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Red Hand of Doom - Total Recap!
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<blockquote data-quote="Marquis de Sade" data-source="post: 3244230" data-attributes="member: 25787"><p><strong>Skull Gorge Bridge</strong></p><p></p><p><em>Tonight we played a full lenght session. I will use this new format in my recaps</em>:</p><p></p><p><strong>Session playing time: 6 hours (17:00-23:00)</strong></p><p><strong>Player Characters: 5</strong></p><p></p><p><strong>Anor, Elven Ranger, 6th</strong></p><p><strong>Geth Helder, Human Swashbuckler/Fighter/Dervish, 3rd/2nd/1st</strong></p><p><strong>Eluard, Aasimar Cleric/Church Inquisitor, 5th/1st</strong></p><p><strong>Arranos, Air Genasi Ranger, 5th</strong></p><p><strong>Milton Gerosh, Human Warlock, 1st</strong></p><p></p><p>Enter <strong>Milton Gerosh</strong>, a new PC. <strong>Milton Gerosh</strong> is a friend of <strong>Arranos</strong>, who is an old friend of the group. <strong>Arranos </strong> was a part of the group of heroes who took out the orcs in "Sons of Gruumsh". He has joined his friends to defend the Elsir Vale against the goblinoids. Old friends reunite. <strong>Arranos </strong> Favored Enemy is ofcourse Goblinoids!</p><p></p><p>After the meeting with the Town Council a sad feeling settles over <strong>Drellins Ferry</strong>. The citizens are now aware that they might have to evacuate their beloved town. Not only do the witness from the group of heroes put heavy weights on their shoulders, but all the documents and Koth´s war-map are evidence of the sinister plot of the goblinoid masses.</p><p></p><p>There is however one document that they cant interpret. <strong>Sestriere The Wizard </strong> tells them that it´s written in Infernal and in code. The players look around the town for someone to crack it and <strong>Jarett Nurth </strong> the tradeswoman succesfully aids them. This document informs the players with the final clues of the RHoD´s plans. They find out that <strong>Wyrmlord Saarvith </strong> is in the old ruin city of <strong>Rhest</strong>, and that <strong>Wyrmlord Havrek Kharn </strong> leads the main body of the army. <strong>Wyrmlord Ulwai Stormcaller</strong> seems to be away on a secret mission. They also understand that the goblinoids have powerful monsters in their army such as Giants and Dragons...</p><p></p><p>The players start discussing detailed plans for how to encounter this threat. They plan several submissions:</p><p></p><p><strong>1)</strong> Destroy the Skull Gorge Bridge to prevent the horde from easy access to Drellins Ferry and Elsir Vale</p><p><strong>2)</strong> Try to build an alliance with the Forest Giants of the Witchwood</p><p><strong>3)</strong> Find Jorr the Ranger and see if he has any aid to offer</p><p><strong>4)</strong> Find and kill or catch the other Wyrmlords</p><p><strong>5)</strong> Convince the Town Council to evacuate the town as soon as possible</p><p><strong>6)</strong> Try to locate the main body of the goblinoid army</p><p></p><p>The players start preparing for their missions by resupplying and talking to as many NPCs as possible in town. They get fast horses and some magic items from the town wizard and cleric. They also ask Town Speaker <strong>Norro Wiston </strong> to call for an official meeting to rule on the future of the town. The players inform <strong>Wiston </strong> that a full and immediate evacuation is the only possible alternative under these pressing circumstances. </p><p></p><p>At the Town Council meeting <strong>Delora Zann </strong> agrees with the PCs request. But they need another 2 votes to reach the 3/5 majority rule. The PCs start working on <strong>Norro Wiston</strong>. <strong>Eluard </strong> uses Diplomacy together with "Aid another" from his friends and with a "<u>28</u>" check he persuades the Town Speaker to also agree. Then they turn to the Guard Captain <strong>Soranna Anitah</strong>. <strong>Eluard </strong> uses his superb Diplomacy again and with "<u>24</u>" she also joins this stance. <strong>Iormel</strong>, the wealthy landowner storms out of the meeting in protest. <strong>Kellin </strong> ,the Halfling who owns the major inn in town, lays down his vote. The PCs have succeeded in convincing the Council to evacuate <strong>Drellins Ferry </strong> with <strong>Brindol </strong> the set destination for the refugees.