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<blockquote data-quote="MerricB" data-source="post: 5862990" data-attributes="member: 3586"><p><strong>Under the Temple</strong></p><p>The next session was spent exploring more of the tunnels underneath the temple. In particular, they were able to kill a few sharks and make their way to more of the flooded tunnels. The exploration was made tricky by the water, but not impossible, and a few giant piranha fish hardly deterred them.</p><p></p><p>As some of the water had drained out by this stage, when they found a deserted torture room with a lot of broken metal and glass on the floor, they weren't in as much trouble as might otherwise have been the case.</p><p></p><p>Searching a flooded altar room netted them a magical mace, and some other minor treasure.</p><p></p><p>However, the real danger came when they descended to a cavern of bubbling hot springs and foul fumes, in which lived two Kopru. The group found themselves in dangerous territory in the ensuing fight, especially as they were low on spells. The group were forced to retreat and recuperate.</p><p></p><p>Their second expedition was more successful, although Chris's cleric found himself subjected to the Kopru's powerful Charm ability and had to attack the group - however, he failed to save against Cosmo's cleric's countering hold person and was restrained from doing any more damage save for knocking Jesse's magic-user unconscious.</p><p></p><p>Further exploration revealed a throne with a skeleton that held various magical items, and a passage leading deeper into the earth - goblins were the first monsters encountered but they proved little threat for the party, and were quickly slain. Returning back to the village, the group reflected on a goodly amount of loot and XP - about 2,300 XP for the session.</p><p></p><p><em>The Party:</em> </p><p>Chris - Cleric 4</p><p>Stephen - Fighter 1</p><p>Jesse - Magic-User 1</p><p>Tait - Fighter 2</p><p>Rich - Thief 4</p><p>Cosmo - Cleric 3</p><p></p><p><strong>The Missing Session</strong></p><p>I was absent for this session - playing some Game of Thrones LCG - and Callen took the group through a dungeon of his own creation; some further ruins on the plateau. As I understand it, it was very successful for both magic items and xp.</p><p></p><p><strong>The Deeper Tunnels</strong></p><p>The group went on an expedition into the deeper tunnels under Taboo Island - which meant they went off the printed adventure and into an adventure of my own devising. It also meant that they went into an entirely improvised adventure, as I was drawing the map as they went and stocking it with encounters that seemed appropriate. I've done that a number of times in this campaign, and this was a particularly successful session.</p><p></p><p>The map I drew for this adventure was nothing like what I would have drawn in my youth, but when I added description to what the players found, it worked a treat.</p><p></p><p><a href="http://rpggeek.com/image/1275266/merricb?size=original" target="_blank"><img src="http://cf.geekdo-images.com/images/pic1275266_md.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" />(click to enlarge)</a></p><p></p><p>The adventure began with the party reaching the goblin room from a couple of weeks ago. The goblins had been mostly devoured - gnawed upon bones filled the room. </p><p></p><p><em>The Party</em></p><p>Rich - Thief 5</p><p>Tait - Fighter 3</p><p>Josh - Cleric 3</p><p>Jesse - Magic-User 1</p><p>Jackson - Magic-User 1</p><p>Michael - Magic-User 1</p><p></p><p>Investigating to the south allowed the group to surprise three Ogres (with just a small resemblance to the trolls of the Hobbit) sitting around a cooking fire. The party attacked, and soon the Ogres were slain, and 1,000 electrum pieces were taken.</p><p></p><p>No other exits were from visible from that chamber, so the group travelled west, to a cave where crystals covered the walls and several passages left it in various directions. Perceptively, the party discovered a hidden passage in the south wall which the light-play of the crystals made hard to detect. Heading in that direction, they heard the sound of hammering ahead, which indicated that duergar were present! Indeed they were, a great double-cavern in which twelve duergar could be immediately seen (although there were likely many behind). The group retreated and was followed by six of the duergar, who they slew, but they were loath to take on the full might of the dark dwarves and did not brave the lair again.</p><p></p><p>Instead they made their way back to the initial (goblin bone) chamber and headed north, this time finding those responsible for the bone gnawing: five giant lizards. Two of them were slept by two separate sleep spells, and the rest were eventually slain. The body of a human wearing splint mail (magical) was found, but no-one took the armour... as I didn't describe it as being magical!</p><p></p><p>Two exits beckoned, and they went north-east, into a large cavern through which a swift-flowing stream flowed. A giant crab emerged from the stream (8+1 HD, I was making it up as I went), and my dreadful rolling for attacks and damage continued - it wasn't able to hit Tait with both claw attacks and grab him! It eventually retreated under a hail of combined attacks from the group.