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Jodo Kast's Barrowmaze (spoilers!)
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<blockquote data-quote="Jodo Kast" data-source="post: 6318044" data-attributes="member: 4810"><p><strong>Session 10 (Oh crap, poison!)</strong></p><p></p><p>Friday Night Irregulars</p><p>Session 10 (4.25.2014) </p><p>As told by Meucci (Robert)</p><p></p><p>Some have been on edge since the new appearance in the sky, faint yet brightening each day. Pointing upwards, the hireling Sacco inquires, "What is that, master? Is it a new star? What does it mean?" </p><p></p><p>There is a puzzled silence as all look skyward at this fuzzy twin‐tailed phenomena, all but one. Thyle is engrossed in his newest acquisition. Slamming closed the dusty goblin‐hide tome, he breaks the silence. In a strange erudite language he explains, “Dis Astor… or, Bad Star, in the common tongue. Some believe it to be a bringer of ill fate.” </p><p></p><p>Sacco gulps, “Dis Astor… D‐d‐disaster!?” </p><p></p><p>“Indeed Sacco,” Thyle proclaims, “Indeed.”</p><p></p><p>Before entering town the ranger calls a meeting in his forested place of solitude, a place he believes to be secure and spy‐free. “I have called this meeting tonight to discuss the recent disturbing happenings and rumors regarding our security in town,” Xandar begins. “It seems we have had beady‐eyed spies in the form of small vermin frequent our inn, and I have felt their prying eyes upon us as we move about town.” Meucci rudely butts in, “Also, our inn keep Muncaster hasn’t been paying his fees to the gang that ‘protects’ his place of business, The Black Truncheon. In fact, I think they actually burned down the stables and blamed it on poor Gump, RIP. And, actually, The Black Truncheon has increased their numbers in the Yellow Fang as Muncaster has been openly spending large sums of gold in lieu of paying his fees to them. I think something needs to be done soon or we find a different place to reside.” </p><p></p><p>Thyle begins a thought before being suddenly distracted, “Yes, this is all interest… umm, by the way, has anybody seen Doc Dino?” The party looks around shrugging; Doc Dino seems to be MIA. Taking this as a priority the group returns to town to begin an investigation, which leads them to find that Doc Dino was last seen leaving the old abandoned church in good spirits. Upon further investigation the party finds an old friendly Cleric inside that admits to having spoken with Doc Dino and possibly made some sort of bargain. Suspicious, the group inspects the secret door leading to the dungeon underneath (hinged sarcophagus) only to find it propped open in a very familiar manner. As the group discusses entering this dungeon the Cleric, Pardue, expresses interest in our adventure and in our search for Doc Dino. Pardue admits to being quite inexperienced and shows interest in learning, so requires only a half‐cut of the normal per‐person share. Complete with their newest recruits, Pardue the old Cleric and Ward the dirty pirate, the brave band of heroes enter the underneath.</p><p></p><p>Just inside, three shambling zombies are quickly dispatched. Pardue is impressed. Allowing the newest member (the fighter pirate) to lead the group he comes upon a door. “Arrrgh!!! Ye be stuck Mateys!” Several members put shoulder to door ‐‐ about to give up Sacco and Remy give it one last try and fling the door open! Down the corridor the group comes upon an oddly‐shaped chamber whose entrance seems to be guarded by two giant motionless quartz statues. In the back of the room a faintly glowing gauntlet on a dais can be seen. Behind is a mural of a mighty battle scene complete with some sort of blast coming from a warrior’s gauntlet and shattering a foe. Durnik volunteers to search around the statues for traps but upon approaching seems to activate them, he jumps back! With a mighty clang each weapon, polearm and sword, both just miss the dwarf. Thyle's eyes grow wild and he begins hurling alchemist fire potions into the room, “Fire Fire Burn Burn,” he chants. The potions seem to explode in a bigger and brighter fashion than normal. Thinking quickly the dwarf switches to his sledgehammer, steps forward, and attacks one of the statues, chipping off an impressive chunk of quartz.</p><p></p><p>“Companions charge!” comes a voice from the back of the party. Ward charges into the room followed by Sacco. “Arrrgh!!!” Ward shouts ferociously. Sacco runs through the threshold momentarily looking behind him with a look of pride and satisfaction for being so brave when “Thwack!” The giant quartz blade of the statue’s sword splits his skull from cranium to jawbone. Meucci shouts for his wardogs to attack but they all seem to hesitate and stay back from the rocky aberrations. The group finishes off the statues without further loss. Not having participated in the battle the group looks around for Pardue. “Pardue! No!” shouts Durnik. Pardue is entranced by the gleam of the gauntlet and has begun walking towards it reaching out. He is forcibly stopped so that the rogues can properly search for traps around this