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[ZEITGEIST] The Continuing Adventures of Korrigan & Co.
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<blockquote data-quote="gideonpepys" data-source="post: 6085986" data-attributes="member: 79141"><p><strong>Section 62b - The Screaming Malice</strong></p><p></p><p>I decided not to run this combat as a normal tactical encounter, as the distances involved are prohibitive in the space where we game (and the square counting would frankly do my swede in).</p><p></p><p>So I drew up a more manageable map, with a line of squares representing each car. Each car was labelled with its function. If a mini was placed to the left of the squares, it was outside of the train; to right it was inside, to the extreme right, on the roof.</p><p></p><p>Players were told it took a full round to enter/leave a train car from inside, while on the roof they could generally move two in a full turn.</p><p></p><p>We played the actual combat by ear, dealing with specific powers as we went along. Everyone co-operated, no-one spat the dummy out, and the combat was fast-paced, exciting and dramatic:</p><p></p><p></p><ul> <li data-xf-list-type="ul">The following day, there were no reports of a body being found - Mapple must have survived. But there were reports of another grisly, ritualistic murder of a young woman elsewhere in the city. Sly Marbo quickly investigated but could not connect the victim with the inn where Boone had spent the night.</li> <li data-xf-list-type="ul">Korrigan was still sick. The rest of the unit helped him to his suite, where Rumdoom stood guard. Matunaaga joined the rest of the gun-happy passengers on the roof for an extended safari. Uru also spent the time before the safari on the roof, catching chaos bees and flux flies in his webs (to help pollinate his garden); after that he went inside to keep an eye on suspicious second-class passengers. Sly was circulating in second class too, while Leon stayed in the first class lounge and talked to Elanor.</li> <li data-xf-list-type="ul">A few hours out of Orithea, the train came to a sudden halt, and an enormous shape rose up from a swamp to the north. A truly gargantuan chaos beast emerged, and lashed out at the train. Uru was closest and sent a poisoned shuriken deep into the belly of the beast (if any part of it could truly be described anatomically). [<em>The player used another Plot Twist Card to score an automatic crit.</em>] Then he and Leon jumped out of the train on the far side and ran down to the front to see what was going on. Matunaaga and Sly engaged the tarry reptilian spawn left behind by the beast after it crashed one of its enormous 'heads' into each carriage, while Rumdoom attracted the attention of the beast itself.</li> <li data-xf-list-type="ul">Their actions - and the actions of Cardiff Hengehill and the train guards he rallied - soon drove the beast away and no doubt saved the lives of many passengers.</li> <li data-xf-list-type="ul">While at the front of the train, Uru and Leon stumbled upon a clumsy heist. Malice bandits, led by a sorcerer of some description, had already wounded or killed several guards and taken over the locomotive car. But the adventurers were able to put paid to their wrongdoing in no time at all.</li> <li data-xf-list-type="ul">[<em>Leon misfired one of his warlock powers, causing himself to teleport 40 feet into the air. In a lovely move, he use his remaining action to heal himself and teleport one square to fall onto the roof of the carriage and thus take less damage. (He has a multiclass bard heal and can now teleport the recipient one square instead of sliding them.)</em>]</li> <li data-xf-list-type="ul">Nonetheless, at least five passengers were dead, many more were wounded and all were badly shaken. Three carriages were all but destroyed and it took some time to get the train moving again.</li> <li data-xf-list-type="ul">Representatives from the Avery Coast Railroad Company met the train in Trekhom. Special provisions were made: all passengers were offered free accomodation; all were offered the option to change their travel plans; the basement of a theatre was set aside to house the dead (ten, including five railroad guards) and a special appearance was announced by none other than Vlendam Heid - founder of the Heid Eschatol movement. Rumdoom was particularly keen to attend...</li> </ul><p></p><p>Rushed this last bit to set things up for next week. It will be Rumdoom's last session for a while and the Family encounter has been modified as a result (to send Rumdoom off on a solo quest and get him off the train). I'll re-cover the entrance to Trekhom after starting the next session with <em>Doomed Men are All Philosophical</em>. </p><p></p><p>Anyway, the players really nailed the Screaming Malice encounter. Only 4 passengers were killed and they reached the front of the train before the bandits even left the locomotive. They didn't trouble to chase up any clues, however. What with their principle investigation finally bearing fruit, I doubt very much whether they will suffer further distractions.</p><p></p><p>They also really like Cardiff Hengehill because of his actions during the train robbery. So I'm eager to see if they even follow him this time, or just let him off the hook.</p><p></p><p><strong>Side note:</strong> I'm glad I ran this encounter, because I almost decided to cut it altogether. Action-packed and dramatic as it is, I felt it didn't lend much to the adventure in our case (as the Ob will find out about the unit anyway). I was eager to get to Trekhom and the appearance of Vlendham Heid, in time for Rumdoom's departure. But then I realised what a serious impact the event has on Damata and decided to run it after all, albeit with the adjustments noted above. After three sessions without combat it livened things up a bit and gave the players a chance to prove how cool they are.