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[D&D 5e] Not KotS 18a Race to the End.
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<blockquote data-quote="Goonalan" data-source="post: 9803870" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">Not KotS</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Session #018a: Race to the End.</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 & 500gp 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. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured.</p><p><s>#007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course).</s> COMPLETE</p><p><s>#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward.</s> COMPLETE</p><p></p><p>Here we go, heading- at speed- for the finale.</p><p></p><p>But first, the prep, the Inspectors have some business in Kirkgate to take care of.</p><p></p><p>[ATTACH=full]422652[/ATTACH]</p><p><strong>Kirkgate Manor and short shrift for Lord Crumble.</strong></p><p></p><p>The Inspectors listen to Lord Crumble for a while- “What’s to be done? Have the end times come already? I thought you were taking care of this…” etc., and a rambling jumbled series of questions all provoked by fear. Crumble is crumbling.</p><p></p><p>But C-Fax isn’t doing Mr. Nice Guy anymore, and for the first time ever- with the backing of his colleagues- he makes a speech or two, in precis- “We’re on it!”, and towards the end- “If we didn’t have to come hear and listen to you whine then we’d be further along with the bloody job…”, only much more politely put.</p><p></p><p>The Inspectors offer no explanation for events in the guard barracks- they weren’t there, everyone who was is dead (again), so- let’s not dwell on events, move on… and while we’re very sorry about Rondo- she was great, she’ll be sorely missed; however- we need to get on. Even Travis quite liked Rondo, they all seem to like folk that are ‘can-do’ and don’t get in their way.</p><p></p><p>Anyway, Kirkgate Manor done, we’ll be back…</p><p></p><p>Next up.</p><p></p><p>[ATTACH=full]422653[/ATTACH]</p><p><strong>The Church of Chauntea and snap-chatting, by which I mean the Inspectors are now officially in a rush, they are racing to the end. Very keen.</strong></p><p></p><p>First up, Sister Margaritta gives the PCs a little healing- the kindly DM allows all PCs to heal to full but not to get any healing HD back. Keep in mind atm the Inspectors are all low again on pretty much everything, several have zero healing HD left to use, I think C-Fax has one spell, Mavis- I’m fairly certain has just one left too. They have a few healing potions left but, not much else.</p><p></p><p>The Inspectors are, as always, happy to have Sister M on their side.</p><p></p><p>But the other good news is…</p><p></p><p>Fionulla is coming with them- there’s a whole hog of chat that follows this revelation- Fionulla is insisting, but the LG duo (mainly) are initially very resistant, but the DM- and eventually three (then four) PCs come around to Fionulla’s way of thinking.</p><p></p><p>The PCs (well, most of them) are convinced that Fionulla is on the side of ‘good’, she can be trusted- and she can fight, a bit squishy, but if she stays back, she’d prove to be good artillery support. That’s how true heroes think.</p><p></p><p>Fionulla’s speech here is entirely about her rescuing her man- Cheggers, who is- most likely- down below with evil Karl. Or, as likely, dead.</p><p></p><p>Fionulla wants to see this thing to the end (or to a point in which she gets her sweet sweet Cheggers back).</p><p></p><p>After a little more verbal fisticuffs (inter-player) Fionulla is welcomed back to the team.</p><p></p><p>Then…</p><p></p><p>[ATTACH=full]422655[/ATTACH]</p><p><strong>The Inspectors hammer the door off/in of WH Smythe’s Emporium, or else the merchant eventually lets them, if only to save his poor portal. McGow was about to start breaking it down, he had his hammer out.</strong></p><p></p><p>The PCs need stuff- mostly ammo, but also a lot of rope, pitons, torches and other bits and pieces that have got used up etc. There’s even a brief look around for buoyancy aids- the way below involves a river crossing or two you’ll remember, but the Inspectors settle for lots of rope, they’re not going swimming this time.</p><p></p><p>They also, while they’re about their business, cut a deal with the merchant- they have a suit of magical hide armour (fire resistant) which they got from Sgt Groan (back when he was alive). The Inspectors convince Smythe to use his contacts to sell the armour.</p><p></p><p>Smythe agrees providing the Inspectors save Kirkgate from whatever’s coming out of the graveyard (or wherever) next.</p><p></p><p>The Inspectors, eventually, are all topped up.</p><p></p><p>Back to the graveyard, and… down.</p><p></p><p>[ATTACH=full]422656[/ATTACH]</p><p><strong>Remember this place.</strong></p><p></p><p>The Inspectors, cautiously- at first, head on in.</p><p></p><p>It all looks to be exactly as they left it- the secret door is still open.</p><p></p><p>Note, the friendly DM has issued a warning- this is going to get worse before it gets better, this is going to get tough- I hope. I’m going to try to kill a few PCs, if the opportunity arises.