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The Flint Irregulars, whose portraits you may have seen
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<blockquote data-quote="Ajar" data-source="post: 5926110" data-attributes="member: 85901"><p>Yeah, you actually mention that in the adventure text, but figured I'd at least give them a chance at it. With the <em>Grifoni</em>'s HP, it was unlikely that it would be holed, and it didn't end up happening. </p><p></p><p>When they were deliberating the ramming, we determined that they had saved the Water Breathing scrolls they got in adventure one, which will come up in the audit in the future. <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>A long session today! </p><p></p><p><strong><span style="color: DarkOrange">Session Notes</span></strong></p><p>[sblock]About halfway back to port, Gale alighted on the prow of the <em>Grifoni</em>. She congratulated the constables on their work, but asked what they intended to do with Blander. They had a somewhat prickly conversation, and while Gale never used the word "entrapment," she certainly implied it. She said that Danisca was a friend, and she was aware of the gnomes' telepathic connection, but not that Blander's stage name was The House Elf (since I previously hadn't had her give the PCs Blander's identity in <em>Audience with the Wind</em>). </p><p></p><p>After confirming that the constables only wanted Blander to testify against Captain Feldman, she was satisfied. Then she asked, in jest, if she could have one of the crates of wands. Naturally, the constables declined. She also congratulated them for saving Nevard before departing. </p><p></p><p>Back HQ, the constables had the night duty officers put the smugglers in cells before heading to a safe house for the night -- a precaution suggested by Delft the day before, since he was set to pursue a warrant for Mayor Macbannin on their behalf. </p><p></p><p>After an extended rest and levelling up, the PCs reported in to Delft, summarizing everything that had happened since Dawn Square. He was quite pleased and impressed with their efforts, and confirmed that the warrant was ready, authorizing them to bring Mayor Macbannin in for questioning on suspicion of conspiracy to commit the murder of Nevard Sechim. He also noted that since this was a case of high importance, any requisitions they had submitted would be handled immediately. The constables spent a couple of hours at HQ finalizing paperwork for the smugglers while their requested items were being located. </p><p></p><p>I had the Kell guild messenger arrive at that point, since with the way the Doctor thread has played out, Lynn Kindleton went to talk to the Kell guild that same morning (day 5) about speaking to Dr von Recklinghausen, at which point she was immediately taken prisoner. Hearing that she was contacted by certain officers of the RHC, Kell dispatched his messenger to try and lure them into <em>Theatre of Scoundrels.</em> </p><p></p><p>Unfortunately for Kell, the constables considered Macbannin to be a much higher priority. They agreed to meet with Kell -- fully aware that they were likely walking into a trap -- but not until later in the afternoon. </p><p></p><p>That thread resolved for now, the constables took a carriage up to the mayor's mansion. The guard tried to stall them, initially asking if they wished to make an appointment -- exactly what happened the first time they tried to meet the mayor, several days previously -- and then asking what exactly he was supposed to tell the mayor to get him to come out and talk to them immediately. Murdok bluffed and said something about how they would be willing to come back with a warrant (despite already having one!), and the guard scampered off. </p><p></p><p>A few minutes later, Macbannin swept out the front door and into the garden. Initially he spoke to the PCs through the gate, but they persuaded him to open up. His "gardeners" remained close at hand, eyeing the constables warily. Viveen approached, and said "Sir, we have a warrant for your arrest on suspicion of conspiracy to commit murder. If you'll come with us, we can discuss this at the station." </p><p></p><p>Macbannin was skeptical. I used most of his adventure text as it was written, melodramatically portraying the cliche villain, sarcasm radiating from him. But Viveen stuck to her guns, replying that if there was a mistake, then surely it could be cleared up quickly at the RHC offices. At that point, the ground began to shake, and Macbannin dispatched Creed to the reservoir while casually