[D&D 5e] Not KotS 10b End of Level Bad Guy? (Enc#15)

Session #009: Tables

The Adventurers (in no particular order).

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2

Dead PCs.
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1 Killed in Session #2 (Enc#3) by Eggnog, the Kobold Dragon Priest. Spek's head melted to nothing when hit by an acid flavoured Chromatic Orb, it didn't help that the gnome sorcerer was on one hit point at the time, twenty-three acid damage later and Spek was spent. Not even time to scream.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 500 XP & 75gp, with 1gp paid for every kobold tail handed in to Lord Crumble at Kirkgate.

#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers, for Fionulla (the spy). Reward 100 XP.
#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Find out where Karl is based. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.

XP Table
1846 Mavis
1786 C-Fax
1736 McGow & Travis
1537 Snakebite
269 Spek & DECEASED

Book of the Dead (& Defeated) LEVEL 1 PCs:

25 XP each
4 x Bandit (Enc#2x4)
As per MM Bandit except a better HP spread = 2d5+8.
25 x Kobold Mook (Enc#1x5, #4x10 & #5x10)
As per MM Kobold except AC 13 (Padded), Resist: Acid & better HP spread = 2d4+2.
4 x Mastiff (Enc#2x4)
As per MM Mastiff except a better HP spread = 1d5+4.
1 x Zombie Spek (Enc#11x1)
As per MM Zombie except Small size; Con 12 & therefore HD 3d6+3; Vuln: radiant; Resist: necrotic; Speed: 15 & Slam attack replaced by ‘Pull My Finger!’ for 1d4 necrotic damage.

35 XP each
8 x Goblin Cutter (Enc#9x8)
As per MM Goblin except leather armour (AC 13) and armed with three daggers each, one for stabbing and two for throwing.
5 x Kobold Sneak (Enc#3x1, #4x1 & #5x3)
As per MM Kobold except AC 14 (Leather), Resist: Acid, Str 10, Dex 16 (+5 To Hit), Con 10, 1d6 Sneak Attack, & better HP spread = 2d4+4.
3 x Kobold Stoner (Enc #1x1, #2x1 & #4x1)
As per MM Kobold except AC 14 (Leather), Resist: Acid, Dex 16 (+5 To Hit), Con 10, Special Fire & Glue shots with Sling, & better HP spread = 2d4+4.
12 x Skeleton Decrepit (Enc#11x12)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8; Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.

50 XP each
8 x Goblin Warrior (Enc#6x2, #8x1 & #9x5)
As per MM Goblin except better HP spread = 2d4+4.
8 x Kobold Warrior (Enc#1x2, #3x3, #4x1 & #5x2)
As per MM Kobold except AC 15 (Leather & Shield), Resist: Acid, Str 11, Con 12, armed with Shortsword instead of Dagger, 3 HD & better HP spread = 3d4+9.
1 x Rat Swarm (Enc#6x1)
As per MM Swarm of Rats.
3 x Wolf (Enc#7x3)
As per MM Wolf except better HP spread = 2d5+8.

75 XP each
8 x Goblin Scout (Enc#6x2, #7x3 & #8x3)
As per MM Goblin except Dex 16 (+5 To Hit), Con 12, 3 HD & better HP spread = 3d4+9.
2 x Zombie Hounds (Enc#11x2)
As per MM Zombie except AC 10; Str 13, Dex 10, Con 16; Speed: 30; Vuln: radiant; Resist: necrotic; Slam replaced by Bite attack +3 to hit, 1d4+1 piercing plus 1d3 necrotic damage, and DC 11 Strength check or pulled Prone; Last Bite- when reduced to zero HP or below the hound makes an attack (any random target in range) before collapsing dead; 4HD & better HP spread 4d8+12 = 4d5+24.

100 XP each
1 x Fionulla, Elven Scout (Enc#11x1)
As per MM Scout except add Elf Traits and maximum HP = 27.
1 x Hagrid, Deep Gnome (Enc#2x1)
As per MM Deep Gnome except Wis 11, Cha 11, 5 HD & MAX HP = 40. Hagrid also wears a magic item, an amulet, that acts like a +1 Ring of Protection (+1 to AC & Saves).

