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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: 3075004" data-attributes="member: 1502"><p><strong>Adventure 8 Summary</strong></p><p></p><p>We were going to play our normal adventure but unfortunately one of the players required for the plot, Micca’s player, called in sick so Ravenspur’s player, WizarDru, turns to me and says: “You wanna run Barakus?”</p><p></p><p>A quick 30 minute round trip back to my house and I had everything I needed. Since then I have always kept the Barakus materials in my car just in case. A good DM is always ready for a pick-up game.</p><p></p><p>We picked up right where we left off with Absinthe having just spotted the rat men. The party was not sure if they were were-rats or if indeed related to Tousice and his gang back in Endhome. Some of them had placed orders for silvered weapons back in Endhome but had not picked them up yet. The rat men had rolled suck and suck on Spot and Listen so Absinthe backed out of the cave and a plan was made.</p><p></p><p>The rogue would sneak in as best as she could and then the party would strike in as quickly as they could on the surprise round hoping some charge and sneak attacks could be made before an alarm was raised.</p><p></p><p>Absinthe was able to get in place, inits were rolled, and surprise round went into affect. The rat men were caught off guard and were quickly overwhelmed by the party. The group was relieved when their regular weapons were able to score damage. One of the guards survived long enough to blow on a silent whistle and thus alert the rest of the colony. The party knew what was coming so they finished up the guards and got in formation to proceed further into the caves. </p><p></p><p>They heard movement and up ahead as the colony mobilized for defense. Vexper and Contra had the rat men well organized and I played them so that the rogue, Vexper, would lead the main force while Contra would take a smaller force and defend from another direction while casting spells over the heads of her bodyguards. I had my strategy planned out while the party warily edged forward with Absinthe in the lead. </p><p></p><p>Oh, how the dice turn. Absinthe blew her spot and listen checks and snuck around the corner right into two rat men who made theirs. They KOed her and she went down. The other rat men rushed into position under Vexper’s commands. They spotted the adventurers rushing up to save their comrade. Since she would be in the way of deploying his troops, Vexper dragged the elf’s limp body behind the line of combat and out of sight of the party. They had no idea what they were going to do to her so the battle plan now evolved into a race to save her. I was not about to coup de grace her since the rat men were disciplined enough to concentrate on the more immediate threat of heavily armed foes in front of them. Absinthe was just tossed aside to be dealt with later out of the way of combat.</p><p></p><p>Aislenn, Adson, and Micca moved up to engage the main rat man force while the other stayed back to provide fire, song, and spell support. The line held and Vexper looked for an opening to tumble through so he could start hitting the flank of the invaders. Contra finally got into position and threw a sleep spell at the rear of the group. It did not take. Ravenspur returned one in kind and knocked out two of her bodyguards. The rat witch sent her familiar, Ben, to go wake them. </p><p></p><p>Curley and Keldin saw an opportunity and charged Contra and her guards and started hacking them to pieces. The main group of fighters were systematically butchering the main force of rat men and Vexper failed his tumble check and was dropped by a sword blow dealt by Aislenn. Contra soon fell as well as did Ben and the rest of her guards. Keldin, decided that the cave the witch came from must be connected to the rest of the lair started double moving, while always turning left. His hope was to come out into the cave where they had dragged Absinthe and rescue her.</p><p></p><p>The dice turned again and the rat men were beginning to inflict damage against the adventurers but by then Keldin’s gamble had paid off. He reached the rear of the rat men’s defense and saw the Absinthe was OK, just unconscious. He began firing into their rear ranks. Soon the remaining rat men were brought down and finished off. One of Contra’s guards managed to escape and he went to warn the remaining guards at the other guard posts. They decided to flee to the north and then east… right into the dragon’s lair. They were not heard from again.</p><p></p><p>Absinthe was revived and the party dealt with its wounds and looted the lair. They turned up Vexper and Contra’s room and scratched their heads over the partially working water clock they find there.