[D&D 5e] Not KotS 20b The Shadow Portal Finale Parts One & Two (Enc#28)

Not KotS​

Session #019a: Not A Titanic Battle Part Deux. (Enc#26)

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 & 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.
#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). COMPLETE
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. COMPLETE

The thing that is not a Titanic Battle continues…

Snakebite’s shouts alert her comrades, and yet…

NK026.30 Hag Miss McGow Hag Blur Mavis MM and gone.png

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’.

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.

NK026.31 Shut the door.png

This image is entitled- “Shut the door!” which was what every player/PC except Al/McGow was shouting at this point.

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.

NK026.32 Mavis MM Hagrid dead.png

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.

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.

NK026.33 C-Fax the Hero.png

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.

But then…

NK026.34 Snake Down & McGow Crit Corrupt.png

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.

There’s a lot of grrring, yelping, snarling and… the players are on edge.

NK026.35 I am going to & Death Burst.png

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.

It explodes, C-Fax avoids the rotten torrent of viscera, but not the unconscious and prone Snakebite- that’s one death save failed.

NK026.36 Snake beneath Zomb 2 Fails.png

And then a second fail on the dice roll.

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…

NK026.37 Mavis Healing Potion Snake C-Fax last Zomb.png

The end (very nearly) is nigh.

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-

NK026.38 Shooting Gallery.png

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.

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…

NK026.39 More Zombies- Turn is done.png

Mavis’ Turn Undead has now run its course, these guys were on their way out to see the Inspectors anyway.

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-

Enc#26 Hagrid’s Zombie Army 2000 XP CR 11 Deadly.
2x Zombie Corruptors (200xp each)
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.
1x Zombie Ogre (450xp) 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-
15 x Rotten Zombies (40xp each) 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.
3 x Zombies (50xp each) As per MM Zombie except Vuln: radiant; Resist: necrotic & better HP spread 3d8+9 = 3d5+18.
1 x Hagrid, Ghoul Deep Gnome (400xp) 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-
1 x Humpydunk the Homunculus (10xp) but he’s going to get away (DM fiat).
Tactics-
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.

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.
 

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Not KotS​

Session #019b: Killing Time.

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 & 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.
#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). COMPLETE
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. COMPLETE

Well, this one was just plain odd for a while.

So, here’s the thing- the Inspectors are broken, or at least Snakebite & McGow are- after a short rest and a second wind for McGow the pair are on one hit point, and five hit points respectively. The PCs have two potions of healing between them- no spells, only short rest powers and… they just can’t go on.

They are definite about this. They need a long rest, and yet… they’re here, and the urge to do something is strong, or else the desire not to retreat is strong.

The Inspectors have also seen and heard Humpydunk, the Homunculus, flutter off up the stairs- to warn evil Karl, and so- the Inspectors also know that they’re expected, and that evil Karl is up the stairs.

So, the consensus therefore is- we’re not going up there. But there’s a reluctance to just head on up and out of here right now- to go back up to Kirkgate, at least not without exploring the area a little better.

This is particularly prevalent to Travis, the halfling rogue is massively disappointed to discover that the undead (dead) have nothing of worth on them, not even dead ghoul Hagrid. Travis gottsta get paid etc. Oh, and the smart money is on Hagrid’s treasure, or else ‘the’ treasure, being in the cavern with the ledge- former home to one of the zombie corruptors. The PCs figure there’s bound to be a back door into this place, and so for want of something better to do- they go looking for it.

Very cautiously.

And slow.

NK026.40 Exploring 1.png

The crypt home of the last zombies to be slaughtered is cautiously investigated- it takes a good five to ten minutes to get this done, nobody is taking any risks. It’s empty, and no other exits- checks for secret or concealed doors are being made. Travis is just looking to get paid.

Note, in some of the pictures the PCs have been distributed in order to light up more of the map. The Inspectors- pretty much all of the time- are exploring this place using their patented ‘gaggle’ formation, i.e. they’re all bunched together- nobody is heading off solo.

Ten (slow) minutes more and we get to here-

NK026.41 Exploring 2.png

And the cells here have been used, and recently, there have been prisoners stored here, although there are none now.

Although, there’s the ragged (and bloodied) remains of a shirt in one of the cells, mixed with rotten straw, and as soon as it is discovered… “CHEGGERS!”

The shirt- according to Fionulla- belonged to her sweet-sweet Cheggers, he wore it all the time.

We break for upset, and more chat- the story is- again, according to Fionulla- Cheggers is likely up the stairs, and… alive. Fionulla has hope- she has to have hope. The Inspectors, some of them with no subtlety at all, express different opinions. Travis is of the opinion that Cheggers is… let’s say- at peace, it’s much nicer than the phrase the halfling rogue actually used.

The upset- from Fionulla- goes on, she’s for heading up the stairs right now, and not retreating to get an extended rest. This opinion, Travis again, is madness. Laughable.

The DM/Fionulla pleads but…

We break for an extended chat, in the end it’s the LG folk that calm the love-lost ranger down, the task at hand needs to be completed, and then a decision needs to be made about what to do next. That decision does not need to be made yet, also there may be other enemies and/or dangers here.

We go on…

NK026.42 Exploring 3.png

And here’s the route the zombie rotters took to get all the way down and behind the Inspectors.

But still, no treasure, and no way into the chamber with the ledge.

And so, all the way back upstairs and…

There’s someone, or else something, right at the top of the stairs- the way out of this place, or at least the route Humpydunk the Homunculus took.

But the Inspectors have been a good thirty minutes exploring so far, and whoever or whatever’s up there is not coming out to play.

Note, several of the PCs try to get a better look at who’s up there (without getting too close)- best guess is, it’s Kurgan Kurgan, but C-Fax (and Mavis) are adamant, the exploration phase continues, although with McGow now watching the Inspectors backs.

NK026.43 Exploring 4 No Treasure.png

Still no treasure, and this was the chamber that Hagrid started in- Travis was certain there’d be something in here. The halfling is getting fractious, like he said earlier (in the opening sessions- and repeatedly since then) he’s not risking his life for the thrill of it all, he demands there be treasure.

