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<blockquote data-quote="Goonalan" data-source="post: 9684494" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">Not KotS</span></strong></p><p></p><p><strong><span style="font-size: 22px">Session #009b: The DM is in Bad Books.</span></strong></p><p><strong></strong></p><p><strong>The Inspectors.</strong></p><p>Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 2</p><p>Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 2</p><p>Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 2</p><p>Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 2</p><p>Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 2</p><p></p><p><strong>Dead PCs</strong></p><p>The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest.</p><p></p><p><strong>To-do list/Quests-</strong></p><p>#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.</p><p><s>#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.</s> COMPLETE</p><p><s>#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in.</s> COMPLETE</p><p>#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.</p><p>#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.</p><p>#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.</p><p></p><p>It’s north next then.</p><p></p><p>But that proves to be nasty too…</p><p></p><p>[ATTACH=full]408495[/ATTACH]</p><p><strong>Twin scythes suddenly descend from the ceiling of the northern passage- Travis and Snakebite must scurry and dive.</strong></p><p></p><p>The halfling makes it through the passage unscathed- but very vocal, he checked for traps before setting out, but Travis rolled a ‘3’ plus bonuses and so the DM lied to him- ‘the way ahead is clear.’</p><p></p><p>This sort of thing is simply unacceptable Yui (playing Travis) makes clear.</p><p></p><p>The DM is given his first warning; it takes a while- mostly to explain, also there was a lot of laughter going on.</p><p></p><p>I’m only surprised it took so long.</p><p></p><p>Apparently if I hurt Travis, or else lie to him (or his player, Yui) then I’m going to be in trouble.</p><p></p><p>Back to the here and now, or else the game…</p><p></p><p>Snakebite almost gets her left arm sliced off by the second swinging scythe blade (she’s bloodied in an instant), she only mentions this fact in passing- and when Travis stops shouting at the DM.</p><p></p><p>The scythes continue to slice the air- back and forth, the blades- a few minutes later- don’t seem be slowing down.</p><p></p><p>You’ll note in the image above (top left) those little diamonds on the character tokens indicate Inspiration Points. McGow spent his IP earlier in this session rolling again to avoid the fiery statue trap. Snakebite and Travis spend their IPs trying (in Snakebite’s case) to avoid the scythe blades, after initially bad rolls from both PCs.</p><p></p><p>C-Fax & Mavis, I’ve noticed, never spend their IPs between fights- they always save one for the fights, at least- so far.</p><p></p><p>[ATTACH=full]408496[/ATTACH]</p><p><strong>Travis is taking a proper look around for either a mechanism to turn the trap off, or else to distinguish if there’s a safe passage through the blades- there is- he ascertains, a little while later. You just need to hug either the left or right wall and then dash between the blades (DC 11 Dexterity/Acrobatics x 2, funny that).</strong></p><p></p><p>Five minutes later however and there’s still no sign of an ‘off’ switch.</p><p></p><p>The bloodied Snakebite has had a good look over the chamber, she reports back, shouting down the scythe corridor to her friends-</p><p></p><p>“There is dead person stone box- very massive, and walls- just walls. Way in is way out. Nothing is home to nobody.”</p><p></p><p>A thorough and detailed summary of the situation.</p><p></p><p>But then, after a low rumbling noise (the sound of a stone wall descending) there’s a sudden influx of air, and light, and illuminated in said light are a pair of shambling bandaged members of team undead- Mummies!</p><p></p><p>This fact (not that it is a fact- read on) causes some consternation amongst the players, those that have played D&D (5e or any other edition) before are acutely aware that mummies are very nasty indeed, particularly if you are only a level two PC.