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Hard Core Adventurers- KOTS 20.06 The Cathedral of Shadows
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<blockquote data-quote="Goonalan" data-source="post: 6024729" data-attributes="member: 16069"><p style="text-align: center"><span style="font-size: 26px">Stats</span></p> <p style="text-align: center"></p> <p style="text-align: center"><span style="font-size: 18px">Warning Spoilers!</span></p><p></p><p>The various hidden sections below contain details, as indicated, about the characters in play- reading these sections before reading the story may limit your enjoyment- you have been warned.</p><p></p><p style="text-align: center"><span style="font-size: 18px">Warning Stats!</span></p><p></p><p>I love my stats, by which I mean the dumb lists that all DMs (fingers-crossed) make, this is the place for them. See spoilers above though, reading these before you have read the story will take some of the fun away.</p><p></p><p>I'll add lists and other things, like summaries of the action, here as and when I think of them...</p><p></p><p>[sblock=Monsters Defeated by PCs Level 1- KOTS]</p><p></p><p>25 XP each (x44 = 1100xp)</p><p>Goblin Cutter (Minion Skirmisher 1) x7 (Enc 8)</p><p>Kobold Minion (Minion 1) x33 (Enc 1 x12 & Enc 3 x11 & Enc 4 x10)</p><p>Wolf Packmate (Minion Skirmisher 1) x4 (Enc 5)</p><p></p><p>31 XP each (x4 = 124xp)</p><p>Human Rabble (Minion 2) x4 (Enc 2)</p><p></p><p>50 XP each (x4 = 200xp)</p><p>Wererat Scum (Minion Skirmisher 5) x4 (Enc 9)</p><p></p><p>100 XP each (x18 = 1800xp)</p><p>Goblin Acolyte of Maglubiyet (Controller 1) x1 (Enc 8)</p><p>Goblin Archer (Skirmisher 1) x1 (Enc 8)</p><p>Goblin Beast Marshal (Skirmisher 1) x1 (Enc 5)</p><p>Goblin Beast Rider (Skirmisher 1) x1 (Enc 5)</p><p>Goblin Blackblade (Lurker 1) x1 (Enc 7)</p><p>Goblin Cutthroat (Skirmisher 1) x1 (Enc 7)</p><p>Goblin Warrior (Skirmisher 1) x3 (Enc 8)</p><p>Kobold Guttersnipe (Artillery 1) x1 (Enc 1)</p><p>Kobold Skirmisher (Skirmisher 1) x4 (Enc 1 x1 & Enc 4 x3)</p><p>Kobold Slinger (Artillery 1) x1 (Enc 3)</p><p>Kobold Slink (Lurker 1) x1 (Enc 3)</p><p>Rat Dire (Brute 1) x2 (Enc 9)</p><p></p><p>125 XP each (x17 = 2125xp)</p><p>Demon Dretch (Brute 2) x2 (Enc 6)</p><p>Drake Guard (Brute 2) x2 (Enc 2)</p><p>Gnome Skulk- Agrid (Lurker 2) x1 (Enc 2)</p><p>Goblin Cursespewer (Artillery 2) x1 (Enc 6)</p><p>Goblin Guard (Soldier 2) x1 (Enc 6)</p><p>Goblin Sharpshooter (Artillery 2) x3 (Enc 5 x1 & Enc 6 x1 & Enc 7 x1)</p><p>Goblin Wizard (Artillery 2) x1 (Enc 5)</p><p>Kobold Denwarden (Soldier 2) x2 (Enc 4)</p><p>Kobold Dragonshield (Soldier 2) x2 (Enc 1 x1 & Enc 3 x1)</p><p>Kobold Pikeman (Brute 2) x1 (Enc 1)</p><p>Wolf Grey (Skirmisher 2) x1 (Enc 5)</p><p></p><p>150 XP each (x4 = 600xp)</p><p>Goblin Cursespewer (Artillery 3) x1 (Enc 7)</p><p>Kobold Wyrmpriest (Artillery 3) x2 (Enc 3 x1 & Enc 4 x1)</p><p>Wererat Scurrying (Skirmisher 3) x1 (Enc 9)</p><p></p><p>175 XP each (x2 = 350xp)</p><p>Kobold Slyblade (Lurker 4) x1 (Enc 3)</p><p>Spectral Apparition (Lurker 4) x1 (Enc 2)</p><p></p><p>250 XP each (x1 = 250xp)</p><p>Hobgoblin Subcommander (Elite Soldier 2) x1 (Enc 7)</p><p></p><p>300 XP each (x1 = 300xp)</p><p>Goblin Chief- Irontooth (Elite Brute 3) x1 (Enc 4)</p><p></p><p>400 XP each (x1 = 400xp)</p><p>Goblin Chief- Balgron the Fat (Elite Lurker 5) x1 (Enc 8)</p><p></p><p>Total 96 Monsters/Traps/Skill Challenges</p><p>Total 7249 XP</p><p>Monster Average XP 75.51</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Monsters Defeated by PCs Level 2- KOTS]</p><p></p><p>25 XP each (x18 = 450xp)</p><p>Skeleton Decrepit (Minion Skirmisher 1) x8 (Enc 13)</p><p>Wererat Minion (Minion Skirmisher 1) x10 (Enc 10)</p><p></p><p>38 XP each (x15 = 570xp)</p><p>Hobgoblin Grunt (Minion 3) x5 (Enc 11)</p><p>Zombie Rotter (Minion 3) x10 (Enc 12)</p><p></p><p>50 XP each (x2 = 100xp)</p><p>Wererat Scum (Minion Skirmisher 5) x2 (Enc 10)</p><p></p><p>100 XP each (x1 = 100xp)</p><p>Zombie Tainted (Brute 1) x1 (Enc 12)</p><p></p><p>125 XP each (x6 = 750xp)</p><p>Rat Swarm (Skirmisher 2) x1 (Enc 10)</p><p>Wererat (Skirmisher 2) x3 (Enc 10)</p><p>Zombie Goblin Archer (Artillery 2) x2 (Enc 12)</p><p></p><p>150 XP each (x5 = 750xp)</p><p>Hobgoblin Soldier (Soldier 3) x2 (Enc 11)</p><p>Skeleton Warrior (Soldier 3) x2 (Enc 13)</p><p>Wererat Scurrying (Skirmisher 3) x1 (Enc 10)</p><p></p><p>175 XP each (x1 = 175xp)</p><p>Hobgoblin Spear Soldier (Soldier 4) x1 (Enc 11)</p><p></p><p>200 XP each (x2 = 400xp)</p><p>Hobgoblin Warmonger (Artillery 5) x1 (Enc 11)</p><p>Wight Hobgoblin (Skirmisher 5) x1 (Enc 11)</p><p></p><p>300 XP each (x1 = 300xp)</p><p>Skeleton Mage (Elite Controller 3) x1 (Enc 13)</p><p></p><p>350 XP each (x1 = 350xp)</p><p>Zombie Hulk (Brute 8) x1 (Enc 12)</p><p></p><p>400 XP each (x1 = 400xp)</p><p>Wererat Mugger (Elite Brute 5) x1 (Enc 10)</p><p></p><p>875 XP each (x1 = 875xp)</p><p>Skeleton Lord- Sir Keegan (Solo Brute 4) x1 (Enc 14)</p><p>Skill Challenge- Defeat Sir Keegan (Combined with above)</p><p></p><p>Total 54 Monsters/Traps/Skill Challenges</p><p>Total 5220 XP</p><p>Monster Average XP 96.67 </p><p></p><p>[/sblock]</p><p></p><p>[sblock=Monsters Defeated by PCs Level 3- KOTS]</p><p></p><p>25 XP each</p><p>Skeleton Decrepit (Minion Skirmisher 1) x9 (Enc 18)</p><p></p><p>38 XP each </p><p>Hobgoblin Grunt (Minion 3) x9 (Enc 15 & 16)</p><p></p><p>50 XP each</p><p>Hobgoblin Sentry (Minion Soldier 5) x1 (Enc 15)</p><p></p><p>150 XP each </p><p>Hobgoblin Battle Guard (Soldier 3) x1 (Enc 16)</p><p>Hobgoblin Deathwatcher (Soldier 3) x1 (Enc 16)</p><p>Hobgoblin Soldier (Soldier 3) x2 (Enc 15 & 16)</p><p>Zombie Gravehound (Brute 3) x2 (Enc 18)</p><p></p><p>200 XP each</p><p>Hobgoblin Archer (Artillery 5) x1 (Enc 15)</p><p></p><p>300 XP each</p><p>Hobgoblin Bladebearer (Elite Skirmisher 3) x1 (Enc 16)</p><p>Hobgoblin Warcaster (Elite Controller 3) x1 (Enc 15)</p><p></p><p>500 XP each</p><p>Elf Ranger- Ninaran (Elite Artillery 6) x1 (Enc 18)</p><p>Skill Challenge- The Portal x1 (Enc 17)</p><p></p><p>[/sblock]</p><p></p><p>[sblock=A summary of events so far- KOTS]</p><p></p><p>0) The PCs are hired (without pay) to head to Winterhaven (from Fallcrest) at the behest of Gerda Staul, wife of Douvern Staul- each of the PCs has some form of connection to Douvern. Douvern is supposed to be investigating an archaelogical site just outside of Winterhaven, only he should have been back in Fallcrest five days ago. Gerda is worried.</p><p></p><p>1) En route to Winterhaven the PCs are ambushed by a gang of Kobolds lead by Wyrmpriest Bad Derek, the PCs trounce their enemies, only Bad Derek escapes, although Hal is knocked unconscious at one point. The guys head on to Winterhaven.</p><p></p><p>1a) The guys arrive in Winterhaven, meet a few of the locals- including Lord Padraig who wants to hire the PCs to put an end to the Kobold menace, the guys have bigger fish to fry. One of the locals, it turns out, knows where Douvern is... The PCs get directions and head off back in to the wilds, looking for the Ancient Burial Site.</p><p></p><p>2) The guys locate the Ancient Burial site, chat with a Gnome- Agrid, and a bunch of workers, until a Spectral Apparition turns up and orders the attack. The PCs overcome their foes, including the strange ghostly figure, while Agrid the Gnome surrenders.</p><p></p><p>2a) The guys have a pleasant chat with Agrid the Gnome, they learn that he was hired in Fallcrest to kidnap Douvern, and then continue to excavate the Ancient Burial Site. Agrid is being directed by the Spectral Apparition, who also seems to be in league with a bunch of Goblins, and someone called Irontooth! Agrid and his workers have found a small ancient mirror, a child's plaything perhaps- but valuable, while excavating the site.</p><p></p><p>2b) The guys head back to Winterhaven with a mostly unconscious Douvern, have a brief chat with the locals again- the suggestion is the guys head back out to take care of the Kobold menace. They're about to leave when they're called back, Douvern is awake- and he has a present for Gokan, a +1 Vanguard Battleaxe. An hour later the PCs head off in search of Kobolds.</p><p></p><p>3) The guys get the jump on the Kobolds guarding the lair, although they too have a few surprises of their own. After a bloody fight in which Sigur has to make use of his Angelic Echelon, Daily Power, and in which Jimmy is almost killed the guys win through. All the guards are killed, and without the Kobolds within the waterfall lair being alerted. The PCs move in- time to end the Kobold menace.</p><p></p><p>4) The guys get the jump on the guards inside the Kobold lair, and mostly take care of business. Gokan wanders off to find some tougher enemies and with a little help from Jimmy takes down a pair of Denwardens. Bad Derek, the Kobold Wyrmpriest from encounter 1, is here- he blasts the Half-Orc before running off, Gokan in pursuit. The climax of this encounter occurs in the entrance chamber; Irontooth arrives and knocks Hal, then Hedda, then Gokan unconscious. Sigur is blasted by Bad Derek and also knocked unconscious, but not before Jimmy finishes off Irontooth. The Halfling Rogue and Bad Derek go head-to-head, its a close run combat but Jimmy wins as the Kobold falls in to the waterfall. Jimmy tries desperately to revive his fallen friends, alas he's too late to save Hedda- the Minotaur Priestess of Bahamut dies. The others are eventually saved, although Sigur gets awfully close to the edge. The Kobolds are no more, and Irontooth is dead- victory, just. </p><p></p><p>4a) The guys rest up in the Kobold's Lair, Jimmy frets- the Halfling is not happy. Hedda's dead body lies close by.</p><p></p><p>4b) The PCs head back to Winterhaven, toting Hedda's dead body, the people of the town do their best to help the unhappy adventurers- but nothing can lift the gloom.</p><p></p><p>4c) The PCs struggle to come to terms with Hedda's death, and then Tonka arrives. The guys learn a little more about a strange cult that is supposed to inhabit the Keep on the Shadowfell. The decision is finally made, they head out...</p><p></p><p>5) The PCs enter the Shadow Keep, kill some assorted Wolves and Goblins in short order and finally capture a Goblin Wizard, at which point Sigur steps in- he has a way with prisoners.</p><p></p><p>5a) The Goblin Wizard is interrogated by Sigur, Tonka later provides a summary of all the PCs learn from the pitiful creature. Jimmy has his doubts about Sigur, The PCs press on, heading for a chamber the Goblins are excavating, looking for something- strange?