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The Adventures of the Endhome 6+1. Rebirth of Barakus! (9-27-06, 19 and 20 back up)
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<blockquote data-quote="Scorch" data-source="post: 3074998" data-attributes="member: 1502"><p><strong>Adventure 5 Summary</strong></p><p></p><p>At this point I knew exactly how things were going to go with this session. Everyone was feeling more confident having reached 2nd level and I knew the encounters coming up would be easy to run. The player running Absinthe was not available for that night so the “paper rogue” would be run as an NPC by me. </p><p></p><p>The party had just finished a deadly encounter with the Assassin Vine at the entrance to Area E: The Mysterious Crypt. Having rested the night they decided to tackle the structure before them. Now this group of people know the drill when it comes to dungeon crawling. They pretty much scoured the entire crypt entrance room from ceiling to floor, taking great pains in taking 20. Ravenspur found the four symbols and was able to interpret their meaning.</p><p></p><p>They then descended down the hole into the narrow tunnel. Keldin and Absinthe spotted the goblin bodies at the intersection. I had created the entire crypt using Hirst Art block pieces I had made for generic square rooms as well as a custom built piece for the rat tunnel intersection. While the ranger and the rogue were trying to be sneaky the cleric tumbled down the hole in his armor and made quite a racket. I then pulled out a pile of plastic dire rat minis and placed them on the board. Thank you, WotC plastic minis!</p><p></p><p>I played the rats as a swarming mass of rodent furry that would do move-throughs in an attempt to get the flank. The party was split by the tunnel intersection with Absinthe and the Ranger backed up against the strange door and the rest of the party constrained by the narrow tunnel. The fight lasted three to four rounds but the outcome was not in doubt. I knew they would carve the rats up. The only question was: who would succumb to filth fever. Answer: the fighter, Aislenn, and the rogue, Absinthe (big surprise there). The incubation period was a few days off but I made note of it for later.</p><p></p><p>After searching the goblin bodies and investigating both ends of the rat dug tunnel the party turned its attention to the Strange Door. Ravenspur’s player played twenty questions with me and eventually figured out how to open the door without killing himself. They happily made use of the Underground Garden’s resources and healed up.</p><p></p><p>Remembering that they were in the forest to look for the Green Tree Bandits the party then continued heading north along the river outside the crypt and eventually exited the forest to the north. Recognizing the Fool’s Pass they realized they had been going in the wrong direction. Back south they went and eventually picked up the bandits’ trail leading back to their hideout.</p><p></p><p>Before the game I had drawn the layout of the entire bandit camp on a 1” grid tablet page. I ran the encounter almost exactly as it was described in the book. The bandits had lookouts watching but the sharp eyes of the ranger and the rogue saw them and took them out with some well-placed arrows. As the party approached the camp luck failed them and some low hide/move-silent rolls were overcome by high spot/listen checks by the bandits. An alarm was raised and the fight was on.</p><p></p><p>Grump, the dwarf fighter, quickly organized the bandits while Garland, the bard, threw down a sleep spell that took down Adson, the party’s monk. Absinthe snuck around a pile of stolen merchandise to go for the flank while Aislenn went charging in, hoping to get some cleaves going. Ravenspur started throwing down his own sleep spells having some good success but could not get quite as many bandits into the area of affect as he had liked. Someone woke up the monk who spent a turn getting back up.</p><p></p><p>Then Fell Tarmick exited his tent. “All right” I thought, “This guy is going to give them a challenge.” Then Aislenn got to move and she critted him knocking him right into unconsciousness. </p><p></p><p>It turned out the real challenge for Grump and Garland. Grump, with the help of some bandits knocked Absinthe down below 0 hp and I wondered if I was going to have to tell Absinthe’s player that I had gotten his rogue killed while he was not present at the game. Grump also managed to almost kill Aislenn as well but then the ranger finally got into position and started hitting the good rolls with his bowshots and bandits started dropping. Micca and Adson were able to drop Garland and Grump and the combat finally ended with two of the surviving bandits surrendering while a third ran off into the woods (where he got eaten by a troll a few hours later).</p><p></p><p>Combat had ended in the manner that was satisfactory to the both myself and the players: with a few of the players still standing, exhausted, and a paper grid mapped heavily marked up with dead bodies and pools of blood drawn with Sharpie markers.