</p><p></p><p>So, in-game, Travis (played by Yui who has never played D&D before) and Snakebite (played by Kenji- same story) report back that there are a pair of bandaged individuals (they look like mummies) entering the chamber through a newly revealed secret door.</p><p></p><p>Mavis, C-Fax & McGow (Rob, Sandy & Al- all of whom have played D&D before) therefore start screaming and shouting over each other offering a variety of terrifying powers that are going to cause Snakebite and Travis to very quickly die.</p><p></p><p>“Don’t look into their eyes!”</p><p></p><p>“Don’t let them touch you- one touch and your flesh will rot and fall from your bones!”</p><p></p><p>“Stay away from them- they breathe great gouts of magical fire!”</p><p></p><p>Not sure where the last one came from, but you get it- and now so do Travis and Snakebite.</p><p></p><p>Mummies are very dangerous.</p><p></p><p>There is terror.</p><p></p><p>Travis/Yui is not happy.</p><p></p><p>It’s either fight/avoid the mummies, or else dodge back through the scythes.</p><p></p><p>It gets shouty, the DM allows the chatter to go on for a short while until…</p><p></p><p>[ATTACH=full]408497[/ATTACH]</p><p><strong>There’s a very loud double-thunk noise that reverberates, followed by a yawning creak- stone against stone (and very very loud) as the stuck Bahamut inscribed stone doors to the east of Mavis, C-Fax and McGow slowly grind open.</strong></p><p></p><p>There is swearing.</p><p></p><p>Next…</p><p></p><p>[ATTACH=full]408498[/ATTACH]</p><p><strong>Travis and Snakebite spend about five minutes shouting and swearing at each other (mostly in Japanese) and then come up with a plan (the DM is a generous soul for allowing them the time to do so). The plan is this- shoot the mummies and stay out of their way, if they have to brave the scythes to escape them then so be it, but let’s at least try to make the enemies go away first.</strong></p><p></p><p>Very brave.</p><p></p><p>Then they both miss their attacks by rolling something like a ‘3’ and a ‘4’, and neither of them have an IP left.</p><p></p><p>Mavis however saves the day, firing her Sacred Flames down the corridor and into the first mummy she spots, and the creature burns- and proves vulnerable to radiant damage.</p><p></p><p>The bandages on the blasted mummy’s chest are scorched and burnt away to reveal a what looks to be a zombie dressed in the remains of (very) ancient (and broken) platemail.</p><p></p><p>The mummies are (although the PCs are still not 100% certain) just (armoured) zombies in bandages.</p><p></p><p>Note, Travis (played by Yui) was very unhappy with the DMs deception here too.</p><p></p><p>The DM, for the remainder of the session, is referred to as ‘the Deceiver’ by Yui.</p><p></p><p>I endeavour to prove worthy of the moniker.</p><p></p><p>[ATTACH=full]408499[/ATTACH]</p><p><strong>Operation run away is in action, and the mummy zombies are very slow moving, so that helps.</strong></p><p></p><p>Also, Travis has spotted another area that requires exploration- see the image above to the east.</p><p></p><p>Oh, but meanwhile…</p><p></p><p>[ATTACH=full]408500[/ATTACH]</p><p><strong>To the south and through the newly opened stone doors- more mummy zombies, C-Fax and McGow are off to meet them. Mavis is still trying to help Snakebite and Travis with her Sacred Flames.</strong></p><p></p><p>[ATTACH=full]408501[/ATTACH]</p><p><strong>McGow and C-Fax confirm that the enemies are just bandage-wrapped zombies, or at least their attacks and defences are remarkably similar (although they’re a little tougher). This information is shouted back to Mavis who passes it on to Travis and Snakebite.</strong></p><p></p><p>The relief is palpable.</p><p></p><p>However, Yui makes clear- the DM has not been forgiven.</p><p></p><p>Here are the bad guys.</p><p></p><p>[spoiler= The Bad Guys]<strong>Enc#13 Mummy Zombies! 450 XP CR 4 Deadly.</strong></p><p><strong>1 x Flaming Statue Trap (50xp)</strong> 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.</p><p><strong>2 x Whispering Scythe Traps (50xp each)</strong> 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.</p><p><strong>4 x Tough Zombies disguised as Mummies (75xp each)</strong> 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.</p><p><strong>Tactics-</strong> Tough Zombies- shamble about- attack and kill.