150 XP each
1 x Sgt Groan, Hobgoblin Torturer (Enc#8x1)
As per MM Hobgoblin except AC 13 (Hide Armour of Fire Resistance) = Fire Resistance; Str 14 (+4 to hit), Wis 12, Cha 12; armed with a red-hot poker (1d4+2 bludgeoning plus 1d3 ongoing fire damage); 3 HD (3D8+3) and better HP spread (3d4+15).

200 XP each
1 x Big Fat Ron, Goblin Boss (Enc#9x1)
As per MM Goblin Boss except Con 14, Int 12, Wis 10, Cha 12, armed with a light crossbow (instead of javelin/shortbow) MAX HP = 6d6+12 = 48.
1 x Chopper, Goblin Boss (Enc#5x1)
As per MM Goblin Boss except Str 12, Con 14, Int 12, Wis 10, Cha 12, MAX HP = 6d6+12 = 48.
2 x Eggnog + Unnamed, Kobold Dragon Priest (Enc#3x1 & #5x1)
As per MM Kobold except AC 15 (Robes & Mage Armor), Resist: Acid, Str 10, Dex 12, Con 12, Int 14, Wis 16, Cha 10, armed with Claws (1d3 slashing) & Quarterstaff, 1st level Spellcaster (Wizard), 5 HD & better HP spread = 5d4+15.

Book of the Dead (& Defeated) LEVEL 2 PCs:

40 XP each

10 x Zombie, Rotten (Enc#12x10)
As per MM Zombie except Con 12 and so HD 3d8+3; Vuln: radiant & Resist: necrotic. They’re falling apart.

50 XP each
1 x Flaming Statue Trap (Enc#13x1)
DC 12 Dexterity, 30-foot cone, 2d6 fire damage, save for half. DC 11 find the panel into the workings of the trap, DC 12 to turn it off. Critical failure causes the statue’s head to explode (1d6 bludgeoning) in 20ft radius.
1 x Necrotic Mist Trap (Enc#12x1)
DC 11 Constitution save every turn within the mist/fog/miasma or take one necrotic damage as skin shrivels, dries up, splits, bleeds, scabs, falls off etc.
2 x Whispering Scythe Traps (Enc#13x2)
DC 11 Dexterity or 2d6 slashing damage. No off switch- resets into ceiling after the zombies are defeated or one hour has passed. Re-arms in 24 hours. Dozens of pressure plates in corridor to trigger- DC 11 to find them, and the same to disarm each one.
4 x Zombie (Enc#12x4)
As per MM Zombie except Vuln: radiant; Resist: necrotic & better HP spread 3d8+9 = 3d5+18.

75 XP each
4 x Zombie, Tough (Enc#13x4)
As per MM Zombie except wearing fragments of plate armour beneath the bandages (AC 14); Str 14 (+1 to hit/damage); Vuln: radiant; Resist: necrotic & 4 HD with better HP spread 4d8+12 = 4d5+24.
 
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Not KotS

Session #010a: Dem Joggers?

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2

Dead PCs
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP. COMPLETE
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in. COMPLETE
#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers (he’s with Karl, if he’s still alive), for Fionulla (the spy). Reward 100 XP.
#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Find out where Karl is based. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.

Just to say ahead of time it was made clear that this session would have to finish on the dot, no extra time to play on. At least two of the players insisted.

This turned out to be the longest session yet, just shy of four-and-a-half hours long. It was my call in the end that we end the action, I really did have somewhere else I needed to be.

It was a cracker, particularly the second bit/half.

We were here-

NK012.018 WTF.png

And if you remember there’s some more ancient draconic text written around the illuminated stone bier, also home to another mummified human/oid.

The text says-

“The valiant inter the past,
With all due ceremony afforded,
To bring justice to the fallen knight.”

I thought it would take them a good ten minutes (at least, with checks etc.) to figure it out.

I was wrong.

They got there in about three minutes.

Bahamut (as Marduk) was known by some as the ‘Valiant’, as C-Fax quickly points out. Just to say that Rob (playing C-Fax) has now got a folder of Bahamut related material, printed out from a variety of sources on the interweb- all of which he has, of course, read.