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6085986, member: 79141"] [b]Section 62b - The Screaming Malice[/b] I decided not to run this combat as a normal tactical encounter, as the distances involved are prohibitive in the space where we game (and the square counting would frankly do my swede in). So I drew up a more manageable map, with a line of squares representing each car. Each car was labelled with its function. If a mini was placed to the left of the squares, it was outside of the train; to right it was inside, to the extreme right, on the roof. Players were told it took a full round to enter/leave a train car from inside, while on the roof they could generally move two in a full turn. We played the actual combat by ear, dealing with specific powers as we went along. Everyone co-operated, no-one spat the dummy out, and the combat was fast-paced, exciting and dramatic: [LIST] [*]The following day, there were no reports of a body being found - Mapple must have survived. But there were reports of another grisly, ritualistic murder of a young woman elsewhere in the city. Sly Marbo quickly investigated but could not connect the victim with the inn where Boone had spent the night. [*]Korrigan was still sick. The rest of the unit helped him to his suite, where Rumdoom stood guard. Matunaaga joined the rest of the gun-happy passengers on the roof for an extended safari. Uru also spent the time before the safari on the roof, catching chaos bees and flux flies in his webs (to help pollinate his garden); after that he went inside to keep an eye on suspicious second-class passengers. Sly was circulating in second class too, while Leon stayed in the first class lounge and talked to Elanor. [*]A few hours out of Orithea, the train came to a sudden halt, and an enormous shape rose up from a swamp to the north. A truly gargantuan chaos beast emerged, and lashed out at the train. Uru was closest and sent a poisoned shuriken deep into the belly of the beast (if any part of it could truly be described anatomically). [[I]The player used another Plot Twist Card to score an automatic crit.[/I]] Then he and Leon jumped out of the train on the far side and ran down to the front to see what was going on. Matunaaga and Sly engaged the tarry reptilian spawn left behind by the beast after it crashed one of its enormous 'heads' into each carriage, while Rumdoom attracted the attention of the beast itself. [*]Their actions - and the actions of Cardiff Hengehill and the train guards he rallied - soon drove the beast away and no doubt saved the lives of many passengers. [*]While at the front of the train, Uru and Leon stumbled upon a clumsy heist. Malice bandits, led by a sorcerer of some description, had already wounded or killed several guards and taken over the locomotive car. But the adventurers were able to put paid to their wrongdoing in no time at all. [*][[I]Leon misfired one of his warlock powers, causing himself to teleport 40 feet into the air. In a lovely move, he use his remaining action to heal himself and teleport one square to fall onto the roof of the carriage and thus take less damage. (He has a multiclass bard heal and can now teleport the recipient one square instead of sliding them.)[/I]] [*]Nonetheless, at least five passengers were dead, many more were wounded and all were badly shaken. Three carriages were all but destroyed and it took some time to get the train moving again. [*]Representatives from the Avery Coast Railroad Company met the train in Trekhom. Special provisions were made: all passengers were offered free accomodation; all were offered the option to change their travel plans; the basement of a theatre was set aside to house the dead (ten, including five railroad guards) and a special appearance was announced by none other than Vlendam Heid - founder of the Heid Eschatol movement. Rumdoom was particularly keen to attend... [/LIST] Rushed this last bit to set things up for next week. It will be Rumdoom's last session for a while and the Family encounter has been modified as a result (to send Rumdoom off on a solo quest and get him off the train). I'll re-cover the entrance to Trekhom after starting the next session with [I]Doomed Men are All Philosophical[/I]. Anyway, the players really nailed the Screaming Malice encounter. Only 4 passengers were killed and they reached the front of the train before the bandits even left the locomotive. They didn't trouble to chase up any clues, however. What with their principle investigation finally bearing fruit, I doubt very much whether they will suffer further distractions. They also really like Cardiff Hengehill because of his actions during the train robbery. So I'm eager to see if they even follow him this time, or just let him off the hook. [B]Side note:[/B] I'm glad I ran this encounter, because I almost decided to cut it altogether. Action-packed and dramatic as it is, I felt it didn't lend much to the adventure in our case (as the Ob will find out about the unit anyway). I was eager to get to Trekhom and the appearance of Vlendham Heid, in time for Rumdoom's departure. But then I realised what a serious impact the event has on Damata and decided to run it after all, albeit with the adjustments noted above. After three sessions without combat it livened things up a bit and gave the players a chance to prove how cool they are. [/QUOTE]
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