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jasper dms Season 5
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<blockquote data-quote="jasper" data-source="post: 8961904" data-attributes="member: 277"><p>DDAL05-08 Session</p><p></p><p>Durlag’s Tower</p><p></p><p>Day 17 to Day 18</p><p></p><p>PC Killed 0 Monsters Killed 46 Villains Captured 3 Villains Escaped 2</p><p></p><p>Start Time 6:52 End Time 10: 35</p><p></p><p>Gain a level. 13,000 Gp 10 downtime days.</p><p></p><p>Magic Item Staff of Thunder and Lightning (very very frightening), potion of superior healing, potion of speed, potion of invulnerability, scroll of greater invisibility, scroll of glyph of warding.</p><p></p><p>Story Award SEER’s Favor. You found her lost dagger. She owes you a favor. You can cash this in for a 3rd level WIZARD spell scroll or potion of heroism.</p><p></p><p>I had a strong group of five. Shimmer Moon Druid 15 Kobold. Voidcraft Artillerist artificer 15 Astral Elf. Mischief Divination Wizard 14. Dharrai Lore Bard 11 half elf. Iron Dwarf Artificer 16.</p><p></p><p>Lady Seer, “Hi. Enjoy the tea and cookies while I update you on your mission. The Iron Dwarf is running late, he will update you on the dwarf stone work call Hizagkuur. Very hard, messes with magic, immune and or resistance to various spells. I will be teleporting you to just outside Durlag’s Tower. Which is located on the Red Clay desert. There is an artifact in a cat’s bell you have to recover. The dwarven assassins Bahldrak & Bellegia Slagspit are advance scouts for a cloud giant squad who want to take over the tower. If you bring them in intact either dead or alive the bonus will be 2,500 GP. The giants should arrive by noon tomorrow. Enter the tower by any means possible. I did lose a jade dagger there a few years ago, find and I owe you a favor. Ready steady TELEPORT!”</p><p></p><p>Two of the party Dharrai and Voidcraft were not ready and are teleported high slamming into the top of tower door. This activates two addition locks and a portcullis. The group see two holy symbols can be place in a inset on each door. The symbol of Moradin and the symbol of Silvanus. These are three feet long. The group decides to find the symbols instead of bashing down the doors.</p><p></p><p>Shimmer chooses the West Watchtower to explore first. It had been attacked ages ago and the wind through the damage whispers “Go Away.” Entering the tower they discover it has been taken over by chain devils. Iron dwarf arrives on his cheating not good wrecking module um. The Iron Dwarf using his broom of flying and good class tactics arrives to help out the party. But the tow has no holy symbols.</p><p></p><p>The group decides to check out the heart forge. Which is leading at a good till to the left. A good sneeze could bring it down. Looking inside Voidcraft and Iron Dwarf get a great idea. They fly up to roof and lower their artifacts and start mending the main supports. Void’s homunculus tosses an ancient wasp nest down. But it wasn’t a nest but a sleeping dead Beholder and it wakens two tanarukk. One is holding a holy symbol like a teddy bear. A good fight later the group takes a short nap.</p><p></p><p>Awaken from her nap, Shimmer decides she wants to see if any ponies are still alive in the stables. Shimmer, “Here pony. Pony. Pony.”</p><p></p><p>Bahldrak Slagspit, “Go away mom. Five more minutes.”</p><p></p><p>Shimmer, “Here pony. Pony. Pony.”</p><p></p><p>Bellegia Slagspit, “Brother. There a kobold here disturbing our cat nap. Stabby Stabby time.” Shimmer’s scream of pain awakes the party who rush to her rescue. Nearly dying she stabs Bellegia his final blow. A couple of healing potions later the group approach the garden.</p><p></p><p>Shimmer, “This is a druid’s garden and the druid Bitter Root is still here.”</p><p></p><p>Mischief, “How do you know that?”</p><p></p><p>Shimmer, “The rose bush told me. The forget me nots forgot. But Bitter Root is closer to the center of the garden.” As they group approaches the center the plants nearly entangle all the group but swift and honest statements get them the holy symbol of Silvanus. With the second holy symbol they have the two keys to open the door to the tower.</p><p></p><p>Once they enter the tower the stairs are blocked off and a platform puzzle floor may allow them access to the basement. About 20 minutes of skull sweat and a few magic missiles in their tummies, they solve the puzzle. (Note read the puzzle. The solution needs some editing.)</p><p></p><p>With the puzzle being solve the platform raises, and releases a huge demon cat and demon kitten. The demons summon some Vrocks as back up but great spell play put the demons down. They find the cat bell artifact and SEER’s Jade Dagger.</p><p></p><p>They also discover the following. Vergadain Firespirts recipe. Vergadain, a dwarven deity of wealth and trickery, was known for his favored drink; as clear as water and smelled of honey and cane sugar, but was in truth an incredibly potent liquor that put standard dwarven spirits to shame. He would sometimes challenge unknowing humans and elves to drinking contents, where he would slyly swap in sweetened water while his opponent would down drink after drink of this highly-flammable liquid. It rarely ended well for them. And now you have the recipe! You may spend 60 downtime days to craft one barrel of firespirits. Each batch requires special sweet herbs from Bitter-root’s Garden near Durlag’s Tower and 100 gp worth of other materials, including aged dwarven spirits blessed by a dwarven priest. If you find yourself in possession of campaign documentation that bestows ownership of a distillery, this time and gold cost is reduced by half. Each barrel contains approximately 30 gallons of firespirits, and can be sold for 1,000 gp. Alternately, as this is a rare elixir; it may be worth a significant amount to Fai Chen, certain high-ranking lords, or other purveyors of such fineries. Additionally, if you give a nip of firespirits (just a wee one) to a dwarf, all Charisma (Persuasion) checks made with them are made with advantage for the next hour.</p><p></p><p>End of Session 404</p></blockquote><p></p>
