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[D&D 5e] Not KotS 19a Not A Titanic Battle Part Deux. (Enc#26)
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<blockquote data-quote="Goonalan" data-source="post: 9812075" 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 #019a: Not A Titanic Battle Part Deux. (Enc#26)</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>The thing that is not a Titanic Battle continues…</p><p></p><p>Snakebite’s shouts alert her comrades, and yet…</p><p></p><p>[ATTACH=full]423743[/ATTACH]</p><p><strong>Ghoul Hagrid rushes around the corner and attempts to claw McGow- and the dice say otherwise- McGow is caught unawares, the blurry deep gnome rolls a ‘3’ & a ‘2’ with advantage to hit- no cigar, and is seconds later blasted by three force beads fired from Mavis’ wand of magic missiles- at which point Fantasy Grounds automatically makes Hagrid’s concentration save and that’s a ‘1’.</strong></p><p></p><p>3-2-1. Thanks, dice.</p><p></p><p>Hagrid’s blur is gone.</p><p></p><p>However, close observers of the above image will also note- the second corruption zombie, the guy flinging gobbets of himself from the ledge has got bored waiting for the PCs to come back into range. He’s flung himself off the ledge (taking a chunk of falling damage- which he’s now regenerating) and is now rushing (and he’s fast) up the stairs.</p><p></p><p>He’s coming.</p><p></p><p>There are also five more zombie rotters on the stairs heading up to meet the Inspectors.</p><p></p><p>[ATTACH=full]423744[/ATTACH]</p><p><strong>This image is entitled- “Shut the door!” which was what every player/PC except Al/McGow was shouting at this point.</strong></p><p></p><p>Here come more zombies et al.</p><p></p><p>“Nuts to that!” However, is McGow’s answer, followed by- “I’m going down swinging!”</p><p></p><p>The dwarf is all in.</p><p></p><p>[ATTACH=full]423745[/ATTACH]</p><p><strong>McGow puts a big dent in Hagrid’s skull (with a Crit), C-Fax stabs the deep gnome ghoul, and Travis helps with a crossbow bolt to the face (yet another Crit) and then Mavis finishes my named guy off with another trio of magic missiles.</strong></p><p></p><p>Hagrid started that turn with 40 HP (full) and his Blur running, the bastards.</p><p></p><p>Although, the Inspectors never even thought to take him alive in order to later try to figure out why Hagrid was so happy to see them. So, that helps.</p><p></p><p>But the zombies are still coming.</p><p></p><p>[ATTACH=full]423746[/ATTACH]</p><p><strong>And so, C-Fax throws his hat into the ring for hero of the hour, he rushes out of the chamber- shouting and hollering to get the attention of the approaching undead and cutting a rotter down en route.</strong></p><p></p><p>But then…</p><p></p><p>[ATTACH=full]423747[/ATTACH]</p><p><strong>Snakebite debates for five minutes whether to launch herself into the melee- finally decides to go for it, rolls sub-five twice and then is swiftly battered unconscious by the nearest zombie rotter. The monk is down and dying. Moments later McGow takes a blob of rotten necrotic flesh to the head, and… I roll minimum damage- 2d6+3 = 5, and the bugger survives- on just one hit point. McGow also makes the follow up save.</strong></p><p></p><p>There’s a lot of grrring, yelping, snarling and… the players are on edge.</p><p></p><p>[ATTACH=full]423748[/ATTACH]</p><p><strong>Travis fires two crossbow bolts into the corruption zombie (he had been saving an IP), Mavis hits it with her sacred flames and then finally- C-Fax, with added radiant damage from his Bahamut blade- Aegis- kills the last rot-flinger.</strong></p><p></p><p>It explodes, C-Fax avoids the rotten torrent of viscera, but not the unconscious and prone Snakebite- that’s one death save failed.</p><p></p><p>[ATTACH=full]423749[/ATTACH]</p><p><strong>And then a second fail on the dice roll.</strong></p><p></p><p>Some people are screaming at this point.</p><p></p><p>One of them was Kenji- it’s Snakebite again eating plenty of dirt.</p><p></p><p>One of the zombie rotters also manages to give C-Fax a hefty clump (a crit).</p><p></p><p>But…</p><p></p><p>[ATTACH=full]423750[/ATTACH]</p><p><strong>The end (very nearly) is nigh.</strong></p><p></p><p>Mavis gets to Snakebite with a healing potion, and then McGow & C-Fax combine to finish off the last zombie rotter.