ordering his men to kill the constables. </p><p></p><p>That didn't work out for him very well (see my comments on encounter balance below), and the witchoil sinkholes and geysers that opened up in the ground never threatened anyone other than a few of Macbannin's minions. Once they'd dealt with Macbannin and his men, they tied him and the "gardeners" up and promptly repeated the mistake of gideonpeys' party by leaving them in their carriage: they woke up one of the thugs, who told them about the shack and the amulets, then recovered amulets from Macbannin and some of his staff and descended in to the witchoil lab. </p><p></p><p>Because the Doctor thread hasn't progressed very far, they found one of Macbannin's techs in the lab rather than finding the Doctor. With a great Intimidate check, they browbeat him into helping them. They made their way down to the eldritch machine, and Murdok used a speed charm on Vesta before the eladrin dove into the witchoil, shut the machine off, and then clambered out in a single round. He immediately ran back up the stairs to the pressure plate for a shower, so he took very little damage. </p><p></p><p>They did not, however, destroy the machine. And to make matters worse, when they returned to their carriage, they found the carriage driver unconscious and Macbannin gone. </p><p></p><p>They woke up the carriage driver, who told them he was attacked by a "shadowy figure." That's where we wrapped up. The constables plan to try and track Creed and Macbannin. They're hoping that they can use the flayed jaguars that they captured in the witchoil lab, since plenty of Macbannin's blood is still soaked into the ground in his garden. [/sblock]</p><p></p><p><strong><span style="color: DarkOrange">DM Notes</span></strong></p><p>After today's session, I reread gideonpeys' account of his PCs' battle with Macbannin, and saw that he had made Macbannin an elite for a party of 6. I'm wondering if I should have made Macbannin an elite, then cut most of the staff minions; my party dropped Macbannin before he even got to act. The biggest threat to them was actually the staff minions, since their flat 10 damage was a significant chunk of a PC's HP at level 4. </p><p></p><p>The witchoil sinkholes didn't really threaten anyone. The battle mostly happened on the south side of the roundabout portion of the garden, and the sinkholes occur along a diagonal that's well south of that area. Plus, I rolled the same number several times. Just for fun, when I rolled the same number a third time, I had new sinkholes appear in every area adjacent to the triggering geyser. But even then, no one was ever touched by the sinkholes/geysers. A couple of staffers had to move on their turn to avoid them, but that was all. </p><p></p><p>I think this is the only encounter that I'd modify if I was going to run it over again. I'd cut down on the staffers, make Macbannin an elite, and have witchoil spread out from the sinkholes somehow once they're formed, rather than keeping the witchoil on a strict diagonal. </p><p></p><p><strong><span style="color: DarkOrange">Questions</span></strong></p><p>With Creed fleeing, carrying an unconscious Macbannin, the constables' next move is definitely to try and track them. I should have just had him steal their carriage, but I didn't think of it, so I figure Creed hauled Macbannin to their stables, then rode away on horseback. </p><p></p><p>I don't think the flayed jaguars should be able to track Macbannin. Undead aren't really known for their sense of smell, are they? </p><p></p><p>So the PCs will be able to track the horse away from the mansion with a good Nature check, but once it gets into the city all Creed has to do is turn onto a cobbled street and the PCs will be reduced to Streetwise checks to find out where they went. </p><p></p><p>I also reread gideonpeys' post about how he handled this sequence, but I don't think <a href="http://www.enworld.org/forum/en-publishing/313668-continuing-adventures-korrigan-co-4.html#post5815374" target="_blank">his solutions</a> work for my party. I don't think Gale would make a timely appearance here, and my PCs have yet to meet Morgan Cippiano -- they'll be getting those letters later this afternoon. Cippiano's letters will probably arrive while the PCs are in the <em>Theatre of Scoundrels.</em> <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>It seems to me, though, that the adventure actually works fine if Macbannin gets away. Nicodemus can still contact him and induct him into the Obscurati. It does lose the great cell scene where the PCs find his body, though, so I'd certainly like to see them catch him. </p><p></p><p>I'll have to think it over. Anyone have any ideas?</p><p></p><p>Edit: Maybe a skill challenge chase scene if they pass their Nature check to follow the horse... along the lines of Mike Mearls' complex "Moving through Sunderham" skill challenge.</p></blockquote><p></p>