I’m screwed.

Anyway, first line in translation-

Bahamut (or the followers of same) bury the past, which means, the paladin thinks- the past is buried right here (somewhere). Remember, the PCs are convinced that they are looking for a way down- deeper into the mega dungeon here. They think.

Second line-

‘With all due ceremony afforded’, which as Travis makes clear- means that one of the holy duo needs to complete or perform some sort of burial or internment ritual over the corpse here.

And, as Mavis makes clear- third line- ‘To bring justice to the fallen knight.’, the fallen knight will undoubtedly be something to do with the traitor, who resides in the chamber just over- in the massive sarcophagus they found earlier.

Here’s a better picture showing the way through the secret door to the traitor’s sarcophagi-

NK013.000 Sarc Rit.png

And McGow discovers that just walking down the stairs here causes the secret door to automatically open.

The PCs, having just worked out exactly what they need to do next, therefore then decide to take an additional ten or so minutes to question their own (swift) judgement.

As is quite often the case.

However, that just involves more chatter accompanied by a variety of subsidiary skill checks- about burial/internment rituals, about other famous Bahamutian ‘fallen heroes’, and with a bit more searching about for anything else that might be hidden hereabouts.

But they were right first time.

Just a note here, the Inspectors are of the opinion that what they are looking for here is… a way down, they figure this dungeon is going to go deep, and at the bottom of it will be evil Karl and his undead chums.

The recent addition of the ‘traitor’ (see the large sarcophagi) has caused a divide in the group (although not one worthy of the name). Some folk think that Karl is the ‘traitor’, others are less sure- they think the ‘traitor’ may turn out to be someone else entirely. But again, and as Mavis has started to say, often, “the Inspectors are investigating.” For some reason she likes the line.

We go on…

The PCs, after a short rest (another), get the business done.

The business being Mavis and C-Fax completing a short burial ritual/service over the mummified body on the bier.

It takes the pair maybe ten minutes, during which time the other adventurers keep watch and keep quiet.

And at the end of the ritual.

NK013.001 open.png

This has happened. The traitor’s sarcophagus has lost its lid (it vanished), and within is another set of stairs- descending, steeply, down into darkness.

That was remarkably easy.

NK013.002 Down again.png

The Inspectors, after sorting out their light sources, descend- at least another fifty feet, and into a much larger natural stone cavern, the ceiling is a good twenty feet overhead. There’s a layer of mud on the floor- damp in places.

There’s also a thunderous noise down here, communication is difficult, the air and ground wet- sodden, in places. The sound is the clearly the thunder of falling water, lots of water.

Using sign language the Inspectors investigate, very cautiously.

NK013.003 Waterfall.png

The racing river above exits into a large pool here; the waterfall is a fifty-foot plunge- C-Fax back during the river crossing was one failed skill check away from experiencing the flume ride down to here. Just for info it was Travis’ strength/athletics check that saved the paladin.

But there’s nothing much to see here, the PCs are a little confused, they were expecting to find more ruins down the stair, not large natural caverns, also they can’t find any tracks here, and as they note- they are leaving plenty of tracks of their own (in the mud).

And then a couple of things happen at the same time as they’re searching about.

NK013.004 McGow finds- not sure.png

McGow spots something very odd- in a small cavern ahead there’s a pulsing, bulging miasma of- smoke? Mist? Fog? Fumes? The smog, or whatever it is, is being restrained/held-in-place by a floating/shaping network of glowing circles, every now and then runes pulse within the dark clouds contained by the lights.

The dwarf has no idea what he is seeing, his shouts bring Mavis and C-Fax running.

But…

Travis & his new sidekick- Snakebite, have just discovered another passage to the south of the waterfall chamber, and they can hear a clattering sound coming from this direction. The sound must be loud to be heard over the noise of the waterfall here.

Something is happening, or else coming, or else lots of somethings are coming, and so Snakebite and Travis are staying quiet, and hidden, and not moving from this spot. The noise is getting louder- the something is approaching.

Congrats to the DM, the party has been split.

So, back with McGow, Mavis & C-Fax.