</p><p></p><p>Let’s see.</p><p></p><p>And so…</p><p></p><p>[ATTACH=full]422657[/ATTACH]</p><p><strong>Remember the river, the Inspectors took it in turns to fall in (C-Fax, then Mavis, then C-Fax- again, and then Travis) last time, but this time- they’re all roped up, and doing things by design rather than by accident.</strong></p><p></p><p>They get all the way along the river with not one toe dipped in the water. That’s not entirely true- C-Fax falls in twice but the PCs are going slowly and every PC crossing the river is roped up and so… C-Fax spends maybe a second or two in the water before he’s roughly dragged out to dry land.</p><p></p><p>And then they cross back over, and head down again, all the way to here…</p><p></p><p>[ATTACH=full]422658[/ATTACH]</p><p><strong>That’s different- the way below is open; it was previously capped by a roiling black gas/smoke/miasma encapsulated- or else being kept at bay- by streaks of holy glowing radiant light.</strong></p><p></p><p>Now- nothing. Just a great big hole, which narrows as it descends.</p><p></p><p>McGow (after a short but sometimes heated argument) descends first, after all- he’s not the scout, but he does have darkvision.</p><p></p><p>It’s a long way down, another sixty feet, and keep in mind by McGow’s reckoning they’re nearly two hundred feet below the surface already, that’s before this descent.</p><p></p><p>And at the bottom of the hole.</p><p></p><p>A dark cavern, with a fifteen or so foot ceiling (through which the hole and McGow enters), the place has been inhabited, or else worked. There’s a pool of fresh water here which has been curbed with cut stone, there are large jars- amphora, and a set of cut stone steps leading up and into a much larger cavern- with higher ceilings.</p><p></p><p>There is little in the way of air movement, the place smells damp- a little bit rotten, it smells of slow, or old, death.</p><p></p><p>But nothing happens and continues to do so for a while- and McGow is not scouting far, and so- the Inspectors one-by-one descend, although not one of them is keen to go for an explore, they wait until they have all assembled.</p><p></p><p>Here they are.</p><p></p><p>[ATTACH=full]422659[/ATTACH]</p><p><strong>It’s also a little chilly down here, and the first thing that Mavis says, as soon as she sees the urns/amphora- they’re for storing the dead- bones and/or ashes.</strong></p><p></p><p>This is a catacomb or a crypt, or both, which brightens the mood.</p><p></p><p>It is midday, the Inspectors have thirty-six hours (maybe more- depending on what time evil Karl’s ritual concludes) to save Kirkgate, then the undead army comes. At least according to what they have learned.</p><p></p><p>We’ll get to what happens next… next.</p><p></p><p>An extra 50 XP for C-Fax for at last growing a spine.</p><p></p><p>Cheers goonalan and the Tokyo Massive.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9803870, member: 16069"] [CENTER][B][SIZE=7]Not KotS[/SIZE][/B][/CENTER] [B] [SIZE=6]Session #018a: Race to the End.[/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 & 500gp 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. Reward: 400 XP & 100gp, with 1gp paid for every member of the Bloody Heck confirmed dead or captured. [S]#007 Find all five symbols of Kurgan Kurgan’s office to open the way below Kirkgate. 1000 XP reward (and the PCs get to keep the items of course).[/S] COMPLETE [S]#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward.[/S] COMPLETE Here we go, heading- at speed- for the finale. But first, the prep, the Inspectors have some business in Kirkgate to take care of. [ATTACH type="full" size="3846x2037"]422652[/ATTACH] [B]Kirkgate Manor and short shrift for Lord Crumble.[/B] The Inspectors listen to Lord Crumble for a while- “What’s to be done? Have the end times come already? I thought you were taking care of this…” etc., and a rambling jumbled series of questions all provoked by fear. Crumble is crumbling. But C-Fax isn’t doing Mr. Nice Guy anymore, and for the first time ever- with the backing of his colleagues- he makes a speech or two, in precis- “We’re on it!”, and towards the end- “If we didn’t have to come hear and listen to you whine then we’d be further along with the bloody job…”, only much more politely put. The Inspectors offer no explanation for events in the guard barracks- they weren’t there, everyone who was is dead (again), so- let’s not dwell on events, move on… and while we’re very sorry about Rondo- she was great, she’ll be sorely missed; however- we need to get on. Even Travis quite liked Rondo, they all seem to like folk that are ‘can-do’ and don’t get in their way. Anyway, Kirkgate Manor done, we’ll be back… Next up. [ATTACH type="full" size="3846x2037"]422653[/ATTACH] [B]The Church of Chauntea and snap-chatting, by which I mean the Inspectors are now officially in a rush, they are racing to the end. Very keen.