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Jasper DMs Call of the Netherdeep
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<blockquote data-quote="jasper" data-source="post: 8614906" data-attributes="member: 277"><p>Netherdeep Session 4</p><p></p><p>Bloody Map</p><p></p><p>Fessuran 22 0630 to Fessuran 23 1300</p><p></p><p>GP 13 SP 6 CP 6</p><p></p><p>PC Killed 0 Monsters Killed 39 Villains Captured 0 Villains Escaped 0</p><p></p><p>Start time 6:34 PM to 10:28 PM</p><p></p><p>Do not heal. Do not move. Shopping is allowed between session due to AL rules. The Living are in R9 listening to Heavy Metal Rap Filk Songs This is Poppy, Tarsim, and Toz. The Dead are Question, Gaisma, Jundis, and Sir Oliver.</p><p></p><p>I had a strong group of six. They leveled during the game. Poppy Echo Knight 6. Gaisma Life Cleric 1, Dream Druid 5. Tarsim Cordinger Clockwork Sorcerer 4 Order Domain Cleric 1. Jundis Jonstar Cleric 1 Warlock 2 Sorcerer 3. Sir Oliver Untgat bear totem barbarian.</p><p></p><p>The group gets their cart and salvage sheet. The watch is paying people to loot from empty houses. And they need to be empty before hand Toz. The first house is nearly done when Poppy on the third floor with some others encounter an acid elemental. During the fight she stands toe to toe with the acid elemental which is leaking acid on the wooden floor. Three rounds later the floor disappears and Poppy and Mr. Acid are on the other side with group throwing range spells and weapons.</p><p></p><p>As they are rounding a corner, they see a sign “No Adults allowed. This means you Mom Hassey.” A gathering of kids has taken over the block. If Team Mayhem want to get by, the must be on Peter’s team. Peter is in the center of dodge ball. The game of dodge demon ball begins. Yes, the men folk play with their balls in public. The Demon Kids (how is this different from real life?). The kids are demons too. After putting the kids and their demon balls into permanent time out, they loot the kids toy boxes and fill their big red wagon to three fourths full.</p><p></p><p>In the basement of the third block they explore, they meet a guardian naga. Which Geis Poppy to find “Fluffly’s bowl in Betrayer’s Rise.” Since it really isn’t dead the Geis stays on. Returning the full cart, they get their reward. As everyone is getting ready for dinner, Sir Oliver disappears for a half hour and returns with a smile on his face. (Where did he go?)</p><p></p><p>The dawn breaks with the party outside waiting on Question and her guards to go up to Betrayer’s Rise. Her guards have gotten a better deal. So, a lone mule, Question and Team Mayhem go down in the valley and up on meatball mountain. Um Up to Betrayer’s Rise where an outpost of twenty guards are camped out. A huge bridge covers a 40d6 fall into chasm with a nice lovely, fluffy, soft, warm bed of lava. The guards trash talks Question about bad food and upset tummies. They sound the door alarm and start pulling on huge ropes which are attached to door.</p><p></p><p>Suddenly two Gloomstalkers burst out the front door of the dungeon with three minions behind them inside. The gloom has learned. One yells which paralyzes their victim and the other snatches. Poor Poppy.</p><p></p><p>Skully, “Poor Poppy. She rolled a 3 on a d20. By your own rules, she should have done the long fall.” Sir Oliver flicks his BIC. “Shutting up.”</p><p></p><p>Poppy was able to trade places with her echo knight. One on the bridge. One taking the long fall. We will not tell of the various languages the echo knight shadow said to Poppy but it was rated R. The minions turned out to be some guards from another adventuring party. They were the only survivors but they help kill the Gloomstalkers. Entering the dungeon, the Necklace of Three prayers start beating in time with the second door. An evil door designed by Change Bringer. All the art work has been designed by evil gawds. Please drop your $20 in the cash box and enjoy the unguided tour. After the tanks try to kick in the doors, Gaisma opens the door with a touch.</p><p></p><p>The team enters a zig-zag elbow jointed corridor. The murals are scene of battles between gawds, demons, angels, mortals, and plant life. Except for one small icon. A huge red elephant is fighting an orange rock. A small bear with a houndstooth fedora is riding the elephant. The team is confused about this icon. So much that the monsters try to eat them but the group kill the mouth demons.</p><p></p><p>Entering the next room, they see three important things. The far-right alcove has a sign which only Sir Oliver can read. The far-left alcove is blocked with rubble. The far center alcove has a half circle with skull flower vase. Sir Oliver translates and everyone touches the wall signage.