[/spoiler]</p><p></p><p>[ATTACH=full]408502[/ATTACH]</p><p><strong>And so here we all are- McGow and C-Fax are making short work of the two mummy zombies to the south, while Mavis has just blasted one of the mummy zombies to the north to pieces with some more radiant damage.</strong></p><p></p><p>Note, the passage to the north of C-Fax and McGow, and their mummy zombie friends, leads to the same spot as the secret door in the chamber in which Travis and Snakebite are situated. Just pointing this fact out.</p><p></p><p>Back to the fight…</p><p></p><p>[ATTACH=full]408503[/ATTACH]</p><p><strong>Travis and Snakebite have still not managed to land a single hit, and Travis is keeping well out of the way. Snakebite on the other hand has just got punched in the mouth by a flailing mummy zombie, the half-orc is down to one hit point.</strong></p><p></p><p>Note Travis talked Snakebite into attacking the mummy zombie in melee so that he could shoot the thing in the back. It seemed like a great plan at the time. For Travis.</p><p></p><p>Meantime…</p><p></p><p>[ATTACH=full]408504[/ATTACH]</p><p><strong>The warriors, with help from Mavis, are taking care of business.</strong></p><p></p><p>Alas, to the north…</p><p></p><p>[ATTACH=full]408505[/ATTACH]</p><p><strong>Two turns later and this pair have only just managed to land two very low value hits on the last mummy zombie here, which has just slammed Snakebite again, the half-orc’s Relentless Endurance saves the day.</strong></p><p></p><p>Remember at level two PCs can no longer use their Healing HD, when they drop to zero hit points or below then they’re down.</p><p></p><p>Travis (Yui) is back to screaming for help (and other things- mostly aimed at the DM, sorry- the Deceiver).</p><p></p><p>But the warriors will be over to help in a minute, or else that’s what they keep on shouting in an attempt to keep Travis quiet.</p><p></p><p>Things are getting a little tense.</p><p></p><p>Travis has made it (abundantly) clear, if Snakebite falls he will be exiting this chamber- dodging back through the scythe passage and leaving the mummy zombie to gorge on the half-orc monk’s eyeballs- if it so desires.</p><p></p><p>Travis is shouting this as loud as he can to make sure that C-Fax et al can hear him.</p><p></p><p>Snakebite (on one hit point) is trying to kick the head off a mummy zombie (at Travis’ behest) and hearing everything that Travis is saying.</p><p></p><p>But Travis has a line for the half-orc monk.</p><p></p><p>He’s talking up the jeopardy to bring the paladin et al swiftly to the rescue, he offers with a wink and a grin.</p><p></p><p>Snakebite buys the halfling’s explanation (we make the rolls- ‘21’ vs ‘7’), the half-orc monk thanks the halfling rogue for his care and concern, and declares-</p><p></p><p>“There is no ‘I’ in Travis.”</p><p></p><p>We get back to the fighting.</p><p></p><p>[ATTACH=full]408506[/ATTACH]</p><p><strong>And then C-Fax takes a slam crit.</strong></p><p></p><p>There is swearing.</p><p></p><p>That is until…</p><p></p><p>[ATTACH=full]408507[/ATTACH]</p><p><strong>Double crit- McGow with the first, Snakebite with the second.</strong></p><p></p><p>And seconds later…</p><p></p><p>[ATTACH=full]408508[/ATTACH]</p><p><strong>We’re done.</strong></p><p></p><p>Time for some more shouting.</p><p></p><p>A short while later the scythes thunk back up into their hidden slots in the ceiling of the passage.</p><p></p><p>Cautiously C-Fax dashes into the far chamber, home to the great sarcophagi- just to have a look around.</p><p></p><p>Note, it’s at this point that PCs discover that the secret door that opened to reveal the mummy zombies here has… silently shut.</p><p></p><p>[ATTACH=full]408509[/ATTACH]</p><p><strong>But here’s the thing, in ancient draconic- written on the (sealed) sarcophagi are the words-</strong></p><p></p><p>“The Traitor lies within.”</p><p></p><p>But that’s not enough to go on as there’s also this place to examine...</p><p></p><p>[ATTACH=full]408510[/ATTACH]</p><p><strong>Note there are four simple stone sarcophagi here, they’re open- they disgorged the mummy zombies earlier.</strong></p><p></p><p>And after a very brief look around- “Touch nothing here”, C-Fax hisses.</p><p></p><p>There’s more ancient draconic text on the top of the stone bier here, on which an ancient, mummified (human/oid) body rests.