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My Dark Sun 4e Game Experience Updated 01/22/2013
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<blockquote data-quote="Raunalyn" data-source="post: 5676452" data-attributes="member: 72670"><p><strong>Sessions 12 and 13</strong></p><p></p><p>After spending some time observing the mining camp, the group decides to climb up the mountainside and attack from the rear of the camp. While they do this, Tenpug's band will assault the front gates of the camp.</p><p> </p><p>As Tenpug's band attacks, the party sneaks into the mining camp. While the majority of the gith there defend the front gates, the party attacks from within, swiftly crippling the disorganized defenders. Soon, the battle is over with the party barely scratched. While Tenpug's band secures the mining camp, the group searches the tents and shacks. There, they find a few enslaved miners (which they quickly free...they are happy to join Tenpug's band), and then discover the gith leader in one tent. He sits in front of a shattered crystal, mindless and drooling. This was, apparently, the source of the strange psionic attacks that the party experienced. Dryder does him a mercy and puts him out of his misery.</p><p> </p><p>After making sure that the mining camp is well defended, the group decides to descend into the mines, hoping to discover the source of the gith raids and also to find where all of these metal weapons are coming from. It isn't too long before they hear a sound in one of the branching corridors; the soft tinkling of bells and someone shouting blistering curses in dwarven.</p><p> </p><p>They soon find a small group of Belgoi surrounding a dwarven miner. The Belgoi, realizing that their sport is being cut short, quickly attack the party.</p><p> </p><p>Belgoi are fun; they are also nasty. This small group gave the party a decent challenge, though. Many of their abilities are tied together (one has an ability that dazes the party. Then, their attacks do extra damage versus dazed opponents). The caller wreaked havok among the group, forcing them to attack each other. Soon, though, the party defeats the Belgoi and rescue the trapped miner, a dwarf named Durdon.</p><p> </p><p>Durdon explains about what has been going on. The mine, owned by a minor noble from Nibenay, had not been doing well. Being on the brink of shutting down production, the miners tried excavating a previously unexplored area of the mines about two months previously. Soon, they broke through into a large cavern that was rich with iron. It was also teeming with Gith. Before long, the miners were enslaved, and the Nibenay overseers were all dead. The gith began forays into the upper world while a second group used the enslaved miners to further excavate deeper into the tunnels. On these expeditions, Durdon was brought through an ancient city unlike any he had ever seen. He warns the party of the gith nest below, and explains that there are 3 gith that lead this group; a powerful gith warrior, a grossly fat gith priestess ("She frightens me," says Durden), and a third gith who fights with his hands. The party finds an area of the mine that is fairly secure and rest up for the night.</p><p> </p><p>The next morning, refreshed, the party descends further into the mines. They have also achieved enough experience to grant them 7th level.</p><p>They are now easily miles beneath the earth. Several hours of descent with only their torchlight to guide their path brings them to a branching tunnel. Unknown to them, 2 gith guards are aware of their approach. They give out an ear-piercing whistle that echoes through the tunnels, then immediately spring out to attack.</p><p> </p><p>The narrow tunnels force the group into a bottle-neck. While the party fights off the two gith guards, another group rushes up the tunnel to assist. A lone gith breaks off and runs deeper into the mines, warning the gith nest below. A gith drone tries to hit the party with an Area of Effect power, and Gundrek gets to use his new favorite power; Lightning Rush. He forces the drone to target just him, and the rest of the group is saved from the worst of the attack. The group easily defeats this small band of guards and follow the tunnels.</p><p> </p><p>Soon, the passageway widens. Where the tunnel was only about 7 feet high (forcing Tor Val to duck through much of the passage), it now arches overhead to about 30 feet. About 10 feet above their heads, the party can see a ledge with faint light coming from it. Tor Val boosts Dryder and Katrie up so that they can investigate.