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Jasper DMs Icewind Dale and Season 10
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<blockquote data-quote="jasper" data-source="post: 8147305" data-attributes="member: 277"><p>Icewind Dale Session 10</p><p></p><p>Chapter 2</p><p></p><p>Cabin Fever</p><p></p><p>Days 84-89</p><p></p><p>Ches 23, 1489 7 A.M. To Ches 29, 7 A.M.</p><p></p><p>Day 813+ with no sun.</p><p></p><p>Time Started 5:32 End Time 8:57</p><p></p><p>PC Killed 4 Monsters Killed 96 Villains Captured 23 Villains Escaped 11</p><p></p><p>Story Award Big Peace Makers. All Goliaths treat you as friendly.</p><p></p><p>Blessing of Morninglord 10 Temporary hit points at dawn for Tuk’n Rol, Astyral, Jill.</p><p></p><p>Story Award Warden Friends. Jill, Sandavol, and Smokey.</p><p></p><p>Magic Items Amulet of Health, Cloak of Protection, Yellow Diamond Elemental Gem, Potion of Gaseous Form, Summer Star,</p><p></p><p>Andy take a level, 80 gp, and 10 downtime days. Everyone else take 100 GP. No advancement until end of Chapter 3.</p><p></p><p>I had an average group of four with people swapping out pcs between missions. Tuk’n Rol Sorcerer 1 Artificer 4. Astryal Druid 5. Jill Scout 4 Monk 1. For Black Cabin. Tuk’n Rol, Jill, Sandavol Ranger 5, Smokey Cleric 5 for Revel’s End. Skytower Shelter and Wyrmdoom Tuk’n Rol, Jill, Sandavol, Andy Fighter 4.</p><p></p><p>Copper asked the party to deliver supplies to his friend Macreadus. Macreadus has some crazy plan of using an artificer device to bring back the sun. Copper thinks Macreadus is crazy. The group heads out to the black cabin going pass Kelvin’s Cairn. About three quarters of the way, three crag cats jump the party. The group come away with three skins. Arriving at cabin, it is quiet. The cabin is up on stills about twenty feet in the air. Part of the cabin overhangs a chasm. No smoke is seen from both chimneys.</p><p></p><p>The group slowing and carefully takes the rotten steps up to cabin. The walkway is missing planks. Looking in the main window, they see part of burnt body and it looks like a fireball has went off in the cabin. Jill advances to the front door, only to put her foot through two rotten planks. The rest hold up while Jill opens the door. Skipping the dead body, she goes to pick up a strange gyroscope off the floor. Only her quick reflexes prevent her from falling through the floor as about twenty feet of flooring disappears from the cabin. The flooring drops to the ground below and slowly slides off the cliff.</p><p></p><p>Jill, “Watch the second and third steps too.” Astryal and Tuk’n Rol break a window to get access. The explore the cabin. Macreadus is dead. Tuk’n Rol starts a bonfire in the main room. And explores the main bedroom. Some notes but they down make sense. He tosses the bed linen on to fire so he does not have maintain the spell. Astryal tosses some lab tables in the second fireplace and sets them on fire. The group finds some more notes. Tuk’n Rol goes down and moves the sled underneath the hole in floor. Jill and Astryal will loot. Um Clean up and take the research notes and items back to Ten-Towns.</p><p></p><p>Jill, “Four Kegs of wine for research. I wonder what that was use for. “</p><p></p><p>Astryal, “I only count three wines. Tuk’n check out that other room. We got this.” Tuk’n is not happy. The other is just another workshop and the winter squirrels have gotten into the books. Suddenly the cabin shakes and groans.</p><p></p><p>“CAN YOU HEAR ME NOW.” Yells Macreadus, “Finally. I have some one to talk to. What in the nine hells are you doing in my cabin.</p><p></p><p>Astryal, “What. Why is my body up there? Why are my ears ringing?”</p><p></p><p>Jill, “Why is my body laying over the four kegs of wine.”</p><p></p><p>Macreadus, “WHY. Because you fumbled fingers the Sunshine Star. It looks like it is still unstable. Did you bring anybody with you? Because you are both dead.”</p><p></p><p>Tuk’n Rol has dashed from the extra work room and did a Kirk shoulder roll through the broken window. He has a buzzing in his ears.