</p><p></p><p>6) The PCs fail to get the drop on a bunch of Goblins excavating a chamber (for what?), matters take a turn for the worse when two Demon Dretches hold the guys at bay for a while. However, as always, the PCs win through- eventually cutting down the Demons and chasing after the Goblins left alive- a prisoner is taken. </p><p></p><p>6a) The Goblin Sharpshooter is interrogated, more info is found out. Jimmy continues to worry over Sigur, the 'nutter', and then the guys head off to find the Torture chamber- which should provide them with some more fun.</p><p></p><p>7) The PCs burst in on the Hobgoblin lead torturer's, the surprise attack proves fatal for two of the Goblins, which makes for an easy, and quick, encounter. No prisoners are taken, the Goblinoids are cut down in style. </p><p></p><p>7a) The PCs search the chamber, and the Goblins, and discover a magical +1 Healing Brooch (taken by Tonka). They then head off in search of the Goblin chief- Balgron the Fat, they don't have far to go...</p><p></p><p>8) The PCs wail on Balgron the Fat and his associates, and in return take a kicking with Tonka, Hal and Gokan all getting knocked down (briefly). The fight is bloody and brutal versus the Goblin Chief and his pals, the guys eventually work their way through the Chief's followers, however Balgron does a runner. He flees via a pair of secret doors and makes his way back to the excavation site, alas (for him) the area has already been cleared. Balgron fights to the last, and is finally cut down by Gokan.</p><p></p><p>8a) The PCs rest up in the catacombs of the Keep on the Shadowfell, having defeated the Goblin Chief- Balgron the Fat and all his little helpers. The guys make sense of a bunch of paperwork they find- who are the messengers, and who is Commander Gark? They muse a while on their new info and then attempt to take an extended rest- they'll be level 2 when they awake.</p><p></p><p>9) The PCs rest is cut short when a swarm, actually several swarms, of rats turn up- worse still they turn out to be Wererats. The PCs are... well, swarmed- Gokan drops, then Sigur, then Hal (DEAD), and then Tonka. Which just leaves Jimmy. The tearful halfling manages to stop the massacre and convince the wererats to ransom his unconscious friends back to him- he can get 5,000gp in just a few days. A short skill challenge ensues, Jimmy convinces the wererat boss, the other guys (save Hal- he's dead) are stabilised. Jimmy departs...</p><p></p><p>9a) Jimmy flees back to Winterhaven, in a daze- and also a little affected by Filth Fever. Back in the village he rages and sobs, and... his friends and family spring in to action. Douvern heads back to Fallcrest to get the cash needed to rescue the other members of the Hard Core adventurers from the Ratmen. Jimmy meantime frets and worries, his dad arrives back in time to reassure his son.</p><p></p><p>9b) Still in Winterhaven the gold has been got, and new adventurers introduced to Jimmy- the rescue committee is formed. Gerda isn't happy however, it seems Douvern is about to put his children at risk, again.</p><p></p><p>9c) Sigur, Tonka and Gokan suffer in the darkness, prisoners of the Wererats- the trio are beaten and broken, and perhaps suffering from a little Filth Fever (Gokan). </p><p></p><p>10) The PCs meet up with the Wererats at the Ancient Burial Site- the Wererat Chief goes back on his word and offers only one of the prisoners for the money... The PCs have other ideas, their trap is sprung and the Wererats are ambushed. A massive fight ensues with the Wererat's prisoners- Sigur, Tonka and Gokan, finally getting free. Soon after the Wererats are vanquished, their Chief is the last to fall, running for his life.</p><p></p><p>10a) Gokan, Sigur and Tonka are welcomed back in to the fold, the dead Wererats are searched- with Sigur acquiring a set of Flaming Bracers, an ancient key is found. Job done the guys head back to Winterhaven.</p><p></p><p>10b) The adventurers celebrate their return and the destruction of the Kobolds with the locals in Wrafton's Inn, although several of the adventurers are either less than happy, or else fretting about the future- what happens next?</p><p></p><p>10c) Still in Winterhaven, some of them Filth Fever affected. A little while later, after much fretting and worrying, the guys decide to return to the Keep on the Shadowfell, Gerda's not happy.</p><p></p><p>10d) The PCs learn a little more information, prep for adventure and then head out, back to the Keep.</p><p></p><p>11) The PCs head back in to the Keep on the Shadowfell, and are quickly confronted by a bunch of Hobgoblins, the fight is hard with Tonka getting knocked down twice, but as always the adventurers win through.</p><p></p><p>11a) Sigur has some harsh words for Tonka, the dragonborn seems to be spending a lot of time on the floor during the fights- the dwarven invoker is not happy. The adventurers move out to re-visit the areas within the catacombs they have already been, to make sure nothing new lurks their, and to find Hal's body. The place is empty, their comrades body is nowhere to be found.</p><p></p><p>11b) Rat-filled caves are investigated- the former home of the wererats? Probably. A number of discoveries are made- including Hal's remains, oh apart from the metal man's head, which is missing. The guys head further in to the catacombs.