</p><p></p><p>The players are still vary of a reported spy in town. They dont seem to trust anyone except <strong>Norro Wiston </strong> at this moment. They have expressed questions particularly against Capt <strong>Soranna Anitah</strong>, <strong>Jarred Nurth</strong>, and <strong>Sestrieren</strong>. Even though they allowed <strong>Sestrieren </strong> to help them with the important document written in Infernal. Also, <strong>Jarred Nurth </strong> cracked the code using Decipher Script.</p><p></p><p>In the afternoon the heroes rode north to destroy <strong>Skull Gorge Bridge</strong>. They know their actions will mean life or death for many of the citizens of Elsir Vale. They camped just a few miles south of the bridge, wanting to reach it early next dawn.</p><p></p><p>As they approached the bridge next dawn they could see from a distance that it is heavily guarded. My players eyes almost jumped out of their sockets as they saw a large Green Dragon, Hell Hounds and several tents.... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite9" alt=":eek:" title="Eek! :eek:" loading="lazy" data-shortname=":eek:" /> </p><p></p><p>One player suggested just running for their lives and leave the bridge alone. Calling it "<em>an impossible mission</em>". Another player said that "<em>we dont have to kill them all, rather just take out the bridge</em>". They discussed using "<em>Stoneshape</em>" to undermine the bridge and hopefully make it collaps. Another player, the one playing the Warlock, wanted to use "<em>Spiderclimb</em>" to climb down in the canyon and walking on the walls, then walking onto under the bridge trying to destroy it somehow.</p><p></p><p>But its a well-built bridge, entirely in stone, and the players are kind of lost on how to take it out. We had to stop the session there as they wanted to plan this thoroughly. I fully understand them! This was an entire session without any violence or combat, but still great fun! We used intense roleplaying, discussions, skill checks as Diplomacy, Sense Motive, Knowledge History, Knowledge Nature, and other social skills. </p><p></p><p><em>To be continued</em>....</p></blockquote><p></p>
[QUOTE="Marquis de Sade, post: 3244230, member: 25787"] [b]Skull Gorge Bridge[/b] [I]Tonight we played a full lenght session. I will use this new format in my recaps[/I]: [B]Session playing time: 6 hours (17:00-23:00) Player Characters: 5[/B] [B]Anor, Elven Ranger, 6th Geth Helder, Human Swashbuckler/Fighter/Dervish, 3rd/2nd/1st Eluard, Aasimar Cleric/Church Inquisitor, 5th/1st Arranos, Air Genasi Ranger, 5th Milton Gerosh, Human Warlock, 1st[/B] Enter [B]Milton Gerosh[/B], a new PC. [B]Milton Gerosh[/B] is a friend of [B]Arranos[/B], who is an old friend of the group. [B]Arranos [/B] was a part of the group of heroes who took out the orcs in "Sons of Gruumsh". He has joined his friends to defend the Elsir Vale against the goblinoids. Old friends reunite. [B]Arranos [/B] Favored Enemy is ofcourse Goblinoids! After the meeting with the Town Council a sad feeling settles over [B]Drellins Ferry[/B]. The citizens are now aware that they might have to evacuate their beloved town. Not only do the witness from the group of heroes put heavy weights on their shoulders, but all the documents and Koth´s war-map are evidence of the sinister plot of the goblinoid masses. There is however one document that they cant interpret. [B]Sestriere The Wizard [/B] tells them that it´s written in Infernal and in code. The players look around the town for someone to crack it and [B]Jarett Nurth [/B] the tradeswoman succesfully aids them. This document informs the players with the final clues of the RHoD´s