</p><p> </p><p>The ledge widens into a large cavern, well lit by braziers and glowing stones. At the southern end of the room, a large group of gith waits with weapons drawn. Fortunately for Katrie and Dryder, both rolled well on their stealth checks, and they were able to quickly return to the party and warn them.</p><p> </p><p>Soon, the entire party is up on the ledge. While they assess the situation, Kratas decides to jump on ahead and cause a commotion. This was a bad idea.</p><p> </p><p>As soon as he charges into the room, someone throws a bottle of flaming oil. What the party mistook for small pebbles littering the floor turned out to be explosive rocks. As the flaming oil hits them, they erupt around Kratas. Fortunately, Kratas uses his Warp in the Weave power to avoid the damage, but it is too little, too late as gith warriors quickly surround him.</p><p> </p><p>Gundrek and Tor Val rush into the fray, hoping to pull some of the enemies off of Kratas. While the rest of the group pulls into position, the gith trapped on the opposite side of the burning section of the room start raining javelins down on the group. Gundrek, Kratas and Tor Val push the 6 gith trapped on their side of the cavern into a small guard room so that Gundrek can trap them inside. Too soon, though, the fire dies down, and the party is soon defending themselves from a swarm of gith, led by an unarmed gith named Toogo. Toogo leaps among the party, his hands and feet flashing. Kratas falls to these viscious attacks, and Tor Val, Dryder and Katrie are forced to try and defeat Toogo as quickly as they can, a task made more difficult by the fact that Toogo can leap in and out of the party. Meanwhile, Gundrek cleans up the 6 gith trapped in the guard room and turns to assist with the rest of the gith (mostly minions). This frees Katrie up to do a heal check on Kratas (who has failed one death save) and bring him back into the action. Soon, Toogo falls, and the party is rewarded with a nice, bright, shiney new toy; a Helm of Battle. This, they give to Kratas.</p><p> </p><p>Undaunted, the party rests for a brief moment and continues into the nest. To the south, they find a rough set of stairs that leads into an even larger cavern, also lit by glowing stones. Several gith mingle in here, and upon seeing the party, flee deeper into the cavern. The party follows and discovers the reason the gith were fleeing; the floor of this cavern is riddled with glyphs that burst into flame when anyone gets near. The party holds back so that they can decide what to do.</p><p> </p><p>Soon, they hear another piercing whistle. While Katrie starts searching the floor for the glyphs, Gith start pouring out of side passages. 2 gith spearheads head further south. The party is quickly surrounded by the gith defenders.</p><p> </p><p>Katrie does an excellent job of finding and marking the glyphs while the rest of the group fights off the gith. One drone uses a telekinetic push to force Tor Val onto a glyph, but to no avail. As they wade through the gith, the party hears a terrible shout from the south. Soon, a grossly fat gith female named Zigath is seen following the 2 gith spearheads from earlier. Not only is she a powerful psion (as Gundrek discovers when he is nearly killed by her Mind Thrust power), but she is also a powerful fire priestess. She smites the party with fire, then surrounds them with a Wall of Fire. Gundrek, angry at her earlier attack, crits the creature. Before long, the battle has turned against her. As she falls, she curses the party. Katrie happily picks up Zigath's magical totem; a Flameheart Totem. With it, she is now able to do almost striker level damage while she is in beast form. The group investigates the southern area and find Zigath's sleeping quarters, which contains a large chest. Dryder finds that it is trapped, but is unable to disarm it. He decides to use the Barbarian Lock-pick (Tor-Val) to spring the trap. Fortunately for Tor Val, the trap misses him. Within are 2 healing fruits and a decent sum of gold and a strange, runed statue. Kratas determines that it is a key of some type, and the party agrees to hold onto it for later. They continue on.</p><p> </p><p>They emerge from a narrow tunnel into what appears to be the gith living quarters. Here is arrayed the last of the nest's defenders. Among them is the leader of the group, a fierce gith battlemind named Haza. The party quickly arrange themselves at the entrance to the nest, forcing the gith to approach them a few at a time.