Who take a couple of turns to get closer to the phenomenon within the cavern, best guess is the glowing runes and lights are somehow restraining the dark fumes- and when they get closer still the three note that the dark smoke and flashing lights are situated over, and thereby blocking, an opening into a cavern directly below.

To make clear, this seems to be a/the way down. Although blocked atm.

It’s as if the black fumes and white lights are in conflict- the fumes seeking to break out, the white lights restraining them- sealing the way below, and the darkness within.

The trio would continue their investigations, but their cautious deliberation is curtailed by the arrival of an army of skeletons.

Let’s get to that.

Enc#14 Skeleton Legion 570 XP CR 4 Deadly.
12 x Skeleton Decrepit (35xp each)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8; Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.
2 x Skeleton Warrior (75xp each) As per MM Skeleton except AC 17 (Chain & Shield); Str 14 (+4 to hit & +2 damage); Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Armed with a longsword; Extra HD and better HP spread = 3d8+6 = 3d5+15.
Tactics- Activate- charge off to defend the ‘way below’, and kill any intruders spotted.

NK013.005 Skellies Stealth & Lantern.png

Here are the skeletons rushing towards C-Fax, Mavis & McGow. Snakebite & Travis, you will remember, are hiding just around the corner here- they’ve been watching the skeletons race by.

To make clear the skeletons are the source of the clattering noise they heard earlier.

That is until one skeleton diverts to head towards the spot in which Travis & Snakebite are hidden.

Or else towards the spot the pair (actually Travis) left the lantern. The DM specifically asked the halfling rogue what he was doing with the light.

Soon after it gets to fighting.

NK013.006 C-Fax Crit 12 Damage.png

To the north the first decrepit skeleton dashes into the chamber, pulls up short- grabs out its wretched bow- notches an equally wretched arrow and lets it fly- a Crit- and for 12 damage.

C-Fax (Rob) is heartbroken- his paladin (already a little wounded) is down to only maybe three hit points.

More remarkably (also greater by volume) is the sound of laughter at this turn of events, for some reason everyone else finds it really funny when the paladin gets whacked, and he gets whacked a lot, so there’s always plenty of joy and mirth to go around.

Meantime.

NK013.007 Snakebite Unleashed.png

Snakebite & Pickle (this is their new name, they are now officially a duo) have defo been spotted by the skellies, although the trio of undead are still trying to make out where their enemies are at.

A brief word about S&P (Snakebite & Pickle)- about a session or so ago, I forget exactly when it was, Travis needed to convince Snakebite to get in the way of a bad guy, and so the rogue decided to try making a persuasion check to convince the half-orc to do so. The DM decided that this check should be contested by Snakebite’s insight roll, Kenji- playing Snakebite was all good with this, happy to roleplay along.

Keep in mind that Snakebite lives entirely in the now, also she’s not a bright lass.

Anyway, Travis won the check (handsomely) and convinced Snakebite to go into battle for him.

I’ve remembered when this was- it was with the mummy zombies when they first came through the secret door.

Well, since that first check Travis has been making similar checks regularly, to convince Snakebite to do a few things for him, or else to perhaps temper Snakebite’s opinion of some of his new adventuring buddies. Travis has not lost a check yet and has won three of the last four checks by 10+ on the roll. Keep in mind Travis is +2 on his persuasion check and Snakebite’s insight is also +2.

After the fourth successful check in a row Snakebite declared that Travis is her- “true friend”, and that she would, “always keep little man safe.”

And again, to make clear, it wasn’t the rolls as much as it was just fun to go with.

Travis has officially made a friend.

Back to the fighting.

NK013.008 Snakebite After.png

Snakebite rushes out of hiding and kicks the head off two decrepit skeletons, seconds later a sling stone flashes six inches in front of the half-orc monk’s eyes and shatters the skull of the last skeleton in the fracas.

“Snakebite!”
“Pickle!”

The two declare.

However, the superhero duo to the south is having all of the fun.

NK013.009 Trouble Up North.png

Mavis has just got shot, this after only doing one point of damage with her Sacred Flames (vulnerable = 2 damage) to her skeleton warrior target.

Things are getting busy/swingy.

Meantime.