</p><p></p><p>The wounded players were healed up. While the cleric was distracted by healing the others, he did not notice the other players finishing off some of the unconscious bandits. Grump and Fell Tarmick survived this since it was determined they would be better off brought in alive. Garland had dropped below –10 and succumbed to his wounds. The camp was raided and the party loaded up the stolen carts with boxes and crates of stolen goods and hitched up the draft animals that bandits had taken from the merchants.</p><p></p><p>The next morning they set off to try and get out of the forest and back to Endhome. Fell Tarmick attempted to sweet talk his way out of the situation he was in but they were hearing none of it and he was promptly smacked around and tied up. Later on I got to read up on Use Rope as he attempted to wiggle his way out of his bonds (no such luck).</p><p></p><p>A failed roll on Keldin’s part got them all good and lost in the forest. They managed to stumble upon another Assassin Vine which the ranger spotted and steered them around. They also came across the Black Unicorn encounter area but did not hang around long enough to encounter it. Finally they were found by Silvar and Thuss, the Araneas, who showed them how to get out of the forest.</p><p></p><p>The party stayed outside the Roadside Inn, keeping guard on their prisoners, and then continued on to Endhome the next day. Word had reached the city from travelers who had left earlier from the inn and people lined up to gawk at Fell and the remnants of his band of highway men. The players were rewarded the promised amount by Bragger Bondhome plus a bonus from the merchants whom had their merchandise returned. </p><p></p><p>The players then asked what had happened while they were gone. They were all still nervous that an army of were-rats was going to track them down and kill them all. In actuality I had decided that Tousice, having been reprimanded by his vampiric employers, was now plotting his revenge using resources from the Pulanti estate. </p><p></p><p>Bragger did mention an incident in the sewers involving a wizard name Bezlur Orloff attempting to tunnel into the Wizards Academy put it was foiled by Dagon Ziss and his party. I had come to the conclusion that the party would not be able to do all the side adventures listed in the book so why not have the evil adventuring party do them so they could level up and be a threat to the party later. They would be doing the adventures for more sinister reasons though.</p><p></p><p>With that I ended the session and the group began to think about what they wanted to buy with their reward money next session.</p><p></p><p>Next up: Barakus… no, really, they get there!</p></blockquote><p></p>
[QUOTE="Scorch, post: 3074998, member: 1502"] [b]Adventure 5 Summary[/b] At this point I knew exactly how things were going to go with this session. Everyone was feeling more confident having reached 2nd level and I knew the encounters coming up would be easy to run. The player running Absinthe was not available for that night so the “paper rogue” would be run as an NPC by me. The party had just finished a deadly encounter with the Assassin Vine at the entrance to Area E: The Mysterious Crypt. Having rested the night they decided to tackle the structure before them. Now this group of people know the drill when it comes to dungeon crawling. They pretty much scoured the entire crypt entrance room from ceiling to floor, taking great pains in taking 20. Ravenspur found the four symbols and was able to interpret their meaning. They then descended down the hole into the narrow tunnel. Keldin and Absinthe spotted the goblin bodies at the intersection. I had created the entire crypt using Hirst Art block pieces I had made for generic square rooms as well as a custom built piece for the rat tunnel intersection. While the ranger and the rogue were trying to be sneaky the cleric tumbled down the hole in his armor and made quite a racket. I then pulled out a pile of plastic dire rat minis and placed them on the board. Thank you, WotC plastic minis! I played the rats as a swarming mass of rodent furry that would do move-throughs in an attempt to get the flank. The party was split by the tunnel intersection with Absinthe and the Ranger backed up against the strange door and the rest of the party constrained by the narrow tunnel. The fight lasted three to four rounds but the outcome was not in doubt. I knew they would carve the rats up. The only question was: who would succumb to filth fever. Answer: the fighter, Aislenn, and the rogue, Absinthe (big surprise there). The incubation period was a few days off but I made note of it for later. After searching the goblin bodies and investigating both ends of the rat dug tunnel the party turned its attention to the Strange Door. Ravenspur’s player played twenty questions with me and eventually figured out how to open the door without killing himself. They happily made use of the Underground Garden’s resources and healed up. Remembering that they were in