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Suzail (final update)
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<blockquote data-quote="Morte" data-source="post: 638842" data-attributes="member: 9413"><p><strong>Session 1, part 3</strong></p><p></p><p>Session 1 part 3</p><p></p><p>They tried the east door first. There was a trap on it, a fairly nasty electrical trap that would blast all in range if disturbed. Mabel couldn’t quite figure out how to disarm it. She drank a potion of Fox’s Cunning to see it that did the trick and, ack, it all seemed clearer, but she still couldn’t quite work it out it. Padreic suggested throwing Lafajet at the door, since he’d been moping all day. This seemed to pull him out of his funk for long enough to play a tune. The music crystallised things in Mabel’s mind, and her suddenly nimbler fingers put the insight to good use. The trap soon ceased to function.</p><p></p><p>Any door like that had to guard something nasty. They buffed, and stood back out of sight to let Mabel open it stealthily. Mabel found a treasure chamber, devoid of enemies. Well, it was a grotty old crypt room with the walls collapsing at one end and rubble all over the floor, but it had a chest in one corner so it was a treasure chamber. Cool Judgement was in the chest, along with assorted valuables. They had it. The party had bypassed any defenders who might be in the crypt thanks to the secret entrance from the sewers. They had their main objective. They could leave and get paid without raising a weapon.</p><p></p><p>“OK, let's clear dis place out,” said Griseld, “den go back to da temple”.</p><p></p><p>The other door off the throne room was just as solid and the trap on it was almost as nasty. There was a tangle trap on the floor just inside it as well – it looked like somebody had prepared this room as a place to retreat to and make a stand. They wondered of they’d already dealt with that somebody, or there were more enemies out there in the crypt. The door opened and Lafajet went scouting ahead, his natural elven ability to move and search at the same time speeding things up. After he’d spotted three or four traps and trodden on them before he could bring himself to a halt, they figured a slower moving halfling scout might make more sense.</p><p></p><p>At the end of a long cold corridor, they found a door with viciously, supernaturally cold air seeping out around it. They discussed casting Protection from Elements as much as they could, but decided to save it. Mabel opened the door and crept in. It was a long, long gallery like room, extending further than she could see, with alcoves off each side. In each alcove stood a zombie, motionless, lightly dusted with frost. She pulled out, and they whispered tactics.</p><p></p><p>They agreed that Mabel would try turning undead which would either kill the zombies, or scare them back into their alcoves to be casually shot full of arrows, or at least provoke them into attacking the party who could hold the doorway and gang up on one at a time. This plan worked well for the first few seconds – Mabel completely failed to turn them, but they clobbered the first two in the doorway quite successfully. Then they felt that old urge to roll forwards… And roll forwards they did , wading into more and more zombies so that they were eventually fighting five or six at once. The zombies were unarmed but their blows did cold damage. As Solothys, Merlinda’s panther companion found out, they also carried a nasty disease.</p><p></p><p>Still, the party were more than a match for the zombies. It helped that Griseld’s greatsword did fire damage, which seemed to count for double against these particular creatures. They chewed their way forwards without too much trouble.</p><p></p><p>At the end of the gallery, three ice zombie lords awaited them.</p><p></p><p>Each wielded a pair of kamas, with blades that shimmered with cold. As they jerked into life and lumbered towards the adventurers, their spell like abilities manifested as Stoneskin and Spell Mantles[1]. They shrugged off blows and arrows, but heavy pounding from Padreic and Griseld with support and healing from the rest of the party eventually battered their stoneskins off and took them down. Padreic looked the worse for wear at the end, but took it well.</p><p></p><p>Silence fell. There was nothing left in the room, apart from the remains of the zombies and a few kamas which had lost their cold damage as the zombies died. It was still phenomenally cold, killing the zombies had not lessened the supernatural chill, and they were happy to leave.</p><p></p><p>That was the last opposition they met, from here on it was exploration and a few traps until they reached the front door. They passed a room filled with metal placards covered in some strange pictographic language. Nobody had any idea how the translate it, and Lafajet’s lore failed to turn anything up for once, but the pictograms seemed to major on ice and storms and snow. Mabel, whose sharp eyes had seen a few crypts before, spotted that while most of these were hundreds of years old one was new, perhaps a year old. It looked like this place had been abandoned for centuries but reoccupied in the last year.