</p><p></p><p>After a few minutes of cussing, trying to kill Macreadus, threating death on Copper, and staring daggers at the dm, Astryal calms down. Once he calms down, the dead members of the group discover they can communicate with Tuk’n Rol by telepathy. Why it works. Only the gawds know. Tuk’n Rol agrees to fix the Summer Star. He gets ticked with Macreadus mumbling do step 3 before step 2. After step 2 go on to step 4. He fixes the Star. And Macreadus starts to disappear. But he asks Lathander to raise the dead and bless the group as long as they don’t kill Copper. The gawd does so. Macreadus whispers into Tuk’n Rol ear, “GOOBER, you got it out of alignment. Now you only have one Control Weather spell. Use it well.” As they leave the cabin, they are met by the arrogant goliath werebear Oyaminartok. She mentions she was friends with Macreadus. And is amused the group is burning down the cabin, and pushing it off into the chasm. She does mention any members of Skytower or Wyrmdoom goliath clans should visit home more often. (Player notes. Death by box text sucks.)</p><p></p><p>The group gets back to Caer-Dineval. After giving Cooper a big wedgie and other things, which will not be mention, they keep the Sunshine Star and the wine. The next day Duvessa Shane, the speaker of Bryn Shander, is worried about rumors that the Arcane Brotherhood has sent operatives to Ten-Towns. She suspects that Vaelish Gant, an Arcane Brotherhood wizard incarcerated at Revel’s End, might have information to share. Duvessa asks the characters to question Gant and find out what he knows about Arcane Brotherhood activity in Ten-Towns, offering a reward of 250 gp if they obtain useful information. She also gives the party a signed letter notifying Gant that, in exchange for his cooperation, Duvessa will petition the Lords’ Alliance for a reduction in Gant’s sentence. The group of Tuk’n Rol, Jill, Smokey, and Sandoval decide to take the assignment. Astryal has ducked out as his former lover has brought out the wedding planner book.</p><p></p><p>The trip to Revel’s End is uneventful. Except for the detour they took so Sandoval could do his business on the ashes of the cabin. The prison is 160 feet above the dock. The road up to the prison is steep and has been clear cut for a quarter of mile. With the paper work, they gain access to prison and Gant Prisoner 237. Gant lets drop the cells have anti magic over them. He then tries to cast Sleep on them.</p><p></p><p>Warden Marta, “Gant you know most of us are high enough level for than spell to work. Plus, we made sure your visitors have no focus or material components either.</p><p></p><p>Tuk’n Rol the artificer, “Yes she is right. But come on a give us some information on the Arcana Brotherhood.” He then establishes mental contact with Gant and the rest of party. The party works on a jail break mentally while asking bogus questions to Gant out loud. Gant gives up Vellynne Harpell as member of the Arcana Brotherhood to the warden. The warden will put out a warrant for her arrest. The group is given a chit for one-week lodging at a Lord’s Alliance house. The group also mentally tells Gant to feed them information about the prison when he is out of his cell and the antimagic zone. (Players who have the book, feel free to read the pages to come up with a plan. Say at least 10 days go by before you have enough information on the keep.)</p><p></p><p>The group returns to Caer-Dineval. Andy has gotten the message to return home to his clan. He takes Jill, Tuk’n Rol, and Sandoval. The group has no encounters to Skytower due to the dm getting sick. Andy means with his great uncle Arn Rockfist. Arn agrees to let Andy and his friends fly Wyrmdoom Crag to start peace talks. He asks the group to pray for wisdom in front of the tribe’s wisdom stone. Andy falls asleep during this prayer session and is cussed out by Arn. Who then puts Andy in front on the strength runestone, and puts rocks in Andy shoes so he stays awake during the ritual. The rituals work and the group gains a blessing of inspiration for one act in the next twenty-four hours.</p><p></p><p>The next morning, they fly to Wyrmdoom. The elder has the young members of clan challenge the group to a dodgeball fight. The dodgeballs are four feet across. Due to the blessings. (NO NO DUE TO DM ONLY ROLLING ONCE ABOVE 12). Due to the blessing the group wins the dodgeball fight. Peace talks have open. And will be finished on Tarsakh 8, 1489.</p><p></p><p>RIP Macreadus.</p><p></p><p>Bryn Shander 1187. Bremen 128. Caer-Dineval 89. Caer-Konig 140. Dougan’s Hole 29. Easthaven 694. Good Mead 76. Lonely Wood 90. Targos 975. Termalaine 614.</p><p></p><p>Next series of quests. Cackling Chasm is gnolls with about 10 rooms. Cave of Berserkers has 7 rooms. Jarlmoot 7 challenges. Karkolohk 15 encounters. Lost Spire 4 challenges. Ghost of Easthaven. Ghost of Fredrick. Hungry monster of Dougan’s Hole.</p></blockquote><p></p>