</p><p></p><p>The sign eats Gaisma, Question, Sir Oliver, and Jundis. These are the dead. The living are Poppy, Toz, and Tarsim who keep putting their dirty finger prints all over the signage.</p><p></p><p>The dead follow the hallway which opens into a huge room with lots of statues. The statues have lots of arms. The arms are holding lots of rusty blades. Sir Oliver translates but the sign makes no sense. Gaisma enter the room as a giant gecko. The room starts to shake, shimmer, tilt, and lots of more blades appear out blank walls. Gaisma screams as a she reverts back into her human form. Sir Oliver tosses Question twenty feet in. More blades appear. Question pauses to make a note that she really really hates Sir Oliver.</p><p></p><p>(Thanks, Tarsim for suggesting everyone rolls initiative. This is the DM can move back and forth between the groups.)</p><p></p><p>The living give up on placing their fingerprints on the sign. Poopy goes back to the front door and finds truly lock. Toz fills the vase with water. Tarsim estimates how long it would take to move the rubble.</p><p></p><p>The rest of dead enter the blade room. More and more blades appear. Magical blades which don’t care if you are were critter.</p><p></p><p>The Living stroke their beards. Toz and Poppy start moving rubble. Tarsim looks into the empty vase.</p><p></p><p>The dead are only mostly dead. As the blood is flying into a container with a red cross at the end of room. The room stops moving and blades disappear as the container gets full. Blades draw back revealing a long corridor. At the end of corridor are two helping hands palms up. High fives, wash the palms, and slapping the hands does nothing. In the blade room is an alcove, with a don’t disturb sign. Sir Oliver opens the door.</p><p></p><p>Tarsim cuts his hand and bleeds into the vase. After six pints um six points of damage the table and vase flip down into the floor. A hallway is revealed.</p><p></p><p>Oliver ducks as flameskulls fly out the room. The dead make dead the undead skulls. Then loot the dead body inside the room.</p><p></p><p>The living move down the hallway into a huge room with two rows of black pillars with white veins pulsing to the Heavy Metal Rap Filk Songs. A Stained-Glass window is at the far end of the room.</p><p></p><p>The end with the party split.</p><p></p><p>Question Do you want me to treat the group as very strong due to the two pcs who can’t be damage? Or start the +5 to hit is magical damage? Or leave it be? Because most of the time the tanks are stomping the monsters.</p><p></p><p>Official Guidance on the book with now be release on May 5.</p><p></p><p>Note this chapter does have suggestions on expanding encounters.</p><p></p><p>End of session 343.</p></blockquote><p></p>
[QUOTE="jasper, post: 8614906, member: 277"] Netherdeep Session 4 Bloody Map Fessuran 22 0630 to Fessuran 23 1300 GP 13 SP 6 CP 6 PC Killed 0 Monsters Killed 39 Villains Captured 0 Villains Escaped 0 Start time 6:34 PM to 10:28 PM Do not heal. Do not move. Shopping is allowed between session due to AL rules. The Living are in R9 listening to Heavy Metal Rap Filk Songs This is Poppy, Tarsim, and Toz. The Dead are Question, Gaisma, Jundis, and Sir Oliver. I had a strong group of six. They leveled during the game. Poppy Echo Knight 6. Gaisma Life Cleric 1, Dream Druid 5. Tarsim Cordinger Clockwork Sorcerer 4 Order Domain Cleric 1. Jundis Jonstar Cleric 1 Warlock 2 Sorcerer 3. Sir Oliver Untgat bear totem barbarian. The group gets their cart and salvage sheet. The watch is paying people to loot from empty houses. And they need to be empty before hand Toz. The first house is nearly done when Poppy on the third floor with some others encounter an acid elemental. During the fight she stands toe to toe with the acid elemental which is leaking acid on the wooden floor. Three rounds later the floor disappears and Poppy and Mr. Acid are on the other side with group throwing range spells and weapons. As they are rounding a corner, they see a sign “No Adults allowed. This means you Mom Hassey.” A gathering of kids has taken over the block. If Team Mayhem want to get by, the must be on Peter’s team. Peter is in the center of dodge ball. The game of dodge demon ball begins. Yes, the men folk play with their balls in public. The Demon Kids (how is this different from real life?). The kids are demons too. After putting the kids and their demon balls into permanent time out, they loot the kids toy boxes and fill their big red wagon to three fourths full. In the basement of the third block they explore, they meet a guardian naga. Which Geis Poppy to find “Fluffly’s bowl in Betrayer’s Rise.” Since it really isn’t dead the Geis stays on. Returning the full cart, they get their reward. As everyone is getting ready for dinner, Sir Oliver disappears for a half hour and returns with a smile on his face. (Where did he go?) The dawn breaks