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<blockquote data-quote="Goonalan" data-source="post: 5978878" data-attributes="member: 16069"><p><span style="font-size: 18px">Session 2</span></p><p></p><p>Fredag, the 8th day of the Month of Blossom, 2012.</p><p></p><p>And so Session 1 ended with the PCs being informed that a member of the Fallcrest Royal Household has been kidnapped, the guys that they ambushed are part of the gang that committed this terrible crime. Luckily the PCs have a few prisoners…</p><p></p><p>Eoffram turns to the PCs.</p><p></p><p><a href="http://www.flickr.com/photos/40504969@N08/7336062214/" target="_blank"><img src="http://farm8.staticflickr.com/7085/7336062214_d6760f4e88_s.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>“The creatures you captured are lower ranking members of this terror group- hirelings, they have no knowledge of the kind of danger they are in, they do not know that the child their bosses, or employers, hold is a member of the royal household. If it can be helped, they must never know this.”</p><p></p><p>“And so you are set to task, Murgeddin.”</p><p></p><p>Eoffram backs away a little, Captain Murgeddin strides forward.</p><p></p><p><a href="http://www.flickr.com/photos/40504969@N08/7336414642/" target="_blank"><img src="http://farm9.staticflickr.com/8025/7336414642_34898759da_s.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>“You must interrogate these fellows, find out where their base of operations is, where they take their captives too- for this is not the first time they have done such a terrible deed. You must find this hidden location quickly- time is of the essence. You must further find out as much as you can about what awaits you there. You have proved yourself capable already, although your training is but halfway complete. You will lead the attack- this is your adventure now, a child of blue blood’s life hangs in the balance.”</p><p></p><p>Eoffram edges closer again- he looks distinctly nervous- on edge, he looks once, twice at Murgeddin, who merely shrugs- it is as it is. Finally after clearing his throat several times the High Council Member speaks-</p><p></p><p><a href="http://www.flickr.com/photos/40504969@N08/7336062214/" target="_blank"><img src="http://farm8.staticflickr.com/7085/7336062214_d6760f4e88_s.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>“Two and a half hours, the time on the ransom note runs out in two and a half hours- the child dies then.”</p><p></p><p>Eoffram looks at his shoes, Murgeddin continues to stare- neither chooses to meet the PCs gaze.</p><p></p><p>And so we dive in to yet another Encounter, a Skill Challenge.</p><p></p><p>Encounter 3 Find the Enemy</p><p>100 XP Level 1 Encounter</p><p>Skill Challenge Level 1 Complexity Level 1</p><p></p><p><em></em></p><p><em><span style="font-size: 18px">Finding the Enemy</span></em></p><p><em></em></p><p><em>Encounter 3 Skill Challenge Level 1 Complexity 1 (100 XP)</em></p><p><em></em></p><p><em>You must interrogate the prisoners and use whatever skills you possess to discover the location of the enemies lair, and in good time. It is paramount that you do not let slip that the kidnapped child is a member of the royal household- the prisoners are low ranking members of the group, they will undoubtedly ‘clam up’ if they knew how much trouble they are in. You must further discover what awaits you in the enemies’ lair.</em></p><p><em></em></p><p><em>Remember you first need to formulate the questions that needs to be asked.</em></p><p><em></em></p><p><em>Also be aware that each Primary Skill check, even to Aid Another, counts as five minutes of time spent interrogating the prisoner and/or formulating your plans. This time will be deducted from the two and a half hours you have left to complete this scenario.</em></p><p><em></em></p><p><em>Action Points</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 to re-roll one Skill Check, 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.</em></p><p><em>Primary Skills:</em></p><p><em></em></p><p><em>Athletics DC 14: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You use your strength to extract information- strong-arming the prisoner into revealing the truth. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em>Heal DC 14: (Maximum 1 Success)</em></p><p><em></em></p><p><em>You use your medical knowledge to heal the prisoner, hopefully this will put him in the mood to talk some more. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em>Diplomacy or Bluff DC 13: (Maximum 1 Success for each)</em></p><p><em></em></p><p><em>You offer honeyed words, or else deliver a convincing speech that changes the prisoner’s demeanour, success and he talks. A maximum of two PCs can aid you in this task.</em></p><p><em></em></p><p><em>Intimidate DC 15: (Maximum 2 Successes)</em></p><p><em></em></p><p><em>You shout and rant, and harangue the prisoner, success and he talks. A maximum of two PCs can aid you in this task.</em></p><p><em>Secondary Skills:</em></p><p><em></em></p><p><em>Arcana or Religion DC 15:</em></p><p><em></em></p><p><em>You point and pout; uttering strange magic/holy words- hopefully your magical blather will leave the prisoner terrified and malleable. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge.</em></p><p><em></em></p><p><em>History DC 15:</em></p><p><em></em></p><p><em>You think back to your lessons, the examples from History- is there a better way of succeeding at the task in hand. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge.</em></p><p><em></em></p><p><em>Insight DC 13:</em></p><p><em></em></p><p><em>You watch the prisoner for signs that he is telling the truth, or else he is likely to crack and answer your questions. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge.</em></p><p><em></em></p><p><em>Streetwise DC 13:</em></p><p><em></em></p><p><em>You use your knowledge of the streets to offer threats or encouragement to the prisoner. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge.</em></p><p><em></em></p><p><em>Success:</em></p><p><em></em></p><p><em>You gain the answers to the questions you asked, note because you need four successes the prisoners will only answer the all important question- ‘Where is their lair?’ on your fourth success- therefore you need to think of three other questions.</em></p><p><em></em></p><p><em>Success with no failures- not only do you discover the location of your enemies lair but your initial attack there gains the benefit of surprise- should you behave accordingly, i.e. if you enter the lair shouting and making lots of noise then your surprise round will be lost.</em></p><p><em></em></p><p><em>Success with only one failure- you gain a +2 bonus to either your initiative roll for the first combat encounter, or your To Hit in the first round of combat (surprise round or otherwise).</em></p><p><em></em></p><p><em>Failure:</em></p><p><em></em></p><p><em>The prisoner refuses to talk, if you have another prisoner then the Skill Challenge starts again- note any Action Points you used are not refreshed- and time ticks down. If you do not have another prisoner then the child is dead… It’s as simple as that- you have failed.</em></p><p><em></em></p><p><em>XP:</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>The PCs brag that this is yet another easy Skill Challenge, and it is- foolishly I used the DCs from the book and had at this point not seen any of the PCs characters, which it turns out are more RP orientated then they’ve ever been.</p><p></p><p>After bragging that it will be easy they then of course come close to failing, needing to spend Action Points to get them out of trouble when the dice roll low.</p><p></p><p>The PCs warm up with a chat with Arthur Ramm- they still need him as translator, then get physical with the Half-Orc Mercenary- succeeding at the skill challenge. Jazz then decides to spend a little extra time extracting more info from the other Half-Orc.</p><p></p><p>This is what they learn-</p><p></p><p>- Arthur Ramm, the Gnome, was hired by an Eladrin yesterday evening, as a translator. He thinks the Half-Orcs are working for someone else as they’re not very bright- he heard one of them mention ‘the Lady’.</p><p></p><p>- The Half-Orcs were heading for Tomb Wood, they were going to meet someone there, or else someone was going to meet them, they think that their contact is a lady.</p><p></p><p>- The Half-Orc’s leader calls himself ‘The Butcher’, he’s a very large slice of Half-Orc, but not bright.</p><p></p><p>- The prisoner is being held in an underground lair on the south side of the island on which the Tower of Waiting stands- it’s easy to find, covered with a set of tarpaulins- a set of spiral stairs lead down…</p><p></p><p>- There are more mercenaries in the lair, mostly bad types hired whilst the group have been in Fallcrest.</p><p></p><p>- The Half-Orcs refuse to tell the PCs anything about the burns on their bodies- the removal of their tribal tattoos and markings. Arthur Ramm thinks these guys are not from around these parts- their accent is pretty strange, nothing like he has heard before.</p><p></p><p><span style="font-size: 18px">ENCOUNTER 3 COMPLETE PC’S LEVEL 1 WITH 195 XP EACH</span></p><p></p><p>And so the PCs rush off, they have less than two hours left, to The Butcher’s lair.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5978878, member: 16069"] [SIZE="5"]Session 2[/SIZE] Fredag, the 8th day of the Month of Blossom, 2012. And so Session 1 ended with the PCs being informed that a member of the Fallcrest Royal Household has been kidnapped, the guys that they ambushed are part of the gang that committed this terrible crime. Luckily the PCs have a few prisoners… Eoffram turns to the PCs. [url=http://www.flickr.com/photos/40504969@N08/7336062214/][img]http://farm8.staticflickr.com/7085/7336062214_d6760f4e88_s.jpg[/img][/url] “The creatures you captured are lower ranking members of this terror group- hirelings, they have no knowledge of the kind of danger they are in, they do not know that the child their bosses, or employers, hold is a member of the royal household. If it can be helped, they must never know this.” “And so you are set to task, Murgeddin.” Eoffram backs away a little, Captain Murgeddin strides forward. [url=http://www.flickr.com/photos/40504969@N08/7336414642/][img]http://farm9.staticflickr.com/8025/7336414642_34898759da_s.jpg[/img][/url] “You must interrogate these fellows, find out where their base of operations is, where they take their captives too- for this is not the first time they have done such a terrible deed. You must find this hidden location quickly- time is of the essence. You must further find out as much as you can about what awaits you there. You have proved yourself capable already, although your training is but halfway complete. You will lead the attack- this is your adventure now, a child of blue blood’s life hangs in the balance.” Eoffram edges closer again- he looks distinctly nervous- on edge, he looks once, twice at Murgeddin, who merely shrugs- it is as it is. Finally after clearing his throat several times the High Council Member speaks- [url=http://www.flickr.com/photos/40504969@N08/7336062214/][img]http://farm8.staticflickr.com/7085/7336062214_d6760f4e88_s.jpg[/img][/url] “Two and a half hours, the time on the ransom note runs out in two and a half hours- the child dies then.” Eoffram looks at his shoes, Murgeddin continues to stare- neither chooses to meet the PCs gaze. And so we dive in to yet another Encounter, a Skill Challenge. Encounter 3 Find