plans. They find out that [B]Wyrmlord Saarvith [/B] is in the old ruin city of [B]Rhest[/B], and that [B]Wyrmlord Havrek Kharn [/B] leads the main body of the army. [B]Wyrmlord Ulwai Stormcaller[/B] seems to be away on a secret mission. They also understand that the goblinoids have powerful monsters in their army such as Giants and Dragons... The players start discussing detailed plans for how to encounter this threat. They plan several submissions: [B]1)[/B] Destroy the Skull Gorge Bridge to prevent the horde from easy access to Drellins Ferry and Elsir Vale [B]2)[/B] Try to build an alliance with the Forest Giants of the Witchwood [B]3)[/B] Find Jorr the Ranger and see if he has any aid to offer [B]4)[/B] Find and kill or catch the other Wyrmlords [B]5)[/B] Convince the Town Council to evacuate the town as soon as possible [B]6)[/B] Try to locate the main body of the goblinoid army The players start preparing for their missions by resupplying and talking to as many NPCs as possible in town. They get fast horses and some magic items from the town wizard and cleric. They also ask Town Speaker [B]Norro Wiston [/B] to call for an official meeting to rule on the future of the town. The players inform [B]Wiston [/B] that a full and immediate evacuation is the only possible alternative under these pressing circumstances. At the Town Council meeting [B]Delora Zann [/B] agrees with the PCs request. But they need another 2 votes to reach the 3/5 majority rule. The PCs start working on [B]Norro Wiston[/B]. [B]Eluard [/B] uses Diplomacy together with "Aid another" from his friends and with a "[U]28[/U]" check he persuades the Town Speaker to also agree. Then they turn to the Guard Captain [B]Soranna Anitah[/B]. [B]Eluard [/B] uses his superb Diplomacy again and with "[U]24[/U]" she also joins this stance. [B]Iormel[/B], the wealthy landowner storms out of the meeting in protest. [B]Kellin [/B] ,the Halfling who owns the major inn in town, lays down his vote. The PCs have succeeded in convincing the Council to evacuate [B]Drellins Ferry [/B] with [B]Brindol [/B] the set destination for the refugees. The players are still vary of a reported spy in town. They dont seem to trust anyone except [B]Norro Wiston [/B] at this moment. They have expressed questions particularly against Capt [B]Soranna Anitah[/B], [B]Jarred Nurth[/B], and [B]Sestrieren[/B]. Even though they allowed [B]Sestrieren [/B] to help them with the important document written in Infernal. Also, [B]Jarred Nurth [/B] cracked the code using Decipher Script. In the afternoon the heroes rode north to destroy [B]Skull Gorge Bridge[/B]. They know their actions will mean life or death for many of the citizens of Elsir Vale. They camped just a few miles south of the bridge, wanting to reach it early next dawn. As they approached the bridge next dawn they could see from a distance that it is heavily guarded. My players eyes almost jumped out of their sockets as they saw a large Green Dragon, Hell Hounds and several tents.... :eek: One player suggested just running for their lives and leave the bridge alone. Calling it "[I]an impossible mission[/I]". Another player said that "[I]we dont have to kill them all, rather just take out the bridge[/I]". They discussed using "[I]Stoneshape[/I]" to undermine the bridge and hopefully make it collaps. Another player, the one playing the Warlock, wanted to use "[I]Spiderclimb[/I]" to climb down in the canyon and walking on the walls, then walking onto under the bridge trying to destroy it somehow. But its a well-built bridge, entirely in stone, and the players are kind of lost on how to take it out. We had to stop the session there as they wanted to plan this thoroughly. I fully understand them! This was an entire session without any violence or combat, but still great fun! We used intense roleplaying, discussions, skill checks as Diplomacy, Sense Motive, Knowledge History, Knowledge Nature, and other social skills. [I]To be continued[/I].... [/QUOTE]
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