And so, we get to here-

NK026.44 Snakebite Climbs Up.png

After a brief (and almost semi-fatal) attempt to leap from one crumbling sliver of ruined ledge to another (like Tomb Raider) made by Travis (because everyone else refused to even try) with a rope tied around his waist. The Inspectors descend the stairs again and discover that there are convenient crags and handholds running all the way up the wall to the ledge.

They should have checked here first, it would have saved the scrambled acrobatics, athletics and sleight of hand checks that resulted from Travis missing his second leap and leaving the pendulum swinging halfling only just shy of a hefty impact with either the cavern wall or floor.

There was screaming, or else- just one scream. Thanks Yui.

Anyway, Snakebite climbs up with no issues- and then belays a rope down and gets his comrades up.

NK026.45 Treasure Travis is Happy.png

Cautiously… oh, so cautiously.

Travis screams his delight- the treasure is found, and it’s a haul.

In the hardest to get to crypt there’s a miserable looking patched leather sack, which is later found to be a bag of holding- Travis rips this out of Mavis’ hands when this fact is discovered (and the nature of its magic explained)- “sorry, but this is mine”, is the halflings line- and the little lad’s eyes declare it to be so. The bag has nearly ninety gold in it, and a bunch of jewellery (four items) that looked to have once belonged to the Kurgan family, including a fine broach (which a short while later is also revealed as magical) the others are valuable.

The broach adds +1 to all saves and instigates a Featherfall spell should the wearer either a) drop more than ten feet, or b) whenever the wearer wills it. Once/short rest- I think. I don’t remember who snaffled this, but my money is on… McGow?

And then, after climbing back down and out of the treasure crypt.

The Inspectors head into their discussion- which is a very short event- the question before the committee- “Do we go on or do we rest?”

Rest gets five votes (the PCs), go on- just one, Fionulla.

The ranger screams and rages, but only for a short while, the Inspectors will be back.

Just for info there’s still an hour to go of this session, but…

Next time.

Not much XP for this one- Travis 50 (for never giving up- the little lad’s nose for a pay day is always a pleasure to experience), Snakebite 40, Mavis & McGow 30 & C-Fax 20.

Cheers goonalan and the Tokyo Massive.
 

Not KotS​

Session #019c: Traitors.

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 & 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.
#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). COMPLETE
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. 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…

NK014.005 The Way Down.png

Remember this thing, well- it’s gone now. Obviously.

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-

NK026.46 Traitors.png

All the traitors together (plus Fionulla, although…).

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.
 

Session #019: 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.
#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).
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward.


XP Table
5249 Travis
5104 Mavis
5064 C-Fax
5059 McGow
4835 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 (10-18 HP each).
25 x Kobold Mook (Enc#1x5, #4x10 & #5x10)
As per MM Kobold except AC 13 (Padded), Resist: Acid & better HP spread = 2d4+2 (4-10 HP each).
4 x Mastiff (Enc#2x4)
As per MM Mastiff except a better HP spread = 1d5+4 (5-10 HP each).
8 x Stirge (Enc#10x8)
As per MM Stirge except better HP spread = 1d3+1 (2-4 HP each).
1 x Zombie Spek (Enc#11x1)
As per MM Zombie except Small size; Con 12 & therefore HD 3d6+3 (6-21 HP); 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 (2-12 HP each).
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 (6-12 HP each).
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 (6-12 HP each).
12 x Skeleton Decrepit (Enc#11x12)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8 (2-16 HP each); 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 (6-12 HP each).
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 (12-21 HP each).
1 x Rat Swarm (Enc#6x1)
As per MM Swarm of Rats (1-49 HP).
3 x Wolf (Enc#7x3)
As per MM Wolf except better HP spread = 2d5+8 (10-18 HP each).

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 (12-21 HP each).
2 x Zombie Hound (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 (28-44 HP each).

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 (18-27 HP).

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 (20-35 HP each).

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

20 XP each

6 x Kruthik Hatchling (Enc#22x6)
As per MToF Kruthik Young except AC 12 only, HD 2d6+2 (4-14 HP each).

25 XP each
6 x Kruthik Young (Enc#22x3)
As per MToF Kruthik Young except better HP spread on Fantasy Grounds 2d3+8 (10-14 HP each).
13 x Rat Giant (Enc#23x13)
As per MM Giant Rat except better HP spread on Fantasy Grounds 2d4+4 (6-12 HP each).

35 XP each
12 x Skeleton Decrepit (Enc#14x12)
As per MM Skeleton except AC 12; Dex 12, Con 11 & therefore HD 2d8 (2-16 HP each); Vuln: bludgeoning & radiant; Resist: piercing & necrotic; Only +3 to hit for attacks, and +1 damage.

40 XP each
25 x Zombie Rotten (Enc#12x10 & #26x15)
As per MM Zombie except Con 12 and so HD 3d8+3 (6-21 HP each); 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.
6 x Spider Giant Wolf (Enc#21x6)
As per MM Giant Wolf Spider except better HP spread on Fantasy Grounds 2d4+10 (12-18 HP each).
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.
7 x Zombie (Enc#12x4 & #26x3)
As per MM Zombie except Vuln: radiant; Resist: necrotic & better HP spread 3d8+9 = 3d5+18 (21-33 HP each).

75 XP each
18 x Hobgoblin Grunt (Enc#16x4, #17x5, #18x5 & #19x4)
As per MM Hobgoblin except AC 14 (leather & shield); Martial Advantage only 1d6 extra damage; Armed with Longsword & Dagger only; Better HP spread on Fantasy Grounds 2d5+8 (10-18 HP each).
2 x Skeleton Warrior (Enc#14x2)
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 (18-30 HP each).
1x Zombie Hound (Enc#25x1)
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 (28-44 HP).
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 (28-44 HP each).

