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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 5728564" data-attributes="member: 79141"><p><strong>Session 4</strong></p><p></p><p><span style="color: SlateGray"><strong>Session 4</strong></span></p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: #708090">The unit's recuperation was interrupted by an explosion on a Risuri ship, that presaged the arrival of an eladrin dreadnought: a fiery warrior who cut a swathe through the invading forces, dashed up one of the siege towers, killing all who opposed him, and leaped over the outer wall, dispatching dozens of the Duchess' soldiers too.</span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">An hour later - once the outer wall was breeched and the rebel forces had withdrawn to the inner wall - the unit was called to a makeshift brig where many captured Danorans had been imprisoned. They did not find Nathan Jierre among the many tieflings there, but they did secure the co-operation of a belligerent Danoran officer, learning how to approach the tower-observatory at the centre of the keep through either the sewerage system, or via the roof.</span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">Before they could pursue any of this, the 'fire monster' appeared again, darting over the rooftops. He used a powerful <em>immurement</em> to breach the inner walls and sped inside. With only seconds to spare, the unit followed, as the immurement failed and the wall closed behind them.</span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">The central tower was defended by a labyrinth of hedges. The fire-warrior had simply dashed across the top, setting light to the maze as he went. The unit could not follow so easily, and besides, their way was barred by the creator of the maze: a fey entity named Gillie Dhu, and his twig sprite allies.</span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">The unit defeated these creatures and found their way through the maze to the tower.</span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">Within, they found that the eladrin - an ancient fey warrior named Asrabey Varal - had cut down the Duchess' advisors and bodyguards and now stood over the badly injured Duchess. Cowering in a corner was Nathan Jierre. </span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">Before they were spotted, they learned that the Unseen Court had dispatched Asrabey to prove they had nothing to do with the Duchess' treachery by killing her themselves!</span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">The unit could not allow that to happen. Despite the apparently suicidal risk, they threw themselves at Asrabey.</span></li> <li data-xf-list-type="ul"><span style="color: SlateGray">A quick but bloody battle followed. Many of the unit were felled. The decisive moment came when Rumdoom stood toe-to-toe with the eladrin, facing a 'good ending' at last. Faced with this prospect, and aided perhaps by the strange nature of Axis island, he found himself transported, not to another world, but to the icy end of <em>this</em> world. The intense cold damaged him and all those around him. Thankfully, though, Asrabey was now on his last legs, and this was enough to drop him.</span></li> </ul><p>Here, for the first time, we see some of the alterations I made to each encounter alluded to in the session report. I have a six-person party, and the characters are beefed up with an extra at-will and a DM bonus apiece. (More of which some other time.)</p><p></p><p>The Ghillie Dhu encounter needed some more oomph as a result, so I placed two non-evil twig blights (or 'twig sprites') in the maze.</p><p></p><p>Other simple changes from earlier in the adventure included allowing Sokana Rell to summon several waves of fire sprites instead of one; adding an extra rebel soldier to the lighthouse encounter - fairly basic stuff. </p><p></p><p>The highlight of this part of this adventure was definitely the encounter with Asrabey. I opted to use the level 20 version, knowing that my players would relish the challenge (and the frisson of fear). What I could never have predicted was that Uru (our gremlin-like assassin) would score a critical on his first hit - easily enough to drop Asrabey! Fortunately, one of the other players reminded us that if the hit would not be enough to strike ordinarily, then a natural 20 is just a normal blow. Still, Asrabey was reduced to single figures in an instant! (Or he would have been had I not known my party and left him with just a few more hit points to compensate for numbers.)</p><p></p><p>From then on, it was no holds barred: Asrabey dropped party members left, right and centre, although both Korrigan and Malthusius had luckily saved dailies that left him close to dropping point.</p><p></p><p>The most dramatic moment came when Rumdoom Kagan was the only character left standing. Up to that point we had played it that he had not yet developed the 'Icy End of the Earth' power; that it was not a matter of simply becoming an eschatologist and - hey presto! - the power was yours. The power (and several of the other thematic powers in the campaign) is more of a one-off; a Triegenes-like manifestation of the will of the individual - and an accidental one to boot. This decision was taken during character generation when the player said he loved the theme but wanted the power to manifest spontaneously. I confidently predicted that he would know when best to use it and... lo and behold, the one-to-one stand-off with Asrabey was just the moment Rumdoom had been waiting for. </p><p></p><p>It was a beautiful moment. Especially when the player portrayed Rumdoom as terrified and shaken as a result of this discovery, despite his victory over the eladrin.