NK013.010 Snakebite & Pickle.png

Snakebite & Pickle are really going for it- and let’s face it it’s an ideal combination, Snakebite travels at forty feet per turn and loves mixing it in melee. Travis loves nothing more than hovering/hoovering around a fracas and shooting enemies in the back.

They’re having a blast, and calling out to each other in combat-

“I safe this one fur you little man!”

FWUNG of Travis’ sling followed by the sound of a decrepit skeleton’s skull being smashed from its shoulders, and…

“Whassup!”

And inevitably-

“Snakebite!”
“Pickle!”

The pair are giggling loons.

While…

NK013.011 McGow takes a Crit too.png

Not so much. McGow soaks up a big Crit. This after smashing down a pair of decrepit skeletons enroute to trying to save C-Fax (& Mave).

The paladin spent his last turn casting Cure Wounds on himself (his last spell) and then rolling a ‘2’ for his healing, he then spent his IP to roll a ‘1’ and miss the skeleton warrior that is situated atm in his face.

There is swearing, and the folk here are running out of ideas, and getting a little swamped.

One idea- voiced by Mavis, would be to start shouting for Travis & Snakebite to come and help them.

But neither C-Fax nor McGow are particularly keen on this solution to their problem.

And so…

NK013.012 Mave Turns nearly them all.png

Mavis drops the bomb, and my rolls are real bad. I think there was something like four ‘1’s in there. Five of the six skeletons are Turned.

NK013.013 Survivor shoots Mave.png

The one skeleton that resisted the priestess of Chauntea’s holy words steps a little way forward, grabs its bow out, and then shoots Mavis. It’s a Crit, although not for lots of damage, she’s bloodied though.

The rest of the skeletons run away- back the way they came (on their turn).

NK013.014 Fleeing Skellies.png

S&P are still taking care of business, neither of them has suffered even a scratch, they’re also- while still fighting- watching the skeletons that previously ran past them heading north run back the way they came from.

“Dem joggers?” Snakebite enquires, but Travis has no idea what’s going on and has no desire to find out- as long as the skeletons keep on running away.

NK013.015 S&P are done.png

Here come the heavy mob. S&P have just finished off half-a-dozen (decrepit) skeletons when the rest of the gang come racing in.

Note the heavy mob at this point have killed maybe three (decrepit) skeletons (all victims of McGow), and were getting their backsides kicked by the skeleton warriors, prior to Mave’s Turn Undead.

“Follow us!” Mavis yelps.
“We’ve got ‘em on tha run!” McGow offers with a grin.

Note, the heavy mob are looking more than a little beat up, although McGow has used his Second Wind and rolled max on the dice.

NK014.001 Massacre of the Turned Undead.png

The gang catch up with a skeleton warrior, who proves incredibly difficult to kill (even with bludgeoning weapons)- it takes nearly two turns- with all five PCs attacking (AC 17, from memory- and with a bag of hit points).

Note, the only PC that forgot to use bludgeoning weapons in this combat?

That’s right.

C-Fax, he only worked it out at the end.

Then, well, the PCs locate the ruins they were looking for.

NK014.002 Snakebite Cannot Be Denied.png

And the skeletons have retreated to here, which is where they first generated.

The Inspectors care not a jot (initially) for their surroundings, they are at present having fun and on the charge.

NK014.003 Last One.png

Just one skeleton warrior left.

It doesn’t last long.

The encounter is done.

NK014.004 Well Spotted.png

But what’s this?

The DM tells the PCs that you can’t expect every map that gets used here in Fantasy Grounds to be exactly right in every detail. So, what the PCs can (only just) see in the small pools of light situated nearly two hundred feet to their east is… the armoured skeletal remains of… well, a tall (but not Large sized), armoured humanoid.

There’s not much more left of this session (about thirty minutes), but what little that is left will be in the next bit (which is another two hours of play). See the start of this session for an explanation.

That’s 114 XP each for encounter #14, and a little extra XP for smart play along the way- Mavis, C-Fax & Travis 30 XP each, while McGow & Snakebite 10 XP each.

Next time.

Cheers goonalan and the Tokyo Massive.
 

Not KotS

Session #010b: End of Level Bad Guy?

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2

Dead PCs
The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.