</p><p></p><p>The text reads-</p><p></p><p>“The valiant inter the past,</p><p>with all due ceremony afforded,</p><p>to bring justice to the fallen knight.”</p><p></p><p>But that’s the end of the session.</p><p></p><p>Just to note, when I state ‘ancient draconic’ text this stuff requires a PC with the draconic tongue to make a DC 11 check to translate, failure just adds to the time taken to get the translation right.</p><p></p><p>That’s 90 XP each for the traps and the mummy zombies in encounter #13.</p><p></p><p>Next time.</p><p></p><p>Cheers goonalan and the Tokyo Massive.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9684494, member: 16069"] [CENTER][B][SIZE=7]Not KotS[/SIZE][/B][/CENTER] [B][SIZE=6]Session #009b: The DM is in Bad Books.[/SIZE] The Inspectors.[/B] 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 [B]Dead PCs[/B] The Inspector aka Spek (Kenji), Male Rock Gnome (Charlatan) Sorcerer Level 1- Killed in Session #2 by Eggnog the Kobold Dragon Priest. [B]To-do list/Quests-[/B] #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. [S]#002 Find and investigate the ancient dragon burial site Dicky was looking for, he might be there. Reward: 250 XP.[/S] COMPLETE [S]#003 Destroy the kobold menace, including their leader- ‘Chopper.’ Reward: 250 XP & 75gp, with 1gp paid for every kobold tail handed in.[/S] 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. It’s north next then. But that proves to be nasty too… [ATTACH type="full" alt="NK012.002 Scythes Snakebite.png"]408495[/ATTACH] [B]Twin scythes suddenly descend from the ceiling of the northern passage- Travis and Snakebite must scurry and dive.[/B] The halfling makes it through the passage unscathed- but very vocal, he checked for traps before setting out, but Travis rolled a ‘3’ plus bonuses and so the DM lied to him- ‘the way ahead is clear.’ This sort of thing is simply unacceptable Yui (playing Travis) makes clear. The DM is given his first warning; it takes a while- mostly to explain, also there was a lot of laughter going on. I’m only surprised it took so long. Apparently if I hurt Travis, or else lie to him (or his player, Yui) then I’m going to be in trouble. Back to the here and now, or else the game… Snakebite almost gets her left arm sliced off by the second swinging scythe blade (she’s bloodied in an instant), she only mentions this fact in passing- and when Travis stops shouting at the DM. The scythes continue to slice the air- back and forth, the blades- a few minutes later- don’t seem be slowing down. You’ll note in the image above (top left) those little diamonds on the character tokens indicate Inspiration Points. McGow spent his IP earlier in this session rolling again to avoid the fiery statue trap. Snakebite and Travis spend their IPs trying (in Snakebite’s case) to avoid the scythe blades, after initially bad rolls from both PCs. C-Fax & Mavis, I’ve noticed, never spend their IPs between fights- they always save one for the fights, at least- so far. [ATTACH type="full" alt="NK012.003 Empty Chamber.png"]408496[/ATTACH] [B]Travis is taking a proper look around for either a mechanism to turn the trap off, or else to distinguish if there’s a safe passage through the blades- there is- he ascertains, a little while later. You just need to hug either the left or right wall and then dash between the blades (DC 11 Dexterity/Acrobatics x 2, funny that).[/B] Five minutes later however and there’s still no sign of an ‘off’ switch. The bloodied Snakebite has had a good look over the chamber, she reports back, shouting down the scythe corridor to her friends- “There is dead person stone box- very massive, and walls- just walls. Way in is way out. Nothing is home to nobody.” A thorough and detailed summary of the situation. But then, after a low rumbling noise (the sound of a stone wall descending) there’s a sudden influx of air, and light, and illuminated in said light are a pair of shambling bandaged members of team undead- Mummies! This fact (not that it is a fact- read on) causes some consternation amongst the players, those that have played D&D (5e or any other edition) before are acutely aware that mummies are very nasty indeed, particularly if you are only a level two PC. So, in-game, Travis (played by Yui who has never played D&D before) and Snakebite (played by Kenji- same story) report back that there are a pair of bandaged individuals (they look like mummies) entering the chamber through a newly revealed secret door. Mavis, C-Fax & McGow (Rob, Sandy & Al- all of whom have played D&D before) therefore start screaming and shouting over each other offering a variety of terrifying powers that are going to cause Snakebite and Travis to very quickly die. “Don’t look into their eyes!” “Don’t let them touch you- one touch and your flesh will rot and fall from your bones!” “Stay away from them- they breathe great gouts of magical fire!” Not sure where the last one came from, but you get it- and now so do Travis and Snakebite. Mummies are very dangerous. There is terror. Travis/Yui is not happy. It’s either fight/avoid the mummies, or else dodge back through the scythes. It gets shouty, the DM allows the chatter to go on for a short while until… [ATTACH type="full" alt="NK012.005 Door's Open.png's Open.png"]408497[/ATTACH] [B]There’s a very loud double-thunk noise that reverberates, followed by a yawning creak- stone against stone (and very very loud) as the stuck Bahamut inscribed stone doors to the east of Mavis, C-Fax and McGow slowly grind open.[/B] There is swearing. Next… [ATTACH type="full" alt="NK012.006 Sacred Flames.png"]408498[/ATTACH] [B]Travis and Snakebite spend about five minutes shouting and swearing at each other (mostly in Japanese) and then come up with a plan (the DM is a generous soul for allowing them the time to do so). The plan is this- shoot the mummies and stay out of their way, if they have to brave the scythes to escape them then so be it, but let’s at least try to make the enemies go away first.[/B] Very brave. Then they both miss their attacks by rolling something like a ‘3’ and a ‘4’, and neither of them have an IP left. Mavis however saves the day, firing her Sacred Flames down the corridor and into the first mummy she spots, and the creature burns- and proves vulnerable to radiant damage. The bandages on the blasted mummy’s chest are scorched and burnt away to reveal a what looks to be a zombie dressed in the remains of (very) ancient (and broken) platemail. The mummies are (although the PCs are still not 100% certain) just (armoured) zombies in bandages. Note, Travis (played by Yui) was very unhappy with the DMs deception here too. The DM, for the remainder of the session, is referred to as ‘the Deceiver’ by Yui. I endeavour to prove worthy of the moniker. [ATTACH type="full" alt="NK012.007 Zombies.png"]408499[/ATTACH] [B]Operation run away is in action, and the mummy zombies are very slow moving, so that helps.[/B] Also, Travis has spotted another area that requires exploration- see the image above to the east. Oh, but meanwhile… [ATTACH type="full" alt="NK012.008 More Zombies.png"]408500[/ATTACH] [B]To the south and through the newly opened stone doors- more mummy zombies, C-Fax and McGow are off to meet them. Mavis is still trying to help Snakebite and Travis with her Sacred Flames.[/B] [ATTACH type="full" alt="NK012.009 McGow.png"]408501[/ATTACH] [B]McGow and C-Fax confirm that the enemies are just bandage-wrapped zombies, or at least their attacks and defences are remarkably similar (although they’re a little tougher). This information is shouted back to Mavis who passes it on to Travis and Snakebite.[/B] The relief is palpable. However, Yui makes clear- the DM has not been forgiven. Here are the bad guys. [spoiler= The Bad Guys][B]Enc#13 Mummy Zombies! 450 XP CR 4 Deadly. 1 x Flaming Statue Trap (50xp)[/B] 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. [B]2 x Whispering Scythe Traps (50xp each)[/B] 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. [B]4 x Tough Zombies disguised as Mummies (75xp each)[/B] 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. [B]Tactics-[/B] Tough Zombies- shamble about- attack and kill.[/spoiler] [ATTACH type="full" alt="NK012.010 The Prize.png"]408502[/ATTACH] [B]And so here we all are- McGow and C-Fax are making short work of the two mummy zombies to the south, while Mavis has just blasted one of the mummy zombies to the north to pieces with some more radiant damage.