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 5728564, member: 79141"] [B]Session 4[/B] [COLOR=SlateGray][B]Session 4[/B][/COLOR] [LIST] [*][COLOR=#708090]The unit's recuperation was interrupted by an explosion on a Risuri ship, that presaged the arrival of an eladrin dreadnought: a fiery warrior who cut a swathe through the invading forces, dashed up one of the siege towers, killing all who opposed him, and leaped over the outer wall, dispatching dozens of the Duchess' soldiers too.[/COLOR] [*][COLOR=SlateGray]An hour later - once the outer wall was breeched and the rebel forces had withdrawn to the inner wall - the unit was called to a makeshift brig where many captured Danorans had been imprisoned. They did not find Nathan Jierre among the many tieflings there, but they did secure the co-operation of a belligerent Danoran officer, learning how to approach the tower-observatory at the centre of the keep through either the sewerage system, or via the roof.[/COLOR] [*][COLOR=SlateGray]Before they could pursue any of this, the 'fire monster' appeared again, darting over the rooftops. He used a powerful [I]immurement[/I] to breach the inner walls and sped inside. With only seconds to spare, the unit followed, as the immurement failed and the wall closed behind them.[/COLOR] [*][COLOR=SlateGray]The central tower was defended by a labyrinth of hedges. The fire-warrior had simply dashed across the top, setting light to the maze as he went. The unit could not follow so easily, and besides, their way was barred by the creator of the maze: a fey entity named Gillie Dhu, and his twig sprite allies.[/COLOR] [*][COLOR=SlateGray]The unit defeated these creatures and found their way through the maze to the tower.[/COLOR] [*][COLOR=SlateGray]Within, they found that the eladrin - an ancient fey warrior named Asrabey Varal - had cut down the Duchess' advisors and bodyguards and now stood over the badly injured Duchess. Cowering in a corner was Nathan Jierre. [/COLOR] [*][COLOR=SlateGray]Before they were spotted, they learned that the Unseen Court had dispatched Asrabey to prove they had nothing to do with the Duchess' treachery by killing her themselves![/COLOR] [*][COLOR=SlateGray]The unit could not allow that to happen. Despite the apparently suicidal risk, they threw themselves at Asrabey.[/COLOR] [*][COLOR=SlateGray]A quick but bloody battle followed. Many of the unit were felled. The decisive moment came when Rumdoom stood toe-to-toe with the eladrin, facing a 'good ending' at last. Faced with this prospect, and aided perhaps by the strange nature of Axis island, he found himself transported, not to another world, but to the icy end of [I]this[/I] world. The intense cold damaged him and all those around him. Thankfully, though, Asrabey was now on his last legs, and this was enough to drop him.[/COLOR] [/LIST] Here, for the first time, we see some of the alterations I made to each encounter alluded to in the session report. I have a six-person party, and the characters are beefed up with an extra at-will and a DM bonus apiece. (More of which some other time.) The Ghillie Dhu encounter needed some more oomph as a result, so I placed two non-evil twig blights (or 'twig sprites') in the maze. Other simple changes from earlier in the adventure included allowing Sokana Rell to summon several waves of fire sprites instead of one; adding an extra rebel soldier to the lighthouse encounter - fairly basic stuff. The highlight of this part of this adventure was definitely the encounter with Asrabey. I opted to use the level 20 version, knowing that my players would relish the challenge (and the frisson of fear). What I could never have predicted was that Uru (our gremlin-like assassin) would score a critical on his first hit - easily enough to drop Asrabey! Fortunately, one of the other players reminded us that if the hit would not be enough to strike ordinarily, then a natural 20 is just a normal blow. Still, Asrabey was reduced to single figures in an instant! (Or he would have been had I not known my party and left him with just a few more hit points to compensate for numbers.) From then on, it was no holds barred: Asrabey dropped party members left, right and centre, although both Korrigan and Malthusius had luckily saved dailies that left him close to dropping point. The most dramatic moment came when Rumdoom Kagan was the only character left standing. Up to that point we had played it that he had not yet developed the 'Icy End of the Earth' power; that it was not a matter of simply becoming an eschatologist and - hey presto! - the power was yours. The power (and several of the other thematic powers in the campaign) is more of a one-off; a Triegenes-like manifestation of the will of the individual - and an accidental one to boot. This decision was taken during character generation when the player said he loved the theme but wanted the power to manifest spontaneously. I confidently predicted that he would know when best to use it and... lo and behold, the one-to-one stand-off with Asrabey was just the moment Rumdoom had been waiting for. It was a beautiful moment. Especially when the player portrayed Rumdoom as terrified and shaken as a result of this discovery, despite his victory over the eladrin. [/QUOTE]
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