To-do list/Quests-
#001 Save Dicky Bird aka The Fat Pidgin, and bring him home safely to Edna Gingster, although Dicky is on his way to the Narthex, which is in the Labyrinth, which is near the Seven Pillared Hall- which is in the Underdark- Bugger. Reward: 2000 XP & 1000gp each.
#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP. COMPLETE
#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in. COMPLETE
#004 Stop Orcus-worshipping Karl’s ritual to bring an undead army to Kirkgate. Basically, save the village, begs (eventually) Lord Crumble. Karl is in Kirkgate. 1000 XP & 250gp reward.
#005 Find/Save Cheggers. That's it really, the PCs just need to find/save Cheggers (he’s with Karl, if he’s still alive), for Fionulla (the spy). Reward 100 XP.
#006 Find and kill/capture the Bloody Heck- including any leaders. Recover any prisoners they have kidnapped. Find out where Karl is based. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.

We’re back.

From last time-

NK014.004 Well Spotted.png

But what’s this?

The DM tells the PCs that you can’t expect every map that gets used here in Fantasy Grounds to be exactly right in every detail. So, what the PCs can (only just) see in the small pools of light situated nearly two hundred feet to their east is… the armoured skeletal remains of… well, a tall, armoured humanoid.

But the PCs, or at least some of them, are broken, and… the lone skeleton knight illuminated in the chamber over, well… that looks like another encounter, and so the PCs are wary.

Particularly the broken ones.

And most broken of all is C-Fax.

The paladin has pretty much got nothing left- powers, hit points etc.

The order therefore is retreat, to check out this place-

NK014.005 The Way Down.png

And, to take a good look around the rest of the muddy caves down here, although- as it turns out- there’s nothing else to find on this level of the dungeon.

But this place- well, first impressions- after half-a-dozen more checks, prove to be correct- as far as they go.

This is the way down.

It’s blocked.

By some sort of dark vs light energy, most likely the evil of Orcus (black mist) vs the good of Bahamut (glowing circles of light and runes).

Obviously, the Inspectors need to unblock the way down.

Which will likely involve the big armoured skeletal knight the PCs spotted earlier, they think.

Note, Snakebite tried walking into the fog and lights but was repulsed (physically) and subject to saving throws to avoid both necrotic and radiant damage (1d4 of both). She (Snakebite) made both saves. She is however certain that moving through the phenomena isn’t an option.

The PCs are therefore of the belief that the lone armoured skeleton may prove to be tough, they think they’ve found an End of Level Bad Guy (or equivalent).

They are, of course, correct.

Now, in game I (the DM) am trying to spin out the rest of this session so that I can save the next encounter for the next session. Well, that didn’t work, and keep in mind that two of players insisted that we finish on time tonight.

The PCs are however very keen to get on, and so after another short rest, they head back into the ruins- back to where they spotted the armoured skeleton knight, who may in fact be the Traitor, as stated on the sarcophagi above, at least that’s the Inspector’s present thinking (some of them).

NK015.000 The Skeleton Knight.png

But when the PCs get close, the skeleton knight springs into life- it dances to its feet, dragging its longsword quickly into threat, and then rushes straight at the PCs.

“INTRUDERS!”

But the skeleton doesn’t appear to be speaking, the screamed ‘Intruders!’ is happening in every PCs head.

Note, this place looks to be some sort of pillared hall, although water from the natural pool to the north seems to have seeped in, causing the flagged floor to sink into puddles of stagnant water in places.

And the skeleton, when it leaps up and into action is armed and armoured like a knight, wielding the remains of a jagged and rusting longsword and wearing equally ancient scalemail, and… it’s a dragonborn skeleton, and- as confirmed a little while later, was in-life a worshipper of the Platinum Dragon.

But the PCs are on it and expecting the skeleton knight to come on strong.

Therefore, the next thing that happens is a sling stone suddenly arcs out of the dark and slams squarely into the helm/skull of the formerly fast-approaching knight, who immediately curtails his charge- and with pointing longsword intones…

NK015.001 Q1.png

“I swore to defend this place from all intruders. Why are you here? Answer me true and prove yourselves worthy of this test.”

Again, the voice- a rich baritone is in the PCs heads.

