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Radiance Playtest / Carrion Crown conversion
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<blockquote data-quote="mikeawmids" data-source="post: 6324168" data-attributes="member: 6776411"><p>Using the spirit planchette requires an Arcana skill roll. Kendra is the best suited to the task, so the party return there to conduct their séance. As they are leaving the graveyard, the group are accosted by Father Grimburrow and a group of Pharasman acolytes, who demand to know what they think they are doing (since it looks like grave robbing). Jonas Stent attempts to placate the angry clerics (DC.22, rolls 20), Father Grimburrow storms off to report their actions to the sheriff, while the heroes return to Kendra’s house.</p><p></p><p></p><p>Using the spirit planchette requires an Arcana roll [DC. 11], there is a 60% of getting a true answer from the spirit world. It can be used only once per day. While they are setting themselves up, Sheriff Caeller and a couple of deputies turn up to arrest the party for their desecration of the Restlands. Again, Jonas rolls Diplomacy [DC. 22], showing the sheriff the professor’s journal [+5] and explaining their suspicions that the man was murdered by a cult of wicked necromancers (27, success). Caeller remains at the house for the séance, intrigued (and a little scared) by what the heroes are planning to attempt.</p><p>Kendra’s first question is: “Was the Whispering Way responsible for my father‘s death?” (21, success, 98% falsehood)</p><p>The spirits answer: “Maybe”</p><p>Sheriff Caeller hardly considers this to be sufficient evidence to reopen the enquiry into what he has already ruled to be a tragic accident / death by misadventure. He suggests that Kendra should focus on moving on from her father’s death, instead of lingering on it. Ilthane sees the sheriff out. The heroes decide to rest up and then head over to Harrowstone prison on the morrow and take a look around the haunted prison.</p><p></p><p></p><p>A good nights rest enables Jonas Stent to recover 1W and 2V. Sharay recovers 1V. Nobody else was injured during the fight with the giant centipedes.</p><p></p><p></p><p>The party travel to Harrowstone the very next day. They pass between the rusty gates into the open, overgrown courtyard. A tumbledown house stands alone amidst the weeds, likely the residence of the last warden and his wife. Master Owl takes one look at the place (Mechanics roll = 22) and declares the building unsafe to explore, the whole place looks ready to fall down at the slightest disturbance.</p><p></p><p></p><p><em>“A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels. Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.”</em></p><p></p><p></p><p>The heroes poke around and find the broken gargoyle that crushed Professor Lorrimor’s skull when it ‘accidentally’ fell on him. The party lack the Survival skill, so are unable to make more sense of the jumble of tracks around the scene, many of which must belong to Sheriff Caeller and his men. They decide to head on inside. Entering Harrowstone via the main entrance, the party enter a mouldy foyer containing four other exits. Suddenly, all these doors slam closed and a series of badly burnt, screaming faces manifest (1d20+1 against PC’s WIL, success = target shaken [-2 on all actions] for 10 minutes). The haunt rolls 3, which doesn’t achieve anything. Once the haunt has run its course, the party find the doors have unsealed and they can continue their exploration of the prison. One door stands out from the others as it is made of metal and remains locked. Master Owl attempts to pick the lock (DC. 30), rolling only 18. The heroes will need to keep their eyes open for a key to this mysterious portal.</p><p></p><p></p><p>The next door opens into a dank, cavernous auditorium;</p><p><em>“Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.”</em></p><p>There’s not much going on here, so the group forge on through the double doors on the opposite side of the room;</p><p><em>“The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.”