the forest to look for the Green Tree Bandits the party then continued heading north along the river outside the crypt and eventually exited the forest to the north. Recognizing the Fool’s Pass they realized they had been going in the wrong direction. Back south they went and eventually picked up the bandits’ trail leading back to their hideout. Before the game I had drawn the layout of the entire bandit camp on a 1” grid tablet page. I ran the encounter almost exactly as it was described in the book. The bandits had lookouts watching but the sharp eyes of the ranger and the rogue saw them and took them out with some well-placed arrows. As the party approached the camp luck failed them and some low hide/move-silent rolls were overcome by high spot/listen checks by the bandits. An alarm was raised and the fight was on. Grump, the dwarf fighter, quickly organized the bandits while Garland, the bard, threw down a sleep spell that took down Adson, the party’s monk. Absinthe snuck around a pile of stolen merchandise to go for the flank while Aislenn went charging in, hoping to get some cleaves going. Ravenspur started throwing down his own sleep spells having some good success but could not get quite as many bandits into the area of affect as he had liked. Someone woke up the monk who spent a turn getting back up. Then Fell Tarmick exited his tent. “All right” I thought, “This guy is going to give them a challenge.” Then Aislenn got to move and she critted him knocking him right into unconsciousness. It turned out the real challenge for Grump and Garland. Grump, with the help of some bandits knocked Absinthe down below 0 hp and I wondered if I was going to have to tell Absinthe’s player that I had gotten his rogue killed while he was not present at the game. Grump also managed to almost kill Aislenn as well but then the ranger finally got into position and started hitting the good rolls with his bowshots and bandits started dropping. Micca and Adson were able to drop Garland and Grump and the combat finally ended with two of the surviving bandits surrendering while a third ran off into the woods (where he got eaten by a troll a few hours later). Combat had ended in the manner that was satisfactory to the both myself and the players: with a few of the players still standing, exhausted, and a paper grid mapped heavily marked up with dead bodies and pools of blood drawn with Sharpie markers. The wounded players were healed up. While the cleric was distracted by healing the others, he did not notice the other players finishing off some of the unconscious bandits. Grump and Fell Tarmick survived this since it was determined they would be better off brought in alive. Garland had dropped below –10 and succumbed to his wounds. The camp was raided and the party loaded up the stolen carts with boxes and crates of stolen goods and hitched up the draft animals that bandits had taken from the merchants. The next morning they set off to try and get out of the forest and back to Endhome. Fell Tarmick attempted to sweet talk his way out of the situation he was in but they were hearing none of it and he was promptly smacked around and tied up. Later on I got to read up on Use Rope as he attempted to wiggle his way out of his bonds (no such luck). A failed roll on Keldin’s part got them all good and lost in the forest. They managed to stumble upon another Assassin Vine which the ranger spotted and steered them around. They also came across the Black Unicorn encounter area but did not hang around long enough to encounter it. Finally they were found by Silvar and Thuss, the Araneas, who showed them how to get out of the forest. The party stayed outside the Roadside Inn, keeping guard on their prisoners, and then continued on to Endhome the next day. Word had reached the city from travelers who had left earlier from the inn and people lined up to gawk at Fell and the remnants of his band of highway men. The players were rewarded the promised amount by Bragger Bondhome plus a bonus from the merchants whom had their merchandise returned. The players then asked what had happened while they were gone. They were all still nervous that an army of were-rats was going to track them down and kill them all. In actuality I had decided that Tousice, having been reprimanded by his vampiric employers, was now plotting his revenge using resources from the Pulanti estate. Bragger did mention an incident in the sewers involving a wizard name Bezlur Orloff attempting to tunnel into the Wizards Academy put it was foiled by Dagon Ziss and his party. I had come to the conclusion that the party would not be able to do all the side adventures listed in the book so why not have the evil adventuring party do them so they could level up and be a threat to the party later. They would be doing the adventures for more sinister reasons though. With that I ended the session and the group began to think about what they wanted to buy with their reward money next session. Next up: Barakus… no, really, they get there! [/QUOTE]
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