</p><p></p><p>The party really needed to rest but it was just too cold. They found the stairs up, which led into a small tower that seemed well preserved. There was a chain ladder leading further up, but they left it for later and cautiously headed out the heavy stone door. Outside, they were amazed to find themselves back in St Aelax field. They were stood outside an abandoned looking tower in the northwest corner that nobody had really noticed before. The caravan park was just south, people were wandering around the streets, and the party tripped over their pet drunken dwarf who was sleeping in the doorway. He seemed terrified, and rambled something about them walking out of a building with no door. They dismissed his ravings, currently more interested in moving than thinking, and went back to the Temple of Waukeen.</p><p></p><p>High Priestess Soippi was delighted to receive her artefact. She listened to their story and paid them 5000 gold for retrieving it. She also told them the story of the tower. Apparently, it had once been home to the “Ministry of Frost”, a group of four wizards specialising in cold magic who had been killed 250 years before. It had been sealed up in some way that was meant to trap their spirits (implying that somebody knew there would be spirits to be trapped). Nothing had been heard of the Ministry for 250 years, but when they mentioned the new placard Soippi remembered a minor earth tremor the year before. Perhaps it had opened the entrance from the sewers and somehow freed these spirits.</p><p></p><p>She speculated that they had possessed the sundry adventurers and ne’er-do-wells – everything from a cleric of Silvanus to a minotaur – who’d wandered in since. If it was the ministry, or rather their spirits, who’d stolen Cool Judgment then their reasons were unfathomable. Apparently the wizards were not noted for their sanity whilst alive, so guessing their motives now would be futile.</p><p></p><p>She also mentioned that the doors and windows to the building were false, and there was no entrance to it from St Aelax field, but local legend had it that the door somehow became “more real” in extremely cold weather. The party didn’t mention that they’d left the building via the front door.</p><p></p><p>Griseld seemed to think that they’d earned the other 2000 gold, but Soippi reminded them that they hadn’t cleared the whole building and were only really guessing at the nature of their opposition. The priests of the merchant god drove hard bargains. She offered to pay the other 2000 more if they’d thoroughly clear out the tower and bring back any other evidence they might find. They were welcome to rest in the temple first.</p><p></p><p>The party sold off their loot, and prepared for their return to the tower.</p><p></p><p>[1] Meta: Spell Mantle is an NWN level 7 mage spell absorbing the next d8+8 levels of incoming spells. The zombies were rigged to wield kamas with 1d8 additional cold damage, but to drop plain kamas on death.</p><p></p><p><em>Next week, session 2</em></p></blockquote><p></p>
[QUOTE="Morte, post: 638842, member: 9413"] [b]Session 1, part 3[/b] Session 1 part 3 They tried the east door first. There was a trap on it, a fairly nasty electrical trap that would blast all in range if disturbed. Mabel couldn’t quite figure out how to disarm it. She drank a potion of Fox’s Cunning to see it that did the trick and, ack, it all seemed clearer, but she still couldn’t quite work it out it. Padreic suggested throwing Lafajet at the door, since he’d been moping all day. This seemed to pull him out of his funk for long enough to play a tune. The music crystallised things in Mabel’s mind, and her suddenly nimbler fingers put the insight to good use. The trap soon ceased to function. Any door like that had to guard something nasty. They buffed, and stood back out of sight to let Mabel open it stealthily. Mabel found a treasure chamber, devoid of enemies. Well, it was a grotty old crypt room with the walls collapsing at one end and rubble all over the floor, but it had a chest in one corner so it was a treasure chamber. Cool Judgement was in the chest, along with assorted valuables. They had it. The party had bypassed any defenders who might be in the crypt thanks to the secret entrance from the sewers. They had their main objective. They could leave and get paid without raising a weapon. “OK, let's clear dis place out,” said Griseld, “den go back to da temple”. The other door off the throne room was just as solid and the trap on it was almost as nasty. There was a tangle trap on the floor just inside it as well – it looked like somebody had prepared this room as a place to retreat to and make a stand. They wondered of they’d already dealt with that somebody, or there were more enemies out there in the crypt. The door opened and Lafajet went scouting ahead, his natural elven ability to move and search at the same time speeding things up. After he’d spotted three or four traps and trodden on them before he could bring himself to a halt, they figured a slower moving halfling scout might make more sense. At the end of a long cold corridor, they found a door with viciously, supernaturally cold air seeping out around it. They discussed casting Protection from Elements as much as they could, but decided to save it. Mabel opened the door and crept in. It was a long, long gallery like room, extending further than she could see, with alcoves off each side. In each alcove stood a zombie, motionless, lightly dusted with frost. She pulled out, and they