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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 5743136" data-attributes="member: 79141"><p><strong>Session 14</strong></p><p></p><ul> <li data-xf-list-type="ul"><span style="color: DarkRed">Day 5 of the investigation began with a dressing down from Stover Delft:</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">Malthusius was blamed for involving the unit in the Gale investigation and then letting things get out of hand.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">El Perro was told to 'cool his heels' by keeping an eye on Lynn Kindleton.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">Saaladoor Saan was deputised to ensure that the unit did not go up Cauldron Hill short-handed.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">Korrigan and Delft appointed Leon to second-in-command of the unit, promoting him to Sergeant.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">The unit prepared for the ascent, picking up climbers kits, rituals, and brightly coloured hummingbirds.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">They went to Nevard's Henge and took part in Pazamu's ritual of bonding. Then they escorted Nevard to Macbannin's manor.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">Mayor Macbannin gave them rusted iron amulets to prevent possession, kegs of goats blood to paint a circle around their camp, and instructed them to pass through his manor again on the way down, to undergo purification rituals.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">The unit made the ascent in daylight, set up camp in a ring of stones, and scouted the area (finding a magical cauldron). They placed traps, snares and magical wards.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">As night fell, while Nevard and Malthusius star-gazed, all were subjected to the horrible cries and disturbing sights of Cauldron Hill at night. Soon they were surrounded by dozens of spirits, distracted by the ring of blood.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">Much later, everyone bound to Nevard shared a vision of Nilasa who warned them that the man who killed her was coming. "His face is scarred," she said, "so he wears many disguises."</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">Then they had another vision: of <em>Sechim's Alakhest & Etchings</em> ablaze, then in ruins.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">Just after midnight, Malthusius spotted a dark figure on the other side of the hilltop, moving purposefully, unlike a spirit. The dark figure threw a sunrod into the unit's camp. At once, they were beset by horrible monsters.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">After a tough fight (during which the dark figure fled after throwing more sunrods into their midst) the unit managed to put out the lights and defeat all of the monsters.</span></li> <li data-xf-list-type="ul"><span style="color: DarkRed">They gathered together in the ring of stones, at which point, Nevard suggested casually, as if recommending a coat for cold weather, that now might be a good time to leave...</span></li> </ul><p>Beginning most sessions in a debriefing with Stover Delft is a great way to recap what has happened, focus the players' minds on the immediate future and let the DM 'have a go' at his players in role... </p><p></p><p>Malthusius was the original Gale investigator, given the go-ahead to cherry-pick resources by Governor Stanfield (with whom, as a deva, is shares a past). This led to Korrigan's unit being brought in to support Malthusius.</p><p></p><p>Mal's player, however, has made the slight error of referring to this as 'my investigation' on a number of occasions. So it was amusing to see what happened last week (session 13) when the stabilizing force of Korrigan was removed (as his player couldn't make it). The group was unruly, refused to follow orders and didn't take prisoners. </p><p></p><p>This week, Korrigan was back, but El Perro was away. (So he was 'punished' for dropping Deorn Feldman by being assigned to stake out Lynn Kindleton). But Malthusius was given a dressing down by Delft for trying to take 'tactical control' when his talents were for investigation. Malthusius was mortified (as was his player, an inveterate wargamer). Delft and Korrigan chose Leon Veilleux (another level-headed player) to be Korrigan's 2IC. </p><p></p><p>Noteworthy moments from the session:</p><p></p><p>Uru buys a clutch of brightly-coloured hummingbirds to keep in a cage on the mountain. He intends to release them to distract the spirits with 'a burst of colour and life'. Great idea. He gets a benny. (In particular, for describing the way in which their 'rapid little heartbeats' will attract the monsters.)</p><p></p><p>Leon earns one too, for bearing in mind Macbannin's advice to 'keep their spirits up with a lightness of heart and good humour'. Just as Korrigan fails his check to avoid the psychic depradations on the mountain, and sobs aloud for fear, Leon leans close and whispers, "What did the leper say to the prostitute? Keep the tip." Genuine, full-throated laughter from the rest of the table ensued, for an undeniable bonus to fend off the ill effects.</p><p></p><p>Rumdoom learned alot from Nevard Sechim. Nevard told him that 'the icy end of the earth' is not a mere possibility or an illusion, but a 'scientifically demonstrable inevitability'. All skyseers can foresee it; but it is so far off as to be irrelevant, and 'to live your life obsessed by the knowledge of it is a terrible waste'. </p><p></p><p><strong>Word of advice to DMs: </strong> My group is finding the encounters presented in the adventure to be something of a cake-walk, even when I up the ante to compensate for the extra player. I think this stems from the fact that in a traditonal adventure, the party may face two or three encounter in a day (possibly capped with a 'BBEG' at the end); whereas in an investigative adventure, the party spends most of its time piecing together clues and roleplaying - none of which drains their resources. As a result, they have everything to throw at the single encounter they have that day. Even though next week's session will begin with <em>Alkahest & Arson</em>, (a rare second encounter without an extended rest) my players have barely broken a sweat. If your players enjoy challenging combat - as mine do - you might like to consider ratcheting up the encounter levels quite considerably.