</p><p></p><p>Unable to easily cross the stream, the group returned to the lizard chamber and then headed north. About 40' along the passageway they found a bamboo 'porticullis' set into the passage and blocking further travels north. It was fairly easily removed, and its creators were soon discovered: a tribe of five troglodytes in a room of many pools. Sleep spells were fairly ineffective, and the group had to eventually fight three of the troglodytes, coming out of the fight with a most amazing find: a ring of regeneration, which Josh's cleric took. They then returned to the surface to recuperate.</p><p></p><p>The next expedition took them far west, to a room of stalagmites and stalactites. To the north of that room they found a great door carved with the images of human slaves bowing down before Kopru, through which they were not prepared to go. Instead they headed west from the stalagmite room, into a cave with 4 ogres - slaying them and taking their reward, a scroll of charm person.</p><p></p><p>Back to the previous chamber and then south, they came to a cave with three exits: west, south or south-east. South-east led to the sound of hammering - back towards the duergar! - and they chose not to take on the dwarves. To the west they found a massive gallery of 300' in length and very high above. Tait, getting the idea of how I run my dungeons, made a point of looking up and noticed the spider webs and the giant spiders. The group left that room as well!</p><p></p><p>Instead they went south, into a cave that housed six bugbears and a pretty challenging battle, although the magic-users helped turn it in their favour. Three paths led from there, and heading south they came to a great chasm in the floor that they couldn't cross easily. To the south-west, the passage sloped downwards dramatically, and then headed east, until terminating in a round cave that went high out of sight. Rich climbed 80' up the wall to find a passageway high above going NW-SE, but finding no other takers for the climb, returned to the group.</p><p></p><p>Back to the bugbear cave, the party headed south-east... and realized they were in the passageway that Rich had found (the SW passage ran below this one). Continuing on, they eventually came to a cave with at least 12 troglodytes in it, and recognising they were outmatched, retreated, chased by four of the troglodytes. Josh led the group in the wrong direction, into the spider gallery, and the group was forced to turn and fight the trogs, but with only some of them present were able to win it fairly easily.</p><p></p><p>At this point the group returned to the surface and the session ended - about 2,400 XP was gained from this session, which put Michael's character just shy of his first level-gain in Michael's first session of D&D ever.</p></blockquote><p></p>
[QUOTE="MerricB, post: 5862990, member: 3586"] [b]Under the Temple[/b] The next session was spent exploring more of the tunnels underneath the temple. In particular, they were able to kill a few sharks and make their way to more of the flooded tunnels. The exploration was made tricky by the water, but not impossible, and a few giant piranha fish hardly deterred them. As some of the water had drained out by this stage, when they found a deserted torture room with a lot of broken metal and glass on the floor, they weren't in as much trouble as might otherwise have been the case. Searching a flooded altar room netted them a magical mace, and some other minor treasure. However, the real danger came when they descended to a cavern of bubbling hot springs and foul fumes, in which lived two Kopru. The group found themselves in dangerous territory in the ensuing fight, especially as they were low on spells. The group were forced to retreat and recuperate. Their second expedition was more successful, although Chris's cleric found himself subjected to the Kopru's powerful Charm ability and had to attack the group - however, he failed to save against Cosmo's cleric's countering hold person and was restrained from doing any more damage save for knocking Jesse's magic-user unconscious. Further exploration revealed a throne with a skeleton that held various magical items, and a passage leading deeper into the earth - goblins were the first monsters encountered but they proved little threat for the party, and were quickly slain. Returning back to the village, the group reflected on a goodly amount of loot and XP - about 2,300 XP for the session. [i]The Party:[/i] Chris - Cleric 4 Stephen - Fighter 1 Jesse - Magic-User 1 Tait - Fighter 2 Rich - Thief 4 Cosmo - Cleric 3 [b]The Missing Session[/b] I was absent for this session - playing some Game of Thrones LCG - and Callen took the group through a dungeon of his own creation; some further ruins on the plateau. As I understand it, it was very successful for both magic items and xp. [b]The Deeper Tunnels[/b] The group went on an expedition into the deeper tunnels under Taboo Island - which meant they went off the printed adventure and into an adventure of my own devising. It also meant that they went into an entirely improvised adventure, as I was drawing the map as they went and stocking it