And each PC, as explained by the DM must deliver their reply- as and when the dragonborn skeleton knight points his longsword at them, which is in initiative order. Although the PC instigating this event gets to decide if they want to reply first or last in the order.

Keep reading, it’ll all make sense.

The players have three minutes to write their PCs speech and then send it to me as a whisper (a secret message seen only by the DM) on Fantasy Grounds, and then of course to deliver their replies as per above, and in character.

The players after a little chatter buy into this.

And then it gets good (or else fun/funny).

Note, C-Fax is obviously very eager to get into this (mainly because Rob loves the sound of his own voice), and equally keen to get the other players on board, because this- as the skeleton knight said- is the ‘test’. The DM lets the PCs know that their replies need to be accompanied by a DC 11 check (skill to be tested agreed between the PC and the DM, and bonuses given by the DM for hamming it up/or just plain clever/funny with their speeches).

This is a skill challenge of sorts and triggered by the skeleton knight suffering 20 (actually more than twenty) HP damage in one hit from Travis’s sling (with added sneak attack).

And so, the PCs answers/replies, but I’m not going to write all of these out here, here’s a precis for the first question.

C-Fax recounts the Inspectors journey thus far to the skeleton knight (very succinctly, of course) and let’s the ‘Traitor’ know that he (C-Fax) has an appointment with Evil Karl down below. He is triumphant (and condescending).

Mavis does something similar, although she’s much nicer- and so there’s more about the poor folk of Kirkgate and the terror of the approaching undead army. Both of which C-Fax somehow managed to forget.

Snakebite, remarkably, also goes with the plot thus far, and the fact that the Inspectors need to get below, to Karl. None of his cod wisdom, nothing funny or else dumb.

McGow is very sweary, choosing to insult the Traitor rather than answer the question.

Travis, the last to offer a reply to the skeleton knight, is sweetness and light- the search for ‘my beloved Uncle Dicky’, he explains, has been put to one side because of the terrible undead ‘threat to the good people of Kirkgate’.

Travis wins the round- the players get to vote for their fave reply to each question (there are more coming- obviously)- they can’t vote for themselves, of course; that’s an extra 10 XP for the halfling rogue.

Note, Rob (playing C-Fax) gets the hump for a short while here- why? Because Travis is employing his Deception skill (which is his best social skill, I think) and making himself out to be the sweetest, most gentle- and brave- and heroic halfling that has ever lived. And worst of all- it’s funny and it’s working.

It is bordering on the glorious at times, leaving C-Fax spluttering.

C-Fax (and Rob) come around to the logic of Travis’ approach a short while later.

Further note the PCs pass the first part of the ‘test’ with four successes at their checks and one failure (the sweary McGow).

We go on, or else the fight gets going, and guess what?

NK015.002 Knight Hits Hard.png

The skeleton knight has high initiative, a high AC (C-Fax misses it twice in his opening turn- he’s really not happy about this- see later), lots (and lots) of hit points, and it hits hard, bloodying C-Fax (again) in an instant, and with a Crit reducing Snakebite to just four hit points with one backhand slice.

Note, some of the PCs are screaming at this point- and there was a very un-paladin-like display just about now (I won’t name or shame the PC, I’ll just make it very obvious), and some particularly offensive language.

But then the equally sweary McGow gets into action, and he hits hard.

NK015.003 Q2.png

“Who do you serve? To what God, or nation, or faction, do you swear loyalty? Can I trust that you are true to this service?”

The skeleton knight is forty hit points down, note the PCs/Players have not figured this out yet- at least not the exact amount, they have figured out that beating the knight up instigates further questions, obviously. They know how the ‘test’ works.

And again- three minutes for the PCs to come up with an answer, and their replies follow the pattern set above (mostly).

So, the holy duo advertises their particular patron deities (Bahamut & Chauntea), and their unswerving faith to the same.

McGow is not really engaging with the questions- he’s mostly just bad-mouthing the Traitor, and swearing- always swearing, but y’know- suitably in-character.

Snakebite however goes off script, the question provokes some very deep thinking from the half-orc. Ultimately, she believes that she is here to ‘do the right thing’, and ‘to kick the head off all of the bad peoples.’