[/B] First up, Sister Margaritta gives the PCs a little healing- the kindly DM allows all PCs to heal to full but not to get any healing HD back. Keep in mind atm the Inspectors are all low again on pretty much everything, several have zero healing HD left to use, I think C-Fax has one spell, Mavis- I’m fairly certain has just one left too. They have a few healing potions left but, not much else. The Inspectors are, as always, happy to have Sister M on their side. But the other good news is… Fionulla is coming with them- there’s a whole hog of chat that follows this revelation- Fionulla is insisting, but the LG duo (mainly) are initially very resistant, but the DM- and eventually three (then four) PCs come around to Fionulla’s way of thinking. The PCs (well, most of them) are convinced that Fionulla is on the side of ‘good’, she can be trusted- and she can fight, a bit squishy, but if she stays back, she’d prove to be good artillery support. That’s how true heroes think. Fionulla’s speech here is entirely about her rescuing her man- Cheggers, who is- most likely- down below with evil Karl. Or, as likely, dead. Fionulla wants to see this thing to the end (or to a point in which she gets her sweet sweet Cheggers back). After a little more verbal fisticuffs (inter-player) Fionulla is welcomed back to the team. Then… [ATTACH type="full" size="3846x2037"]422655[/ATTACH] [B]The Inspectors hammer the door off/in of WH Smythe’s Emporium, or else the merchant eventually lets them, if only to save his poor portal. McGow was about to start breaking it down, he had his hammer out.[/B] The PCs need stuff- mostly ammo, but also a lot of rope, pitons, torches and other bits and pieces that have got used up etc. There’s even a brief look around for buoyancy aids- the way below involves a river crossing or two you’ll remember, but the Inspectors settle for lots of rope, they’re not going swimming this time. They also, while they’re about their business, cut a deal with the merchant- they have a suit of magical hide armour (fire resistant) which they got from Sgt Groan (back when he was alive). The Inspectors convince Smythe to use his contacts to sell the armour. Smythe agrees providing the Inspectors save Kirkgate from whatever’s coming out of the graveyard (or wherever) next. The Inspectors, eventually, are all topped up. Back to the graveyard, and… down. [ATTACH type="full" size="3846x2037"]422656[/ATTACH] [B]Remember this place.[/B] The Inspectors, cautiously- at first, head on in. It all looks to be exactly as they left it- the secret door is still open. Note, the friendly DM has issued a warning- this is going to get worse before it gets better, this is going to get tough- I hope. I’m going to try to kill a few PCs, if the opportunity arises. Let’s see. And so… [ATTACH type="full" size="3846x2037"]422657[/ATTACH] [B]Remember the river, the Inspectors took it in turns to fall in (C-Fax, then Mavis, then C-Fax- again, and then Travis) last time, but this time- they’re all roped up, and doing things by design rather than by accident.[/B] They get all the way along the river with not one toe dipped in the water. That’s not entirely true- C-Fax falls in twice but the PCs are going slowly and every PC crossing the river is roped up and so… C-Fax spends maybe a second or two in the water before he’s roughly dragged out to dry land. And then they cross back over, and head down again, all the way to here… [ATTACH type="full" size="3846x2037"]422658[/ATTACH] [B]That’s different- the way below is open; it was previously capped by a roiling black gas/smoke/miasma encapsulated- or else being kept at bay- by streaks of holy glowing radiant light.[/B] Now- nothing. Just a great big hole, which narrows as it descends. McGow (after a short but sometimes heated argument) descends first, after all- he’s not the scout, but he does have darkvision. It’s a long way down, another sixty feet, and keep in mind by McGow’s reckoning they’re nearly two hundred feet below the surface already, that’s before this descent. And at the bottom of the hole. A dark cavern, with a fifteen or so foot ceiling (through which the hole and McGow enters), the place has been inhabited, or else worked. There’s a pool of fresh water here which has been curbed with cut stone, there are large jars- amphora, and a set of cut stone steps leading up and into a much larger cavern- with higher ceilings. There is little in the way of air movement, the place smells damp- a little bit rotten, it smells of slow, or old, death. But nothing happens and continues to do so for a while- and McGow is not scouting far, and so- the Inspectors one-by-one descend, although not one of them is keen to go for an explore, they wait until they have all assembled. Here they are. [ATTACH type="full" size="3846x2037"]422659[/ATTACH] [B]It’s also a little chilly down here, and the first thing that Mavis says, as soon as she sees the urns/amphora- they’re for storing the dead- bones and/or ashes.[/B] This is a catacomb or a crypt, or both, which brightens the mood. It is midday, the Inspectors have thirty-six hours (maybe more- depending on what time evil Karl’s ritual concludes) to save Kirkgate, then the undead army comes. At least according to what they have learned. We’ll get to what happens next… next. An extra 50 XP for C-Fax for at last growing a spine. Cheers goonalan and the Tokyo Massive. [/QUOTE]
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