with encounters that seemed appropriate. I've done that a number of times in this campaign, and this was a particularly successful session. The map I drew for this adventure was nothing like what I would have drawn in my youth, but when I added description to what the players found, it worked a treat. [url=http://rpggeek.com/image/1275266/merricb?size=original][img]http://cf.geekdo-images.com/images/pic1275266_md.jpg[/img](click to enlarge)[/url] The adventure began with the party reaching the goblin room from a couple of weeks ago. The goblins had been mostly devoured - gnawed upon bones filled the room. [i]The Party[/i] Rich - Thief 5 Tait - Fighter 3 Josh - Cleric 3 Jesse - Magic-User 1 Jackson - Magic-User 1 Michael - Magic-User 1 Investigating to the south allowed the group to surprise three Ogres (with just a small resemblance to the trolls of the Hobbit) sitting around a cooking fire. The party attacked, and soon the Ogres were slain, and 1,000 electrum pieces were taken. No other exits were from visible from that chamber, so the group travelled west, to a cave where crystals covered the walls and several passages left it in various directions. Perceptively, the party discovered a hidden passage in the south wall which the light-play of the crystals made hard to detect. Heading in that direction, they heard the sound of hammering ahead, which indicated that duergar were present! Indeed they were, a great double-cavern in which twelve duergar could be immediately seen (although there were likely many behind). The group retreated and was followed by six of the duergar, who they slew, but they were loath to take on the full might of the dark dwarves and did not brave the lair again. Instead they made their way back to the initial (goblin bone) chamber and headed north, this time finding those responsible for the bone gnawing: five giant lizards. Two of them were slept by two separate sleep spells, and the rest were eventually slain. The body of a human wearing splint mail (magical) was found, but no-one took the armour... as I didn't describe it as being magical! Two exits beckoned, and they went north-east, into a large cavern through which a swift-flowing stream flowed. A giant crab emerged from the stream (8+1 HD, I was making it up as I went), and my dreadful rolling for attacks and damage continued - it wasn't able to hit Tait with both claw attacks and grab him! It eventually retreated under a hail of combined attacks from the group. Unable to easily cross the stream, the group returned to the lizard chamber and then headed north. About 40' along the passageway they found a bamboo 'porticullis' set into the passage and blocking further travels north. It was fairly easily removed, and its creators were soon discovered: a tribe of five troglodytes in a room of many pools. Sleep spells were fairly ineffective, and the group had to eventually fight three of the troglodytes, coming out of the fight with a most amazing find: a ring of regeneration, which Josh's cleric took. They then returned to the surface to recuperate. The next expedition took them far west, to a room of stalagmites and stalactites. To the north of that room they found a great door carved with the images of human slaves bowing down before Kopru, through which they were not prepared to go. Instead they headed west from the stalagmite room, into a cave with 4 ogres - slaying them and taking their reward, a scroll of charm person. Back to the previous chamber and then south, they came to a cave with three exits: west, south or south-east. South-east led to the sound of hammering - back towards the duergar! - and they chose not to take on the dwarves. To the west they found a massive gallery of 300' in length and very high above. Tait, getting the idea of how I run my dungeons, made a point of looking up and noticed the spider webs and the giant spiders. The group left that room as well! Instead they went south, into a cave that housed six bugbears and a pretty challenging battle, although the magic-users helped turn it in their favour. Three paths led from there, and heading south they came to a great chasm in the floor that they couldn't cross easily. To the south-west, the passage sloped downwards dramatically, and then headed east, until terminating in a round cave that went high out of sight. Rich climbed 80' up the wall to find a passageway high above going NW-SE, but finding no other takers for the climb, returned to the group. Back to the bugbear cave, the party headed south-east... and realized they were in the passageway that Rich had found (the SW passage ran below this one). Continuing on, they eventually came to a cave with at least 12 troglodytes in it, and recognising they were outmatched, retreated, chased by four of the troglodytes. Josh led the group in the wrong direction, into the spider gallery, and the group was forced to turn and fight the trogs, but with only some of them present were able to win it fairly easily. At this point the group returned to the surface and the session ended - about 2,400 XP was gained from this session, which put Michael's character just shy of his first level-gain in Michael's first session of D&D ever. [/QUOTE]
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