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 5743136, member: 79141"] [b]Session 14[/b] [LIST] [*][COLOR=DarkRed]Day 5 of the investigation began with a dressing down from Stover Delft:[/COLOR] [*][COLOR=DarkRed]Malthusius was blamed for involving the unit in the Gale investigation and then letting things get out of hand.[/COLOR] [*][COLOR=DarkRed]El Perro was told to 'cool his heels' by keeping an eye on Lynn Kindleton.[/COLOR] [*][COLOR=DarkRed]Saaladoor Saan was deputised to ensure that the unit did not go up Cauldron Hill short-handed.[/COLOR] [*][COLOR=DarkRed]Korrigan and Delft appointed Leon to second-in-command of the unit, promoting him to Sergeant.[/COLOR] [*][COLOR=DarkRed]The unit prepared for the ascent, picking up climbers kits, rituals, and brightly coloured hummingbirds.[/COLOR] [*][COLOR=DarkRed]They went to Nevard's Henge and took part in Pazamu's ritual of bonding. Then they escorted Nevard to Macbannin's manor.[/COLOR] [*][COLOR=DarkRed]Mayor Macbannin gave them rusted iron amulets to prevent possession, kegs of goats blood to paint a circle around their camp, and instructed them to pass through his manor again on the way down, to undergo purification rituals.[/COLOR] [*][COLOR=DarkRed]The unit made the ascent in daylight, set up camp in a ring of stones, and scouted the area (finding a magical cauldron). They placed traps, snares and magical wards.[/COLOR] [*][COLOR=DarkRed]As night fell, while Nevard and Malthusius star-gazed, all were subjected to the horrible cries and disturbing sights of Cauldron Hill at night. Soon they were surrounded by dozens of spirits, distracted by the ring of blood.[/COLOR] [*][COLOR=DarkRed]Much later, everyone bound to Nevard shared a vision of Nilasa who warned them that the man who killed her was coming. "His face is scarred," she said, "so he wears many disguises."[/COLOR] [*][COLOR=DarkRed]Then they had another vision: of [I]Sechim's Alakhest & Etchings[/I] ablaze, then in ruins.[/COLOR] [*][COLOR=DarkRed]Just after midnight, Malthusius spotted a dark figure on the other side of the hilltop, moving purposefully, unlike a spirit. The dark figure threw a sunrod into the unit's camp. At once, they were beset by horrible monsters.[/COLOR] [*][COLOR=DarkRed]After a tough fight (during which the dark figure fled after throwing more sunrods into their midst) the unit managed to put out the lights and defeat all of the monsters.[/COLOR] [*][COLOR=DarkRed]They gathered together in the ring of stones, at which point, Nevard suggested casually, as if recommending a coat for cold weather, that now might be a good time to leave...[/COLOR] [/LIST] Beginning most sessions in a debriefing with Stover Delft is a great way to recap what has happened, focus the players' minds on the immediate future and let the DM 'have a go' at his players in role... Malthusius was the original Gale investigator, given the go-ahead to cherry-pick resources by Governor Stanfield (with whom, as a deva, is shares a past). This led to Korrigan's unit being brought in to support Malthusius. Mal's player, however, has made the slight error of referring to this as 'my investigation' on a number of occasions. So it was amusing to see what happened last week (session 13) when the stabilizing force of Korrigan was removed (as his player couldn't make it). The group was unruly, refused to follow orders and didn't take prisoners. This week, Korrigan was back, but El Perro was away. (So he was 'punished' for dropping Deorn Feldman by being assigned to stake out Lynn Kindleton). But Malthusius was given a dressing down by Delft for trying to take 'tactical control' when his talents were for investigation. Malthusius was mortified (as was his player, an inveterate wargamer). Delft and Korrigan chose Leon Veilleux (another level-headed player) to be Korrigan's 2IC. Noteworthy moments from the session: Uru buys a clutch of brightly-coloured hummingbirds to keep in a cage on the mountain. He intends to release them to distract the spirits with 'a burst of colour and life'. Great idea. He gets a benny. (In particular, for describing the way in which their 'rapid little heartbeats' will attract the monsters.) Leon earns one too, for bearing in mind Macbannin's advice to 'keep their spirits up with a lightness of heart and good humour'. Just as Korrigan fails his check to avoid the psychic depradations on the mountain, and sobs aloud for fear, Leon leans close and whispers, "What did the leper say to the prostitute? Keep the tip." Genuine, full-throated laughter from the rest of the table ensued, for an undeniable bonus to fend off the ill effects. Rumdoom learned alot from Nevard Sechim. Nevard told him that 'the icy end of the earth' is not a mere possibility or an illusion, but a 'scientifically demonstrable inevitability'. All skyseers can foresee it; but it is so far off as to be irrelevant, and 'to live your life obsessed by the knowledge of it is a terrible waste'. [B]Word of advice to DMs: [/B] My group is finding the encounters presented in the adventure to be something of a cake-walk, even when I up the ante to compensate for the extra player. I think this stems from the fact that in a traditonal adventure, the party may face two or three encounter in a day (possibly capped with a 'BBEG' at the end); whereas in an investigative adventure, the party spends most of its time piecing together clues and roleplaying - none of which drains their resources. As a result, they have everything to throw at the single encounter they have that day. Even though next week's session will begin with [I]Alkahest & Arson[/I], (a rare second encounter without an extended rest) my players have barely broken a sweat. If your players enjoy challenging combat - as mine do - you might like to consider ratcheting up the encounter levels quite considerably. [/QUOTE]
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