</p><p></p><p>12) The PCs wander in to a maze dotted with glowing glyphs, and ZOMBIES; the guys smash the undead down, eventually.</p><p></p><p>12a) Alas they cannot find a way safely past the glyphs, the best minds are put to the test trying to find a way... The adventurers find another way, in to a catacomb.</p><p></p><p>13) Skeletons leap out of the sarcophagi either side of the adventurers, they're attacked on all sides- as it turns out the vast majority of the undead are Minions, and easily cut down. The Skeleton Mage however is a different prospect, the foul wizard is eventually destroyed but not before heralding the arrival of its master.</p><p></p><p>13a) The PCs search the catacombs, the place seems to be dedicated to Bahamut, which is odd- or at least Tonka thinks so. The guys also locate a pair of beautifully made statues of the platinum dragon, their joy is short-lived- the skeleton mage in the previous encounter warned the guys his master was approaching. A heavily armed and armoured Skeleton Lord arrives on the scene- he's not happy, the fighting begins. </p><p></p><p>14) The PCs are confronted by a Skeleton Lord, who turns out to be Sir Keegan, the undead knight breaks up the fracas with some sort of time stop ability, in these short segments he questions the PCs trying to judge their intentions. The PCs manage to defeat Sir Keegan while also convincing the undead warrior that they are the good guys.</p><p></p><p>14a) The PCs, and in particular the two best buddies, Tonka and Sigur, get in to a fight- with each other; it takes a while but eventually a few issues are ironed out. Ramm grabs Sir Keegan's +1 Black Iron Plate armour, while Tonka makes use of the Skeleton Lord's +1 Vengeful Longsword. The guys take a well earned Extended Rest- they're now level 3.</p><p></p><p>14b) The PCs chatter and recap events to date before heading off on their further adventures. They figure out that Sir Keegan is the good guy, they further work out that they're searching for (and finding) various mementos of the ex-Knight Commander's family. There's something going on here in the keep, some fractured memory from the past- from when the Keep fell.</p><p></p><p>14c) The PCs head back in to the tombs, they discover that the nasty glyphs which were stopping them from heading further in to the dungeon previously, have now been neutralised- Sir Keegan's doing they concur. The guys head down the stairs and straight in to an encounter- Jimmy is spotted!</p><p></p><p>15) The PCs put a bunch of Hobgoblins to the sword, the fiends are led by a Warcaster who takes some killing, that said level 3 is proving to be a charm for the adventurers- they're all powerful.</p><p></p><p>15a) The guys search the now empty guard room, even Sigur helps a little. The brief sojourn- all sweetness and light, is interrupted when a bunch more Hobgoblins attempt to get the jump, and their revenge, on the adventurers.</p><p></p><p>16) A bunch more Hobgoblins are put to the sword (and spell), a trio of the offending miscreants are thrown down the well in the chamber- a terrible fate. The Hobgoblin Bladebearer Chief is rescued from the well and made to tell all it knows. It seems there's a portal hidden a little further on, the portal leads in to the Shadowfell.</p><p></p><p>16a) Gokan grabs a new suit of armour as the guys explore the ruined catacombs, the place seems to be abandoned. Their exploring ends in a very strange situation- Jimmy discovers a corridor whose walls, floors and ceiling is punctured by great rents- visible though these gaps is nothing. The corridor itself ends in inky blackness- nothing, most odd. The Jimmy disappears.</p><p></p><p>17) The adventurers take the parts of the various members of Sir Keegan's family, and are transported by to the time when the Keep was overun by evil. This is a Skill Challenge with a difference, each of the guys must use their skills in an attempt to save the aforementioned members of the slain Knight Commander's family.</p><p></p><p>17a) Success and the adventurers are back in the dungeon and facing the portal, the portal to the Shadowfell, at which point the PCs suffer their second ambush in a short space of time. Undead rush from the portal, while Ninaran, a traitorous elven ranger, and her undead hounds attack from the opposite direction.</p><p></p><p>18) The undead attempt to cut the adventurers down- Jimmy falls, briefly, but eventually the PCs win through- Ninaran is just about the last to fall; it's a shame (for this DM) that so many of the enemies were minions.</p><p></p><p>18a) Gokan thinks back to the time he tried to chat Ninaran up, back in Wrafton's Inn in Winterhaven, the memory is triggered by the sight of the dead elf's body.</p><p></p><p>18b) Jimmy and Sigur chat about 'the gloom', the dwarven name for the Shadowfell- the halfling is fearful, Sigur does little to ease his fears. The adventurers rest up ahead of entering the portal- what lies beyond?</p><p></p><p>[/sblock]</p><p></p><p>[sblock=Encounter runs- KOTS]</p><p></p><p>By which I am referring to the sequence of encounters faced by the PCs between extended rests.