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Gears of Revolution: Notes on my campaign
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<blockquote data-quote="Colmarr" data-source="post: 5708163" data-attributes="member: 59182"><p><strong>Session 5</strong></p><p></p><p><span style="color: darkorange">Session Summary:</span></p><p> </p><p><span style="color: white">After subduing the Danoran mine foreman, Tok and Erik set about learning what he knew while Cassi guarded the passage and Thornt and Wilheim moved the injured Burton to higher ground.</span></p><p> </p><p><span style="color: white">The Danoran explained that he had been hiding in the mine since the Duchess' forces invaded and had fired on RT3 because he heard them whispering in Risuri. Erik called him on that lie (he and Tok hadn't spoken as they entered the sea cave) and the Danoran reluctantly revealed two large gold coins on a thong around his neck. He explained that one of them allowed him to see in the dark, and surrendered the coins to RT3.</span></p><p> </p><p><span style="color: white">Having hauled Burton carefully up the ladders to the mine landing itself, Thornt and Wilheim joined the conversation. When asked whether he had seen anything before the tunnel collapsed, the goblin rogue replied that he had seen <em>everything</em>. For a moment he had imagined himself in a strange swamp, under a blue sun, surrounded yellow frogs. Then the ceiling collapsed, killing Seven Foot Dan, Talya and Letmas.</span></p><p> </p><p><span style="color: white">While the investigators recovered their breath, Tok examined the Danoran's coins and another coin standing on a nearby stone pillar. Each one was covered with images, and Tok identified them as representative of Nem (the plane of shadow), Urim (the plane of earth) and Avilona (the plane of air). Tok slung the icon of Nem around his neck, and by consensus Cassi took the icon of Urim and Wilheim took the icon of Avilona. Then RT3 left Burton to guard the trussed up mine foreman. The goblin wished them well, and passed on knowledge of a weak spot in the fortress wall.</span></p><p> </p><p><span style="color: white">Emerging from the mine on the side of a mountain range, they journey north up and over the peaks, from which they could see Axis fortress in the distance. While travelling down the northern face, they encountered a spontaneous blast of flame that seemed to have no cause or impact point. Pressing on, they crossed paths with a huge, headless, iron golem leaking a strange oil. The construct seemed to sense Cassi and Tok in their hiding spots, but then ambled past them. After it had passed, Tok, used Thornt's empty potion vial to collect a sample of the oil. Strange white motes of light floated within it.</span></p><p> </p><p><span style="color: white">Finally reaching the road, RT3 made good time toward the fortress, only to suddenly find themselves in a swamp, surrounded by yellow frogs and under a setting blue sun. As quickly as it appeared, the swamp was gone and RT3 were back on the road; the only proof of what had happened being Erik's still-wet shoes.</span></p><p> </p><p><span style="color: white">Sneaking to the wall, Tok read aloud the inscription from the first passwall scroll. The stones opened up, revealing a small passageway, but it was not long enough to breach the fortress wall. Aware that they only had one more chance, Erik, Thornt and Wilheim moved closer and loaned Tok their (untrained) aid. This time around - attempting the ritual a second time and with his companions assisting - the changeling performed the ritual flawlessly. The wall opened before them and RT3 were in the Axis fortress.</span></p><p> </p><p><span style="color: white">They moved as stealthily as possible around the town within. They soon came across a guarded warehouse, but chose not to risk discovery by investigating it before their mission was complete.</span></p><p> </p><p><span style="color: white">Pressing on to the lighthouse next to the sea gate, Tok and Erik attempted to bluff their way past the guards stationed there. The first patrolmen let them past, but as they approached the second, a voice called out from an upper window. "He's leaving wet footprints, you idiots! Intruders!"