[QUOTE="Ajar, post: 5926110, member: 85901"] Yeah, you actually mention that in the adventure text, but figured I'd at least give them a chance at it. With the [i]Grifoni[/i]'s HP, it was unlikely that it would be holed, and it didn't end up happening. When they were deliberating the ramming, we determined that they had saved the Water Breathing scrolls they got in adventure one, which will come up in the audit in the future. :devil: A long session today! [b][COLOR="DarkOrange"]Session Notes[/COLOR][/b] [sblock]About halfway back to port, Gale alighted on the prow of the [i]Grifoni[/i]. She congratulated the constables on their work, but asked what they intended to do with Blander. They had a somewhat prickly conversation, and while Gale never used the word "entrapment," she certainly implied it. She said that Danisca was a friend, and she was aware of the gnomes' telepathic connection, but not that Blander's stage name was The House Elf (since I previously hadn't had her give the PCs Blander's identity in [i]Audience with the Wind[/i]). After confirming that the constables only wanted Blander to testify against Captain Feldman, she was satisfied. Then she asked, in jest, if she could have one of the crates of wands. Naturally, the constables declined. She also congratulated them for saving Nevard before departing. Back HQ, the constables had the night duty officers put the smugglers in cells before heading to a safe house for the night -- a precaution suggested by Delft the day before, since he was set to pursue a warrant for Mayor Macbannin on their behalf. After an extended rest and levelling up, the PCs reported in to Delft, summarizing everything that had happened since Dawn Square. He was quite pleased and impressed with their efforts, and confirmed that the warrant was ready, authorizing them to bring Mayor Macbannin in for questioning on suspicion of conspiracy to commit the murder of Nevard Sechim. He also noted that since this was a case of high importance, any requisitions they had submitted would be handled immediately. The constables spent a couple of hours at HQ finalizing paperwork for the smugglers while their requested items were being located. I had the Kell guild messenger arrive at that point, since with the way the Doctor thread has played out, Lynn Kindleton went to talk to the Kell guild that same morning (day 5) about speaking to Dr von Recklinghausen, at which point she was immediately taken prisoner. Hearing that she was contacted by certain officers of the RHC, Kell dispatched his messenger to try and lure them into [i]Theatre of Scoundrels.[/i] Unfortunately for Kell, the constables considered Macbannin to be a much higher priority. They agreed to meet with Kell -- fully aware that they were likely walking into a trap -- but not until later in the afternoon. That thread resolved for now, the constables took a carriage up to the mayor's mansion. The guard tried to stall them, initially asking if they wished to make an appointment -- exactly what happened the first time they tried to meet the mayor, several days previously -- and then asking what exactly he was supposed to tell the mayor to get him to come out and talk to them immediately. Murdok bluffed and said something about how they would be willing to come back with a warrant (despite already having one!), and the guard scampered off. A few minutes later, Macbannin swept out the front door and into the garden. Initially he spoke to the PCs through the gate, but they persuaded him to open up. His "gardeners" remained close at hand, eyeing the constables warily. Viveen approached, and said "Sir, we have a warrant for your arrest on suspicion of conspiracy to commit murder. If you'll come with us, we can discuss this at the station." Macbannin was skeptical. I used most of his adventure text as it was written, melodramatically portraying the cliche villain, sarcasm radiating from him. But Viveen stuck to her guns, replying that if there was a mistake, then surely it could be cleared up quickly at the RHC offices. At that point, the ground began to shake, and Macbannin dispatched Creed to the reservoir while casually ordering his men to kill the constables. That didn't work out for him very well (see my comments on encounter balance below), and the witchoil sinkholes and geysers that opened up in the ground never threatened anyone other than a few of Macbannin's minions. Once they'd dealt with Macbannin and his men, they tied him and the "gardeners" up and promptly repeated the mistake of gideonpeys' party by leaving them in their carriage: they woke up one of the thugs, who told them about the shack and the amulets, then recovered amulets from Macbannin and some of his staff and descended in to the witchoil lab. Because the Doctor thread hasn't progressed very far, they found one of Macbannin's techs in the lab rather than finding the Doctor. With a great Intimidate check, they browbeat him into helping them. They made their way down to the eldritch machine, and Murdok used a speed charm on Vesta before the eladrin dove into the witchoil, shut the machine off, and then clambered out in a single round. He immediately ran back up the stairs to the pressure plate for a shower, so he took very little damage. They did not, however, destroy the machine. And to make matters worse, when they returned to their carriage, they found the carriage driver unconscious and Macbannin gone. They woke up the carriage driver, who told them he was attacked by a "shadowy figure." That's where we wrapped up. The constables plan to try and track Creed and Macbannin. They're hoping that they can use the flayed jaguars that they captured in the witchoil lab, since plenty of Macbannin's blood is still soaked into the ground in his garden. [/sblock] [b][COLOR="DarkOrange"]DM Notes[/COLOR][/b] After today's session, I reread gideonpeys' account of his PCs' battle with Macbannin, and saw that he had made Macbannin an elite for a party of 6. I'm wondering if I should have made Macbannin an elite, then cut most of the staff minions; my party dropped Macbannin before he even got to act. The biggest threat to them was actually the staff minions, since their flat 10 damage was a significant chunk of a PC's HP at level 4. The witchoil sinkholes didn't really threaten anyone. The battle mostly happened on the south side of the roundabout portion of the garden, and the sinkholes occur along a diagonal that's well south of that area. Plus, I rolled the same number several times. Just for fun, when I rolled the same number a third time, I had new sinkholes appear in every area adjacent to the triggering geyser. But even then, no one was ever touched by the sinkholes/geysers. A couple of staffers had to move on their turn to avoid them, but that was all. I think this is the only encounter that I'd modify if I was going to run it over again. I'd cut down on the staffers, make Macbannin an elite, and have witchoil spread out from the sinkholes somehow once they're formed, rather than keeping the witchoil on a strict diagonal. [b][COLOR="DarkOrange"]Questions[/COLOR][/b] With Creed fleeing, carrying an unconscious Macbannin, the constables' next move is definitely to try and track them. I should have just had him steal their carriage, but I didn't think of it, so I figure Creed hauled Macbannin to their stables, then rode away on horseback. I don't think the flayed jaguars should be able to track Macbannin. Undead aren't really known for their sense of smell, are they? So the PCs will be able to track the horse away from the mansion with a good Nature check, but once it gets into the city all Creed has to do is turn onto a cobbled street and the PCs will be reduced to Streetwise checks to find out where they went. I also reread gideonpeys' post about how he handled this sequence, but I don't think [url=http://www.enworld.org/forum/en-publishing/313668-continuing-adventures-korrigan-co-4.html#post5815374]his solutions[/url] work for my party. I don't think Gale would make a timely appearance here, and my PCs have yet to meet Morgan Cippiano -- they'll be getting those letters later this afternoon. Cippiano's letters will probably arrive while the PCs are in the [i]Theatre of Scoundrels.[/i] :p It seems to me, though, that the adventure actually works fine if Macbannin gets away. Nicodemus can still contact him and induct him into the Obscurati. It does lose the great cell scene where the PCs find his body, though, so I'd certainly like to see them catch him. I'll have to think it over. Anyone have any ideas? Edit: Maybe a skill challenge chase scene if they pass their Nature check to follow the horse... along the lines of Mike Mearls' complex "Moving through Sunderham" skill challenge. [/QUOTE]
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