</p><p></p><p>PC Level 1-</p><p></p><p>Run 1- </p><p>Enc 1) The Kobold Ambush (Level 4) </p><p>Enc 2) The Ancient Burial Site (Level 2) </p><p>Enc 3) Outside the Kobold Lair (Level 4)</p><p>Enc 4) The Kobold Lair- Irontooth! (Level 6)</p><p></p><p>Run 2-</p><p>Enc 5) Into the Shadow Keep (Level 2)</p><p>Enc 6) The Goblin Diggers (Level 2)</p><p>Enc 7) The Torture Chamber (Level 2)</p><p>Enc 8) The Goblin Chieftain's Lair (Level 5)</p><p>Enc 9) The Rat Pack (Level 4)</p><p></p><p>PC Level 2-</p><p></p><p>Run 3-</p><p>Enc 10) The Exchange (Level 6)</p><p></p><p>Run 4-</p><p>Enc 11) The Hobgoblin Guards (Level 5)</p><p>Enc 12) The Dead Centre (Level 5)</p><p>Enc 13) The Skeleton Legion (Level 3)</p><p>Enc 14) Sir Keegan (Level 4)</p><p></p><p>PC Level 3-</p><p></p><p>Run 5-</p><p>Enc 15) The Hobgoblin Guards (Level 4)</p><p>Enc 16) The Hobgoblin's Revenge (Level 5)</p><p>Enc 17) The Portal to the Shadowfell (Level 1)</p><p>Enc 18) Guardians of the Portal (Level 5)</p><p></p><p>Run 6-</p><p></p><p>[/sblock]</p><p></p><p style="text-align: center"><a href="http://www.flickr.com/photos/40504969@N08/8045379331/" target="_blank"><img src="http://farm9.staticflickr.com/8456/8045379331_db4ec5676e.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p></blockquote><p></p>
[QUOTE="Goonalan, post: 6024729, member: 16069"] [CENTER][SIZE="7"]Stats[/SIZE] [SIZE="5"]Warning Spoilers![/SIZE][/CENTER] The various hidden sections below contain details, as indicated, about the characters in play- reading these sections before reading the story may limit your enjoyment- you have been warned. [CENTER][SIZE="5"]Warning Stats![/SIZE][/CENTER] I love my stats, by which I mean the dumb lists that all DMs (fingers-crossed) make, this is the place for them. See spoilers above though, reading these before you have read the story will take some of the fun away. I'll add lists and other things, like summaries of the action, here as and when I think of them... [sblock=Monsters Defeated by PCs Level 1- KOTS] 25 XP each (x44 = 1100xp) Goblin Cutter (Minion Skirmisher 1) x7 (Enc 8) Kobold Minion (Minion 1) x33 (Enc 1 x12 & Enc 3 x11 & Enc 4 x10) Wolf Packmate (Minion Skirmisher 1) x4 (Enc 5) 31 XP each (x4 = 124xp) Human Rabble (Minion 2) x4 (Enc 2) 50 XP each (x4 = 200xp) Wererat Scum (Minion Skirmisher 5) x4 (Enc 9) 100 XP each (x18 = 1800xp) Goblin Acolyte of Maglubiyet (Controller 1) x1 (Enc 8) Goblin Archer (Skirmisher 1) x1 (Enc 8) Goblin Beast Marshal (Skirmisher 1) x1 (Enc 5) Goblin Beast Rider (Skirmisher 1) x1 (Enc 5) Goblin Blackblade (Lurker 1) x1 (Enc 7) Goblin Cutthroat (Skirmisher 1) x1 (Enc 7) Goblin Warrior (Skirmisher 1) x3 (Enc 8) Kobold Guttersnipe (Artillery 1) x1 (Enc 1) Kobold Skirmisher (Skirmisher 1) x4 (Enc 1 x1 & Enc 4 x3) Kobold Slinger (Artillery 1) x1 (Enc 3) Kobold Slink (Lurker 1) x1 (Enc 3) Rat Dire (Brute 1) x2 (Enc 9) 125 XP each (x17 = 2125xp) Demon Dretch (Brute 2) x2 (Enc 6) Drake Guard (Brute 2) x2 (Enc 2) Gnome Skulk- Agrid (Lurker 2) x1 (Enc 2) Goblin Cursespewer (Artillery 2) x1 (Enc 6) Goblin Guard (Soldier 2) x1 (Enc 6) Goblin Sharpshooter (Artillery 2) x3 (Enc 5 x1 & Enc 6 x1 & Enc 7 x1) Goblin Wizard (Artillery 2) x1 (Enc 5) Kobold Denwarden (Soldier 2) x2 (Enc 4) Kobold Dragonshield (Soldier 2) x2 (Enc 1 x1 & Enc 3 x1) Kobold Pikeman (Brute 2) x1 (Enc 1) Wolf Grey (Skirmisher 2) x1 (Enc 5) 150 XP each (x4 = 600xp) Goblin Cursespewer (Artillery 3) x1 (Enc 7) Kobold Wyrmpriest (Artillery 3) x2 (Enc 3 x1 & Enc 4 x1) Wererat Scurrying (Skirmisher 3) x1 (Enc 9) 175 XP each (x2 = 350xp) Kobold Slyblade (Lurker 4) x1 (Enc 3) Spectral Apparition (Lurker 4) x1 (Enc 2) 250 XP each (x1 = 250xp) Hobgoblin Subcommander (Elite Soldier 2) x1 (Enc 7) 300 XP each (x1 = 300xp) Goblin Chief- Irontooth (Elite Brute 3) x1 (Enc 4) 400 XP each (x1 = 400xp) Goblin Chief- Balgron the Fat (Elite Lurker 5) x1 (Enc 8) Total 96 Monsters/Traps/Skill Challenges Total 7249 XP Monster Average XP 75.51 [/sblock] [sblock=Monsters Defeated by PCs Level 2- KOTS] 25 XP each (x18 = 450xp) Skeleton Decrepit (Minion Skirmisher 1) x8 (Enc 13) Wererat Minion (Minion Skirmisher 1) x10 (Enc 10) 38 XP each (x15 = 570xp) Hobgoblin Grunt (Minion 3) x5 (Enc 11) Zombie Rotter (Minion 3) x10 (Enc 12) 50 XP each (x2 = 100xp) Wererat Scum (Minion Skirmisher 5) x2 (Enc 10) 100 XP each (x1 = 100xp) Zombie Tainted (Brute 1) x1 (Enc 12) 125 XP each (x6 = 750xp) Rat Swarm (Skirmisher 2) x1 (Enc 10) Wererat (Skirmisher 2) x3 (Enc 10) Zombie Goblin Archer (Artillery 2) x2 (Enc 12) 150 XP each (x5 = 750xp) Hobgoblin Soldier (Soldier 3) x2 (Enc 11) Skeleton Warrior (Soldier 3) x2 (Enc 13) Wererat Scurrying (Skirmisher 3) x1 (Enc 10) 175 XP each (x1 = 175xp) Hobgoblin Spear Soldier (Soldier 4) x1 (Enc 11) 200 XP each (x2 = 400xp) Hobgoblin Warmonger (Artillery 5) x1 (Enc 11) Wight Hobgoblin (Skirmisher 5) x1 (Enc 11) 300 XP each (x1 = 300xp) Skeleton Mage (Elite Controller 3) x1 (Enc 13) 350 XP each (x1 = 350xp) Zombie Hulk (Brute 8) x1 (Enc 12) 400 XP each (x1 = 400xp) Wererat Mugger (Elite Brute 5) x1 (Enc 10) 875 XP each (x1 = 875xp) Skeleton Lord- Sir Keegan (Solo Brute 4) x1 (Enc 14) Skill Challenge- Defeat Sir Keegan (Combined with above) Total 54 Monsters/Traps/Skill Challenges Total 5220 XP Monster Average XP 96.67 [/sblock] [sblock=Monsters Defeated by PCs Level 3- KOTS] 25 XP each Skeleton Decrepit (Minion Skirmisher 1) x9 (Enc 18) 38 XP each Hobgoblin Grunt (Minion 3) x9 (Enc 15 & 16) 50 XP each Hobgoblin Sentry (Minion Soldier 5) x1 (Enc 15) 