</p><p></p><p>The fight is won.</p><p></p><p>Only, Mavis thinks it is not yet won- there are a bunch more zombies that she turned and that was, well- probably about ten or so turns ago. She’s out by one (and a bit) rounds.</p><p></p><p>And so, the PCs are swiftly into action, and still moving fast, or as fast as they can go- some of them are roleplaying knackered and broken atm.</p><p></p><p>We very quickly get to here, with Travis mostly leading the way-</p><p></p><p>[ATTACH=full]423751[/ATTACH]</p><p><strong>A trio of zombie rotters that need airing out. The Inspectors are on it, and it’s no contest because the zombies are targeted one by one, as instructed by Mavis, who is in charge atm.</strong></p><p></p><p>You’ll note all the PCs save C-Fax are staying well back from the undead, many of them really can’t take another hit, and so its missile attacks all the way. Except for the paladin of course- “Charge! For Bahamut!” etc.</p><p></p><p>And then, to here, in a conga-line…</p><p></p><p>[ATTACH=full]423752[/ATTACH]</p><p><strong>Mavis’ Turn Undead has now run its course, these guys were on their way out to see the Inspectors anyway.</strong></p><p></p><p>And soon after, and with no new injuries accrued, the Inspectors are done, all enemies are dead.</p><p></p><p>Here’s the bad guys, right at the end-</p><p></p><p>[spoiler= The Bad Guys]<strong>Enc#26 Hagrid’s Zombie Army 2000 XP CR 11 Deadly.</strong></p><p><strong>2x Zombie Corruptors (200xp each) </strong>As per MM Zombie except AC 12; Str 16, Dex 13, Con 16, Wis 12; Speed: 40 (they’re fast); Vuln: radiant; Resist: necrotic; Regenerate 1d8/turn unless take radiant damage; Slam- +5 to hit, 1d6+3 bludgeoning; Mote of Corruption- fling rotten flesh up to 50 feet- DC 13 Dex save to avoid taking 2d6+3 necrotic and make DC 13 Con save or Poisoned (till save); Death Burst- DC 13 Con save or 2d6+3 necrotic damage all within 5 feet; 5HD = 5d8+15 HP.</p><p><strong>1x Zombie Ogre (450xp) </strong>As per MM Zombie Ogre except Vuln: radiant; Resist: necrotic; 9HD = 9d10+36 HP (Con 18).</p><p>And when the Inspectors get up the stairs the following additional bad guys come out to play-</p><p><strong>15 x Rotten Zombies (40xp each)</strong> As per MM Zombie except Con 12 and so HD 3d8+3; Vuln: radiant & Resist: necrotic. They’re falling apart. Note, five of these guys are positioned in a chamber at the bottom of the stairs- behind the PCs.</p><p><strong>3 x Zombies (50xp each)</strong> As per MM Zombie except Vuln: radiant; Resist: necrotic & better HP spread 3d8+9 = 3d5+18.</p><p><strong>1 x Hagrid, Ghoul Deep Gnome (400xp)</strong> As per MM Deep Gnome & Ghoul combined except AC 16 Chain shirt Str 15 Dex 14 Con 14 Int 12 Wis 11, Cha 11, Vuln: radiant; Resist: necrotic; Bite & Claws as per Ghoul, and spells as per Deep Gnome; 5 HD & MAX HP = 40.</p><p>Also-</p><p><strong>1 x Humpydunk the Homunculus (10xp) </strong>but he’s going to get away (DM fiat).<strong> </strong></p><p><strong>Tactics-</strong> Kill! Kill! Kill! Mostly, Ogre fight, Corruptors fling and draw PCs up the stair, then unleash all Zombies and KILL! KILL! KILL! Humpydunk escapes (up the stairs) towards the end, while Ghoul Hagrid does a lot of grandstanding (and laughing) and then gets Blurry and goes in for the kill finale.[/spoiler]</p><p></p><p>There is rejoicing, albeit only a modicum of joy allowed because now- the PCs are, at least some of them, out on their feet. Between the five of them they have two potions of healing left (Mavis & Travis) and that’s about it- until they get a long rest in most of them have no way to recover hit points, and McGow and Snakebite are on one hit point apiece.</p><p></p><p>Note, the next thing that happened, I seem to remember, was a short rest- just to get a few powers back, McGow got his second wind back- used it straight away and rolled a ‘1’. Not a happy dwarf.</p><p></p><p>But we’ll get to that in the next bit- which is odd, well- slightly odd.</p><p></p><p>Lots of XP- 400 for each PC, when I originally put this adventure together this was two encounters- the two rot flinging zombies and the ogre zombie, followed by the rest of the undead army upstairs (Hagrid and his zombie friends). The closer the PCs got to this one, the greater my desire to just fling the lot at them in one go.