</p><p> </p><p>This fight was so fun. Katrie summons HypnoToad, and the party arranges themselves in a three by three formation, with a narrow 5 foot alley between their ranks. The enemy is unable to get past them because of the narrow passageway they are in. As the gith would approach, Katrie would command HypnoToad to attack one of the enemies, which would pull the enemy into the narrow alleyway, thereby granting EVERYONE in the party combat advantage. Between Katrie and Dryder, the carnage was brutal.</p><p> </p><p>Tor Val waits to get a large group of minions around him, and then does his Howl of Fury, killing a large group of them. Haza hangs back, shouting commands to his troops. As he sees Tor Val take out a good number of his soldiers, he shouts and points at Tor Val. Soon, the reason for this is apparent; Haza wants his troops to focus fire on the barbarian.</p><p>Fortunately, the party's effective tactics minimizes the damage, and Haza is forced to engage. The fight is intense, and Haza is well defended and hits very hard. But, inevitably, the party is victorious. Nothing is left of the gith nest but slaves. The group finds some interesting treasure, including a set of Tembo Hide Marauder's Armor (Tor Val yoinked that as soon as he could), a golden statuette of a creature that looked very similar to the Gith, but stood straight, proud and regal.</p><p> </p><p>Eventually, the party discovers a large stone door. It is here that they are able to use the key they found earlier to continue on. Within this area are more gith slaves, a few small caverns filled with rock and debris, and an enormous stone arch.</p><p> </p><p>Within the arch, they see a massive dome. The floor of this cavern is covered in vegetation unlike any they've ever seen. A small city resides here, it's spires almost touching the ceiling of the cavern. Around the central spire, a large, glowing orb slowly orbits the spire, shedding bright yellow light on the inside of the cavern. Bridges and walkways criss-cross the buildings. From what they can tell, the city is abandoned. Treasure and glory awaits.</p><p> </p><p>It is awesome to see the party discovering their roles and getting into them. Luck and great tactics saved them from several very difficult encounters; they all used almost all of their surges and dailies.</p><p> </p><p>The day is now the 2nd day of Wind, in the Season of Sun Ascending, in the Year of Enemy's Vengeance, 190th King's Age.</p><p> </p><p>Next Session: The City of Calamity</p></blockquote><p></p>
[QUOTE="Raunalyn, post: 5676452, member: 72670"] [b]Sessions 12 and 13[/b] After spending some time observing the mining camp, the group decides to climb up the mountainside and attack from the rear of the camp. While they do this, Tenpug's band will assault the front gates of the camp. As Tenpug's band attacks, the party sneaks into the mining camp. While the majority of the gith there defend the front gates, the party attacks from within, swiftly crippling the disorganized defenders. Soon, the battle is over with the party barely scratched. While Tenpug's band secures the mining camp, the group searches the tents and shacks. There, they find a few enslaved miners (which they quickly free...they are happy to join Tenpug's band), and then discover the gith leader in one tent. He sits in front of a shattered crystal, mindless and drooling. This was, apparently, the source of the strange psionic attacks that the party experienced. Dryder does him a mercy and puts him out of his misery. After making sure that the mining camp is well defended, the group decides to descend into the mines, hoping to discover the source of the gith raids and also to find where all of these metal weapons are coming from. It isn't too long before they hear a sound in one of the branching corridors; the soft tinkling of bells and someone shouting blistering curses in dwarven. They soon find a small group of Belgoi surrounding a dwarven miner. The Belgoi, realizing that their sport is being cut short, quickly attack the party. Belgoi are fun; they are also nasty. This small group gave the party a decent challenge, though. Many of their abilities are tied together (one has an ability that dazes the party. Then, their attacks do extra damage versus dazed opponents). The caller wreaked havok among the group, forcing them to attack each other. Soon, though, the party defeats the Belgoi and rescue the trapped miner, a dwarf named Durdon. Durdon explains about what has been going on. The mine, owned by a minor noble from