100 XP each
5 x Zombie Tough Captured Enemies (Enc#25x5)
As per MM Zombie except Zospin, Bignut & Rondo are wearing chainmail armour (AC 16), Chopper a chain shirt (AC 14), and Sgt Groan no armour (AC 10)- not even I liked Sgt Groan; Armed with a variety of weapons; Rondo Str 16 so an extra +2 to hit and damage; Zospin, Bignut & Sgt Groan Str 14 or 15 so an extra +1 to hit and damage; Chopper second attack at disadvantage; Vuln: radiant; Resist: necrotic & 4 HD with better HP spread = 4d5+32 [36-52 HP each] (Con 18) for Zospin, Bignut, Sgt Groan & Rondo and 4d3+32 [36-44 HP] for Chopper.

150 XP each
3 x Hobgoblin Archer (Enc#16x2 & #18x1)
As per MM Hobgoblin except AC 13 (leather); Dex 14; Longbow +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
11 x Hobgoblin Soldier (Enc#16x2, #17x4, #18x2 & #19x3)
As per MM Hobgoblin except AC 18 (chain mail & shield); Str 15; Longsword +4 to hit & +2 damage; 3 HD & better HP spread on Fantasy Grounds 3d5+12 (15-27 HP each).
1 x Sgt Groan, Hobgoblin Torturer (Enc#17x1)
As per MM Hobgoblin except AC 13 (Hide Armour of Fire Resistance) = Fire Resistance; Str 14 (+4 to hit), Wis 12, Cha 12; now armed with a longsword; 3 HD = 3D8+3 and better HP spread on Fantasy Grounds = 3d4+15 (18-27 HP).

200 XP each
1 x Spider Giant (Enc#21x1)
As per MM Giant Spider except better HP spread on Fantasy Grounds 4d5+24 (28-44 HP).
2 x Zombie Corruptors (Enc#26x2)
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 (20-55 HP each).

300 XP each
2 x Hobgoblin Warcaster (Enc#16x1 & #18x1)
As per MM Hobgoblin except AC 11 (robes or AC 14 with Mage Armour); Con 14, Cha 15; 2nd Level Sorcerer (Charisma) Spell Saves DC 12, +4 to hit (cantrips- light, prestidigitation, ray of frost & shocking grasp; level one- burning hands, mage armour & thunderwave); 3 HD & better HP spread on Fantasy Grounds 3d5+15 (18-30 HP).

400 XP each
1 x Hagrid, Ghoul Deep Gnome (Enc#26x1)
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.

450 XP each
1 x Kruthik Adult (Enc#22x1)
As per MToF Kruthik Adult except better HP spread on Fantasy Grounds 6d4+36 (42-60 HP).
1 x Ochre Jelly (Enc#23x1)
As per MM Ochre Jelly except better HP spread on Fantasy Grounds 6d6+36 (42-72 HP).
1 x Zombie Ogre (Enc#26x1)
As per MM Zombie Ogre except Vuln: radiant; Resist: necrotic; 9HD = 9d10+36 HP (Con 18) (45-126 HP).

675 XP each
What the hell is going on in Kirkgate? (Enc#20) Skill Challenge.

700 XP each
1 x Kerrang, Hobgoblin War Captain (Enc#19x1)
As per MM Hobgoblin Captain except armed with a Vicious Shortsword (+2d6 damage on a Crit) & better HP spread on Fantasy Grounds 6d5+30 (36-60 HP).

1400 XP each
1 x Kurgan Kurgan, Skeleton Knight (Enc#15x1)
As per MM Knight mixed with Skeleton except AC 16 (broken plate armour which continues to fall apart as the PCs do damage = -1 AC for every 50 HP damage inflicted, so AC 12 at the end); Proficiency Bonus +3; Extra +2 on all saves (just in case); Vuln: bludgeoning & radiant; Resist: piercing & necrotic; HP 240 (with a question or speech delivered every 20 HP damage inflicted); Two attacks +6 To Hit, Longsword (wielded two handed) 1d10+3 slashing damage; Death Gaze (usable only when bloodied) one target within 30 feet, DC 13 Wisdom or 1d10 necrotic damage, save for half.

1800 XP each
1 x Dragon, Ancient Skeleton (Enc#24x1)
First Incarnation Large Undead NE; AC 16; HP 148; Speed 30ft (No Fly); Str 14 Dex 10 Con 14 Int 8 Wis 10 Cha 8; Initiative +5 (somehow); All Saves +2 (and +2 on Dex and Wis); Vuln: bludgeoning, radiant; Resist: piercing; Immune: poison, necrotic & exhaustion, poisoned; Blindsight 10ft & Darkvision 60ft; Prof Bonus +3; Three attacks- Claw (x2) +6 to hit, 1d6+3 slashing damage & Bite +6 to hit, 1d10+3 piercing damage. Second Incarnation As above except add Regeneration 10 HP/turn except if it takes radiant damage; Breath Weapon (two types) (Recharge 5-6) Rot Breath: 25ft cone, DC 13 Constitution save or Poisoned (save again at end of turn) & Shard Breath: 25ft cone, DC 13 Dexterity save for half 5d8 piercing damage.
 
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An apology/explanation.

I took 10 days off for Christmas & the New Year, on the last of my days off- 4th Jan, I foolishly came off my bike on the ice and hurt my right knee & lower leg, I then spent the next week or so unable to walk/sit at a desk/do anything needing concentration etc. Then the leg got infected and things took a turn for the worse.

So, I'll be back, and back to writing up my various Story Hours here when I can sit/stand and not want to scream, and can concentrate for a suitable period of time, which- finger's crossed, will be sometime soonish.

I hope that you had a great New Year etc. and Santa brought you lots of nice things for Crimbo.

Cheers goonalan
 

Ouch! Sorry to hear that, Goonalan! Here's hoping for a quick recovery, and not entirely just for the selfish reason that we, your readers, like to read your updates.

Johnathan
 

Not KotS​

Session #020a: Double Cheggers.

