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<blockquote data-quote="ArcOfCorinth" data-source="post: 1115091" data-attributes="member: 7656"><p>That, I have already done. Each PC started out with one trail ration and one full waterskin. The monk quickly offered the stableboy his food and water (which the stableboy consumed so fast that I think the player was shocked to realize none would be left for him). They explorered most of the fortress (using a modified version of the stout fortress at Wizard's Map-a-week so it isn't very big) and discovered that they only water the found may be contiminated and there was no unspoiled food in sight. The last room to be explorered is the kitchen. The party is trapped in a barricaded room and plans to sneak out after daylight and head for what they hope is the kitchen. They're going to find it empty of anything except two pieces of hardtack.</p><p></p><p>As for shock, I'm working on it. The first zombie they encountered didn't look undead at all (other than a slightly pale face). One of the PCs attempted to knock in a wooden door and overcame the DC so much (and since he described it as charging with his shoulder) that I made him roll a reflex throw to keep from blasting through the other side of the door. He failed and I asked for a balance check. Upon failing that as well, he found himself prone before the first encountered undead. The zombie had only died a few days ago in a negative energy burst that did no physical harm to him. He was dressed in the robes of a priest of Elishar and the room was well lit with continual flames cast on symbols and runes on the walls. All of this contributed to the PC thinking he had found a survivor. The zombie said nothing. It stepped over beside him and reached out his hand. The PC thought it was to help him get up so he reached up. The zombie immediately grasped the hand and initiated a grapple (and succeeded). The zombie began slamming him with its free arm every round. The other PCs ran to aid him but were slowed down by two more zombies that lurched forward to the door. When all three were dead, the PC discovered that the corpse had still not relented its grip. They had to pry the stone cold fingers from his wrist.</p><p></p><p>The PCs later made a decision to split up (something I guarentee they'll never do again). I had modified the fortress so that several of the rooms were actually a lower floor. The cleric, fighter and monk headed downstairs to investigate them and left the archer ranger to stand guard in the circular room (which I modified to be the base of the tower.) There was spiraling staircase in the middle of the room that led up to a trapdoor on the ceiling. The archer climbed halfway up it and set down in a sniper position that allowed him to see the entire room with ease. Then he hid and started his listen checks. It was much longer until the first ghoul arrived into the room. btw, I've modified the ghoul slightly to give it Scent. I like it better that way. The ghoul sniffed around the room before pausing at the bottom of the stairs. And then the fight began. The archer hit it with his first shot and pulled off maximum damage (8 bow + 1 point blank shot + 2 favored enemy = 11 to the ghoul's 12 hp) and nearly slayed the ravenous monster. Unfortunately, he missed the next round and it rapidly closed the ground on him. He attempted close combat with his sword but was only clawed and bitten for his efforts. His HP was spiralling down so he retreated to the roof. The ghoul didn't immediately follow through the door so he backed away from the trap door and readied his bow. </p><p></p><p>The Ranger had a 12 on INT while the ghoul had 13. Feeling that the 13 gave it an edge, I refused to send the ghoul up after him. Instead, it relaxed beneath the open door and taunted him in common, describing what it was going to do to his corpse and what little would be left of it. Then it talked of stalking any friends he had and slowly slaying them as well. When it finally emerged (and his readied action missed...terrible roll) the ghoul let out a horrible howl. Seconds later, the PC heard three howls from the courtyard answer it. He now knew that he was probably dead. The ghoul decided to back down the stairs and wait for its nefarious companions. That was all the incentive that the ranger needed. He ran over to the door and shot the ghoul from above (killing it) and watching it roll all the way down to the base of the stairs. He rushed down in hopes of arriving before the ghouls did. He and a ghoul arrived at the same time. However, he was closer to the room his companions had journeyed into earlier so he made a break for it. He managed to outrun the ghoul and slam the door and lock it. </p><p></p><p>Unfortunately, another ghoul appeared at the window and attempted to break in. The door had a large wooden shutter that could be closed like a door. He managed to shut it before the ghoul got in, but he trapped its hand on the window. Luckily, the rest of the PCs arrived from the battles downstairs to aid him. When the session ended, that room had been barricaded (though two ghouls had managed to get in anway). They killed one ghoul and the session ended. When we pick up Saturday, they will have to immediately fight the ghoul that's inside with them.</p><p></p><p>After the session, the players all mentioned that they were shocked by the combat sessions (since none ever went as they planned). The ranger's player stated that he refuses to separate again.</p></blockquote><p></p>