</em></p><p>Almost as soon as the party enter the room, a trio of flying, burning skulls rise out of the hole in the centre of the room and attack the party!</p><p>---</p><p>FLAMING SKULL (level 1 undead)</p><p></p><p></p><p>STR: 10 (+0) DEX: 13 (+1) WIS: 10 (+0)</p><p>CON: n/a INT: n/a CHA: 13 (+1)</p><p>FOR: 12 REF: 13 WIL: immune</p><p></p><p></p><p>ATK: +1 DMG: +0 INIT: +1 (flying 40ft)</p><p>WND: 2 VIT: 8 DR: 2 / 6 against fire</p><p></p><p></p><p>ABILITIES: Fire Resistant (additional DR+4 against fire attacks), Flying, Undead Traits (Darkvision, Immune to abilities that effect WIL), Slam (1d3 + 1d6 fire damage)</p><p>---</p><p></p><p>Combat! Initiative: Jonas > Sharay > Ilthane > Master Owl > Flaming Skulls</p><p>Jonas [21] / Ilthane [15] / Master Owl [10] / Sharay [20] / Flaming Skulls [2]</p><p></p><p></p><p>Round One! Jonas already has his crossbow readied, so he fires this at the nearest skull before it can get too close (attack roll 15 vs. REF [13], hit = damage 2 - DR [2] = 0). The crossbow pings off the skull, upsetting its flight pattern, but achieving little else. Sharay moves forward and clubs nearest skull with her staff, rolling a natural 20 (max damage, bypassing all DR = 7). Skull 1 is reduced to W2/V1. Ilthane also advances and takes a swing at skull #2 (attack roll 21 vs. FOR [12], hit = damage 12 - DR [2] = 10). Skull 2 is utterly destroyed by the paladin’s righteous onslaught! Master Owl spends 1V to use Holy Blast, catching the two remaining skulls within a 15ft cone (the ability description reads “1d6 damage every two levels”, but I’m assuming you can still use it at level 1). Damage roll = 1, no obvious effect on either skull. The two remaining skulls attack Sharay (16 vs. REF [12], hit = damage 4 + 1 fire damage = 5 - DR [0] = 5) and Master Owl (19 vs. REF [12], hit = damage 2 + 2 fire damage = 4 - DR [1] = 3). Sharay is dazed and misses her next action.</p><p></p><p></p><p>Round Two! Jonas fires his crossbow at the skull attacking Sharay (-5 for firing into combat, Jonas rolls 5, misses). Sharay misses her turn as she was dazed in the previous round. Ilthane attacks the skull menacing Master Owl (attack rolls 23 vs. FOR [12], hit = damage 6 - DR [2] = 4). Skull 3 is reduced to W2/V4. Master Owl has another go with Holy Blast (damage 6 - DR [2] = 4). Skull 1 crumbles into a pile of smouldering bone dust, while Skull 3 is reduced to W2/V0. The final skull attacks Ilthane, who has interposed himself between it and Master Owl (attack natural 20 = damage [bypassing DR] 3 + 6 fire damage = 9). The flaming skull head butts Ilthane in the face, breaking his nose and leaving the paladin dazed!</p><p></p><p></p><p>Round Three! Jonas Stent holds his action until the final skull is no longer in melee with anyone. Sharay moves adjacent to Ilthane and takes a swing at it with her staff (attack 17 vs. FOR [12], hit = damage 4 - DR [2] = 2). Sharay delivers a devastating blow that cracks the last skull in half.</p><p></p><p></p><p>Victory! At this time, the party decide to return to Ravengro and rest up for a couple of days before returning to Harrowstone. They also advance to level 2! * ding *</p><p></p><p></p><p>It will take Jonas & Master Owl 1 night to fully recover. It will take Ilthane 2 nights to fully recover. It will take Sharay 3 nights to fully recover.</p><p></p><p></p><p>Now that the PC’s have ascended to the lofty heights of level 2, they each gain an additional 4 basic abilities for their class and one minor theme award (unless they decide to multi-class).</p><p>Jonas Stent decides to multi-class into Ranger, gaining the three core abilities for that class, plus Rapid Shot. For this theme award, he selects Lucky Break (once daily, roll 1d20+1d6).</p><p>Ilthane ‘Bear’ Hartok chooses 4 basic abilities from the Paladin class list; Holy Smite, Lay on Hands, Shield Training & Repulse Evil. For his theme award, he selects Trusted Weapon [longsword].</p><p>Master Owl chooses 4 basic Cleric abilities; Holy Vestment, Prayer, Righteous Anger & Sanctuary. For his theme award, he picks Minor Divine Ability [Corner Sight].</p><p>Sharay multi-classes into Monk. She takes the three core abilities for her new class (plus Sublime Fist) and selects Stunning Blow as her theme award.</p><p></p><p></p><p>To be continued.</p></blockquote><p></p>