</span></p><p> </p><p><span style="color: white">Tok, Cassi, Thornt and Erik moved forward against the lighthouse's defenders, and as they moved Cassi invoked the power of the Icon of Urim to summon a wall of stone behind them, blocking the path of the defenders' dockside reinforcements. At the same time, Wilheim invoked the power of the Icon of Avilona and swept into the air. Bursting through the second floor window, the deva confronted the rebel wizard there. The surprised man crumpled under a flurry of blows and kicks (one-hit kill with Wilheim's Masterful Spiral daily!), even as his pet Fey Drake disappeared from view.</span></p><p> </p><p><span style="color: white">As Cassi's summoned wall faded, Erik rushed into the now-undefended lighthouse building and located the Sea Gate controls. Below him, the remaining dockside defenders rushed up the ramp, eager to join the fray.</span></p><p> </p><p><span style="color: darkorange">The Good:</span></p><p> </p><p>My players are really taken with the mystery and strange happenings on Axis Island. First the fate that befell the Slate infiltrators, then the odd pillars and Icons in the sea cave. Then they encountered the mysterious gout of flame, headless golem and reality shift on their way to the fortress. All of which put together seems to have driven home the message that Axis Island is a really weird place. It's very well-done atmosphere.</p><p> </p><p>If I had wanted to drive home to them how dangerous the reality fluctuations could be (or if they were too healthy), I would have had the flame burst appear <em>around </em>them rather than 100 feet away <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p> </p><p>I was also quite surprised that they chose not to engage the headless golem. Given how they played in our previous campaign, I was sure that at least one of them would charge it the minute it appeared. Perhaps fortunately, he's now playing an infinitely squishier monk - so maybe discretion will prove the better part of valour in future. </p><p> </p><p>They really surprised me a couple of times during the adventure:</p><p></p><ol> <li data-xf-list-type="ol">Using the empty potion flask to take a sample of the gloom oil. It's good thinking and shows that they're interracting with the world <em>as a world </em>rather than just as a series of encounters. Now I just need to figure out what to tell them when they ask about it back in Flint (glances at calendar and calculates the days until Dying Skyseer is released).</li> <li data-xf-list-type="ol">When their first Passwall ritual failed, they proposed moving to the end of the created passageway and casting the second ritual from that point (ie. extending the existing tunnel rather than creating a new one). That's pretty cool thinking IMO, and it was spoiled only by the fact that Passwall takes 10 minutes to cast but only lasts for 1. As it was, some applications of Aid Another carried the day.</li> <li data-xf-list-type="ol">Cassi using the Golden Icon of Urim to throw a wall up behind them, effectively neutering the Rebel Soldier and a Patrolman for most of 2 turns. It was a quick and completely unexpected use of a new item, although not as quick and unexpected as:</li> <li data-xf-list-type="ol">Wilheim using the Golden Icon of Avilona to fly up to the second level of the lighthouse and assault the Rebel wizard there. I probably would have been within my rights to ask for a bull rush to force the wizard back from the window, but it was just such a <em>cool</em> and reckless move that I gave it the green light. I didn't expect the ensuing daily power to one-hit kill the wizard and bloody the Fey Drake. Cripes!</li> </ol><p><span style="color: darkorange">The Bad:</span></p><p> </p><p>The Docks map (like the Sea Cave map) is dominated by a very narrow chokepoint; in this case the narrow corner where the sea wall meets the lighthouse. </p><p> </p><p>Fortunately, the ground floor-defenders consisted only of a few minions that were swept away with steel, fusil and spell, so it didn't prove to be an issue this session. When the combat continues next session, though, I fully expect the PCs to turtle behind Cassi in that area...</p><p> </p><p><span style="color: darkorange">The Ugly:</span></p><p> </p><p>When Tok studied the Golden Icons after the Dupiers interrogation, I cut and pasted the item text from the PDF into Maptool chat, including the bit that says "<em>or if the Axis Seal is opened</em>" I didn't realise what I'd done until Tok asked Dupiers if there were any seals or portals in the mine. *Groan* </p><p> </p><p>Remind me to never again DM immediately after watching the Wallabies get drubbed by the All Blacks. I've just managed to give away an exceedingly early hint to the maguffin at the centre of the whole AP! </p><p> </p><p>I'm hoping that duplicity or memory can save the day. Duplicity because I said I'd make some macros for the Icons and I plan to leave that text off. Memory because I'm hoping that by the time the Axis Seal is specifically mentioned in the campaign they will have forgotten all about my little boo boo.</p><p> </p><p>Next session is probably next week. It could be the last session if they avoid the Hedge Maze encounter, but more probably they'll face Ghilli Du and then Asrabey the session after.</p></blockquote><p></p>
