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Redbadge's Campaign (there will be spoilers)
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<blockquote data-quote="Isklexi" data-source="post: 6816648" data-attributes="member: 6684948"><p><strong>The Dragon's Lair</strong></p><p></p><p>[gm]I’ve once again lapsed in updating this thread. I blame an almost crippling level of procrastination and President Obama (thanks Obama).[/gm]</p><p></p><p>The Constables went forward with their stealth plan. As the party approached their target beachhead, they encountered a gnoll ship patrolling the water near the beach. The constables decided against attempting to board the ship and instead snuck around it, reasoning that lookouts on the ship would be looking for other ships not pedestrians. One final obstacle greeted them on the beach itself, a veritable wall of flesh made by an enormous rookery of sleeping seals. Disturbing the sleeping beasts risked attracting the attention of the nearby patrol ship. Fortunately, Maddox was prepared with his Root Gate spell to slip the party past the seals.</p><p></p><p>[gm]The players skipped the entire naval combat segment that I’d spent a week preparing. I tried to throw as many obstacles as I could into their way, so it wouldn’t just be them waltzing up to the final dungeon effortlessly. However, their plan was really very good, and there wasn’t any reason for it to fail. Maddox pulled out his short-range gate spell again. He doesn’t use it often, but it’s certainly impactful when he does.[/gm]</p><p></p><p>With most of the island’s defenders at sea or preparing in the city of Karch, the constables were able to reach the volcano while avoiding the few sparse patrols. While the mountain was dotted with caves, only the largest cave entrance had a well-traveled thoroughfare leading to it. The party quickly moved to investigate. The tunnel sloped downward into the mountain, its walls lined with tapestries that covered multiple larges pipes running along the walls. The tunnel opened into a cave that had been converted into a factory facility of some kind. Metal catwalks ran alongside large sealed tanks surrounding a large hatch in the cave’s floor. The entire chamber was lit by flickering spark gaps along the ceiling.</p><p></p><p>Unlike the rest of the mostly deserted island, this chamber was quite occupied. Spear wielding gnolls formed ranks in front of the constables while archers took aim from the catwalks alongside flail-wielding priest. The constables quickly engaged the gnolls with Kirk, Doran, and Rai plowing into the ranks of spear wielding warriors. Maddox used his grapple shot to swing up onto the catwalk near the priest and smashed the duplicant priest with a street-sweeping hail of attacks from his blaster shotgun while Bellicose picked off the archers, including a few that tried to flee into an adjoining cave.</p><p></p><p>Upon investigating the next cave, the party ran into a pack of gnolls. The gnolls retreated deeper into the caves shouting about killing the hostages. The constables pursued the pack directly into more archers and a priest. The constables rushed in guns blazing to stop try and save the hostages. Pardo struck the party from behind harrying the constables using invisibility. Maddox, never one to mince words, proved that invisibility grants no protection from grenades. Unfortunately, Pardo was once again using a duplicant body and escaped any lasting retribution.</p><p></p><p>[gm]The encounters here actually had all the archers in the first room and the cultist mobs in the next cave, but I decided to split the forces more evenly so that the melee PCs would have a chance to hit something in both encounters. The priest in the first chamber rolled a one on initiative and managed to get stomped before he could turn off the lights let alone trigger the bomb trap, but that’s just the way the cookie crumbles (for the NPCs anyway). One problem I glossed over during this encounter is that none of the PCs actually understood the Gnoll language, and the majority of Gnolls had little reason to learn common, so shouting about killing prisoners in common was technically a bit meta.[/gm]</p><p></p><p>After defeating the Gnolls, the constables searched the cave and located a hidden passage. They found the prisoners tied down to cots and blindfolded. The party freed the hostages, but they were still in pretty bad shape from their treatment at the hands of the Gnolls. The hostages didn’t have much information to impart. They’d been kept confined to the prison area at all times and mostly kept blindfolded. Not wanting to risk their safety further, the constables opted to use a portal to send the hostages to their ship, the Arboretum. </p><p></p><p>The party decided to search the rest of the caves, delving into the mines dug by the Gnolls. They managed to spot and avoid a pit trap at the entrance to the mineshafts and spent a decent amount of time searching the mines without any sign of activity before returning to the pump station. Once there, Irony used a Comprehend Language ritual to read the labels on the station’s control panels. While the labels were somewhat esoteric (hydrodynamic screw pump apparatus), the constables were able to successfully activate the machinery necessary to open the large hatch in the floor. The constables then rode the freight elevator down into the mountains depths.</p><p></p><p>[gm]Oddly, the adventure doesn’t appear to mention any means of getting up and down this major shaft. I added a freight elevator because it made sense for them to have some way of getting Tinker’s inventions out of that hole in the ground. We’ve already started the final encounter, but I’ll hold off on posting it until we finish it, so I can post the whole thing at once.[/gm]</p></blockquote><p></p>