[QUOTE="jasper, post: 8147305, member: 277"] Icewind Dale Session 10 Chapter 2 Cabin Fever Days 84-89 Ches 23, 1489 7 A.M. To Ches 29, 7 A.M. Day 813+ with no sun. Time Started 5:32 End Time 8:57 PC Killed 4 Monsters Killed 96 Villains Captured 23 Villains Escaped 11 Story Award Big Peace Makers. All Goliaths treat you as friendly. Blessing of Morninglord 10 Temporary hit points at dawn for Tuk’n Rol, Astyral, Jill. Story Award Warden Friends. Jill, Sandavol, and Smokey. Magic Items Amulet of Health, Cloak of Protection, Yellow Diamond Elemental Gem, Potion of Gaseous Form, Summer Star, Andy take a level, 80 gp, and 10 downtime days. Everyone else take 100 GP. No advancement until end of Chapter 3. I had an average group of four with people swapping out pcs between missions. Tuk’n Rol Sorcerer 1 Artificer 4. Astryal Druid 5. Jill Scout 4 Monk 1. For Black Cabin. Tuk’n Rol, Jill, Sandavol Ranger 5, Smokey Cleric 5 for Revel’s End. Skytower Shelter and Wyrmdoom Tuk’n Rol, Jill, Sandavol, Andy Fighter 4. Copper asked the party to deliver supplies to his friend Macreadus. Macreadus has some crazy plan of using an artificer device to bring back the sun. Copper thinks Macreadus is crazy. The group heads out to the black cabin going pass Kelvin’s Cairn. About three quarters of the way, three crag cats jump the party. The group come away with three skins. Arriving at cabin, it is quiet. The cabin is up on stills about twenty feet in the air. Part of the cabin overhangs a chasm. No smoke is seen from both chimneys. The group slowing and carefully takes the rotten steps up to cabin. The walkway is missing planks. Looking in the main window, they see part of burnt body and it looks like a fireball has went off in the cabin. Jill advances to the front door, only to put her foot through two rotten planks. The rest hold up while Jill opens the door. Skipping the dead body, she goes to pick up a strange gyroscope off the floor. Only her quick reflexes prevent her from falling through the floor as about twenty feet of flooring disappears from the cabin. The flooring drops to the ground below and slowly slides off the cliff. Jill, “Watch the second and third steps too.” Astryal and Tuk’n Rol break a window to get access. The explore the cabin. Macreadus is dead. Tuk’n Rol starts a bonfire in the main room. And explores the main bedroom. Some notes but they down make sense. He tosses the bed linen on to fire so he does not have maintain the spell. Astryal tosses some lab tables in the second fireplace and sets them on fire. The group finds some more notes. Tuk’n Rol goes down and moves the sled underneath the hole in floor. Jill and Astryal will loot. Um Clean up and take the research notes and items back to Ten-Towns. Jill, “Four Kegs of wine for research. I wonder what that was use for. “ Astryal, “I only count three wines. Tuk’n check out that other room. We got this.” Tuk’n is not happy. The other is just another workshop and the winter squirrels have gotten into the books. Suddenly the cabin shakes and groans. “CAN YOU HEAR ME NOW.” Yells Macreadus, “Finally. I have some one to talk to. What in the nine hells are you doing in my cabin. Astryal, “What. Why is my body up there? Why are my ears ringing?” Jill, “Why is my body laying over the four kegs of wine.” Macreadus, “WHY. Because you fumbled fingers the Sunshine Star. It looks like it is still unstable. Did you bring anybody with you? Because you are both dead.” Tuk’n Rol has dashed from the extra work room and did a Kirk shoulder roll through the broken window. He has a buzzing in his ears. After a few minutes of cussing, trying to kill Macreadus, threating death on Copper, and staring daggers at the dm, Astryal calms down. Once he calms down, the dead members of the group discover they can communicate with Tuk’n Rol by telepathy. Why it works. Only the gawds know. Tuk’n Rol agrees to fix the Summer Star. He gets ticked with Macreadus mumbling do step 3 before step 2. After step 2 go on to step 4. He fixes the Star. And Macreadus starts to disappear. But he asks Lathander