pedestal. </p><p></p><p>Durnik approaches as Meucci picks up some skipping stones to test for pit traps. Meucci throws the first stone and hits the floor just in front of the dwarf, this floor drops away, the dwarf with it! After safely removing the dwarf from the pit trap both rogues approach the pedestal. Having sufficiently searched for traps both thieves deem the pedestal safe, however, they both back away cautiously as if not trusting their own skill. The Cleric once again approaches. For a moment Remy shows interest in volunteering to grab the gauntlet but Thyle quickly hushes him, “No Remy, you stay back here with me, you are too valuable to me.” Pardue grabs the gauntlet. With a satisfied smile he begins to say something when “Swoosh” a blade lurches out from the pedestal horizontally slicing from right to left. Pardue doesn’t stand a chance as he is sliced across the stomach, entrails spilling forth. He is about to heal himself when he says, “Oh crap, poison! Ahhh….” Pardue slumps onto the floor never to move again. </p><p></p><p>The group grabs the elbow length iron plated glove from Pardue’s lifeless grasp and begins discussing what should be done with the cleric’s body. “We don’t want the city to reclaim the abandoned temple if taxes are not paid,” one voice says. “What shall be done?” After deliberations the group decides to hide the body and pay the taxes and debts themselves in order to take over the temple. Meucci searches the pockets of the fallen cleric and finds a note stating that his debt is a mere 25gp, 5gp of which has been paid, and is being charged an interest rate of 100% per week. The wizard has a clever idea, which the group follows. The cleric’s body, weapons and all, are tossed into the bottomless pit that was discovered on a previous expedition [Session 9]. </p><p></p><p>Before leaving, the group searches a bit further only to find a room with 40 alcoves. In this room there is a chalk drawing on the floor, of which Thyle makes a sketching. Also found in the room is a Ruby Ring, Topaz Gem, 64 pp and a mechanical lever. After much debate the ranger pushes the lever but nothing seems to happen. Further down the hallway, with Ward and Durnik in front, the party suddenly becomes cut off by a large heavy portcullis. The two in front are cut off from the rest of the party. Those trapped in back can merely watch as a door in front of their two companions opens and a black mist pours toward them. They begin frantically slashing at the mist. Thyle, thinking quickly, runs back to the lever and pulls it which lifts the portcullis! In the ensuing battle the mist creature is slain. Freaked out, the party flees back to the surface as quickly as possible.</p></blockquote><p></p>
[QUOTE="Jodo Kast, post: 6318044, member: 4810"] [b]Session 10 (Oh crap, poison!)[/b] Friday Night Irregulars Session 10 (4.25.2014) As told by Meucci (Robert) Some have been on edge since the new appearance in the sky, faint yet brightening each day. Pointing upwards, the hireling Sacco inquires, "What is that, master? Is it a new star? What does it mean?" There is a puzzled silence as all look skyward at this fuzzy twin‐tailed phenomena, all but one. Thyle is engrossed in his newest acquisition. Slamming closed the dusty goblin‐hide tome, he breaks the silence. In a strange erudite language he explains, “Dis Astor… or, Bad Star, in the common tongue. Some believe it to be a bringer of ill fate.” Sacco gulps, “Dis Astor… D‐d‐disaster!?” “Indeed Sacco,” Thyle proclaims, “Indeed.” Before entering town the ranger calls a meeting in his forested place of solitude, a place he believes to be secure and spy‐free. “I have called this meeting tonight to discuss the recent disturbing happenings and rumors regarding our security in town,” Xandar begins. “It seems we have had beady‐eyed spies in the form of small vermin frequent our inn, and I have felt their prying eyes upon us as we move about town.” Meucci rudely butts in, “Also, our inn keep Muncaster hasn’t been paying his fees to the gang that ‘protects’ his place of business, The Black Truncheon. In fact, I think they actually burned down the stables and blamed it on poor Gump, RIP. And, actually, The Black Truncheon has increased their numbers in the Yellow Fang as Muncaster has been openly spending large sums of gold in lieu of paying his fees to them. I think something needs to be done soon or we find a different place to reside.” Thyle begins a thought before being suddenly distracted, “Yes, this is all interest… umm, by the way, has anybody seen Doc Dino?” The party looks around shrugging; Doc Dino seems to be MIA. Taking this as a priority the group returns to town to begin an investigation, which leads them to find that Doc Dino was last seen leaving the old abandoned church in good spirits. Upon further investigation the party finds an old friendly Cleric inside that admits to having spoken with Doc Dino and possibly made some sort of bargain. Suspicious, the group inspects the secret door leading to the dungeon underneath (hinged sarcophagus) only to find it propped open in a very familiar manner. As the