Travis?

Travis kinda does a similar thing to Snakebite, but his big truth is… ‘truth’, and the need for ‘good to prevail against the tide of evil’; he’s a lying little bastard. He rolls a ‘20’, of course.

The skeleton knight takes a moment to salute the saintly halfling before the fight gets going again.

There’s a lot of giggling, and Travis/Yui is playing to the crowd now, ladling it on.

Travis, of course, wins the player vote again.

Although Snakebite’s long mental journey gets a few votes, too.

Note, that was another victory- four successes and one failure for the PCs checks, the failure? Sweary McGow, natch.

And moments later…

NK015.004 Q3.png

“If you trust your senses not to betray you- look upon me, and tell me what you see before you? I shall not blush if you offer me insult or slight.”

The third question comes ten seconds after the second, this because McGow’s second attack (IP) is a Crit, and the skeleton knight is now sixty hit points down.

And so, we go again- three minutes to write their replies, and then in Initiative order they deliver their speeches, and…

The skeleton knight is the Traitor- a fallen knight of Bahamut who did something really bad a long time ago, or at least that’s the opinion of C-Fax and Mavis, although Mavis’ version is (again) more forgiving.

McGow ain’t stopping- he’s on a roll, and so once again and with more earthy language the dwarf says lots more bad things about the Traitor/skeleton knight.

Snakebite, and Travis, somehow manage to turn the Traitor image around- 360 degrees- Travis’ states that he sees ‘hope before me- a fallen knight that has lost his way, and yet even in undeath cannot relinquish the task that life, and his faith, assigned him’, or something very similar. Snakebite’s version is much simpler (and sweeter), the half-orc even volunteers to help the Traitor (by kicking it’s head off).

Snakebite wins the XP/PC vote, and five successes for the checks.

The PCs are loving this.

They’re also hitting much more often, and Mavis has got her Bless spell going, and more remarkably my skeleton knight just keeps on rolling four or below for his to hit rolls, also (I think) Snakebite has necked her Potion of Healing.

Soon after the skeleton knight is eighty hit points down.

NK015.005 Q4.png

“You, each of you, wear a fearsome demeanour. Are you as formidable as you look. What skills do you possess that will aid you in your quest?”

Which conjures more replies- and five more successes with the rolls.

Note, Travis has a hard time answering this one (well) because he’s deceiving the skeleton knight by making out that he’s just a young innocent halfling that has wandered into a world of adventuring (in search of his ‘beloved uncle’). So, he can’t tell the skeleton knight that he is great at, and just simply adores, murdering folk (humanoids). But he really wants to say this.

Snakebite wins the people’s vote- mainly by sticking with his ‘kicking the head off bad peoples’ schtick.

We go on.

NK015.006 Snakebite Down.png

The skeleton knight cuts Snakebite down, and the half-orc has already used his Relentless Endurance today and so… she really is down and dying.

But not for long- Mavis uses her last spell (I think) to get the half-orc back up and in the fracas, which works out well because seconds later she hits and then Crits the skeleton knight.

Which gets us to question #5, the undead champion has taken 100 hit points damage now.

NK015.007 Q5 Last Question Part One Done.png

“Unnatural forces abound within this place. Are you equipped to overcome these dark forces, are you experienced, are you ready?”

The last two questions (on review) need reworking but, they worked (in-game)- or else generated more replies (but were not as good as the first three questions).

Five successes out of five- the test is passed.

The people’s vote (and 10 XP) goes to McGow mainly for his commitment to swearing (and not really answering the questions), and his likewise continued use of Intimidate in place of a ‘social’ skill, and… for the fact he rolled a ‘20’ and then went on a mini swear-nova to celebrate.

But that was the end of the session, only ninety (plus) minutes over time.

Oh, but here’s the bad guy-

NK015.008 DSK.png

Right at the end of the session I remembered I had a picture of this fellow (only his equipment is battered and broken). I forgot to send it earlier because we were just on a roll.

More of this next time.

Extra XP- Snakebite & Travis 20 XP each, McGow 10 XP, as voted by the PCs.

Next time.

Cheers goonalan and the Tokyo Massive.
 

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