[QUOTE="ArcOfCorinth, post: 1115091, member: 7656"] That, I have already done. Each PC started out with one trail ration and one full waterskin. The monk quickly offered the stableboy his food and water (which the stableboy consumed so fast that I think the player was shocked to realize none would be left for him). They explorered most of the fortress (using a modified version of the stout fortress at Wizard's Map-a-week so it isn't very big) and discovered that they only water the found may be contiminated and there was no unspoiled food in sight. The last room to be explorered is the kitchen. The party is trapped in a barricaded room and plans to sneak out after daylight and head for what they hope is the kitchen. They're going to find it empty of anything except two pieces of hardtack. As for shock, I'm working on it. The first zombie they encountered didn't look undead at all (other than a slightly pale face). One of the PCs attempted to knock in a wooden door and overcame the DC so much (and since he described it as charging with his shoulder) that I made him roll a reflex throw to keep from blasting through the other side of the door. He failed and I asked for a balance check. Upon failing that as well, he found himself prone before the first encountered undead. The zombie had only died a few days ago in a negative energy burst that did no physical harm to him. He was dressed in the robes of a priest of Elishar and the room was well lit with continual flames cast on symbols and runes on the walls. All of this contributed to the PC thinking he had found a survivor. The zombie said nothing. It stepped over beside him and reached out his hand. The PC thought it was to help him get up so he reached up. The zombie immediately grasped the hand and initiated a grapple (and succeeded). The zombie began slamming him with its free arm every round. The other PCs ran to aid him but were slowed down by two more zombies that lurched forward to the door. When all three were dead, the PC discovered that the corpse had still not relented its grip. They had to pry the stone cold fingers from his wrist. The PCs later made a decision to split up (something I guarentee they'll never do again). I had modified the fortress so that several of the rooms were actually a lower floor. The cleric, fighter and monk headed downstairs to investigate them and left the archer ranger to stand guard in the circular room (which I modified to be the base of the tower.) There was spiraling staircase in the middle of the room that led up to a trapdoor on the ceiling. The archer climbed halfway up it and set down in a sniper position that allowed him to see the entire room with ease. Then he hid and started his listen checks. It was much longer until the first ghoul arrived into the room. btw, I've modified the ghoul slightly to give it Scent. I like it better that way. The ghoul sniffed around the room before pausing at the bottom of the stairs. And then the fight began. The archer hit it with his first shot and pulled off maximum damage (8 bow + 1 point blank shot + 2 favored enemy = 11 to the ghoul's 12 hp) and nearly slayed the ravenous monster. Unfortunately, he missed the next round and it rapidly closed the ground on him. He attempted close combat with his sword but was only clawed and bitten for his efforts. His HP was spiralling down so he retreated to the roof. The ghoul didn't immediately follow through the door so he backed away from the trap door and readied his bow. The Ranger had a 12 on INT while the ghoul had 13. Feeling that the 13 gave it an edge, I refused to send the ghoul up after him. Instead, it relaxed beneath the open door and taunted him in common, describing what it was going to do to his corpse and what little would be left of it. Then it talked of stalking any friends he had and slowly slaying them as well. When it finally emerged (and his readied action missed...terrible roll) the ghoul let out a horrible howl. Seconds later, the PC heard three howls from the courtyard answer it. He now knew that he was probably dead. The ghoul decided to back down the stairs and wait for its nefarious companions. That was all the incentive that the ranger needed. He ran over to the door and shot the ghoul from above (killing it) and watching it roll all the way down to the base of the stairs. He rushed down in hopes of arriving before the ghouls did. He and a ghoul arrived at the same time. However, he was closer to the room his companions had journeyed into earlier so he made a break for it. He managed to outrun the ghoul and slam the door and lock it. Unfortunately, another ghoul appeared at the window and attempted to break in. The door had a large wooden shutter that could be closed like a door. He managed to shut it before the ghoul got in, but he trapped its hand on the window. Luckily, the rest of the PCs arrived from the battles downstairs to aid him. When the session ended, that room had been barricaded (though two ghouls had managed to get in anway). They killed one ghoul and the session ended. When we pick up Saturday, they will have to immediately fight the ghoul that's inside with them. After the session, the players all mentioned that they were shocked by the combat sessions (since none ever went as they planned). The ranger's player stated that he refuses to separate again. [/QUOTE]
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