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 3
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 3
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 3
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 3
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 3

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 & 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.
#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). COMPLETE
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. COMPLETE

Blimey, but it’s been a while. The lesson is this- don’t get sick/injured if you have two jobs and a) job#1- no-one else does the job you do, and so when you get back from being off all of your work is piled high and waiting for you, and b) job#2- you work for yourself- I’m going to have a word with HR (me) because the deadlines I set myself are just ridiculous.

Anyway, D&D 5e, the last session (of this bit) and all the PCs have just levelled up, they’re level three now, there was much cheering last time because the Inspectors were spent, and now they’re not.

And so… the climax lies ahead- Orcus-worshipping evil Karl (and associated cronies, probably) is about to open a portal (in an hour or two’s time) and let an army of undead in. Which wouldn’t have been too bad, only, the Inspectors have unwittingly (they got conned) opened the way up to the surface- to the village of Kirkgate, and so they are now all that stands between the good citizens of Kirkgate and their undead flavoured imminent destruction.

DUN-DUN-DER!

So, kill Karl, close the portal and save the villagers.

Easy.

Oh, and there’s the small matter of Fionulla’s missing lover- Cheggers. Maybe.

Here we all are-

NK027.01 Here we all are.png

Although there’s been quite a lot said and done by the time the above image is taken.

The Inspectors climb the stairs from the cavern lair of Hagrid (deep gnome ghoul) and his undead pals, and into the antechamber of the Cathedral of Shadows. The PCs have a plan. The plan goes to merry heck about five seconds in… as does my plan.

As do most all plans.

So, what happens is this- as soon as the PCs enter the antechamber the doors ahead swing open to reveal the Cathedral (or else the little bit of it the PCs can see). The Cathedral of Shadows is a vaulted space (sixty-foot-high ceiling), illuminated by four flickering pale crystal pillars, it has a giant dragon/demon face/head etched into the stones of the flagged floor. The maw of the dragon/demon face/head is a large open pit, into which two glistening slicks of blood slowly flow.

Noises come from the pit- words perhaps, groans maybe.

Over the far side of the Cathedral, and stood on a raised dais, is what can only be described as a very dashing young (hu)man, he looks like he should be the hero, he’s not.

This is Red Rex, and he has plenty to say- most of it is about himself, and how great he is- and what a great killer he is, oh… and his devotion to Orcus-

“My Master bids me take your lives, fuel for his fire. I am Red Rex. I am the Slayer of Orcus. You will cower before me!”

That kind of thing. And strident, like he really means it.

So, I’m doing some shouting.

But the PCs have a plan- it was supposed to be to send Travis and Snakebite for a sneak about, but that went west when the doors into the Cathedral swung open and Red Rex started proclaiming.

The second/back-up part of the PCs plan is this however…

“By BAHAMUT’S mighty power I proclaim this place profaned! I will cleanse this den of… blah, blah, blah.”

Basically C-Fax is going to shout a lot and try to get whoever or whatever it is (the bad guy) talking and engaged, while the rest of the Inspectors have a snoop about and size up the task ahead etc.

Well, there’s lots of shouting, and then much more shouting when from behind the first two glowing pillars step a pair of armed and armoured humans- both wearing full-face helms (so their faces cannot be seen).

When the first fellow steps out Fionulla screams “CHEGGERS!”, and then rushes forward, but- then the second armoured and visored figure steps out, and “CHEGGERS?” Fionulla is suddenly much less certain.

One of these guys, Fionulla is certain, is Cheggers.

Dilemma, huh!

Either way Fionulla wants her Cheggers kept alive, and so the task is to either tempt Cheggers back to the right/light side, every PC, every turn- as a free action, can try to persuade Cheggers to give up the fight- like a skill challenge. Or else, and according to Fionulla, the PCs must NOT kill ‘Cheggers!’, or ‘Cheggers?’. So, the Cheggers’s cannot be killed. Got that. Right.

This is the Cheggers Challenge, and for no other reason than the DM is a clown.

Note, some of the PCs are not so keen on this ‘challenge’, they may choose to forgo it, or else just murderise the Cheggers’s.

And so… like I said, first image- up above- a lot going on.

A lot gets said, but nothing very much. Fionulla does a lot of shouting- some PCs argue the toss, the DM moves a few bad guys around (in the shadows and unseen) and then Travis, who is still in hiding (and has said nothing throughout all the above), shoots Red Rex in the face. The rogue is now third level and an assassin, and so advantage to hit and if he hits it’s a Crit.

Of course he hits.

NK027.02 Travis the Assassin.png

And then with an Action Point he does it again. Red Rex goes from just shy of 80 hit points to just less than 50.

I do some celebrity swearing.

It kicks off.

And it’s a cracker, although my dice gone broke.

NK027.03 Snakebite 4 Hits.png

Snakebite delivers a heartfelt speech to one of the potential Cheggers’s and then attempts to kick his head off. There is giggling, someone snorts coke (out of their nose- the fizzy drink, do I have to explain everything) all over their desk and keyboard.

It’s still sticky.

NK027.04 C-Fax puts down Or Cheggers.png

You’ll note one of the potential Cheggers’s has been knocked unconscious already, Snakebite softened him up with plenty of bodywork (and four hits in a turn), and then the passing paladin clonked him on the head and into unconsciousness. C-Fax’s new battle cry, “I’m coming to get yer!”, the dragonborn is in pursuit of Red Rex.

NK027.04a C-Fax Miss x 4.png

And then a bunch of shadows, or else Shadows, descend from the, well… shadows up above. Red Rex has three attacks, and he talks C-Fax through each one of them. The Shadow has just one attack to make. Four attacks. All misses.

The DM is unhappy; the PCs are baying/crowing.

However, the PCs are also missing, mostly.

NK027.05 Shadows out.png

Mavis puts a Shadow down, while McGow is struggling.

Note, Fionulla- on her turn, is also still screaming (or else I am), mostly- “CHEGGERS!”

I’m getting quite good at it.