150 XP each Hobgoblin Battle Guard (Soldier 3) x1 (Enc 16) Hobgoblin Deathwatcher (Soldier 3) x1 (Enc 16) Hobgoblin Soldier (Soldier 3) x2 (Enc 15 & 16) Zombie Gravehound (Brute 3) x2 (Enc 18) 200 XP each Hobgoblin Archer (Artillery 5) x1 (Enc 15) 300 XP each Hobgoblin Bladebearer (Elite Skirmisher 3) x1 (Enc 16) Hobgoblin Warcaster (Elite Controller 3) x1 (Enc 15) 500 XP each Elf Ranger- Ninaran (Elite Artillery 6) x1 (Enc 18) Skill Challenge- The Portal x1 (Enc 17) [/sblock] [sblock=A summary of events so far- KOTS] 0) The PCs are hired (without pay) to head to Winterhaven (from Fallcrest) at the behest of Gerda Staul, wife of Douvern Staul- each of the PCs has some form of connection to Douvern. Douvern is supposed to be investigating an archaelogical site just outside of Winterhaven, only he should have been back in Fallcrest five days ago. Gerda is worried. 1) En route to Winterhaven the PCs are ambushed by a gang of Kobolds lead by Wyrmpriest Bad Derek, the PCs trounce their enemies, only Bad Derek escapes, although Hal is knocked unconscious at one point. The guys head on to Winterhaven. 1a) The guys arrive in Winterhaven, meet a few of the locals- including Lord Padraig who wants to hire the PCs to put an end to the Kobold menace, the guys have bigger fish to fry. One of the locals, it turns out, knows where Douvern is... The PCs get directions and head off back in to the wilds, looking for the Ancient Burial Site. 2) The guys locate the Ancient Burial site, chat with a Gnome- Agrid, and a bunch of workers, until a Spectral Apparition turns up and orders the attack. The PCs overcome their foes, including the strange ghostly figure, while Agrid the Gnome surrenders. 2a) The guys have a pleasant chat with Agrid the Gnome, they learn that he was hired in Fallcrest to kidnap Douvern, and then continue to excavate the Ancient Burial Site. Agrid is being directed by the Spectral Apparition, who also seems to be in league with a bunch of Goblins, and someone called Irontooth! Agrid and his workers have found a small ancient mirror, a child's plaything perhaps- but valuable, while excavating the site. 2b) The guys head back to Winterhaven with a mostly unconscious Douvern, have a brief chat with the locals again- the suggestion is the guys head back out to take care of the Kobold menace. They're about to leave when they're called back, Douvern is awake- and he has a present for Gokan, a +1 Vanguard Battleaxe. An hour later the PCs head off in search of Kobolds. 3) The guys get the jump on the Kobolds guarding the lair, although they too have a few surprises of their own. After a bloody fight in which Sigur has to make use of his Angelic Echelon, Daily Power, and in which Jimmy is almost killed the guys win through. All the guards are killed, and without the Kobolds within the waterfall lair being alerted. The PCs move in- time to end the Kobold menace. 4) The guys get the jump on the guards inside the Kobold lair, and mostly take care of business. Gokan wanders off to find some tougher enemies and with a little help from Jimmy takes down a pair of Denwardens. Bad Derek, the Kobold Wyrmpriest from encounter 1, is here- he blasts the Half-Orc before running off, Gokan in pursuit. The climax of this encounter occurs in the entrance chamber; Irontooth arrives and knocks Hal, then Hedda, then Gokan unconscious. Sigur is blasted by Bad Derek and also knocked unconscious, but not before Jimmy finishes off Irontooth. The Halfling Rogue and Bad Derek go head-to-head, its a close run combat but Jimmy wins as the Kobold falls in to the waterfall. Jimmy tries desperately to revive his fallen friends, alas he's too late to save Hedda- the Minotaur Priestess of Bahamut dies. The others are eventually saved, although Sigur gets awfully close to the edge. The Kobolds are no more, and Irontooth is dead- victory, just. 4a) The guys rest up in the Kobold's Lair, Jimmy frets- the Halfling is not happy. Hedda's dead body lies close by. 4b) The PCs head back to Winterhaven, toting Hedda's dead body, the people of the town do their best to help the unhappy adventurers- but nothing can lift the gloom. 4c) The PCs struggle to come to terms with Hedda's death, and then Tonka arrives. The guys learn a little more about a strange cult that is supposed to inhabit the Keep on the Shadowfell. The decision is finally made, they head out... 5) The PCs enter the Shadow Keep, kill some assorted Wolves and Goblins in short order and finally capture a Goblin Wizard, at which point Sigur steps in- he has a way with prisoners. 5a) The Goblin Wizard is interrogated by Sigur, Tonka later provides a summary of all the PCs learn from the pitiful creature. Jimmy has his doubts about Sigur, The PCs press on, heading for a chamber the Goblins are excavating, looking for something- strange? 6) The PCs fail to get the drop on a bunch of Goblins excavating a chamber (for what?), matters take a turn for the worse when two Demon Dretches hold the guys at bay for a while. However, as always, the PCs win through- eventually cutting down the Demons and chasing after the Goblins left alive- a prisoner is taken. 