[QUOTE="jasper, post: 8961904, member: 277"] DDAL05-08 Session Durlag’s Tower Day 17 to Day 18 PC Killed 0 Monsters Killed 46 Villains Captured 3 Villains Escaped 2 Start Time 6:52 End Time 10: 35 Gain a level. 13,000 Gp 10 downtime days. Magic Item Staff of Thunder and Lightning (very very frightening), potion of superior healing, potion of speed, potion of invulnerability, scroll of greater invisibility, scroll of glyph of warding. Story Award SEER’s Favor. You found her lost dagger. She owes you a favor. You can cash this in for a 3rd level WIZARD spell scroll or potion of heroism. I had a strong group of five. Shimmer Moon Druid 15 Kobold. Voidcraft Artillerist artificer 15 Astral Elf. Mischief Divination Wizard 14. Dharrai Lore Bard 11 half elf. Iron Dwarf Artificer 16. Lady Seer, “Hi. Enjoy the tea and cookies while I update you on your mission. The Iron Dwarf is running late, he will update you on the dwarf stone work call Hizagkuur. Very hard, messes with magic, immune and or resistance to various spells. I will be teleporting you to just outside Durlag’s Tower. Which is located on the Red Clay desert. There is an artifact in a cat’s bell you have to recover. The dwarven assassins Bahldrak & Bellegia Slagspit are advance scouts for a cloud giant squad who want to take over the tower. If you bring them in intact either dead or alive the bonus will be 2,500 GP. The giants should arrive by noon tomorrow. Enter the tower by any means possible. I did lose a jade dagger there a few years ago, find and I owe you a favor. Ready steady TELEPORT!” Two of the party Dharrai and Voidcraft were not ready and are teleported high slamming into the top of tower door. This activates two addition locks and a portcullis. The group see two holy symbols can be place in a inset on each door. The symbol of Moradin and the symbol of Silvanus. These are three feet long. The group decides to find the symbols instead of bashing down the doors. Shimmer chooses the West Watchtower to explore first. It had been attacked ages ago and the wind through the damage whispers “Go Away.” Entering the tower they discover it has been taken over by chain devils. Iron dwarf arrives on his cheating not good wrecking module um. The Iron Dwarf using his broom of flying and good class tactics arrives to help out the party. But the tow has no holy symbols. The group decides to check out the heart forge. Which is leading at a good till to the left. A good sneeze could bring it down. Looking inside Voidcraft and Iron Dwarf get a great idea. They fly up to roof and lower their artifacts and start mending the main supports. Void’s homunculus tosses an ancient wasp nest down. But it wasn’t a nest but a sleeping dead Beholder and it wakens two tanarukk. One is holding a holy symbol like a teddy bear. A good fight later the group takes a short nap. Awaken from her nap, Shimmer decides she wants to see if any ponies are still alive in the stables. Shimmer, “Here pony. Pony. Pony.” Bahldrak Slagspit, “Go away mom. Five more minutes.” Shimmer, “Here pony. Pony. Pony.” Bellegia Slagspit, “Brother. There a kobold here disturbing our cat nap. Stabby Stabby time.” Shimmer’s scream of pain awakes the party who rush to her rescue. Nearly dying she stabs Bellegia his final blow. A couple of healing potions later the group approach the garden. Shimmer, “This is a druid’s garden and the druid Bitter Root is still here.” Mischief, “How do you know that?” Shimmer, “The rose bush told me. The forget me nots forgot. But Bitter Root is closer to the center of the garden.” As they group approaches the center the plants nearly entangle all the group but swift and honest statements get them the holy symbol of Silvanus. With the second holy symbol they have the two keys to open the door to the tower. Once they enter the tower the stairs are blocked off and a platform puzzle floor may allow them access to the basement. About 20 minutes of skull sweat and a few magic missiles in their tummies, they solve the puzzle. (Note read the puzzle. The solution needs some editing.) With the puzzle being solve the platform raises, and releases a huge demon cat and demon kitten. The demons summon some Vrocks as back up but great spell play put the demons down. They find the cat bell artifact and SEER’s Jade Dagger. They also discover the following. Vergadain Firespirts recipe. Vergadain, a dwarven deity of wealth and trickery, was known for his favored drink; as clear as water and smelled of honey and cane sugar, but was in truth an incredibly potent liquor that put standard dwarven spirits to shame. He would sometimes challenge unknowing humans and elves to drinking contents, where he would slyly swap in sweetened water while his opponent would down drink after drink of this highly-flammable liquid. It rarely ended well for them. And now you have the recipe! You may spend 60 downtime days to craft one barrel of firespirits. Each batch requires special sweet herbs from Bitter-root’s Garden near Durlag’s Tower and 100 gp worth of other materials, including aged dwarven spirits blessed by a dwarven priest. If you find yourself in possession of campaign documentation that bestows ownership of a distillery, this time and gold cost is reduced by half. Each barrel contains approximately 30 gallons of firespirits, and can be sold for 1,000 gp. Alternately, as this is a rare elixir; it may be worth a significant amount to Fai Chen, certain high-ranking lords, or other purveyors of such fineries. Additionally, if you give a nip of firespirits (just a wee one) to a dwarf, all Charisma (Persuasion) checks made with them are made with advantage for the next hour. End of Session 404 [/QUOTE]
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