Nibenay, had not been doing well. Being on the brink of shutting down production, the miners tried excavating a previously unexplored area of the mines about two months previously. Soon, they broke through into a large cavern that was rich with iron. It was also teeming with Gith. Before long, the miners were enslaved, and the Nibenay overseers were all dead. The gith began forays into the upper world while a second group used the enslaved miners to further excavate deeper into the tunnels. On these expeditions, Durdon was brought through an ancient city unlike any he had ever seen. He warns the party of the gith nest below, and explains that there are 3 gith that lead this group; a powerful gith warrior, a grossly fat gith priestess ("She frightens me," says Durden), and a third gith who fights with his hands. The party finds an area of the mine that is fairly secure and rest up for the night. The next morning, refreshed, the party descends further into the mines. They have also achieved enough experience to grant them 7th level. They are now easily miles beneath the earth. Several hours of descent with only their torchlight to guide their path brings them to a branching tunnel. Unknown to them, 2 gith guards are aware of their approach. They give out an ear-piercing whistle that echoes through the tunnels, then immediately spring out to attack. The narrow tunnels force the group into a bottle-neck. While the party fights off the two gith guards, another group rushes up the tunnel to assist. A lone gith breaks off and runs deeper into the mines, warning the gith nest below. A gith drone tries to hit the party with an Area of Effect power, and Gundrek gets to use his new favorite power; Lightning Rush. He forces the drone to target just him, and the rest of the group is saved from the worst of the attack. The group easily defeats this small band of guards and follow the tunnels. Soon, the passageway widens. Where the tunnel was only about 7 feet high (forcing Tor Val to duck through much of the passage), it now arches overhead to about 30 feet. About 10 feet above their heads, the party can see a ledge with faint light coming from it. Tor Val boosts Dryder and Katrie up so that they can investigate. The ledge widens into a large cavern, well lit by braziers and glowing stones. At the southern end of the room, a large group of gith waits with weapons drawn. Fortunately for Katrie and Dryder, both rolled well on their stealth checks, and they were able to quickly return to the party and warn them. Soon, the entire party is up on the ledge. While they assess the situation, Kratas decides to jump on ahead and cause a commotion. This was a bad idea. As soon as he charges into the room, someone throws a bottle of flaming oil. What the party mistook for small pebbles littering the floor turned out to be explosive rocks. As the flaming oil hits them, they erupt around Kratas. Fortunately, Kratas uses his Warp in the Weave power to avoid the damage, but it is too little, too late as gith warriors quickly surround him. Gundrek and Tor Val rush into the fray, hoping to pull some of the enemies off of Kratas. While the rest of the group pulls into position, the gith trapped on the opposite side of the burning section of the room start raining javelins down on the group. Gundrek, Kratas and Tor Val push the 6 gith trapped on their side of the cavern into a small guard room so that Gundrek can trap them inside. Too soon, though, the fire dies down, and the party is soon defending themselves from a swarm of gith, led by an unarmed gith named Toogo. Toogo leaps among the party, his hands and feet flashing. Kratas falls to these viscious attacks, and Tor Val, Dryder and Katrie are forced to try and defeat Toogo as quickly as they can, a task made more difficult by the fact that Toogo can leap in and out of the party. Meanwhile, Gundrek cleans up the 6 gith trapped in the guard room and turns to assist with the rest of the gith (mostly minions). This frees Katrie up to do a heal check on Kratas (who has failed one death save) and bring him back into the action. Soon, Toogo falls, and the party is rewarded with a nice, bright, shiney new toy; a Helm of Battle. This, they give to Kratas. Undaunted, the party rests for a brief moment and continues into the nest. To the south, they find a rough set of stairs that leads into an even larger cavern, also lit by glowing stones. Several gith mingle in here, and upon seeing the party, flee deeper into the cavern. The party follows and discovers the reason the gith were fleeing; the floor of this cavern is riddled with glyphs that burst into flame when anyone gets near. The party holds back so that they can decide what to do. Soon, they hear another piercing whistle. While Katrie starts searching the floor for the glyphs, Gith start pouring out of side passages. 