part, it is a total collapse, as people seek food and a place to crash. The wagons are parked in the town commons and the horses led to pasture, but almost nothing else is done. Captain Hayak and Captain Trevason announce that food, drink and shelter (mostly just a blanket and a dry spot to sleep in) are free for the time being. Nothing will be decided for the next couple of days at the very least, so relax, clean yourself up and wait for orders. The caravan will not leave Rivermarch until the 18th.</p><p></p><p>You find that Edgar Thrawn is in Rivermarch. One by one, he approaches the various Adventurer groups and makes the following offers;</p><p>1. Join the Falconeers. Those who join are promised that they will be kept in Rivermarch, not sent on missions, for at least the next two months while they are trained and equipped. They will also have all of their debts repaid.</p><p>(This is essentially character retirement. If you are unhappy with how your character is working out, you may create a new one at the same experience level. Your old PC becomes an NPC member of the Falconeers.)</p><p>2. Continue with the anti-Kobold mission.</p><p></p><p>To your group, however, Edgar has another offer. He would like you to go north, to the Bordermark river, to see if the Kobolds are making any moves in that direction. All of that land is claimed by the Republic of Freetown, although neither the Falconeers or the Freetown Rangers have been up in that area in close to a year due to concentrating on the Kobold problem.</p><p></p><p>It is roughly 95 miles to the river, as the falcon flies, but at least half again, or more, by footpath. There are a number of isolated groups and Old Tribes up in the hills, but should be no major threats as long as the Kobolds have not moved in force.</p><p></p><p>If you find that the Kobolds have moved in, return immediately. If you find that they are crossing the Bordermark, make no move to stop them. In fact, encourage it if you can. Then they are the Elorhim’s problem!</p><p></p><p>Nieri pulls Edgar aside asks for more pay. Edgar simply stares at Nieri for the longest time, doing a slow burn. Several looks pass over his face, mostly surprise and anger. His mouth opens and closes a few times, but no words come out. Just as his face reaches beet red, he wheels and walks away, muttering under his breath.</p><p></p><p></p><p>There is talk of Wizard conclave at Sergeant Arrowflight’s quarters in the morning. Non-Wizard potion makers and Scroll scribers also welcome. Clerics will be having their own meetings.</p><p></p><p>Late that night, there is a final, acrimonious fight among the members of the Rough Hands, and the group breaks up.</p><p></p><p>(End of Session 3)</p></blockquote><p></p>
[QUOTE="Chimera, post: 2921731, member: 2002"] Session 3 Story Summary As the Kobolds retreat across the road, the party gathers themselves together and prepare to go after them. Not in too great a hurry, the party gathers their stuff and walks up to the road, fearing an ambush. With the Kobolds nowhere in sight, Kethra begins looking for their tracks, shortly finding them leading into the woods on the opposite side of the road. The group sets out at a deliberate pace, tracking the fleeing Kobolds. A couple of hundred yards later, the group comes into a small clearing where the Kobolds lie in wait. Arrayed around a wide bend in a trail, the Kobolds begin a slow, fighting retreat that makes the group extremely suspicious. Warily, Kethra, Lawrence and Healer John advance on the Kobolds as Nieri and Samsel attempt to circle around to the right. One particular Kobold, probably the same one as near the camp site, fires strange rays from his hands at the party. Fortunately, he seems to be a very bad shot and does no real damage. Eventually, he retreats to the center of the path and once again causes a cloud of mist to surround him. Advancing on the remaining Kobolds as they fall back into a hedgerow, the party spots a half-dozen or more black clothed Kobolds doing a very poor job of hiding in the trees, about 20’ off the ground. (GM Note: I use three d20 to roll things at the table. I rolled all 3 for spot checks for the first three party members. 20. 20. 20. Amazed, I showed it to them. Then I picked one up and rolled it for the other player. 20. Holy Crap. Four 20’s. That’s a one in 160,000 occurrence! So I figured that the Kobolds had to be extremely obvious.) The Kobold Ninjas sprang down on the party, hitting Lawrence and Kethra. One of them completely missed and landed with a hard thud on the forest floor. Unfortunately, their fighting skills were as sharp as their skill at hiding, and the party made short work of them. On the other hand, as Nieri came through the back side of the hedge to flank the Kobold ninjas, a large spider appeared and bit him. Shaking off the poison, Nieri turned his attention to battling the spider, with a little help from his friends as they completed wiping out the Kobolds. The strange ray firer and the few remaining Kobolds ran down the path, hoping from large rock to large rock, before disappearing into the woods. The party elected not to follow them, instead deciding to clean up and return to their riverside camp site. Searching the battle site, the party soon discovered a rather obvious pit trap, very poorly covered, along side the trail that the Kobolds had retreated down. Pushing in the branches and leaves, they found it to be a 10’ pit lined with sharpened stakes. The Kobolds and their ninjas had little of value and the party was ready to walk away when Nieri spotted something underneath the bushes next to the spider web. It was a human skeleton in rusted armor. It’s gear was hopelessly rusted and rotting, but held in it’s hand was a masterwork sword that looked as bright and sharp as the day it had been made. On it’s belt was a pouch containing four mithril ducats (200d each), 49 silver dollars and 2 pennies. Searching further, Nieri discovered a partially buried backpack containing, among other things, a potion and two vials of Alchemist fire. Deciding against staying put any longer, the party continued westward in hopes of meeting up with the caravan. They put another 12 miles behind them by the end of the day, meeting only a few small groups of Kobolds who made every attempt to avoid the party. The one “depressing” (Nieri’s term) encounter was a wave of 30-something newly hatched, hungry Kobold infants, who swarmed the party, then just as quickly scattered as the party proved too great a threat. Strangely, there were no great encounters during that day, not even another party of adventurers. The party made camp once again along the river. Late