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[D&D 5e] Not KotS 19c Traitors.
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<blockquote data-quote="Goonalan" data-source="post: 9817822" 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 #019c: Traitors.</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 18px">The Inspectors.</span></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>This was a cracker; I’d been building this (writing this)- for quite a while.</p><p></p><p>And so, the Inspectors are just plain done in, they therefore head back to the cavern that they entered here, to count their newfound treasure and take an extended rest.</p><p></p><p>They don’t want to head back to the surface, just in case anything else happens down here, also a few of them don’t want to show their faces back up in Kirkgate, at least not until they’re done.</p><p></p><p>Only Kurgan Kurgan is here for them (he was at the top of the stairs but I got fed-up waiting for them to go there), alas there’s no picture of this (just one at the end), because it went quickly and everyone (including me) forget to take a snap.</p><p></p><p>Also, well- there was a bit of a to-do. Keep reading.</p><p></p><p>And so, Kurgan Kurgan has this to say, and I’ll paraphrase because even though I’d re-written his speech maybe three or four times in the end I didn’t use it, or at least not as written.</p><p></p><p>Anyway, Kurgan Kurgan lets the Inspectors know that the way is open, just up the stairs is the Cathedral of Shadow, in which many of the new master’s (evil Karl’s) servants await the PCs ready to do battle.</p><p></p><p>Furthermore, below the Cathedral is the Shadow Rift- the portal, and evil Karl is hard at work there- the final ritual has begun, it has started, an army of Shadowspawn are coming here… and then up to Kirkgate.</p><p></p><p>The Inspectors need to get their backsides into gear and get up there- to put an end to all of this. I paraphrase, of course.</p><p></p><p>Throughout the above speech various PCs (all of them) are letting Kurgan Kurgan know that basically they’d love to oblige but they’re screwed right now, they have nothing in the tank.</p><p></p><p>Although Fionulla is up for it and says so- several times.</p><p></p><p>It’s frustrating for the PCs of course, particularly the LG pair who want to rush into the finale and make evil Karl pay but, they just can’t right now. There’s another 24 (actually nearer to 30) hours left on the timer (they think) and so…</p><p></p><p>But Kurgan Kurgan has news- the final ritual will take maybe 2-3 hours complete; then the army is coming and evil Karl will have won, and Kirkgate will be no more.</p><p></p><p>There’s a lot of groaning, and WTFing, and swearing, and… well, it gets very feisty for a bit.</p><p></p><p>And lots of complaining, the DM has stiffed the players/PCs, their PCs are screwed etc.</p><p></p><p>I let it go on for a bit, just keep on telling the players that Kurgan Kurgan has obviously got more to say on the subject…</p><p></p><p>Eventually we get a bit of peace and quiet.</p><p></p><p>So, here it is.</p><p></p><p>Kurgan Kurgan points out that to his eternal shame he let the bad people in, and then he points up at the ceiling- the hole through which the PCs entered this final redoubt/crypt.</p><p></p><p>Well…</p><p></p><p>[ATTACH=full]424661[/ATTACH]</p><p><strong>Remember this thing, well- it’s gone now. Obviously.</strong></p><p></p><p>And it’s gone because the PCs gathered the five items of Bahamut and brought them down here…</p><p></p><p>One or two of the PCs have just got it. There are groans.</p><p></p><p>Kurgan Kurgan re-iterates; I let them in- but you, all of you, you let them out.</p><p></p><p>And once again points to the hole in the ceiling.</p><p></p><p>His (not quite) final words to the Inspectors.</p><p></p><p>“You broke the seal. They called me ‘Traitor’. What will they call you?”</p><p></p><p>There’s a lot of shouting, I mean- a lot, almost more than is reasonable.</p><p></p><p>The Inspectors just got played, big time.</p><p></p><p>A lot of people are not very happy, and yet… after a break for a chat, and to complain about/to the DM some more, the Inspectors trudge back the way they came- back towards the stairs up.</p><p></p><p>If they have to go- they go.</p><p></p><p>I enjoyed the moment.</p><p></p><p>Kurgan Kurgan has one last word or two for the Inspectors.</p><p></p><p>Note, earlier in Kurgan Kurgan’s speech the skeletal dragonborn knight, and ex-paladin/champion of Bahamut, made it clear that he had lost his faith.</p><p></p><p>And so, his final words on the subject are these- “There is always hope.”</p><p></p><p>Corny, but that’s the message.</p><p></p><p>At which point the DM tells the players that they can level up now- milestone hit, they’re all level three PCs.</p><p></p><p>There is screaming.</p><p></p><p>Got ‘em both ways.</p><p></p><p>Just to say back at the start of this scenario when we were discussing this adventure, and in particular the use of the milestone method for levelling up PCs, anyway- Rob asked, “What level will we be at the end of this one?” Or something very similar, I don’t remember the exact words.</p><p></p><p>I said, and very specifically- because this was always going to happen, I had it in the plan right from the very start, I said- “level three, before the end.”</p><p></p><p>Before being the key word in my reply. This obviously got lost/forgotten. So, here we are- the PCs are level three- no long rest- in an instant- no light show, just a new understanding of the situation. Milestone achieved.</p><p></p><p>The rest of the session is spent levelling up and making the Travisack (I think that’s the right spelling) Travis’ new favourite thing (Yui loves the concept) his bag of holding.</p><p></p><p>And so here we all are-</p><p></p><p>[ATTACH=full]424662[/ATTACH]</p><p><strong>All the traitors together (plus Fionulla, although…).