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<blockquote data-quote="Goonalan" data-source="post: 5960873" data-attributes="member: 16069"><p>Alas neither feature heavily... shame.</p><p></p><p><span style="font-size: 18px">Session 1</span></p><p></p><p><span style="font-size: 18px">Book 1 Chapter 1: Kidnapped!</span></p><p></p><p>Fredag, the 8th day of the Month of Blossom, 2012.</p><p></p><p>The PCs are on the streets of Fallcrest- and in action, something must have gone wrong. Their training is only half way through- and yet here they are, 5 AM in the freezing cold and with the words of Eoffram Troyas and Captain Murgeddin still ringing in their ears.</p><p></p><p>And so here’s the set up, an hour or so ago the PCs were woken from their beds, Erathis knows why they were chosen- perhaps because over the last three months they have proved yourselves to be the best of the recruits- perhaps they just drew the short straw. Erathis knows, but she’s not telling.</p><p></p><p>The PCs have been briefed- a group of miscreants will be coming their way, who these people are and what they’ve done has not yet been explained. They’re bad people, of this the PCs are sure- more information later, but for now speed is of the essence. These miscreants must be stopped- that is certain; the PCs must ambush them- none should escape.</p><p></p><p>The PCs are permitted to use lethal force, there will be casualties- Murgeddin made that very clear, ‘just make sure they’re not on our side’- was what he actually said. The PCs ‘must’, Eoffram Troyas emphasised this point again and again, they ‘must’ take some of them alive- particularly the leaders of the group, there will be three of them- Half-Orcs, the PCs were told. At all costs at least one of the leaders ‘must’ be captured alive- lives depend upon it, both Murgeddin and Troyas made that crystal clear.</p><p></p><p>First things first, a Skill Challenge, making ready for the Ambush.</p><p></p><p></p><p><em><span style="font-size: 12px">Ambush!</span></em></p><p><em><span style="font-size: 12px"></span></em></p><p><em><span style="font-size: 12px">Encounter 1 Skill Challenge Level 1 Complexity 1 (100 XP)</span></em></p><p><em></em></p><p><em>You must select the right spot for your ambush, position yourselves carefully, and be hidden and ready to do the maximum damage in your initial assault- your success, maybe even your life, hinges upon the preparations you make now.</em></p><p><em></em></p><p><em><span style="font-size: 10px">Action Points</span></em></p><p><em></em></p><p><em>Remember for every encounter, including a Skill Challenge, you have an AP to spend- in this challenge you can use your Action Point to re-roll one dice roll, you must take the second result even if it is lower.</em></p><p><em></em></p><p><em>Note all checks are Standard Actions. You need to succeed at a minimum of one Skill Check in each section- Planning & Construction (see below), but must gain four successes before three failures to complete the challenge.</em></p><p><em></em></p><p><em><span style="font-size: 10px">Primary Skills (in suggested order of use):</span></em></p><p><em><span style="font-size: 10px"></span></em></p><p><em><span style="font-size: 10px">Planning Stage-</span></em></p><p><em></em></p><p><em>Insight DC 14: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You take a moment to examine the lay of the land, to think about what little you know about your enemies and from this information examine the possibilities of the situation- it is paramount you use this skill, and preferably before developing any plans. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em>Perception DC 14: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You take a moment to look around you- to see what materials you have to work with, and to spy out the streets and alleys. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em>History DC 14: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You take a moment to think back to your lessons, to remember examples of ambushes from the past. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em><span style="font-size: 10px">Construction Stage-</span></em></p><p><em></em></p><p><em>Athletics DC 15: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You use your strength to move crates and barrels to construct a hidden place, or else some form of barrier or barricade. Note failure on a check results in the loss of a Healing Surge. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em>Acrobatics DC 15: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You use your agility to climb, or else squeeze into gaps- to get a better view of the situation, or else to discover new options and help with the set up of the ambush. Note failure on a check results in the loss of a Healing Surge. A maximum of two PCs can aid you in this task. Or,</em></p><p><em></em></p><p><em>Stealth DC 16: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You use your knowledge of how to remain unseen to best position yourself and your colleagues for the ambush. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em><span style="font-size: 10px">Secondary Skills:</span></em></p><p><em></em></p><p><em>Heal DC 15:</em></p><p><em></em></p><p><em>You use your medical knowledge to negate the loss of a Healing Surge due to a failed Athletics or Acrobatics check. Success with this skill does not count towards the success of the Skill Challenge.</em></p><p><em></em></p><p><em>Diplomacy or Bluff DC 12:</em></p><p><em></em></p><p><em>You offer honeyed words, or else deliver a stirring speech- should you succeed then your comrades are buoyed by your talk, you may apply a +2 to a colleague’s Skill Check. Success with this skill does not count towards the success of the Skill Challenge.</em></p><p><em></em></p><p><em><span style="font-size: 10px">Success:</span></em></p><p><em></em></p><p><em>You are hidden from sight and ready for your attack, you gain a surprise round against the enemy, see also below.</em></p><p><em></em></p><p><em>Success with no failures- in addition to the surprise round you gain +2 on your initiative roll for the encounter, and you gain a +2 bonus To Hit in the first round of combat (after the surprise round).</em></p><p><em></em></p><p><em>Success with only one failure- in addition to the surprise round you gain a +2 bonus to either your initiative roll for the encounter, or your To Hit in the first round of combat (after the surprise round).</em></p><p><em></em></p><p><em><span style="font-size: 10px">Failure:</span></em></p><p><em></em></p><p><em>Roll your Stealth Check now (with a +2 bonus only- you’re poorly hidden), your check will be compared to the Passive (or otherwise) Perception Checks of those you are seeking to ambush- keep your fingers crossed and your head down.</em></p><p><em></em></p><p><em><span style="font-size: 10px">XP:</span></em></p><p><em></em></p><p><em>Success = 100 XP.</em></p><p><em>Failure = 25 XP/Success achieved.</em></p><p></p><p>For successes we talk about the best areas for ambush, I give them some crate and barrel tokens to play with on the map and they block off several of the possible exits.</p><p></p><p>The result of which is the PCs are in position and ready for the enemies approach in good time and to the maximum effect- four successes without any failures.</p><p></p><p><a href="http://www.flickr.com/photos/40504969@N08/7177014793/" target="_blank"><img src="http://farm8.staticflickr.com/7077/7177014793_8a647af5ab_c.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p>Ready to ambush.</p><p></p><p><span style="font-size: 18px">ENCOUNTER 1 COMPLETE PC’S LEVEL 1 WITH 20 XP EACH</span></p><p></p><p>Note to self- make Skill Challenges harder, increase DCs.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5960873, member: 16069"] Alas neither feature heavily... shame. [SIZE="5"]Session 1[/SIZE] [SIZE="5"]Book 1 Chapter 1: Kidnapped![/SIZE] Fredag, the 8th day of the Month of Blossom, 2012. The PCs are on the streets of Fallcrest- and in action, something must have gone wrong. Their training is only half way through- and yet here they are, 5 AM in the freezing cold and with the words of Eoffram Troyas and Captain Murgeddin still ringing in their ears. And so here’s the set up, an hour or so ago the PCs were woken from their beds, Erathis knows why they were chosen- perhaps because over the last three months they have proved yourselves to be the best of the recruits- perhaps they just drew the short straw. Erathis knows, but she’s not telling. The PCs have been briefed- a group of miscreants will be coming their way, who these people are and what they’ve done has not yet been explained. They’re bad people, of this the PCs are sure- more information later, but for now speed is of the essence. These miscreants must be stopped- that is certain; the PCs must ambush them- none should escape. The PCs are permitted to use lethal force, there will be casualties- Murgeddin made that very clear, ‘just make sure they’re not on our side’- was what he actually said. The PCs ‘must’, Eoffram Troyas emphasised this point again and again, they ‘must’ take some of them alive- particularly the leaders of the group, there will be three of them- Half-Orcs, the PCs were told. At all costs at least one