[QUOTE="mikeawmids, post: 6324168, member: 6776411"] Using the spirit planchette requires an Arcana skill roll. Kendra is the best suited to the task, so the party return there to conduct their séance. As they are leaving the graveyard, the group are accosted by Father Grimburrow and a group of Pharasman acolytes, who demand to know what they think they are doing (since it looks like grave robbing). Jonas Stent attempts to placate the angry clerics (DC.22, rolls 20), Father Grimburrow storms off to report their actions to the sheriff, while the heroes return to Kendra’s house. Using the spirit planchette requires an Arcana roll [DC. 11], there is a 60% of getting a true answer from the spirit world. It can be used only once per day. While they are setting themselves up, Sheriff Caeller and a couple of deputies turn up to arrest the party for their desecration of the Restlands. Again, Jonas rolls Diplomacy [DC. 22], showing the sheriff the professor’s journal [+5] and explaining their suspicions that the man was murdered by a cult of wicked necromancers (27, success). Caeller remains at the house for the séance, intrigued (and a little scared) by what the heroes are planning to attempt. Kendra’s first question is: “Was the Whispering Way responsible for my father‘s death?” (21, success, 98% falsehood) The spirits answer: “Maybe” Sheriff Caeller hardly considers this to be sufficient evidence to reopen the enquiry into what he has already ruled to be a tragic accident / death by misadventure. He suggests that Kendra should focus on moving on from her father’s death, instead of lingering on it. Ilthane sees the sheriff out. The heroes decide to rest up and then head over to Harrowstone prison on the morrow and take a look around the haunted prison. A good nights rest enables Jonas Stent to recover 1W and 2V. Sharay recovers 1V. Nobody else was injured during the fight with the giant centipedes. The party travel to Harrowstone the very next day. They pass between the rusty gates into the open, overgrown courtyard. A tumbledown house stands alone amidst the weeds, likely the residence of the last warden and his wife. Master Owl takes one look at the place (Mechanics roll = 22) and declares the building unsafe to explore, the whole place looks ready to fall down at the slightest disturbance. [I]“A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels. Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within.”[/I] The heroes poke around and find the broken gargoyle that crushed Professor Lorrimor’s skull when it ‘accidentally’ fell on him. The party lack the Survival skill, so are unable to make more sense of the jumble of tracks around the scene, many of which must belong to Sheriff Caeller and his men. They decide to head on inside. Entering Harrowstone via the main entrance, the party enter a mouldy foyer containing four other exits. Suddenly, all these doors slam closed and a series of badly burnt, screaming faces manifest (1d20+1 against PC’s WIL, success = target shaken [-2 on all actions] for 10 minutes). The haunt rolls 3, which doesn’t achieve anything. Once the haunt has run its course, the party find the doors have unsealed and they can continue their exploration of the prison. One door stands out from the others as it is made of metal and remains locked. Master Owl attempts to pick the lock (DC. 30), rolling only 18. The heroes will need to keep their eyes open for a key to this mysterious portal. The next door opens into a dank, cavernous auditorium; [I]“Several rows of wooden benches, all spotted with mold and sagging with neglect, face a stage walled off from the rest of the room by a wall of iron bars.”[/I] There’s not much going on here, so the group forge on through the double doors on the opposite side of the room; [I]“The northeast wall of this room has partially fallen, revealing the dark, murky waters of the pond outside. Moldering training dummies and other similar equipment hint that this room may have once been a training area for the guards. In the northeast part of the room, the floor around a dark, jagged hole is surrounded by black scorch marks.”