group discusses entering this dungeon the Cleric, Pardue, expresses interest in our adventure and in our search for Doc Dino. Pardue admits to being quite inexperienced and shows interest in learning, so requires only a half‐cut of the normal per‐person share. Complete with their newest recruits, Pardue the old Cleric and Ward the dirty pirate, the brave band of heroes enter the underneath. Just inside, three shambling zombies are quickly dispatched. Pardue is impressed. Allowing the newest member (the fighter pirate) to lead the group he comes upon a door. “Arrrgh!!! Ye be stuck Mateys!” Several members put shoulder to door ‐‐ about to give up Sacco and Remy give it one last try and fling the door open! Down the corridor the group comes upon an oddly‐shaped chamber whose entrance seems to be guarded by two giant motionless quartz statues. In the back of the room a faintly glowing gauntlet on a dais can be seen. Behind is a mural of a mighty battle scene complete with some sort of blast coming from a warrior’s gauntlet and shattering a foe. Durnik volunteers to search around the statues for traps but upon approaching seems to activate them, he jumps back! With a mighty clang each weapon, polearm and sword, both just miss the dwarf. Thyle's eyes grow wild and he begins hurling alchemist fire potions into the room, “Fire Fire Burn Burn,” he chants. The potions seem to explode in a bigger and brighter fashion than normal. Thinking quickly the dwarf switches to his sledgehammer, steps forward, and attacks one of the statues, chipping off an impressive chunk of quartz. “Companions charge!” comes a voice from the back of the party. Ward charges into the room followed by Sacco. “Arrrgh!!!” Ward shouts ferociously. Sacco runs through the threshold momentarily looking behind him with a look of pride and satisfaction for being so brave when “Thwack!” The giant quartz blade of the statue’s sword splits his skull from cranium to jawbone. Meucci shouts for his wardogs to attack but they all seem to hesitate and stay back from the rocky aberrations. The group finishes off the statues without further loss. Not having participated in the battle the group looks around for Pardue. “Pardue! No!” shouts Durnik. Pardue is entranced by the gleam of the gauntlet and has begun walking towards it reaching out. He is forcibly stopped so that the rogues can properly search for traps around this pedestal. Durnik approaches as Meucci picks up some skipping stones to test for pit traps. Meucci throws the first stone and hits the floor just in front of the dwarf, this floor drops away, the dwarf with it! After safely removing the dwarf from the pit trap both rogues approach the pedestal. Having sufficiently searched for traps both thieves deem the pedestal safe, however, they both back away cautiously as if not trusting their own skill. The Cleric once again approaches. For a moment Remy shows interest in volunteering to grab the gauntlet but Thyle quickly hushes him, “No Remy, you stay back here with me, you are too valuable to me.” Pardue grabs the gauntlet. With a satisfied smile he begins to say something when “Swoosh” a blade lurches out from the pedestal horizontally slicing from right to left. Pardue doesn’t stand a chance as he is sliced across the stomach, entrails spilling forth. He is about to heal himself when he says, “Oh crap, poison! Ahhh….” Pardue slumps onto the floor never to move again. The group grabs the elbow length iron plated glove from Pardue’s lifeless grasp and begins discussing what should be done with the cleric’s body. “We don’t want the city to reclaim the abandoned temple if taxes are not paid,” one voice says. “What shall be done?” After deliberations the group decides to hide the body and pay the taxes and debts themselves in order to take over the temple. Meucci searches the pockets of the fallen cleric and finds a note stating that his debt is a mere 25gp, 5gp of which has been paid, and is being charged an interest rate of 100% per week. The wizard has a clever idea, which the group follows. The cleric’s body, weapons and all, are tossed into the bottomless pit that was discovered on a previous expedition [Session 9]. Before leaving, the group searches a bit further only to find a room with 40 alcoves. In this room there is a chalk drawing on the floor, of which Thyle makes a sketching. Also found in the room is a Ruby Ring, Topaz Gem, 64 pp and a mechanical lever. After much debate the ranger pushes the lever but nothing seems to happen. Further down the hallway, with Ward and Durnik in front, the party suddenly becomes cut off by a large heavy portcullis. The two in front are cut off from the rest of the party. Those trapped in back can merely watch as a door in front of their two companions opens and a black mist pours toward them. They begin frantically slashing at the mist. Thyle, thinking quickly, runs back to the lever and pulls it which lifts the portcullis! In the ensuing battle the mist creature is slain. Freaked out, the party flees back to the surface as quickly as possible. [/QUOTE]
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