the Enemy 100 XP Level 1 Encounter Skill Challenge Level 1 Complexity Level 1 [I] [SIZE="5"]Finding the Enemy[/SIZE] Encounter 3 Skill Challenge Level 1 Complexity 1 (100 XP) You must interrogate the prisoners and use whatever skills you possess to discover the location of the enemies lair, and in good time. It is paramount that you do not let slip that the kidnapped child is a member of the royal household- the prisoners are low ranking members of the group, they will undoubtedly ‘clam up’ if they knew how much trouble they are in. You must further discover what awaits you in the enemies’ lair. Remember you first need to formulate the questions that needs to be asked. Also be aware that each Primary Skill check, even to Aid Another, counts as five minutes of time spent interrogating the prisoner and/or formulating your plans. This time will be deducted from the two and a half hours you have left to complete this scenario. Action Points Remember for every encounter, including a Skill Challenge, you have an AP to spend- in this challenge you can use your Action to re-roll one Skill Check, you must take the second result even if it is lower. Note all checks are Standard Actions. Primary Skills: Athletics DC 14: (Maximum 1 Success) You use your strength to extract information- strong-arming the prisoner into revealing the truth. A maximum of two PCs can aid you in this task. Heal DC 14: (Maximum 1 Success) You use your medical knowledge to heal the prisoner, hopefully this will put him in the mood to talk some more. A maximum of two PCs can aid you in this task. Diplomacy or Bluff DC 13: (Maximum 1 Success for each) You offer honeyed words, or else deliver a convincing speech that changes the prisoner’s demeanour, success and he talks. A maximum of two PCs can aid you in this task. Intimidate DC 15: (Maximum 2 Successes) You shout and rant, and harangue the prisoner, success and he talks. A maximum of two PCs can aid you in this task. Secondary Skills: Arcana or Religion DC 15: You point and pout; uttering strange magic/holy words- hopefully your magical blather will leave the prisoner terrified and malleable. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge. History DC 15: You think back to your lessons, the examples from History- is there a better way of succeeding at the task in hand. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge. Insight DC 13: You watch the prisoner for signs that he is telling the truth, or else he is likely to crack and answer your questions. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge. Streetwise DC 13: You use your knowledge of the streets to offer threats or encouragement to the prisoner. Success grants a +2 bonus to any future Skill Check. A success here does not count as a success in the Skill Challenge. Success: You gain the answers to the questions you asked, note because you need four successes the prisoners will only answer the all important question- ‘Where is their lair?’ on your fourth success- therefore you need to think of three other questions. Success with no failures- not only do you discover the location of your enemies lair but your initial attack there gains the benefit of surprise- should you behave accordingly, i.e. if you enter the lair shouting and making lots of noise then your surprise round will be lost. Success with only one failure- you gain a +2 bonus to either your initiative roll for the first combat encounter, or your To Hit in the first round of combat (surprise round or otherwise). Failure: The prisoner refuses to talk, if you have another prisoner then the Skill Challenge starts again- note any Action Points you used are not refreshed- and time ticks down. If you do not have another prisoner then the child is dead… It’s as simple as that- you have failed. XP: Success = 100 XP. Failure = 25 XP/Success achieved.[/I] The PCs brag that this is yet another easy Skill Challenge, and it is- foolishly I used the DCs from the book and had at this point not seen any of the PCs characters, which it turns out are more RP orientated then they’ve ever been. After bragging that it will be easy they then of course come close to failing, needing to spend Action Points to get them out of trouble when the dice roll low. The PCs warm up with a chat with Arthur Ramm- they still need him as translator, then get physical with the Half-Orc Mercenary- succeeding at the skill challenge. Jazz then decides to spend a little extra time extracting more info from the other Half-Orc. This is what they learn- - Arthur Ramm, the Gnome, was hired by an Eladrin yesterday evening, as a translator. He thinks the Half-Orcs are working for someone else as they’re not very bright- he heard one of them mention ‘the Lady’. - The Half-Orcs were heading for Tomb Wood, they were going to meet someone there, or else someone was going to meet them, they think that their contact is a lady. - The Half-Orc’s leader calls himself ‘The Butcher’, he’s a very large slice of Half-Orc, but not bright. - The prisoner is being held in an underground lair on the south side of the island on which the Tower of Waiting stands- it’s easy to find, covered with a set of tarpaulins- a set of spiral stairs lead down… - There are more mercenaries in the lair, mostly bad types hired whilst the group have been in Fallcrest. - The Half-Orcs refuse to tell the PCs anything about the burns on their bodies- the removal of their tribal tattoos and markings. Arthur Ramm thinks these guys are not from around these parts- their accent is pretty strange, nothing like he has heard before. [SIZE="5"]ENCOUNTER 3 COMPLETE PC’S LEVEL 1 WITH 195 XP EACH[/SIZE] And so the PCs rush off, they have less than two hours left, to The Butcher’s lair. [/QUOTE]
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