[QUOTE="Isklexi, post: 6816648, member: 6684948"] [b]The Dragon's Lair[/b] [gm]I’ve once again lapsed in updating this thread. I blame an almost crippling level of procrastination and President Obama (thanks Obama).[/gm] The Constables went forward with their stealth plan. As the party approached their target beachhead, they encountered a gnoll ship patrolling the water near the beach. The constables decided against attempting to board the ship and instead snuck around it, reasoning that lookouts on the ship would be looking for other ships not pedestrians. One final obstacle greeted them on the beach itself, a veritable wall of flesh made by an enormous rookery of sleeping seals. Disturbing the sleeping beasts risked attracting the attention of the nearby patrol ship. Fortunately, Maddox was prepared with his Root Gate spell to slip the party past the seals. [gm]The players skipped the entire naval combat segment that I’d spent a week preparing. I tried to throw as many obstacles as I could into their way, so it wouldn’t just be them waltzing up to the final dungeon effortlessly. However, their plan was really very good, and there wasn’t any reason for it to fail. Maddox pulled out his short-range gate spell again. He doesn’t use it often, but it’s certainly impactful when he does.[/gm] With most of the island’s defenders at sea or preparing in the city of Karch, the constables were able to reach the volcano while avoiding the few sparse patrols. While the mountain was dotted with caves, only the largest cave entrance had a well-traveled thoroughfare leading to it. The party quickly moved to investigate. The tunnel sloped downward into the mountain, its walls lined with tapestries that covered multiple larges pipes running along the walls. The tunnel opened into a cave that had been converted into a factory facility of some kind. Metal catwalks ran alongside large sealed tanks surrounding a large hatch in the cave’s floor. The entire chamber was lit by flickering spark gaps along the ceiling. Unlike the rest of the mostly deserted island, this chamber was quite occupied. Spear wielding gnolls formed ranks in front of the constables while archers took aim from the catwalks alongside flail-wielding priest. The constables quickly engaged the gnolls with Kirk, Doran, and Rai plowing into the ranks of spear wielding warriors. Maddox used his grapple shot to swing up onto the catwalk near the priest and smashed the duplicant priest with a street-sweeping hail of attacks from his blaster shotgun while Bellicose picked off the archers, including a few that tried to flee into an adjoining cave. Upon investigating the next cave, the party ran into a pack of gnolls. The gnolls retreated deeper into the caves shouting about killing the hostages. The constables pursued the pack directly into more archers and a priest. The constables rushed in guns blazing to stop try and save the hostages. Pardo struck the party from behind harrying the constables using invisibility. Maddox, never one to mince words, proved that invisibility grants no protection from grenades. Unfortunately, Pardo was once again using a duplicant body and escaped any lasting retribution. [gm]The encounters here actually had all the archers in the first room and the cultist mobs in the next cave, but I decided to split the forces more evenly so that the melee PCs would have a chance to hit something in both encounters. The priest in the first chamber rolled a one on initiative and managed to get stomped before he could turn off the lights let alone trigger the bomb trap, but that’s just the way the cookie crumbles (for the NPCs anyway). One problem I glossed over during this encounter is that none of the PCs actually understood the Gnoll language, and the majority of Gnolls had little reason to learn common, so shouting about killing prisoners in common was technically a bit meta.[/gm] After defeating the Gnolls, the constables searched the cave and located a hidden passage. They found the prisoners tied down to cots and blindfolded. The party freed the hostages, but they were still in pretty bad shape from their treatment at the hands of the Gnolls. The hostages didn’t have much information to impart. They’d been kept confined to the prison area at all times and mostly kept blindfolded. Not wanting to risk their safety further, the constables opted to use a portal to send the hostages to their ship, the Arboretum. The party decided to search the rest of the caves, delving into the mines dug by the Gnolls. They managed to spot and avoid a pit trap at the entrance to the mineshafts and spent a decent amount of time searching the mines without any sign of activity before returning to the pump station. Once there, Irony used a Comprehend Language ritual to read the labels on the station’s control panels. While the labels were somewhat esoteric (hydrodynamic screw pump apparatus), the constables were able to successfully activate the machinery necessary to open the large hatch in the floor. The constables then rode the freight elevator down into the mountains depths. [gm]Oddly, the adventure doesn’t appear to mention any means of getting up and down this major shaft. I added a freight elevator because it made sense for them to have some way of getting Tinker’s inventions out of that hole in the ground. We’ve already started the final encounter, but I’ll hold off on posting it until we finish it, so I can post the whole thing at once.[/gm] [/QUOTE]
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