Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
EN Publishing
Durn's War of Fire and Ice Campaign Discussion
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Daern" data-source="post: 5156826" data-attributes="member: 81800"><p><strong>Session 14: Traveling in the Kingdom of Dassen</strong></p><p></p><p>Today's session was long on RP and long foreshadows. We played through a loose narration of the heroes' travels through the various Duchies of Dassen. They learned of how much the Lords differed from one to the other, both in policies and attitudes towards each other and towards the outside world. Some were welcoming, while some merely wanted their hard won gold. </p><p></p><p>Lady Timor is a sorceress. Lord Rego is bitter, and a little naive. Lady Namin is vain and fatuous. Lord Iz is a serious and honorable highlander. Lord Megadon is a fascist and a blowhard. Lady Dene is pleasant but un mindful of suffering. The met only Rego and Iz. The others were unavailable even to big spending heroes.</p><p></p><p><span style="color: White">The players picked up on this and started asking questions, having been tipped that there is a war council coming in the spring. Still, news of the war in the north is woeful weeks out of date. No one knows if the City of Gate Pass still stands free. </span></p><p><span style="color: White"></span> </p><p><span style="color: LightBlue">This session should really bear fruition after the events in Seaquen unfold, when the party is sent back north. I dig this because it means they will be looking forward to it for awhile. But it also means I need to breeze through "Shelter" so it doesn't get too distant. I'm realizing that because of real life, the ideal culmination of the campaign will be with "Banquet", so I want there to be momentum.</span></p><p></p><p>The heroes reached Vidor and traded their horses for a rowboat. They delved into the swamp and were accosted by the Three Witches. One escaped and they tracked her back to her lair, where there was a battle royal with the restless dead. </p><p></p><p>Katrina was rescued and many bloody crystal globes were found along with incriminating papers. Katrina warned them that the sisters' were waiting for the Ragesians to come to pick up the 'Tears' so they had better hurry. Of course, this lead them right into the path of the Wyvern Riders. We ended there, with the heroes tired and out of dailies, hearing the screech of a wyvern such as they had not heard since first level (they are now 8th)</p><p></p><p><span style="color: LightBlue">I ran the Witches encounters entirely by the book, and I was pretty stoked on it. The monsters were interesting though maybe the witches were a little too complicated. The undead boneswarms and skeletal husks were great. So was having one witch left to direct the undead.</span></p><p><span style="color: LightBlue"></span></p><p><span style="color: LightBlue">My advice for this section is to play up the creepyness of the swamp and then have some theatrical introduction of the sisters. Perhaps pre-write a short dialogue that the characters hear before they see light of the boat. </span></p><p><span style="color: LightBlue"></span></p><p><span style="color: LightBlue">"Fire fire toil and trouble, the blood of innocents fills my bubbles... tears of blood, tears of the torrent, tears for storms and weather abhorrent..."</span> <span style="color: LightBlue"></span></p><p><span style="color: LightBlue"></span></p><p><span style="color: LightBlue">I've been glossing over the skill challenges, mostly announcing them as a sort of invitation for my players to do some dice guided story-telling. I want to the story to move along, not to get them lost in the swamp.</span> <span style="color: LightBlue"></span></p><p><span style="color: LightBlue"></span></p><p><span style="color: LightBlue">Next session, they will FINALLY get to Seaquen, bearing precious cargo, and also hints of new, nefarious plots from the far-flung Ragesians!</span></p></blockquote><p></p>
[QUOTE="Daern, post: 5156826, member: 81800"] [b]Session 14: Traveling in the Kingdom of Dassen[/b] Today's session was long on RP and long foreshadows. We played through a loose narration of the heroes' travels through the various Duchies of Dassen. They learned of how much the Lords differed from one to the other, both in policies and attitudes towards each other and towards the outside world. Some were welcoming, while some merely wanted their hard won gold. Lady Timor is a sorceress. Lord Rego is bitter, and a little naive. Lady Namin is vain and fatuous. Lord Iz is a serious and honorable highlander. Lord Megadon is a fascist and a blowhard. Lady Dene is pleasant but un mindful of suffering. The met only Rego and Iz. The others were unavailable even to big spending heroes. [COLOR=White]The players picked up on this and started asking questions, having been tipped that there is a war council coming in the spring. Still, news of the war in the north is woeful weeks out of date. No one knows if the City of Gate Pass still stands free. [/COLOR] [COLOR=LightBlue]This session should really bear fruition after the events in Seaquen unfold, when the party is sent back north. I dig this because it means they will be looking forward to it for awhile. But it also means I need to breeze through "Shelter" so it doesn't get too distant. I'm realizing that because of real life, the ideal culmination of the campaign will be with "Banquet", so I want there to be momentum.[/COLOR] The heroes reached Vidor and traded their horses for a rowboat. They delved into the swamp and were accosted by the Three Witches. One escaped and they tracked her back to her lair, where there was a battle royal with the restless dead. Katrina was rescued and many bloody crystal globes were found along with incriminating papers. Katrina warned them that the sisters' were waiting for the Ragesians to come to pick up the 'Tears' so they had better hurry. Of course, this lead them right into the path of the Wyvern Riders. We ended there, with the heroes tired and out of dailies, hearing the screech of a wyvern such as they had not heard since first level (they are now 8th) [COLOR=LightBlue]I ran the Witches encounters entirely by the book, and I was pretty stoked on it. The monsters were interesting though maybe the witches were a little too complicated. The undead boneswarms and skeletal husks were great. So was having one witch left to direct the undead. My advice for this section is to play up the creepyness of the swamp and then have some theatrical introduction of the sisters. Perhaps pre-write a short dialogue that the characters hear before they see light of the boat. "Fire fire toil and trouble, the blood of innocents fills my bubbles... tears of blood, tears of the torrent, tears for storms and weather abhorrent..."[/COLOR] [COLOR=LightBlue] I've been glossing over the skill challenges, mostly announcing them as a sort of invitation for my players to do some dice guided story-telling. I want to the story to move along, not to get them lost in the swamp.[/COLOR] [COLOR=LightBlue] Next session, they will FINALLY get to Seaquen, bearing precious cargo, and also hints of new, nefarious plots from the far-flung Ragesians![/COLOR] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
EN Publishing
Durn's War of Fire and Ice Campaign Discussion
Top