</p><p></p><p>The party then decided to follow the cavern passageways north. They eventually wandered into the low cavern containing stone coffins arranged along the walls. Searching them revealed the false bottom of one under which the stone steps lead down to the second level of Barakus. This is where I came across my first big typo in the module. The text reads the stairs come out in the room number that contains the Heart of Darkness, which I thought was odd. That room makes no mention of stairs leading back up. In reality they should lead down to the large room full of mausoleums and the ghast. I did not catch this mistake until much later but it did not change the part of the second level they came out on all that much so I left it. The only problem was that it led to a trap that could potentially kill them all. </p><p></p><p>The party came out into the room containing the glass sarcophagus set in the floor. The rogue decided to check it out and discovered a hidden compartment protected by a trap way beyond her skill to disarm. The group decided to leave it be and followed the low corridor leading into a hallway lined with mirrors. They soon realized that they were in a vast complex that lay below the caves. Micca recognized the stonework from his dream vision from days back revealing that Kabbal Sharn was still alive. </p><p></p><p>They began to explore to the north, passing through strange rooms whose purposes and architecture were strange to them. They had no idea who the former inhabitants of Barakus were except that they were great magic users. One room had four huge statue heads set in the corners looking inward towards the center. Another was a torture chamber of some sort filled with the bones of the tormented. Hidden within a secret closet was a weapon of great evil that the party decided not to touch for now. There were workrooms filled with strange tools and in one of those they were attacked by a giant scorpion that they took down with little effort.</p><p></p><p>The noise of taking down the creature drew the attention of five goblins in the next room who were prepared for combat when the party kicked the door in. Keldin was ecstatic to finally fight his hated foes for the first time and waded right into combat. The goblins went down quickly before they realized they should have run when they had the chance.</p><p></p><p>The party looted and moved on, heading to the north and finding a staircase leading back up to the caves above. They terminated at a door that Absinthe cautiously opened. She peered into a mist filled cave from which she could hear running water. The elf rogue spent a few seconds surveying the scene before turning back to the party and letting them know what she saw. That is when the invisible mist demon clawed her back, its form now visible within the mist after the attack. Absinthe whimpered and scrambled to the back of the group as the group forced their way past the door and took it down. The creature screamed and evaporated as the mist in the cavern slowly began to filter away with its demise.</p><p></p><p>With that we decided to call it a night. Absinthe’s player, realizing that she was getting chewed up by being the scout decided that she would change her tactics. XP was awarded and the group realized they were soon coming up on third level. Long term plans were made about character advancement.</p><p></p><p>As for me, I went on the Necromancer Games boards and started going through the official and not-so-official errata, penciling in the book the changes needed. I was and still am a little peeved about the first to second floor typo mistake that had me dump the party out in the wrong location and decided I would not let that happen again.</p><p></p><p>Next Up: Paladin Bashing</p></blockquote><p></p>
[QUOTE="Scorch, post: 3075004, member: 1502"] [b]Adventure 8 Summary[/b] We were going to play our normal adventure but unfortunately one of the players required for the plot, Micca’s player, called in sick so Ravenspur’s player, WizarDru, turns to me and says: “You wanna run Barakus?” A quick 30 minute round trip back to my house and I had everything I needed. Since then I have always kept the Barakus materials in my car just in case. A good DM is always ready for a pick-up game. We picked up right where we left off with Absinthe having just spotted the rat men. The party was not sure if they were were-rats or if indeed related to Tousice and his gang back in Endhome. Some of them had placed orders for silvered weapons back in Endhome but had not picked them up yet. The rat men had rolled suck and suck on Spot and Listen so Absinthe backed out of the cave and a plan was made. The rogue would sneak in as best as she could and then the party would strike in as quickly as they could on the surprise round hoping some charge and sneak attacks could be made before an alarm was raised. Absinthe was able to get in place, inits were rolled, and surprise round went into affect. The rat men were caught off guard and were quickly overwhelmed by the party. The group was relieved when their regular weapons were able to score damage. One of the guards survived long enough to blow on a silent whistle and thus alert the rest of the colony. The party knew what was coming so they finished up the guards and got in formation to proceed further into the caves. They heard movement and up ahead as the colony mobilized for defense. Vexper and Contra had the rat men well organized and I played them so that the rogue, Vexper, would lead the main force while Contra would take a smaller force and defend from another direction while casting spells over the heads of her bodyguards. I had my strategy planned out while the party warily edged forward with Absinthe in the lead. Oh, how the dice turn. Absinthe blew her spot and listen checks and snuck around the corner right into two rat men who made theirs. They KOed her and she went down. The other rat men rushed into position under Vexper’s commands. They spotted the adventurers rushing up to save their comrade. Since she would be in the way of deploying his troops, Vexper dragged the elf’s limp body behind the line of combat and out of sight of the party. They had no idea what they were going to do to her so the battle plan now evolved into a race to save her. I was not about to coup de grace her since the rat men were disciplined enough to concentrate on the more immediate threat of heavily