[QUOTE="Colmarr, post: 5708163, member: 59182"] [b]Session 5[/b] [COLOR=darkorange]Session Summary:[/COLOR] [COLOR=white]After subduing the Danoran mine foreman, Tok and Erik set about learning what he knew while Cassi guarded the passage and Thornt and Wilheim moved the injured Burton to higher ground.[/COLOR] [COLOR=white]The Danoran explained that he had been hiding in the mine since the Duchess' forces invaded and had fired on RT3 because he heard them whispering in Risuri. Erik called him on that lie (he and Tok hadn't spoken as they entered the sea cave) and the Danoran reluctantly revealed two large gold coins on a thong around his neck. He explained that one of them allowed him to see in the dark, and surrendered the coins to RT3.[/COLOR] [COLOR=white]Having hauled Burton carefully up the ladders to the mine landing itself, Thornt and Wilheim joined the conversation. When asked whether he had seen anything before the tunnel collapsed, the goblin rogue replied that he had seen [I]everything[/I]. For a moment he had imagined himself in a strange swamp, under a blue sun, surrounded yellow frogs. Then the ceiling collapsed, killing Seven Foot Dan, Talya and Letmas.[/COLOR] [COLOR=white]While the investigators recovered their breath, Tok examined the Danoran's coins and another coin standing on a nearby stone pillar. Each one was covered with images, and Tok identified them as representative of Nem (the plane of shadow), Urim (the plane of earth) and Avilona (the plane of air). Tok slung the icon of Nem around his neck, and by consensus Cassi took the icon of Urim and Wilheim took the icon of Avilona. Then RT3 left Burton to guard the trussed up mine foreman. The goblin wished them well, and passed on knowledge of a weak spot in the fortress wall.[/COLOR] [COLOR=white]Emerging from the mine on the side of a mountain range, they journey north up and over the peaks, from which they could see Axis fortress in the distance. While travelling down the northern face, they encountered a spontaneous blast of flame that seemed to have no cause or impact point. Pressing on, they crossed paths with a huge, headless, iron golem leaking a strange oil. The construct seemed to sense Cassi and Tok in their hiding spots, but then ambled past them. After it had passed, Tok, used Thornt's empty potion vial to collect a sample of the oil. Strange white motes of light floated within it.[/COLOR] [COLOR=white]Finally reaching the road, RT3 made good time toward the fortress, only to suddenly find themselves in a swamp, surrounded by yellow frogs and under a setting blue sun. As quickly as it appeared, the swamp was gone and RT3 were back on the road; the only proof of what had happened being Erik's still-wet shoes.[/COLOR] [COLOR=white]Sneaking to the wall, Tok read aloud the inscription from the first passwall scroll. The stones opened up, revealing a small passageway, but it was not long enough to breach the fortress wall. Aware that they only had one more chance, Erik, Thornt and Wilheim moved closer and loaned Tok their (untrained) aid. This time around - attempting the ritual a second time and with his companions assisting - the changeling performed the ritual flawlessly. The wall opened before them and RT3 were in the Axis fortress.[/COLOR] [COLOR=white]They moved as stealthily as possible around the town within. They soon came across a guarded warehouse, but chose not to risk discovery by investigating it before their mission was complete.[/COLOR] [COLOR=white]Pressing on to the lighthouse next to the sea gate, Tok and Erik attempted to bluff their way past the guards stationed there. The first patrolmen let them past, but as they approached the second, a voice called out from an upper window. "He's leaving wet footprints, you idiots! Intruders!"[/COLOR] [COLOR=white]Tok, Cassi, Thornt and Erik moved forward against the lighthouse's defenders, and as they moved Cassi invoked the power of the Icon of Urim to summon a wall of stone behind them, blocking the path of the defenders' dockside reinforcements. At the same time, Wilheim invoked the power of the Icon of Avilona and swept into the air. Bursting through the second floor window, the deva confronted the rebel wizard there. The surprised man crumpled under a flurry of blows and kicks (one-hit kill with Wilheim's Masterful Spiral daily!), even as his pet Fey Drake disappeared from view.