that night, toward the end of the second watch, Kethra and Jonas spotted a red glow in the western sky. Waking the rest of the party, they swiftly packed their gear and began hustling down the road. After the first hour, the party slowed to a walk. The smell of smoke began to fill the air. A forest fire was raging! After almost another hour, the party was clearly approaching the forest fire. Smoke drifted along the road and the entire sky was bright red. The cracking and roaring of the fire became louder and louder. They rounded a bend in the road and spotted scores of Kobolds ahead, rapidly moving back and forth. The sounds of battle could barely be heard, nearly drowned out by the fire and the noise of the Kobolds. Seemingly not to see the party, the Kobolds were busy cutting trees along side the road and hauling them across it, as if to block any passage. The party moved down to the river and began hustling toward the beleaguered caravan, which they could see hunkering down between the road and the river. They quickly broke through the Kobold lines and then joined the defense against the Kobold army. For another two hours, the battle raged. Waves of Kobolds would charge the caravan’s defensive position, only to be slaughtered. A second bunch would move up and pelt the defenders with hurled sling stones. The caravan defenders hid behind down trees and overturned wagons, attempting to preserve their horses by moving them down to the river banks. The forest fire had been set initially by the Kobolds, as they used flaming oil on the lead wagons. Three wagons loaded with trade goods were destroyed in this manner. Then the fire was made worse by the use of fire spells and alchemist fire on the part of the defenders. Unfortunately for the Kobolds, the prevailing winds carried the blaze deeper into the forest on the north side of the road, away from the caravan’s defensive position and toward the Kobold’s home core. Just after sunrise, as the nearby fires burned themselves out, the surviving Kobolds faded into the woods. The battle was over. Taking half a day to clean up and dig out of the wreckage, the people of the caravan were in a state of shock, exhausted and overwhelmed. Hundreds of Kobold corpses lay scattered around them and over them. A half-dozen wagons were destroyed, dozens of horses killed, and over 40 of the roughly 200 defenders lay dead. That afternoon, over the objections of many of the caravan, Captain Hayak ordered the Caravan to pack up and begin moving down the road. Several hours and five miles later, the caravan stopped in a more defensible position and took care to prepare itself for a potential repeat of the previous night’s battle. Thankfully, that did not happen. Only a few Kobolds were seen by the night’s watch, and most of those were quickly dispatched. Over the next three days, the caravan made normal time down the road, roughly 15 miles per day. Again, only a few handfuls of Kobolds were spotted and presented no threat to the caravan. Captain Hayak continued to enforce the strongest discipline she could and every night, made the entire force work together to place the caravan in a strong defensive position. No slackers were tolerated. Those few who tried were assigned the worst possible duties, so as to make an example of them. The Rough Hands are picked up from the same spot in which they had been camped when the party passed them, with the same surly attitude. As part of the camaraderie of the road, the party found themselves given a couple of names. All the other parties had been named by their own accord, but this group is the only one that had not named itself. Given that they were the last party to be sent out and that they arrived late for the battle, the group is now variously called “The Latecomers” or “The Last Ones”. Early on the 15th, as the caravan nears Rivermarch, Captain Hayak sends her Falcon ahead with a message, alerting the town to their approach. Late afternoon, the caravan finally arrives in Rivermarch. For the most part, it is a total collapse, as people seek food and a place to crash. The wagons are parked in the town commons and the horses led to pasture, but almost nothing else is done. Captain Hayak and Captain Trevason announce that food, drink and shelter (mostly just a blanket and a dry spot to sleep in) are free for the time being. Nothing will be decided for the next couple of days at the very least, so relax, clean yourself up and wait for orders. The caravan will not leave Rivermarch until the 18th. You find that Edgar Thrawn is in Rivermarch. One by one, he approaches the various Adventurer groups and makes the following offers; 1. Join the Falconeers. Those who join are promised that they will be kept in Rivermarch, not sent on missions, for at least the next two months while they are trained and equipped. They will also have all of their debts repaid. (This is essentially character retirement. If you are unhappy with how your character is working out, you may create a new one at the same experience level. Your old PC becomes an NPC member of the Falconeers.) 2. Continue with the anti-Kobold mission. To your group, however, Edgar has another offer. He would like you to go north, to the Bordermark river, to see if the Kobolds are making any moves in that direction. All of that land is claimed by the Republic of Freetown, although neither the Falconeers or the Freetown Rangers have been up in that area in close to a year due to concentrating on the Kobold problem. It is roughly 95 miles to the river, as the falcon flies, but at least half again, or more, by footpath. There are a number of isolated groups and Old Tribes up in the hills, but should be no major threats as long as the Kobolds have not moved in force. If you find that the Kobolds have moved in, return immediately. If you find that they are crossing the Bordermark, make no move to stop them. In fact, encourage it if you can. Then they are the Elorhim’s problem! Nieri pulls Edgar aside asks for more pay. Edgar simply stares at Nieri for the longest time, doing a slow burn. Several looks pass over his face, mostly surprise and anger. His mouth opens and closes a few times, but no words come out. Just as his face reaches beet red, he wheels and walks away, muttering under his breath. There is talk of Wizard conclave at Sergeant Arrowflight’s quarters in the morning. Non-Wizard potion makers and Scroll scribers also welcome. Clerics will be having their own meetings. Late that night, there is a final, acrimonious fight among the members of the Rough Hands, and the group breaks up. (End of Session 3) [/QUOTE]
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