</p><p></p><p>I was genuinely surprised they all made it through. I didn’t pull any punches and… well, it didn’t help that my top guy-ish, ghoulish Hagrid, missed his attacks and lasted less than ten seconds (game time). Bugger.</p><p></p><p>Cheers goonalan and the Tokyo Massive.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9812075, member: 16069"] [CENTER][B][SIZE=7]Not KotS[/SIZE][/B][/CENTER] [B] [SIZE=6]Session #019a: Not A Titanic Battle Part Deux. (Enc#26)[/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 The thing that is not a Titanic Battle continues… Snakebite’s shouts alert her comrades, and yet… [ATTACH type="full" size="3840x2016"]423743[/ATTACH] [B]Ghoul Hagrid rushes around the corner and attempts to claw McGow- and the dice say otherwise- McGow is caught unawares, the blurry deep gnome rolls a ‘3’ & a ‘2’ with advantage to hit- no cigar, and is seconds later blasted by three force beads fired from Mavis’ wand of magic missiles- at which point Fantasy Grounds automatically makes Hagrid’s concentration save and that’s a ‘1’.[/B] 3-2-1. Thanks, dice. Hagrid’s blur is gone. However, close observers of the above image will also note- the second corruption zombie, the guy flinging gobbets of himself from the ledge has got bored waiting for the PCs to come back into range. He’s flung himself off the ledge (taking a chunk of falling damage- which he’s now regenerating) and is now rushing (and he’s fast) up the stairs. He’s coming. There are also five more zombie rotters on the stairs heading up to meet the Inspectors. [ATTACH type="full" size="3840x2016"]423744[/ATTACH] [B]This image is entitled- “Shut the door!” which was what every player/PC except Al/McGow was shouting at this point.[/B] Here come more zombies et al. “Nuts to that!” However, is McGow’s answer, followed by- “I’m going down swinging!” The dwarf is all in. [ATTACH type="full" size="3840x2016"]423745[/ATTACH] [B]McGow puts a big dent in Hagrid’s skull (with a Crit), C-Fax stabs the deep gnome ghoul, and Travis helps with a crossbow bolt to the face (yet another Crit) and then Mavis finishes my named guy off with another trio of magic missiles.[/B] Hagrid started that turn with 40 HP (full) and his Blur running, the bastards. Although, the Inspectors never even thought to take him alive in order to later try to figure out why Hagrid was so happy to see them. So, that helps. But the zombies are still coming. [ATTACH type="full" size="3840x2016"]423746[/ATTACH] [B]And so, C-Fax throws his hat into the ring for hero of the hour, he rushes out of the chamber- shouting and hollering to get the attention of the approaching undead and cutting a rotter down en route.[/B] But then… [ATTACH type="full" size="3840x2016"]423747[/ATTACH] [B]Snakebite debates for five minutes whether to launch herself into the melee- finally decides to go for it, rolls sub-five twice and then is swiftly battered unconscious by the nearest zombie rotter. The monk is down and dying. Moments later McGow takes a blob of rotten necrotic flesh to the head, and… I roll minimum damage- 2d6+3 = 5, and the bugger survives- on just one hit point. McGow also makes the follow up save.[/B] There’s a lot of grrring, yelping, snarling and… the players are on edge. [ATTACH type="full" size="3840x2016"]423748[/ATTACH] [B]Travis fires two crossbow bolts into the corruption zombie (he had been saving an IP), Mavis hits it with her sacred flames and then finally- C-Fax, with added radiant damage from his Bahamut blade- Aegis- kills the last rot-flinger.[/B] It explodes, C-Fax avoids the rotten torrent of viscera, but not the unconscious and prone Snakebite- that’s one death save failed. [ATTACH type="full" size="3840x2016"]423749[/ATTACH] [B]And then a second fail on the dice roll.[/B] Some people are screaming at this point. One of them was Kenji- it’s Snakebite again eating plenty of dirt. One of the zombie rotters also manages to give C-Fax a hefty clump (a crit). But… [ATTACH type="full" size="3840x2016"]423750[/ATTACH] [B]The end (very nearly) is nigh.