armed foes in front of them. Absinthe was just tossed aside to be dealt with later out of the way of combat. Aislenn, Adson, and Micca moved up to engage the main rat man force while the other stayed back to provide fire, song, and spell support. The line held and Vexper looked for an opening to tumble through so he could start hitting the flank of the invaders. Contra finally got into position and threw a sleep spell at the rear of the group. It did not take. Ravenspur returned one in kind and knocked out two of her bodyguards. The rat witch sent her familiar, Ben, to go wake them. Curley and Keldin saw an opportunity and charged Contra and her guards and started hacking them to pieces. The main group of fighters were systematically butchering the main force of rat men and Vexper failed his tumble check and was dropped by a sword blow dealt by Aislenn. Contra soon fell as well as did Ben and the rest of her guards. Keldin, decided that the cave the witch came from must be connected to the rest of the lair started double moving, while always turning left. His hope was to come out into the cave where they had dragged Absinthe and rescue her. The dice turned again and the rat men were beginning to inflict damage against the adventurers but by then Keldin’s gamble had paid off. He reached the rear of the rat men’s defense and saw the Absinthe was OK, just unconscious. He began firing into their rear ranks. Soon the remaining rat men were brought down and finished off. One of Contra’s guards managed to escape and he went to warn the remaining guards at the other guard posts. They decided to flee to the north and then east… right into the dragon’s lair. They were not heard from again. Absinthe was revived and the party dealt with its wounds and looted the lair. They turned up Vexper and Contra’s room and scratched their heads over the partially working water clock they find there. The party then decided to follow the cavern passageways north. They eventually wandered into the low cavern containing stone coffins arranged along the walls. Searching them revealed the false bottom of one under which the stone steps lead down to the second level of Barakus. This is where I came across my first big typo in the module. The text reads the stairs come out in the room number that contains the Heart of Darkness, which I thought was odd. That room makes no mention of stairs leading back up. In reality they should lead down to the large room full of mausoleums and the ghast. I did not catch this mistake until much later but it did not change the part of the second level they came out on all that much so I left it. The only problem was that it led to a trap that could potentially kill them all. The party came out into the room containing the glass sarcophagus set in the floor. The rogue decided to check it out and discovered a hidden compartment protected by a trap way beyond her skill to disarm. The group decided to leave it be and followed the low corridor leading into a hallway lined with mirrors. They soon realized that they were in a vast complex that lay below the caves. Micca recognized the stonework from his dream vision from days back revealing that Kabbal Sharn was still alive. They began to explore to the north, passing through strange rooms whose purposes and architecture were strange to them. They had no idea who the former inhabitants of Barakus were except that they were great magic users. One room had four huge statue heads set in the corners looking inward towards the center. Another was a torture chamber of some sort filled with the bones of the tormented. Hidden within a secret closet was a weapon of great evil that the party decided not to touch for now. There were workrooms filled with strange tools and in one of those they were attacked by a giant scorpion that they took down with little effort. The noise of taking down the creature drew the attention of five goblins in the next room who were prepared for combat when the party kicked the door in. Keldin was ecstatic to finally fight his hated foes for the first time and waded right into combat. The goblins went down quickly before they realized they should have run when they had the chance. The party looted and moved on, heading to the north and finding a staircase leading back up to the caves above. They terminated at a door that Absinthe cautiously opened. She peered into a mist filled cave from which she could hear running water. The elf rogue spent a few seconds surveying the scene before turning back to the party and letting them know what she saw. That is when the invisible mist demon clawed her back, its form now visible within the mist after the attack. Absinthe whimpered and scrambled to the back of the group as the group forced their way past the door and took it down. The creature screamed and evaporated as the mist in the cavern slowly began to filter away with its demise. With that we decided to call it a night. Absinthe’s player, realizing that she was getting chewed up by being the scout decided that she would change her tactics. XP was awarded and the group realized they were soon coming up on third level. Long term plans were made about character advancement. As for me, I went on the Necromancer Games boards and started going through the official and not-so-official errata, penciling in the book the changes needed. I was and still am a little peeved about the first to second floor typo mistake that had me dump the party out in the wrong location and decided I would not let that happen again. Next Up: Paladin Bashing [/QUOTE]
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