[/COLOR] [COLOR=white]As Cassi's summoned wall faded, Erik rushed into the now-undefended lighthouse building and located the Sea Gate controls. Below him, the remaining dockside defenders rushed up the ramp, eager to join the fray.[/COLOR] [COLOR=darkorange]The Good:[/COLOR] My players are really taken with the mystery and strange happenings on Axis Island. First the fate that befell the Slate infiltrators, then the odd pillars and Icons in the sea cave. Then they encountered the mysterious gout of flame, headless golem and reality shift on their way to the fortress. All of which put together seems to have driven home the message that Axis Island is a really weird place. It's very well-done atmosphere. If I had wanted to drive home to them how dangerous the reality fluctuations could be (or if they were too healthy), I would have had the flame burst appear [I]around [/I]them rather than 100 feet away :devil: I was also quite surprised that they chose not to engage the headless golem. Given how they played in our previous campaign, I was sure that at least one of them would charge it the minute it appeared. Perhaps fortunately, he's now playing an infinitely squishier monk - so maybe discretion will prove the better part of valour in future. They really surprised me a couple of times during the adventure: [LIST=1] [*]Using the empty potion flask to take a sample of the gloom oil. It's good thinking and shows that they're interracting with the world [I]as a world [/I]rather than just as a series of encounters. Now I just need to figure out what to tell them when they ask about it back in Flint (glances at calendar and calculates the days until Dying Skyseer is released). [*]When their first Passwall ritual failed, they proposed moving to the end of the created passageway and casting the second ritual from that point (ie. extending the existing tunnel rather than creating a new one). That's pretty cool thinking IMO, and it was spoiled only by the fact that Passwall takes 10 minutes to cast but only lasts for 1. As it was, some applications of Aid Another carried the day. [*]Cassi using the Golden Icon of Urim to throw a wall up behind them, effectively neutering the Rebel Soldier and a Patrolman for most of 2 turns. It was a quick and completely unexpected use of a new item, although not as quick and unexpected as: [*]Wilheim using the Golden Icon of Avilona to fly up to the second level of the lighthouse and assault the Rebel wizard there. I probably would have been within my rights to ask for a bull rush to force the wizard back from the window, but it was just such a [I]cool[/I] and reckless move that I gave it the green light. I didn't expect the ensuing daily power to one-hit kill the wizard and bloody the Fey Drake. Cripes! [/LIST][COLOR=darkorange]The Bad:[/COLOR] The Docks map (like the Sea Cave map) is dominated by a very narrow chokepoint; in this case the narrow corner where the sea wall meets the lighthouse. Fortunately, the ground floor-defenders consisted only of a few minions that were swept away with steel, fusil and spell, so it didn't prove to be an issue this session. When the combat continues next session, though, I fully expect the PCs to turtle behind Cassi in that area... [COLOR=darkorange]The Ugly:[/COLOR] When Tok studied the Golden Icons after the Dupiers interrogation, I cut and pasted the item text from the PDF into Maptool chat, including the bit that says "[I]or if the Axis Seal is opened[/I]" I didn't realise what I'd done until Tok asked Dupiers if there were any seals or portals in the mine. *Groan* Remind me to never again DM immediately after watching the Wallabies get drubbed by the All Blacks. I've just managed to give away an exceedingly early hint to the maguffin at the centre of the whole AP! I'm hoping that duplicity or memory can save the day. Duplicity because I said I'd make some macros for the Icons and I plan to leave that text off. Memory because I'm hoping that by the time the Axis Seal is specifically mentioned in the campaign they will have forgotten all about my little boo boo. Next session is probably next week. It could be the last session if they avoid the Hedge Maze encounter, but more probably they'll face Ghilli Du and then Asrabey the session after. [/QUOTE]
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