[/B] Mavis gets to Snakebite with a healing potion, and then McGow & C-Fax combine to finish off the last zombie rotter. The fight is won. Only, Mavis thinks it is not yet won- there are a bunch more zombies that she turned and that was, well- probably about ten or so turns ago. She’s out by one (and a bit) rounds. And so, the PCs are swiftly into action, and still moving fast, or as fast as they can go- some of them are roleplaying knackered and broken atm. We very quickly get to here, with Travis mostly leading the way- [ATTACH type="full" size="3840x2016"]423751[/ATTACH] [B]A trio of zombie rotters that need airing out. The Inspectors are on it, and it’s no contest because the zombies are targeted one by one, as instructed by Mavis, who is in charge atm.[/B] You’ll note all the PCs save C-Fax are staying well back from the undead, many of them really can’t take another hit, and so its missile attacks all the way. Except for the paladin of course- “Charge! For Bahamut!” etc. And then, to here, in a conga-line… [ATTACH type="full" size="3840x2016"]423752[/ATTACH] [B]Mavis’ Turn Undead has now run its course, these guys were on their way out to see the Inspectors anyway.[/B] And soon after, and with no new injuries accrued, the Inspectors are done, all enemies are dead. Here’s the bad guys, right at the end- [spoiler= The Bad Guys][B]Enc#26 Hagrid’s Zombie Army 2000 XP CR 11 Deadly. 2x Zombie Corruptors (200xp each) [/B]As per MM Zombie except AC 12; Str 16, Dex 13, Con 16, Wis 12; Speed: 40 (they’re fast); Vuln: radiant; Resist: necrotic; Regenerate 1d8/turn unless take radiant damage; Slam- +5 to hit, 1d6+3 bludgeoning; Mote of Corruption- fling rotten flesh up to 50 feet- DC 13 Dex save to avoid taking 2d6+3 necrotic and make DC 13 Con save or Poisoned (till save); Death Burst- DC 13 Con save or 2d6+3 necrotic damage all within 5 feet; 5HD = 5d8+15 HP. [B]1x Zombie Ogre (450xp) [/B]As per MM Zombie Ogre except Vuln: radiant; Resist: necrotic; 9HD = 9d10+36 HP (Con 18). And when the Inspectors get up the stairs the following additional bad guys come out to play- [B]15 x Rotten Zombies (40xp each)[/B] As per MM Zombie except Con 12 and so HD 3d8+3; Vuln: radiant & Resist: necrotic. They’re falling apart. Note, five of these guys are positioned in a chamber at the bottom of the stairs- behind the PCs. [B]3 x Zombies (50xp each)[/B] As per MM Zombie except Vuln: radiant; Resist: necrotic & better HP spread 3d8+9 = 3d5+18. [B]1 x Hagrid, Ghoul Deep Gnome (400xp)[/B] As per MM Deep Gnome & Ghoul combined except AC 16 Chain shirt Str 15 Dex 14 Con 14 Int 12 Wis 11, Cha 11, Vuln: radiant; Resist: necrotic; Bite & Claws as per Ghoul, and spells as per Deep Gnome; 5 HD & MAX HP = 40. Also- [B]1 x Humpydunk the Homunculus (10xp) [/B]but he’s going to get away (DM fiat).[B] Tactics-[/B] Kill! Kill! Kill! Mostly, Ogre fight, Corruptors fling and draw PCs up the stair, then unleash all Zombies and KILL! KILL! KILL! Humpydunk escapes (up the stairs) towards the end, while Ghoul Hagrid does a lot of grandstanding (and laughing) and then gets Blurry and goes in for the kill finale.[/spoiler] There is rejoicing, albeit only a modicum of joy allowed because now- the PCs are, at least some of them, out on their feet. Between the five of them they have two potions of healing left (Mavis & Travis) and that’s about it- until they get a long rest in most of them have no way to recover hit points, and McGow and Snakebite are on one hit point apiece. Note, the next thing that happened, I seem to remember, was a short rest- just to get a few powers back, McGow got his second wind back- used it straight away and rolled a ‘1’. Not a happy dwarf. But we’ll get to that in the next bit- which is odd, well- slightly odd. Lots of XP- 400 for each PC, when I originally put this adventure together this was two encounters- the two rot flinging zombies and the ogre zombie, followed by the rest of the undead army upstairs (Hagrid and his zombie friends). The closer the PCs got to this one, the greater my desire to just fling the lot at them in one go. I was genuinely surprised they all made it through. I didn’t pull any punches and… well, it didn’t help that my top guy-ish, ghoulish Hagrid, missed his attacks and lasted less than ten seconds (game time). Bugger. Cheers goonalan and the Tokyo Massive. [/QUOTE]
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[D&D 5e] Not KotS 19a Not A Titanic Battle Part Deux. (Enc#26)
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