NK027.06 Great Stealth Roll.png

But then Travis hears something behind him (my bloody dice) and so turns to see a small hooded and cloaked (in black) figure, slightly smaller than Travis himself, who shuffles forward dagger in hand- and then stops, when spotted.

“I see you!” The small creature blinks.

“My master sees you!”

“My task is done!”

And then after another second, mostly spent blinking, the creature launches itself at Travis- blade first.

“Time to die!” It hisses.

And misses.

Of course it misses. I spent the best part of three turns getting this fellow into position- of course it bloody misses.

Oh, and here’s the encounter-

Enc#27 Red Rex & the Shadows 1325 XP CR 5 Deadly.
1x Dark Creeper (50xp)
As per 5th Edition Foes Dark Creeper except better HP spread 3d4+12 [15-24].
5x Shadowspawn (75xp each) As per MM Shadow except Strength Drain damage reduced to 2d4+2 necrotic and 1d2 pts of Strength & only 2HD = 2d8+2 [4-18].
2x Cheggers? (100xp each) As per MM Thug except better HP spread = 5d6+20 [25-50].
1x Red Rex (700xp) As per MM Veteran except better HP spread = 9d4+54 [63-90].
Also, Skill Challenge requiring six successes to convince Cheggers to stop fighting.
Tactics- Kill! Kill! Kill! Dark Creeper spot PCs- deliver message, then try to kill them.

Meantime.

Oh, but also a brief word about the Cheggers Challenge- it didn’t really take off, Snakebite & Mavis (and Fionulla, of course) got involved, but C-Fax thought it was silly (he should take a long hard look at himself- playing D&D in his hulk onesie) and didn’t much get involved, McGow and Travis dismissed the challenge from their thoughts even before I had finished telling them about it. Also, the first Cheggers candidate got knocked out in the opening ten seconds of the fight, while the second (the true CHEGGERS) fought like a demon and hit McGow repeatedly. Also, I think the Inspectors only managed three successes on the challenge in the best part of five turns.

You win some, you lose some- no matter.

Back to the action…

NK027.07 Red Rex Hitting.png

Red Rex and the Shadows are holding their own, C-Fax and Snakebite have been taking hits, and are both still missing their own attacks. Even with Mavis’ Bless spell on them.

But that doesn’t last.

NK027.08 Red Rex Prone.png

Snakebite beats on Red Rex and C-Fax wades into the Shadow.

And so…

NK027.09 Round 4.png

Here we all are again.

You’ll note Travis has had nothing to do with the small dark assassin that appeared in the corridor behind him, on his turn he… ran away, screaming at Fionulla (or anyone else listening) to take care of whatever creepy thing just spooked him.

That young lad has no sense of responsibility, which is probably why I like him so very much.

He also sees no value in going toe-to-toe with someone/thing that looks to be a smaller (and possibly meaner/nastier) version of himself.

Travis’ self-preservation gene is strong.

Note, Travis spends the entire fight staying out of the way and shooting things, the other PCs would complain, but… he pretty much never misses, and for at least one round he was the only PC that hit anything.

But eventually, and inevitably…

NK027.10 Red Rex is down.png

C-Fax puts Red Rex down. Mavis takes care of the Shadow.

NK027.11 Dark Creeper surrounded..png

And then McGow finally finds his stride and knocks the primary Cheggers candidate unconscious, the entire troop turn on the small dark assassin (not Travis) in the corridor, who has been missing attacks since s/he appeared.

The little guy is identified by Mavis- the small humanoid is a Dark Creeper, a strange shadow/underdark brood, the priestess of Chauntea later (after the fight’s over) explains to her colleagues.

The Dark Creeper doesn’t last long.

NK027.12 Creeper Curse and Blinded.png

Although when it is killed it explodes in a cloud of inky blackness which blinds several PC’s, and before it goes (bang) it hisses its final message.

“You are marked.”

Which is odd, or else the PCs think it is. Which is great- because it was meant to be odd.

But…

NK027.13 Cheggers.png

CHEGGERS!

Love’s young dream are reunited, or else Fionulla clutches in her arms the battered (and unconscious) form of her beloved Cheggers, who just a moment ago was trying to brain McGow.

There follows a discussion, the DM is playing Fionulla in this- of course- and the love-struck elven ranger wants Cheggers healed and made new again, the PCs are a little more cautious. Fionulla is convinced she can mend whatever is broken in her man. The PCs much less so. The discussion goes back and forth for a while, until McGow has finally had enough- the dwarf ties Cheggers up, no further discussion available, and Cheggers is not getting healed until things get decided (one way or another) down here.

Karl first, Cheggers later.

Oh, and while much of the above discussion is going on Snakebite (and Travis, when he’s not arguing for Cheggers to be ‘made to pay’ for being a bad guy) have a good look down the great dragon/demon maw/hole/thing, the one in the floor. The sounds coming from down there are someone, or something, chanting- undoubtedly this is evil Karl (the pair think). There’s not a lot of light down the hole, so there’s a lot of mystery still down there. There are however great metal chains that descend from the lip of the maw, fifty or so feet down into what looks to be a large, enclosed gathering pool- which, the pair think, contains the river of blood dripping down from here.

Lovely.

There’s a big statue on one side of the chamber below, and opposite it a big upright round thing- a hole, a black hole, which can only be the portal. While two sides of the chamber are swathed in darkness, or else can’t be seen clearly from up above.

And now the fighting is over the PCs can also see that there are easily a dozen dead humans (& humanoids) chained to the various walls here in the Cathedral of Shadow, the blood slick originating from the sacrifices. Obviously, they’re all very dead.

The ceremony however is still going on down below.

And so, it is time to descend into the final chamber and put an end to evil Karl, after a brief rest and heal.

Oh, but Fionulla isn’t going- she’s got what she wants, she will stay above with her beloved Cheggers, this news causes further ructions, but it is the way it is- Fionulla is not changing her mind.

And that’s the first half of it.

This got done-

#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.

And that was 265 XP each for the encounter.

Next time.

Cheers goonalan and the Tokyo Massive.
 

Not KotS​

Session #020b: The Shadow Portal Finale Part One.