2 gith spearheads head further south. The party is quickly surrounded by the gith defenders. Katrie does an excellent job of finding and marking the glyphs while the rest of the group fights off the gith. One drone uses a telekinetic push to force Tor Val onto a glyph, but to no avail. As they wade through the gith, the party hears a terrible shout from the south. Soon, a grossly fat gith female named Zigath is seen following the 2 gith spearheads from earlier. Not only is she a powerful psion (as Gundrek discovers when he is nearly killed by her Mind Thrust power), but she is also a powerful fire priestess. She smites the party with fire, then surrounds them with a Wall of Fire. Gundrek, angry at her earlier attack, crits the creature. Before long, the battle has turned against her. As she falls, she curses the party. Katrie happily picks up Zigath's magical totem; a Flameheart Totem. With it, she is now able to do almost striker level damage while she is in beast form. The group investigates the southern area and find Zigath's sleeping quarters, which contains a large chest. Dryder finds that it is trapped, but is unable to disarm it. He decides to use the Barbarian Lock-pick (Tor-Val) to spring the trap. Fortunately for Tor Val, the trap misses him. Within are 2 healing fruits and a decent sum of gold and a strange, runed statue. Kratas determines that it is a key of some type, and the party agrees to hold onto it for later. They continue on. They emerge from a narrow tunnel into what appears to be the gith living quarters. Here is arrayed the last of the nest's defenders. Among them is the leader of the group, a fierce gith battlemind named Haza. The party quickly arrange themselves at the entrance to the nest, forcing the gith to approach them a few at a time. This fight was so fun. Katrie summons HypnoToad, and the party arranges themselves in a three by three formation, with a narrow 5 foot alley between their ranks. The enemy is unable to get past them because of the narrow passageway they are in. As the gith would approach, Katrie would command HypnoToad to attack one of the enemies, which would pull the enemy into the narrow alleyway, thereby granting EVERYONE in the party combat advantage. Between Katrie and Dryder, the carnage was brutal. Tor Val waits to get a large group of minions around him, and then does his Howl of Fury, killing a large group of them. Haza hangs back, shouting commands to his troops. As he sees Tor Val take out a good number of his soldiers, he shouts and points at Tor Val. Soon, the reason for this is apparent; Haza wants his troops to focus fire on the barbarian. Fortunately, the party's effective tactics minimizes the damage, and Haza is forced to engage. The fight is intense, and Haza is well defended and hits very hard. But, inevitably, the party is victorious. Nothing is left of the gith nest but slaves. The group finds some interesting treasure, including a set of Tembo Hide Marauder's Armor (Tor Val yoinked that as soon as he could), a golden statuette of a creature that looked very similar to the Gith, but stood straight, proud and regal. Eventually, the party discovers a large stone door. It is here that they are able to use the key they found earlier to continue on. Within this area are more gith slaves, a few small caverns filled with rock and debris, and an enormous stone arch. Within the arch, they see a massive dome. The floor of this cavern is covered in vegetation unlike any they've ever seen. A small city resides here, it's spires almost touching the ceiling of the cavern. Around the central spire, a large, glowing orb slowly orbits the spire, shedding bright yellow light on the inside of the cavern. Bridges and walkways criss-cross the buildings. From what they can tell, the city is abandoned. Treasure and glory awaits. It is awesome to see the party discovering their roles and getting into them. Luck and great tactics saved them from several very difficult encounters; they all used almost all of their surges and dailies. The day is now the 2nd day of Wind, in the Season of Sun Ascending, in the Year of Enemy's Vengeance, 190th King's Age. Next Session: The City of Calamity [/QUOTE]
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