whispered tactics. They agreed that Mabel would try turning undead which would either kill the zombies, or scare them back into their alcoves to be casually shot full of arrows, or at least provoke them into attacking the party who could hold the doorway and gang up on one at a time. This plan worked well for the first few seconds – Mabel completely failed to turn them, but they clobbered the first two in the doorway quite successfully. Then they felt that old urge to roll forwards… And roll forwards they did , wading into more and more zombies so that they were eventually fighting five or six at once. The zombies were unarmed but their blows did cold damage. As Solothys, Merlinda’s panther companion found out, they also carried a nasty disease. Still, the party were more than a match for the zombies. It helped that Griseld’s greatsword did fire damage, which seemed to count for double against these particular creatures. They chewed their way forwards without too much trouble. At the end of the gallery, three ice zombie lords awaited them. Each wielded a pair of kamas, with blades that shimmered with cold. As they jerked into life and lumbered towards the adventurers, their spell like abilities manifested as Stoneskin and Spell Mantles[1]. They shrugged off blows and arrows, but heavy pounding from Padreic and Griseld with support and healing from the rest of the party eventually battered their stoneskins off and took them down. Padreic looked the worse for wear at the end, but took it well. Silence fell. There was nothing left in the room, apart from the remains of the zombies and a few kamas which had lost their cold damage as the zombies died. It was still phenomenally cold, killing the zombies had not lessened the supernatural chill, and they were happy to leave. That was the last opposition they met, from here on it was exploration and a few traps until they reached the front door. They passed a room filled with metal placards covered in some strange pictographic language. Nobody had any idea how the translate it, and Lafajet’s lore failed to turn anything up for once, but the pictograms seemed to major on ice and storms and snow. Mabel, whose sharp eyes had seen a few crypts before, spotted that while most of these were hundreds of years old one was new, perhaps a year old. It looked like this place had been abandoned for centuries but reoccupied in the last year. The party really needed to rest but it was just too cold. They found the stairs up, which led into a small tower that seemed well preserved. There was a chain ladder leading further up, but they left it for later and cautiously headed out the heavy stone door. Outside, they were amazed to find themselves back in St Aelax field. They were stood outside an abandoned looking tower in the northwest corner that nobody had really noticed before. The caravan park was just south, people were wandering around the streets, and the party tripped over their pet drunken dwarf who was sleeping in the doorway. He seemed terrified, and rambled something about them walking out of a building with no door. They dismissed his ravings, currently more interested in moving than thinking, and went back to the Temple of Waukeen. High Priestess Soippi was delighted to receive her artefact. She listened to their story and paid them 5000 gold for retrieving it. She also told them the story of the tower. Apparently, it had once been home to the “Ministry of Frost”, a group of four wizards specialising in cold magic who had been killed 250 years before. It had been sealed up in some way that was meant to trap their spirits (implying that somebody knew there would be spirits to be trapped). Nothing had been heard of the Ministry for 250 years, but when they mentioned the new placard Soippi remembered a minor earth tremor the year before. Perhaps it had opened the entrance from the sewers and somehow freed these spirits. She speculated that they had possessed the sundry adventurers and ne’er-do-wells – everything from a cleric of Silvanus to a minotaur – who’d wandered in since. If it was the ministry, or rather their spirits, who’d stolen Cool Judgment then their reasons were unfathomable. Apparently the wizards were not noted for their sanity whilst alive, so guessing their motives now would be futile. She also mentioned that the doors and windows to the building were false, and there was no entrance to it from St Aelax field, but local legend had it that the door somehow became “more real” in extremely cold weather. The party didn’t mention that they’d left the building via the front door. Griseld seemed to think that they’d earned the other 2000 gold, but Soippi reminded them that they hadn’t cleared the whole building and were only really guessing at the nature of their opposition. The priests of the merchant god drove hard bargains. She offered to pay the other 2000 more if they’d thoroughly clear out the tower and bring back any other evidence they might find. They were welcome to rest in the temple first. The party sold off their loot, and prepared for their return to the tower. [1] Meta: Spell Mantle is an NWN level 7 mage spell absorbing the next d8+8 levels of incoming spells. The zombies were rigged to wield kamas with 1d8 additional cold damage, but to drop plain kamas on death. [i]Next week, session 2[/i] [/QUOTE]
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