The Inspectors.

Chromium Malifax aka C-Fax (Rob), Male Silver Dragonborn (Noble) Paladin of Bahamut Level 3
Mavis Golightly aka Mave (Sandy), Female Half-Elf (Acolyte) Cleric of Chauntea Level 3
Arbuthnot McGow aka McGow (Al), Male Mountain Dwarf (Soldier) Fighter Level 3
Snakebite (Kenji), Female Half-Orc (Outlander) Monk Level 3
Travis Pickle (Yui), Male Lightfoot Halfling (Criminal) Rogue Level 3

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 & 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. COMPLETE
#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.
#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). COMPLETE
#008 Save the Lowder’s and their farm from the Bloody Heck slavers. 250 XP reward. COMPLETE

NOTE- I've had to split this into two posts because of the number of images used to describe this encounter.

And so here we all are-

NK028.00 Here we all are.png

Having descended- unchallenged- using the chains, from the Cathedral of Shadows up above, a climb of nearly fifty feet. The PCs are about their chatter atm, and there’s a fair amount of this, and right from the beginning (in an effort to prevent the PCs from being attacked as they descend- it worked, or else the DM is a kind soul).

It’s the Karl and C-Fax show for a while, but the charade enables the Inspectors (all part of their plan) to take a brief look around.

The high-ceilinged chamber has a pool of blood at its centre, to the north a cavernous stone arch filled with black and shadow- the darkness fizzes. Most odd. This is clearly the Portal. Before it is an empty glowing (magical?) circle.

To the east a raised area with two armed and armoured skeleton guards, standing statue. To the south a massive stone statue of the bat-winged and tusked, boar-like Orcus (Mavis tells her companions), and to the west- the rest of the bad guys. Two more skeleton guardians, an armoured pale-faced warrior, quickly identified as an undead version of Red Rex (the ‘Slayer of Orcus’ from up above- slain by C-Fax) and Karl, a six-foot cowled (and armoured) human (perhaps), and with Humpydunk (the Homunculus) fluttering close-by to his master.

But here’s the thing, the PCs have a plan- and that plan starts with lots of chatter (95% C-Fax), and so- there’s plenty of back and forth.

C-Fax wants to know why? Why is Karl doing this? Why destroy Kirkgate?

Karl’s answers are not worth repeating here, it’s all very obvious really- this is where the Portal is, therefore Kirkgate will be the first (but not the last) place to be destroyed. As to why- because his Master, Lord Orcus, wills it.

Note, this info takes a good five minutes of back and forth to extract as C-Fax goes the long route, or else he makes a number of semi-flowery speeches, he’s killing time.

There’s no great conspiracy here however, and by this point the Inspectors have had a good look at Karl’s face- he’s no-one they know.

Note, there were still a couple of the PCs that thought they would find Jefron Puddleduck (the Sage of Kirkgate) down here, or else someone else they had met previously in Kirkgate.

Nope.

The back and forth continues for a quite a while (that’s part of the plan), until McGow (by dint of the fact that he’s first in initiative) suddenly ends the chitter-chat by dashing forward and smashing his warhammer into the nearest Skeleton Guardian.

Note, McGow let his colleagues know that it was go time- so that they’re all primed, the PCs had set up a code- again, all part of the plan.

And at this point Mavis has already got her Bless going (Travis, McGow & Snakebite), and C-Fax’s prayers to Bahamut have been answered, his magical holy symbol has Blessed him too.

NK028.01 McGow has heard enough.png

The dwarf’s first hit is a Crit, and for a total of 36 bludgeoning damage (the Skeleton Guardian’s are vulnerable to bludgeoning). The first enemy is destroyed.

There is cheering.

McGow continues his charge (IP) and smashes his warhammer into Red Rex and discovers the hard way that the undead creature is resistant to his (non-magical) hammer, this guy is clearly a job for C-Fax or Snakebite. The only party members with magic weapons, the Paladin has his Bahamut-flavoured longsword, and the half-orc Monk her Vicious Shortsword.

Seconds later…

NK028.02 30 Karl Light.png

Travis, the (officially licensed, he says/claims) assassin puts a crimp in Karl’s day, with a Crit (he’s an assassin with a surprise attack). This is all part of the plan.

Which causes Karl a little mild discomfort.

NK028.03 Karl is unhappy.png

He’s not happy.

And moments later, after Travis uses an IP to fire again…

NK028.04 And another 15.png

There, and now Karl has got a better appreciation of Travis. That was forty-five damage in seconds.

The DM is sweating/swearing already.

And so here we are at the end of the surprise turn-

NK028.05 End of Surprise.png

Mavis’ Spiritual Weapon has also just clonked Karl, C-Fax is trying to take down Ex-Red-Rex- but manages to miss twice with advantage on both attacks, the Paladin isn’t happy. Snakebite (also with advantage in the surprise turn) only manages to land one out of her three attacks (ki point spent) on the Skeleton Guardian.

All the bad guys have high AC’s.

The PCs plan, obviously, is to get Karl down as quickly as they can.

NK028.06 McGow Crits.png

And then McGow starts smashing his warhammer into Karl, and his first hit is another Crit, and I still haven’t had a bloody go yet.

Karl is bloodied.

The DM is fuming, my plan was for Karl and Ex-Red-Rex to charge into the PCs and start mixing it, or else for them to just stand and fight for a while- this pair can go toe-to-toe with the likes C-Fax and McGow, high ACs, loads of hit points, and good attacks (and two each).

NK028.07 Lots of Missing C-Fax.png

But Karl is bloodied already, and so here he is (hidden behind the text) very suddenly.

To make clear, the second after Karl is reduced to bloodied status he teleports into the magic circle before the Shadow Portal, and…

Ex-Red-Rex is taking hits, but you’ll notice (maybe) that the skeleton guardian destroyed by McGow is back to unlife, all the undead have just healed ten hit points each, or else gained ten temporary hit points. Also, while within the Magic Circle Karl is regenerating ten hit points/turn- the PCs spot this soon after.