6a) The Goblin Sharpshooter is interrogated, more info is found out. Jimmy continues to worry over Sigur, the 'nutter', and then the guys head off to find the Torture chamber- which should provide them with some more fun. 7) The PCs burst in on the Hobgoblin lead torturer's, the surprise attack proves fatal for two of the Goblins, which makes for an easy, and quick, encounter. No prisoners are taken, the Goblinoids are cut down in style. 7a) The PCs search the chamber, and the Goblins, and discover a magical +1 Healing Brooch (taken by Tonka). They then head off in search of the Goblin chief- Balgron the Fat, they don't have far to go... 8) The PCs wail on Balgron the Fat and his associates, and in return take a kicking with Tonka, Hal and Gokan all getting knocked down (briefly). The fight is bloody and brutal versus the Goblin Chief and his pals, the guys eventually work their way through the Chief's followers, however Balgron does a runner. He flees via a pair of secret doors and makes his way back to the excavation site, alas (for him) the area has already been cleared. Balgron fights to the last, and is finally cut down by Gokan. 8a) The PCs rest up in the catacombs of the Keep on the Shadowfell, having defeated the Goblin Chief- Balgron the Fat and all his little helpers. The guys make sense of a bunch of paperwork they find- who are the messengers, and who is Commander Gark? They muse a while on their new info and then attempt to take an extended rest- they'll be level 2 when they awake. 9) The PCs rest is cut short when a swarm, actually several swarms, of rats turn up- worse still they turn out to be Wererats. The PCs are... well, swarmed- Gokan drops, then Sigur, then Hal (DEAD), and then Tonka. Which just leaves Jimmy. The tearful halfling manages to stop the massacre and convince the wererats to ransom his unconscious friends back to him- he can get 5,000gp in just a few days. A short skill challenge ensues, Jimmy convinces the wererat boss, the other guys (save Hal- he's dead) are stabilised. Jimmy departs... 9a) Jimmy flees back to Winterhaven, in a daze- and also a little affected by Filth Fever. Back in the village he rages and sobs, and... his friends and family spring in to action. Douvern heads back to Fallcrest to get the cash needed to rescue the other members of the Hard Core adventurers from the Ratmen. Jimmy meantime frets and worries, his dad arrives back in time to reassure his son. 9b) Still in Winterhaven the gold has been got, and new adventurers introduced to Jimmy- the rescue committee is formed. Gerda isn't happy however, it seems Douvern is about to put his children at risk, again. 9c) Sigur, Tonka and Gokan suffer in the darkness, prisoners of the Wererats- the trio are beaten and broken, and perhaps suffering from a little Filth Fever (Gokan). 10) The PCs meet up with the Wererats at the Ancient Burial Site- the Wererat Chief goes back on his word and offers only one of the prisoners for the money... The PCs have other ideas, their trap is sprung and the Wererats are ambushed. A massive fight ensues with the Wererat's prisoners- Sigur, Tonka and Gokan, finally getting free. Soon after the Wererats are vanquished, their Chief is the last to fall, running for his life. 10a) Gokan, Sigur and Tonka are welcomed back in to the fold, the dead Wererats are searched- with Sigur acquiring a set of Flaming Bracers, an ancient key is found. Job done the guys head back to Winterhaven. 10b) The adventurers celebrate their return and the destruction of the Kobolds with the locals in Wrafton's Inn, although several of the adventurers are either less than happy, or else fretting about the future- what happens next? 10c) Still in Winterhaven, some of them Filth Fever affected. A little while later, after much fretting and worrying, the guys decide to return to the Keep on the Shadowfell, Gerda's not happy. 10d) The PCs learn a little more information, prep for adventure and then head out, back to the Keep. 11) The PCs head back in to the Keep on the Shadowfell, and are quickly confronted by a bunch of Hobgoblins, the fight is hard with Tonka getting knocked down twice, but as always the adventurers win through. 11a) Sigur has some harsh words for Tonka, the dragonborn seems to be spending a lot of time on the floor during the fights- the dwarven invoker is not happy. The adventurers move out to re-visit the areas within the catacombs they have already been, to make sure nothing new lurks their, and to find Hal's body. The place is empty, their comrades body is nowhere to be found. 11b) Rat-filled caves are investigated- the former home of the wererats? Probably. A number of discoveries are made- including Hal's remains, oh apart from the metal man's head, which is missing. The guys head further in to the catacombs. 12) The PCs wander in to a maze dotted with glowing glyphs, and ZOMBIES; the guys smash the undead down, eventually. 12a) Alas they cannot find a way safely past the glyphs, the best minds are put to the test trying to find a way... The adventurers find another way, in to a catacomb. 13) Skeletons leap out of the sarcophagi either side of the adventurers, they're attacked on all sides- as it turns out the vast majority of the undead are Minions, and easily cut down. The Skeleton Mage however is a different prospect, the foul wizard is eventually destroyed but not before heralding the arrival of its master. 