to raise the dead and bless the group as long as they don’t kill Copper. The gawd does so. Macreadus whispers into Tuk’n Rol ear, “GOOBER, you got it out of alignment. Now you only have one Control Weather spell. Use it well.” As they leave the cabin, they are met by the arrogant goliath werebear Oyaminartok. She mentions she was friends with Macreadus. And is amused the group is burning down the cabin, and pushing it off into the chasm. She does mention any members of Skytower or Wyrmdoom goliath clans should visit home more often. (Player notes. Death by box text sucks.) The group gets back to Caer-Dineval. After giving Cooper a big wedgie and other things, which will not be mention, they keep the Sunshine Star and the wine. The next day Duvessa Shane, the speaker of Bryn Shander, is worried about rumors that the Arcane Brotherhood has sent operatives to Ten-Towns. She suspects that Vaelish Gant, an Arcane Brotherhood wizard incarcerated at Revel’s End, might have information to share. Duvessa asks the characters to question Gant and find out what he knows about Arcane Brotherhood activity in Ten-Towns, offering a reward of 250 gp if they obtain useful information. She also gives the party a signed letter notifying Gant that, in exchange for his cooperation, Duvessa will petition the Lords’ Alliance for a reduction in Gant’s sentence. The group of Tuk’n Rol, Jill, Smokey, and Sandoval decide to take the assignment. Astryal has ducked out as his former lover has brought out the wedding planner book. The trip to Revel’s End is uneventful. Except for the detour they took so Sandoval could do his business on the ashes of the cabin. The prison is 160 feet above the dock. The road up to the prison is steep and has been clear cut for a quarter of mile. With the paper work, they gain access to prison and Gant Prisoner 237. Gant lets drop the cells have anti magic over them. He then tries to cast Sleep on them. Warden Marta, “Gant you know most of us are high enough level for than spell to work. Plus, we made sure your visitors have no focus or material components either. Tuk’n Rol the artificer, “Yes she is right. But come on a give us some information on the Arcana Brotherhood.” He then establishes mental contact with Gant and the rest of party. The party works on a jail break mentally while asking bogus questions to Gant out loud. Gant gives up Vellynne Harpell as member of the Arcana Brotherhood to the warden. The warden will put out a warrant for her arrest. The group is given a chit for one-week lodging at a Lord’s Alliance house. The group also mentally tells Gant to feed them information about the prison when he is out of his cell and the antimagic zone. (Players who have the book, feel free to read the pages to come up with a plan. Say at least 10 days go by before you have enough information on the keep.) The group returns to Caer-Dineval. Andy has gotten the message to return home to his clan. He takes Jill, Tuk’n Rol, and Sandoval. The group has no encounters to Skytower due to the dm getting sick. Andy means with his great uncle Arn Rockfist. Arn agrees to let Andy and his friends fly Wyrmdoom Crag to start peace talks. He asks the group to pray for wisdom in front of the tribe’s wisdom stone. Andy falls asleep during this prayer session and is cussed out by Arn. Who then puts Andy in front on the strength runestone, and puts rocks in Andy shoes so he stays awake during the ritual. The rituals work and the group gains a blessing of inspiration for one act in the next twenty-four hours. The next morning, they fly to Wyrmdoom. The elder has the young members of clan challenge the group to a dodgeball fight. The dodgeballs are four feet across. Due to the blessings. (NO NO DUE TO DM ONLY ROLLING ONCE ABOVE 12). Due to the blessing the group wins the dodgeball fight. Peace talks have open. And will be finished on Tarsakh 8, 1489. RIP Macreadus. Bryn Shander 1187. Bremen 128. Caer-Dineval 89. Caer-Konig 140. Dougan’s Hole 29. Easthaven 694. Good Mead 76. Lonely Wood 90. Targos 975. Termalaine 614. Next series of quests. Cackling Chasm is gnolls with about 10 rooms. Cave of Berserkers has 7 rooms. Jarlmoot 7 challenges. Karkolohk 15 encounters. Lost Spire 4 challenges. Ghost of Easthaven. Ghost of Fredrick. Hungry monster of Dougan’s Hole. [/QUOTE]
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