But, right now, it feels like the PCs are winning.

Although…

NK028.09 McGow Grabbed Screaming.png

When the massive shadow/rubbery tentacle reaches out of the portal and grabs a now screaming McGow…

Well, some of the PCs begin to (volubly) express their concerns.

Then, of course, the tentacle starts dragging the screaming and kicking dwarf towards the Shadow Portal.

Oh, and here’s the stats for the bad guys-

Enc#28 Karl at the Portal 2710 XP CR 10 Deadly.
1 x Humpydunk the Homunculus (10xp)
As per MM Homunculus.
4 x Skeleton Guardian (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 MAXIMUM HP = 3d8+6 = 30.
1 x The Thing in the Portal (200xp) You’ll see.
1 x Ex-Red Rex (700xp) As per MM Wight except AC 18 (Splintmail) & Red Rex’s Str 16 (extra +1 to hit & damage) & MAXIMUM HP = 9d8+18 = 90.
1 x Karl (1500xp) As per MM Cult Fanatic (with a better choice of spells) except AC 16 (Scalemail) & Str 14 Int 12 Wis 15 Cha 16 & Vuln: Radiant Resist: Necrotic & Attack x2 Rod of Ruin +6 To Hit 1d4+2 bludgeoning plus 1d4 necrotic damage & MAXIMUM (and a few more HD) HP = 16d8+16 = 144.
NOTE When Karl is bloodied he immediately teleports into the Magic Circle before the Shadow Portal, gains Regeneration 10 HP/Turn (ends if reduced to 0 HP) and all Undead creatures in the chamber are either healed 10 hit points, or else they gain 10 temporary hit points (or a mixture of the two), note destroyed Undead also regain 10 hit points, coming back to ‘unlife’.
Tactics- Kill! Kill! Kill! Protect Karl and do whatever he (mentally) commands- finish the ritual with the PCs deaths.

Oh, and…

NK028.10 Karl Healing & Casting.png

Karl has been regenerating, and he’s been casting a buff or two. He’s in his safe space, and besides the undead are now up and at the PCs.

But there’s plenty going on…

NK028.11 McGow Free Ex-Red killing C-Fax.png

Travis (with a sling stone) puts the Skeleton Guardian that just came back to unlife down again. McGow escapes the clutches of the Thing in the Portal and then scurries back into the fight. However, Ex-Red-Rex manages to Crit C-Fax with his Life Drain, and then the Paladin fails his save and his maximum hit points are down to 21 (reduced from 31), and suddenly the dragonborn is critically wounded, and then hit again by Ex-Red’s follow-up longsword attack.

There is screaming.

NK028.12 Round 4.png

But Mavis gets in with her mega-healing, Preserve Life- and spreads it around. The Priestess follows up with an IP and a further Cure for her beloved C-Fax.

And moments later…

NK028.13 Humpydunk RIP.png

Travis shoots the annoying Humpydunk dead, the tiny homunculus had been trying to bite the Paladin in the back of his neck/head.

But it doesn’t last, or else C-Fax doesn’t-

NK028.14 C-Fax Cut Down.png

Ex-Red puts the Paladin down, this after hitting C-Fax again with his Life Drain and longsword attacks.

Ex-Red Rex hits a lot, much more than he did when he was alive.

There is more screaming.

And then, after a small amount of begging, we go on a break because the PCs want to have a chat about what’s going on here.

Already?

We’ve allotted five hours for this session, and the first fight (against Red Rex and friends) only took about forty minutes but… this could go the distance.

Ten minutes later and we’re all back around the VTT and the PCs, soon after, are back in the fight, C-Fax having been healed again, but…

NK028.15 Snakebite Grabbed.png

They don’t have it all their own way. The Thing in the Portal grabs up (and necrotises) Snakebite, who is now also well-beyond bloodied. The shadow tentacle starts dragging the half-orc towards the Portal.

But the fight goes on, although at this point Karl has more or less been forgotten about by the PCs, or else they’re busy doing other things- like trying to stay alive.

Good.

The Priest of Orcus last turn tried to paralyse McGow (Hold Person) but the tough dwarf made his save, now it’s time for Karl to get his own Spiritual Weapon in the fight, and in the meantime, he keeps on regenerating.

NK028.17 Mavis takes a beating.png

And then Mavis also starts taking hits from Ex-Red Rex, because the Wight is a smart fellow, or else Karl is, and he’s commanding Ex-Red remember, and he knows to kill the healer first.

There’s a lot more muttering going on from the PCs when Mavis starts taking hits.

NK028.18 C-Fax Smite.png

But C-Fax comes up with the goods, a big hit with a Divine Smite, Ex-Red is almost dead again.

And then- more cheering, as Snakebite manages to squeeze his way out of the shadow tentacle that clutches at him, although, seconds later-

NK028.19 Snakebite Relentless Escape & Catch.png

The Thing in the Portal reaches back out and grabs the half-orc back up again.

So, short-lived.

Note, The Thing in the Portal’s grab is accompanied by something like 2d6+3 necrotic damage, so… it hurts. And the PC is also obviously grabbed and restrained and dragged ten feet closer to the Shadow Portal.

Note, Snakebite has only managed to land two hits (on anything) so far.

And so here we all are at the start of turn six-

NK028.20 Round 6.png

Snakebite is critically wounded and being dragged into the Shadow Portal, McGow keeps on missing- and is taking hits from Karl’s Spiritual Weapon and the Skeleton Guardian, while C-Fax and Mavis have almost put down Ex-Red and the only other Skeleton Guardian still standing.

You’ll note that Karl is now only Lightly wounded, he’s getting better all the time.

Travis?

He’s firing (from hidden) and then moving off and hiding again, ready for his next turn. Travis, I think, never misses, and always stays clear of the pain.

But that's the end of the first part of the finale because the amount of images I have for this one is killing ENWorld.

The rest of this post to follow.

Cheers goonalan.
 
Last edited:

Not KotS​

Session #020b: The Shadow Portal Finale Part Two.