of the leaders ‘must’ be captured alive- lives depend upon it, both Murgeddin and Troyas made that crystal clear. First things first, a Skill Challenge, making ready for the Ambush. [I][SIZE="3"]Ambush! Encounter 1 Skill Challenge Level 1 Complexity 1 (100 XP)[/SIZE] You must select the right spot for your ambush, position yourselves carefully, and be hidden and ready to do the maximum damage in your initial assault- your success, maybe even your life, hinges upon the preparations you make now. [SIZE="2"]Action Points[/SIZE] Remember for every encounter, including a Skill Challenge, you have an AP to spend- in this challenge you can use your Action Point to re-roll one dice roll, you must take the second result even if it is lower. Note all checks are Standard Actions. You need to succeed at a minimum of one Skill Check in each section- Planning & Construction (see below), but must gain four successes before three failures to complete the challenge. [SIZE="2"]Primary Skills (in suggested order of use): Planning Stage-[/SIZE] Insight DC 14: (Maximum 1 Success) You take a moment to examine the lay of the land, to think about what little you know about your enemies and from this information examine the possibilities of the situation- it is paramount you use this skill, and preferably before developing any plans. A maximum of two PCs can aid you in this task. Perception DC 14: (Maximum 1 Success) You take a moment to look around you- to see what materials you have to work with, and to spy out the streets and alleys. A maximum of two PCs can aid you in this task. History DC 14: (Maximum 1 Success) You take a moment to think back to your lessons, to remember examples of ambushes from the past. A maximum of two PCs can aid you in this task. [SIZE="2"]Construction Stage-[/SIZE] Athletics DC 15: (Maximum 1 Success) You use your strength to move crates and barrels to construct a hidden place, or else some form of barrier or barricade. Note failure on a check results in the loss of a Healing Surge. A maximum of two PCs can aid you in this task. Acrobatics DC 15: (Maximum 1 Success) You use your agility to climb, or else squeeze into gaps- to get a better view of the situation, or else to discover new options and help with the set up of the ambush. Note failure on a check results in the loss of a Healing Surge. A maximum of two PCs can aid you in this task. Or, Stealth DC 16: (Maximum 1 Success) You use your knowledge of how to remain unseen to best position yourself and your colleagues for the ambush. A maximum of two PCs can aid you in this task. [SIZE="2"]Secondary Skills:[/SIZE] Heal DC 15: You use your medical knowledge to negate the loss of a Healing Surge due to a failed Athletics or Acrobatics check. Success with this skill does not count towards the success of the Skill Challenge. Diplomacy or Bluff DC 12: You offer honeyed words, or else deliver a stirring speech- should you succeed then your comrades are buoyed by your talk, you may apply a +2 to a colleague’s Skill Check. Success with this skill does not count towards the success of the Skill Challenge. [SIZE="2"]Success:[/SIZE] You are hidden from sight and ready for your attack, you gain a surprise round against the enemy, see also below. Success with no failures- in addition to the surprise round you gain +2 on your initiative roll for the encounter, and you gain a +2 bonus To Hit in the first round of combat (after the surprise round). Success with only one failure- in addition to the surprise round you gain a +2 bonus to either your initiative roll for the encounter, or your To Hit in the first round of combat (after the surprise round). [SIZE="2"]Failure:[/SIZE] Roll your Stealth Check now (with a +2 bonus only- you’re poorly hidden), your check will be compared to the Passive (or otherwise) Perception Checks of those you are seeking to ambush- keep your fingers crossed and your head down. [SIZE="2"]XP:[/SIZE] Success = 100 XP. Failure = 25 XP/Success achieved.[/I] For successes we talk about the best areas for ambush, I give them some crate and barrel tokens to play with on the map and they block off several of the possible exits. The result of which is the PCs are in position and ready for the enemies approach in good time and to the maximum effect- four successes without any failures. [url=http://www.flickr.com/photos/40504969@N08/7177014793/][img]http://farm8.staticflickr.com/7077/7177014793_8a647af5ab_c.jpg[/img][/url] Ready to ambush. [SIZE="5"]ENCOUNTER 1 COMPLETE PC’S LEVEL 1 WITH 20 XP EACH[/SIZE] Note to self- make Skill Challenges harder, increase DCs. [/QUOTE]
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