with the party outside waiting on Question and her guards to go up to Betrayer’s Rise. Her guards have gotten a better deal. So, a lone mule, Question and Team Mayhem go down in the valley and up on meatball mountain. Um Up to Betrayer’s Rise where an outpost of twenty guards are camped out. A huge bridge covers a 40d6 fall into chasm with a nice lovely, fluffy, soft, warm bed of lava. The guards trash talks Question about bad food and upset tummies. They sound the door alarm and start pulling on huge ropes which are attached to door. Suddenly two Gloomstalkers burst out the front door of the dungeon with three minions behind them inside. The gloom has learned. One yells which paralyzes their victim and the other snatches. Poor Poppy. Skully, “Poor Poppy. She rolled a 3 on a d20. By your own rules, she should have done the long fall.” Sir Oliver flicks his BIC. “Shutting up.” Poppy was able to trade places with her echo knight. One on the bridge. One taking the long fall. We will not tell of the various languages the echo knight shadow said to Poppy but it was rated R. The minions turned out to be some guards from another adventuring party. They were the only survivors but they help kill the Gloomstalkers. Entering the dungeon, the Necklace of Three prayers start beating in time with the second door. An evil door designed by Change Bringer. All the art work has been designed by evil gawds. Please drop your $20 in the cash box and enjoy the unguided tour. After the tanks try to kick in the doors, Gaisma opens the door with a touch. The team enters a zig-zag elbow jointed corridor. The murals are scene of battles between gawds, demons, angels, mortals, and plant life. Except for one small icon. A huge red elephant is fighting an orange rock. A small bear with a houndstooth fedora is riding the elephant. The team is confused about this icon. So much that the monsters try to eat them but the group kill the mouth demons. Entering the next room, they see three important things. The far-right alcove has a sign which only Sir Oliver can read. The far-left alcove is blocked with rubble. The far center alcove has a half circle with skull flower vase. Sir Oliver translates and everyone touches the wall signage. The sign eats Gaisma, Question, Sir Oliver, and Jundis. These are the dead. The living are Poppy, Toz, and Tarsim who keep putting their dirty finger prints all over the signage. The dead follow the hallway which opens into a huge room with lots of statues. The statues have lots of arms. The arms are holding lots of rusty blades. Sir Oliver translates but the sign makes no sense. Gaisma enter the room as a giant gecko. The room starts to shake, shimmer, tilt, and lots of more blades appear out blank walls. Gaisma screams as a she reverts back into her human form. Sir Oliver tosses Question twenty feet in. More blades appear. Question pauses to make a note that she really really hates Sir Oliver. (Thanks, Tarsim for suggesting everyone rolls initiative. This is the DM can move back and forth between the groups.) The living give up on placing their fingerprints on the sign. Poopy goes back to the front door and finds truly lock. Toz fills the vase with water. Tarsim estimates how long it would take to move the rubble. The rest of dead enter the blade room. More and more blades appear. Magical blades which don’t care if you are were critter. The Living stroke their beards. Toz and Poppy start moving rubble. Tarsim looks into the empty vase. The dead are only mostly dead. As the blood is flying into a container with a red cross at the end of room. The room stops moving and blades disappear as the container gets full. Blades draw back revealing a long corridor. At the end of corridor are two helping hands palms up. High fives, wash the palms, and slapping the hands does nothing. In the blade room is an alcove, with a don’t disturb sign. Sir Oliver opens the door. Tarsim cuts his hand and bleeds into the vase. After six pints um six points of damage the table and vase flip down into the floor. A hallway is revealed. Oliver ducks as flameskulls fly out the room. The dead make dead the undead skulls. Then loot the dead body inside the room. The living move down the hallway into a huge room with two rows of black pillars with white veins pulsing to the Heavy Metal Rap Filk Songs. A Stained-Glass window is at the far end of the room. The end with the party split. Question Do you want me to treat the group as very strong due to the two pcs who can’t be damage? Or start the +5 to hit is magical damage? Or leave it be? Because most of the time the tanks are stomping the monsters. Official Guidance on the book with now be release on May 5. Note this chapter does have suggestions on expanding encounters. End of session 343. [/QUOTE]
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