But then…

NK028.21 McGow on the Charge.png

McGow puts down the Skeleton Guardian he’s been battling and charges over to get in Karl’s face.

There’s a lot of shouting from the PCs atm.

“Come on!” That kind of thing, although nobody quite knows what to do about Snakebite.

The Inspectors are on the charge.

They can do this, as they often say.

NK028.22 Travis Snipes Karl.png

Karl is back to taking hits, a crossbow bolt to the side from Travis, and Sacred Flames courtesy of Mavis.

But then, the screaming really gets going.

NK028.23 Ex-Red double Crit Mavis RIP.png

Ex-Red Rex Crits Mavis twice in a row- Life Drain & longsword (I did say earlier this guy keeps on hitting), the Priestess of Chauntea falls.

There are some less than happy campers around the VTT.

C-Fax has a choice to make, Lay on Hands for his lady love- Mavis, or else to try to kill Ex-Red Rex.

NK028.24 C-Fax cuts down Ex-Red.png

Kill Ex-Red Rex, make the world safe for Mavis to come back to.

There is cheering, a lot of cheering- point-of-fact, they’re invested and this one is proving to be very tough.

Snakebite escapes the clutches of the Thing in the Portal, and soon after starts wailing on Karl.

Come on!

However, just moments later…

NK028.25 Karl cuts down Snakebite.png

Karl, as an after-thought, reaches back and brains Snakebite with his Rod of Ruin, and she’s down too.

As is Mavis you’ll remember.

NK028.27 Snake Dying C-Fax Heal Mave Spirit Skeleton.png

Turn seven is underway, C-Fax heals Mavis who gets up again and commands her Spiritual Weapon to bonk the last Skeleton Guardian- destroying it. Snakebite however is still down and dying.

But Karl is very much still in the fight.

NK028.28 Karl Crits McGow.png

McGow takes a beating, three hits from Karl including a Crit, the dwarf is now heavily wounded.

And the charge is on to get to Karl (and Snakebite).

NK028.29 Snakebite Death Save Fail 2.png

The half-orc Monk has just failed her second Death Save.

Bugger.

Kenji’s PC is going to die again.

There is screaming, and oddly, someone squealed.

It could have been me.

Karl continues to beat on McGow, three attacks including the one from his Spiritual Weapon, and…

NK028.30 McGow survives.png

Somehow McGow survives.

And then…

The fight back begins proper.

NK028.31 Karl taking hits.png

Mavis uses a Healing Word to cause Snakebite’s eyes to flicker open, the Monk is back. McGow just keeps on attacking, and Travis gets a shot off and suddenly Karl is nearly back to bloodied.

And then, at last…

NK028.32 C-Fax Divine Smite.png

C-Fax lands a Divine Smite and a real big hit (Karl is vulnerable to Radiant damage), that’s 47 damage.

And then a miracle…

NK028.33 Snakebite up and kicking.png

Snakebite starts hitting, note the Monk has only landed two hits so far in this session.

Karl is now critically wounded.

There is cheering, and clapping, they’re in the home straight.

They think.

NK028.34 C-Fax Snatched.png

That is until C-Fax gets grabbed up, and now the Paladin is Shadow Portal bound and also heavily wounded.

Note, C-Fax has got one more Divine Smite in his bag, he was planning to share it with Karl next turn.

Too bad.

But Karl is regenerating of course, and he’s no slouch.

NK028.35 Karl Regenerating & Up For It.png

McGow is ko’d, while Snakebite is down to just one hit point (and she’s already used her Relentless Endurance).

There’s a lot of screaming going on around the VTT, and the result of this is… the players want another break to have a chat about what comes next.

I’m okay with that, I drink tea and have biscuits.

We’re back…

NK028.36 C-Fax Departing Mave Heal McGow PCs Missing.png

Mavis uses her last spell to get McGow back on his feet and then misses Karl with her Spiritual Weapon. Snakebite also misses Karl with her attacks, as does McGow. Travis shoots the evil priestess but his damage is low and Karl, he keeps on regenerating.

And now it’s time for Karl to attack.

He does a lot of shouting and then…

NK028.37 Karl Misses 3 Attacks Snakebite AC 15.png

Fails to land a single hit on Snakebite (AC 15) and he’s +6 to hit, and with three attacks including his Spiritual Weapon.

Also, you’ll note that C-Fax fails to escape the grasp of the Thing in the Portal, which…

Oh, no…

NK028.38 C-Fax Departs.png

Departs through the Portal with the screaming Paladin.

C-Fax is gone.

There is (much more) screaming, although not from Rob (playing C-Fax), he’s (very) sanguine.

But here’s the thing.

C-Fax isn’t dead.

Mavis instantly knows this.

Because the DM sent a whisper to her in-game to let her know.

But then something else happens.

Something very unexpected.

NK028.39 Karl Unhappy Shadow Departs- Snakebite down Mave & McGow Critical.png

The Portal closes, the shadow and black is gone, and Karl is suddenly on his own here (and his regeneration has also departed, although the PCs don’t know this yet).

Karl knows it though.

Karl knows that he has been abandoned.

Karl smashes Snakebite down and then slams his Rod of Ruin into Mavis- she survives, down to maybe two hit points.

DM Note, this ending wasn’t the one I had in mind, but I saw it and I took it, and that’s sometimes just the thing you have to do in the moment. Spot the out.

Back to the game.

And then the remaining members of the Inspectors unleash everything they’ve got left.

Which isn’t a lot.

NK028.40 Travis FTW.png

But it’s enough, and Travis FTW.

Travis (cruelly, some would say) is clearly already missing C-Fax.

Karl is dead.

The threat is stopped, the Shadow Portal closed, or else gone away.

NK028.41 The End.png

But that’s not the end of it.

And that was 542 XP each (including C-Fax) for the encounter.

And another 1000 XP for the completion of Quest #4

Next time.

Which may not be for some time.

I’ll explain in a bit.

Cheers goonalan and the Tokyo Massive.
 

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