[/I] Almost as soon as the party enter the room, a trio of flying, burning skulls rise out of the hole in the centre of the room and attack the party! --- FLAMING SKULL (level 1 undead) STR: 10 (+0) DEX: 13 (+1) WIS: 10 (+0) CON: n/a INT: n/a CHA: 13 (+1) FOR: 12 REF: 13 WIL: immune ATK: +1 DMG: +0 INIT: +1 (flying 40ft) WND: 2 VIT: 8 DR: 2 / 6 against fire ABILITIES: Fire Resistant (additional DR+4 against fire attacks), Flying, Undead Traits (Darkvision, Immune to abilities that effect WIL), Slam (1d3 + 1d6 fire damage) --- Combat! Initiative: Jonas > Sharay > Ilthane > Master Owl > Flaming Skulls Jonas [21] / Ilthane [15] / Master Owl [10] / Sharay [20] / Flaming Skulls [2] Round One! Jonas already has his crossbow readied, so he fires this at the nearest skull before it can get too close (attack roll 15 vs. REF [13], hit = damage 2 - DR [2] = 0). The crossbow pings off the skull, upsetting its flight pattern, but achieving little else. Sharay moves forward and clubs nearest skull with her staff, rolling a natural 20 (max damage, bypassing all DR = 7). Skull 1 is reduced to W2/V1. Ilthane also advances and takes a swing at skull #2 (attack roll 21 vs. FOR [12], hit = damage 12 - DR [2] = 10). Skull 2 is utterly destroyed by the paladin’s righteous onslaught! Master Owl spends 1V to use Holy Blast, catching the two remaining skulls within a 15ft cone (the ability description reads “1d6 damage every two levels”, but I’m assuming you can still use it at level 1). Damage roll = 1, no obvious effect on either skull. The two remaining skulls attack Sharay (16 vs. REF [12], hit = damage 4 + 1 fire damage = 5 - DR [0] = 5) and Master Owl (19 vs. REF [12], hit = damage 2 + 2 fire damage = 4 - DR [1] = 3). Sharay is dazed and misses her next action. Round Two! Jonas fires his crossbow at the skull attacking Sharay (-5 for firing into combat, Jonas rolls 5, misses). Sharay misses her turn as she was dazed in the previous round. Ilthane attacks the skull menacing Master Owl (attack rolls 23 vs. FOR [12], hit = damage 6 - DR [2] = 4). Skull 3 is reduced to W2/V4. Master Owl has another go with Holy Blast (damage 6 - DR [2] = 4). Skull 1 crumbles into a pile of smouldering bone dust, while Skull 3 is reduced to W2/V0. The final skull attacks Ilthane, who has interposed himself between it and Master Owl (attack natural 20 = damage [bypassing DR] 3 + 6 fire damage = 9). The flaming skull head butts Ilthane in the face, breaking his nose and leaving the paladin dazed! Round Three! Jonas Stent holds his action until the final skull is no longer in melee with anyone. Sharay moves adjacent to Ilthane and takes a swing at it with her staff (attack 17 vs. FOR [12], hit = damage 4 - DR [2] = 2). Sharay delivers a devastating blow that cracks the last skull in half. Victory! At this time, the party decide to return to Ravengro and rest up for a couple of days before returning to Harrowstone. They also advance to level 2! * ding * It will take Jonas & Master Owl 1 night to fully recover. It will take Ilthane 2 nights to fully recover. It will take Sharay 3 nights to fully recover. Now that the PC’s have ascended to the lofty heights of level 2, they each gain an additional 4 basic abilities for their class and one minor theme award (unless they decide to multi-class). Jonas Stent decides to multi-class into Ranger, gaining the three core abilities for that class, plus Rapid Shot. For this theme award, he selects Lucky Break (once daily, roll 1d20+1d6). Ilthane ‘Bear’ Hartok chooses 4 basic abilities from the Paladin class list; Holy Smite, Lay on Hands, Shield Training & Repulse Evil. For his theme award, he selects Trusted Weapon [longsword]. Master Owl chooses 4 basic Cleric abilities; Holy Vestment, Prayer, Righteous Anger & Sanctuary. For his theme award, he picks Minor Divine Ability [Corner Sight]. Sharay multi-classes into Monk. She takes the three core abilities for her new class (plus Sublime Fist) and selects Stunning Blow as her theme award. To be continued. [/QUOTE]
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