[/B] Note, the passage to the north of C-Fax and McGow, and their mummy zombie friends, leads to the same spot as the secret door in the chamber in which Travis and Snakebite are situated. Just pointing this fact out. Back to the fight… [ATTACH type="full" alt="NK012.011 Travis Missing & Mummy Hitting Snakebite.png"]408503[/ATTACH] [B]Travis and Snakebite have still not managed to land a single hit, and Travis is keeping well out of the way. Snakebite on the other hand has just got punched in the mouth by a flailing mummy zombie, the half-orc is down to one hit point.[/B] Note Travis talked Snakebite into attacking the mummy zombie in melee so that he could shoot the thing in the back. It seemed like a great plan at the time. For Travis. Meantime… [ATTACH type="full" alt="NK012.012 Short Work.png"]408504[/ATTACH] [B]The warriors, with help from Mavis, are taking care of business.[/B] Alas, to the north… [ATTACH type="full" alt="NK012.013 Relentless Endurance.png"]408505[/ATTACH] [B]Two turns later and this pair have only just managed to land two very low value hits on the last mummy zombie here, which has just slammed Snakebite again, the half-orc’s Relentless Endurance saves the day.[/B] Remember at level two PCs can no longer use their Healing HD, when they drop to zero hit points or below then they’re down. Travis (Yui) is back to screaming for help (and other things- mostly aimed at the DM, sorry- the Deceiver). But the warriors will be over to help in a minute, or else that’s what they keep on shouting in an attempt to keep Travis quiet. Things are getting a little tense. Travis has made it (abundantly) clear, if Snakebite falls he will be exiting this chamber- dodging back through the scythe passage and leaving the mummy zombie to gorge on the half-orc monk’s eyeballs- if it so desires. Travis is shouting this as loud as he can to make sure that C-Fax et al can hear him. Snakebite (on one hit point) is trying to kick the head off a mummy zombie (at Travis’ behest) and hearing everything that Travis is saying. But Travis has a line for the half-orc monk. He’s talking up the jeopardy to bring the paladin et al swiftly to the rescue, he offers with a wink and a grin. Snakebite buys the halfling’s explanation (we make the rolls- ‘21’ vs ‘7’), the half-orc monk thanks the halfling rogue for his care and concern, and declares- “There is no ‘I’ in Travis.” We get back to the fighting. [ATTACH type="full" alt="NK012.014 C-Fax Crunched.png"]408506[/ATTACH] [B]And then C-Fax takes a slam crit.[/B] There is swearing. That is until… [ATTACH type="full" alt="NK012.015 Crits.png"]408507[/ATTACH] [B]Double crit- McGow with the first, Snakebite with the second.[/B] And seconds later… [ATTACH type="full" alt="NK012.016 End of Encounter #13.png"]408508[/ATTACH] [B]We’re done.[/B] Time for some more shouting. A short while later the scythes thunk back up into their hidden slots in the ceiling of the passage. Cautiously C-Fax dashes into the far chamber, home to the great sarcophagi- just to have a look around. Note, it’s at this point that PCs discover that the secret door that opened to reveal the mummy zombies here has… silently shut. [ATTACH type="full" alt="NK012.017 The Tomb of the Traitor.png"]408509[/ATTACH] [B]But here’s the thing, in ancient draconic- written on the (sealed) sarcophagi are the words-[/B] “The Traitor lies within.” But that’s not enough to go on as there’s also this place to examine... [ATTACH type="full" alt="NK012.018 WTF.png"]408510[/ATTACH] [B]Note there are four simple stone sarcophagi here, they’re open- they disgorged the mummy zombies earlier.[/B] And after a very brief look around- “Touch nothing here”, C-Fax hisses. There’s more ancient draconic text on the top of the stone bier here, on which an ancient, mummified (human/oid) body rests. The text reads- “The valiant inter the past, with all due ceremony afforded, to bring justice to the fallen knight.” But that’s the end of the session. Just to note, when I state ‘ancient draconic’ text this stuff requires a PC with the draconic tongue to make a DC 11 check to translate, failure just adds to the time taken to get the translation right. That’s 90 XP each for the traps and the mummy zombies in encounter #13. Next time. Cheers goonalan and the Tokyo Massive. [/QUOTE]
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