</strong></p><p></p><p>The players loved this, when we got to the end bit- and after they’d stopped complaining and swearing at me.</p><p></p><p>Next time.</p><p></p><p>No XP given, although I’m minded taking a few points away from Mavis/Sandy for her particularly potty mouth.</p><p></p><p>Like I said, I enjoyed that.</p><p></p><p>Cheers goonalan and the Tokyo Massive.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9817822, member: 16069"] [CENTER][B][SIZE=7]Not KotS[/SIZE][/B][/CENTER] [B] [SIZE=6]Session #019c: Traitors.[/SIZE] [SIZE=5]The Inspectors.[/SIZE][/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 This was a cracker; I’d been building this (writing this)- for quite a while. And so, the Inspectors are just plain done in, they therefore head back to the cavern that they entered here, to count their newfound treasure and take an extended rest. They don’t want to head back to the surface, just in case anything else happens down here, also a few of them don’t want to show their faces back up in Kirkgate, at least not until they’re done. Only Kurgan Kurgan is here for them (he was at the top of the stairs but I got fed-up waiting for them to go there), alas there’s no picture of this (just one at the end), because it went quickly and everyone (including me) forget to take a snap. Also, well- there was a bit of a to-do. Keep reading. And so, Kurgan Kurgan has this to say, and I’ll paraphrase because even though I’d re-written his speech maybe three or four times in the end I didn’t use it, or at least not as written. Anyway, Kurgan Kurgan lets the Inspectors know that the way is open, just up the stairs is the Cathedral of Shadow, in which many of the new master’s (evil Karl’s) servants await the PCs ready to do battle. Furthermore, below the Cathedral is the Shadow Rift- the portal, and evil Karl is hard at work there- the final ritual has begun, it has started, an army of Shadowspawn are coming here… and then up to Kirkgate. The Inspectors need to get their backsides into gear and get up there- to put an end to all of this. I paraphrase, of course. Throughout the above speech various PCs (all of them) are letting Kurgan Kurgan know that basically they’d love to oblige but they’re screwed right now, they have nothing in the tank. Although Fionulla is up for it and says so- several times. It’s frustrating for the PCs of course, particularly the LG pair who want to rush into the finale and make evil Karl pay but, they just can’t right now. There’s another 24 (actually nearer to 30) hours left on the timer (they think) and so… But Kurgan Kurgan has news- the final ritual will take maybe 2-3 hours complete; then the army is coming and evil Karl will have won, and Kirkgate will be no more. There’s a lot of groaning, and WTFing, and swearing, and… well, it gets very feisty for a bit. And lots of complaining, the DM has stiffed the players/PCs, their PCs are screwed etc. I let it go on for a bit, just keep on telling the players that Kurgan Kurgan has obviously got more to say on the subject… Eventually we get a bit of peace and quiet. So, here it is. Kurgan Kurgan points out that to his eternal shame he let the bad people in, and then he points up at the ceiling- the hole through which the PCs entered this final redoubt/crypt. Well… [ATTACH type="full" size="3840x2016"]424661[/ATTACH] [B]Remember this thing, well- it’s gone now. Obviously.[/B] And it’s gone because the PCs gathered the five items of Bahamut and brought them down here… One or two of the PCs have just got it. There are groans. Kurgan Kurgan re-iterates; I let them in- but you, all of you, you let them out. And once again points to the hole in the ceiling. His (not quite) final words to the Inspectors. “You broke the seal. They called me ‘Traitor’. What will they call you?” There’s a lot of shouting, I mean- a lot, almost more than is reasonable. The Inspectors just got played, big time. A lot of people are not very happy, and yet… after a break for a chat, and to complain about/to the DM some more, the Inspectors trudge back the way they came- back towards the stairs up. If they have to go- they go. I enjoyed the moment. Kurgan Kurgan has one last word or two for the Inspectors. Note, earlier in Kurgan Kurgan’s speech the skeletal dragonborn knight, and ex-paladin/champion of Bahamut, made it clear that he had lost his faith. And so, his final words on the subject are these- “There is always hope.” Corny, but that’s the message. At which point the DM tells the players that they can level up now- milestone hit, they’re all level three PCs. There is screaming. Got ‘em both ways. Just to say back at the start of this scenario when we were discussing this adventure, and in particular the use of the milestone method for levelling up PCs, anyway- Rob asked, “What level will we be at the end of this one?” Or something very similar, I don’t remember the exact words. I said, and very specifically- because this was always going to happen, I had it in the plan right from the very start, I said- “level three, before the end.” Before being the key word in my reply. This obviously got lost/forgotten. So, here we are- the PCs are level three- no long rest- in an instant- no light show, just a new understanding of the situation. Milestone achieved. The rest of the session is spent levelling up and making the Travisack (I think that’s the right spelling) Travis’ new favourite thing (Yui loves the concept) his bag of holding. And so here we all are- [ATTACH type="full" size="3840x2016"]424662[/ATTACH] [B]All the traitors together (plus Fionulla, although…).[/B] The players loved this, when we got to the end bit- and after they’d stopped complaining and swearing at me. Next time. No XP given, although I’m minded taking a few points away from Mavis/Sandy for her particularly potty mouth. Like I said, I enjoyed that. Cheers goonalan and the Tokyo Massive. [/QUOTE]
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