13a) The PCs search the catacombs, the place seems to be dedicated to Bahamut, which is odd- or at least Tonka thinks so. The guys also locate a pair of beautifully made statues of the platinum dragon, their joy is short-lived- the skeleton mage in the previous encounter warned the guys his master was approaching. A heavily armed and armoured Skeleton Lord arrives on the scene- he's not happy, the fighting begins. 14) The PCs are confronted by a Skeleton Lord, who turns out to be Sir Keegan, the undead knight breaks up the fracas with some sort of time stop ability, in these short segments he questions the PCs trying to judge their intentions. The PCs manage to defeat Sir Keegan while also convincing the undead warrior that they are the good guys. 14a) The PCs, and in particular the two best buddies, Tonka and Sigur, get in to a fight- with each other; it takes a while but eventually a few issues are ironed out. Ramm grabs Sir Keegan's +1 Black Iron Plate armour, while Tonka makes use of the Skeleton Lord's +1 Vengeful Longsword. The guys take a well earned Extended Rest- they're now level 3. 14b) The PCs chatter and recap events to date before heading off on their further adventures. They figure out that Sir Keegan is the good guy, they further work out that they're searching for (and finding) various mementos of the ex-Knight Commander's family. There's something going on here in the keep, some fractured memory from the past- from when the Keep fell. 14c) The PCs head back in to the tombs, they discover that the nasty glyphs which were stopping them from heading further in to the dungeon previously, have now been neutralised- Sir Keegan's doing they concur. The guys head down the stairs and straight in to an encounter- Jimmy is spotted! 15) The PCs put a bunch of Hobgoblins to the sword, the fiends are led by a Warcaster who takes some killing, that said level 3 is proving to be a charm for the adventurers- they're all powerful. 15a) The guys search the now empty guard room, even Sigur helps a little. The brief sojourn- all sweetness and light, is interrupted when a bunch more Hobgoblins attempt to get the jump, and their revenge, on the adventurers. 16) A bunch more Hobgoblins are put to the sword (and spell), a trio of the offending miscreants are thrown down the well in the chamber- a terrible fate. The Hobgoblin Bladebearer Chief is rescued from the well and made to tell all it knows. It seems there's a portal hidden a little further on, the portal leads in to the Shadowfell. 16a) Gokan grabs a new suit of armour as the guys explore the ruined catacombs, the place seems to be abandoned. Their exploring ends in a very strange situation- Jimmy discovers a corridor whose walls, floors and ceiling is punctured by great rents- visible though these gaps is nothing. The corridor itself ends in inky blackness- nothing, most odd. The Jimmy disappears. 17) The adventurers take the parts of the various members of Sir Keegan's family, and are transported by to the time when the Keep was overun by evil. This is a Skill Challenge with a difference, each of the guys must use their skills in an attempt to save the aforementioned members of the slain Knight Commander's family. 17a) Success and the adventurers are back in the dungeon and facing the portal, the portal to the Shadowfell, at which point the PCs suffer their second ambush in a short space of time. Undead rush from the portal, while Ninaran, a traitorous elven ranger, and her undead hounds attack from the opposite direction. 18) The undead attempt to cut the adventurers down- Jimmy falls, briefly, but eventually the PCs win through- Ninaran is just about the last to fall; it's a shame (for this DM) that so many of the enemies were minions. 18a) Gokan thinks back to the time he tried to chat Ninaran up, back in Wrafton's Inn in Winterhaven, the memory is triggered by the sight of the dead elf's body. 18b) Jimmy and Sigur chat about 'the gloom', the dwarven name for the Shadowfell- the halfling is fearful, Sigur does little to ease his fears. The adventurers rest up ahead of entering the portal- what lies beyond? [/sblock] [sblock=Encounter runs- KOTS] By which I am referring to the sequence of encounters faced by the PCs between extended rests. PC Level 1- Run 1- Enc 1) The Kobold Ambush (Level 4) Enc 2) The Ancient Burial Site (Level 2) Enc 3) Outside the Kobold Lair (Level 4) Enc 4) The Kobold Lair- Irontooth! (Level 6) Run 2- Enc 5) Into the Shadow Keep (Level 2) Enc 6) The Goblin Diggers (Level 2) Enc 7) The Torture Chamber (Level 2) Enc 8) The Goblin Chieftain's Lair (Level 5) Enc 9) The Rat Pack (Level 4) PC Level 2- Run 3- Enc 10) The Exchange (Level 6) Run 4- Enc 11) The Hobgoblin Guards (Level 5) Enc 12) The Dead Centre (Level 5) Enc 13) The Skeleton Legion (Level 3) Enc 14) Sir Keegan (Level 4) PC Level 3- Run 5- Enc 15) The Hobgoblin Guards (Level 4) Enc 16) The Hobgoblin's Revenge (Level 5) Enc 17) The Portal to the Shadowfell (Level 1) Enc 18) Guardians of the Portal (Level 5) Run 6- [/sblock] [CENTER][url=http://www.flickr.com/photos/40504969@N08/8045379331/][img]http://farm9.staticflickr.com/8456/8045379331_db4ec5676e.jpg[/img][/url][/CENTER] [/QUOTE]
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Hard Core Adventurers- KOTS 20.06 The Cathedral of Shadows
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