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Jasper DMS Dragonlance
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<blockquote data-quote="jasper" data-source="post: 8885936" data-attributes="member: 277"><p>Dragonlance Session 4</p><p></p><p>Retreat, Pants, and Recover</p><p></p><p>Chapter 4</p><p></p><p>Day 32 Noon to Day 38 Morning</p><p></p><p>Brookgreen 4, 592 to Brookgreen 10 Morning</p><p></p><p>PC Killed 0 Monsters Killed 27 Villains Captured 0 Villains Escaped 0</p><p></p><p>Start Time 6:30 End Time 10:17</p><p></p><p>Story Award. Second Loony. Juniper, Professor, and Huck. You are in the Army now. Okay you have accepted the special services squad rank in the Kalaman service Darrett Highwater will be your control.</p><p></p><p>Sidekicks Available. Darrett Highwater Knight. Remind me to introduce the other side kicks and post them. Notes Healer type sidekicks are currently just using super advance healer kits for sake of the story.</p><p></p><p>DM Note Various builds have things they can do during downtime. If your pc is not in a scene for at least half a calendar day, build what you want. This is more of an accounting problem with your log sheet. This will also apply if you miss a session and some days pass. I will assume the lab types were too busy in the lab to take part in the adventure.</p><p></p><p>I had an average group of five Arthena Knight of Solomnia Oath of Vengeance Paladin 4 High Elf. Juniper Honeyberry Kender Drunken Monk 4. Professor Scribe Wizard 4 Orc. Cross Human Celestial Warlock 3 Divine Soul Sorcerer 1. Huck L. Honeyberry Rogue 1 Hexblade Warlock 3 Kender.</p><p></p><p>As the group is the last boat out of Volger the Wharf main office erupts in flame. A red dragon has walked up to the building and flamed it. Only Arthena sees it is available. Suddenly Juniper starts rocking the boat. Juniper, “I got it. I got it. Why is two gnomes?” Two gnome tinkers fly through the air hitting the boat.</p><p></p><p>Juniper, “Can I use my deflect missiles to catch one.” A discussion starts around the table.</p><p></p><p>DM, “Embrace the krazy Kender Opposite check.” One roll off later.</p><p></p><p>Than, “Thanks for the catch. Private Than of Gnome Flingers Squad Reports. Gnome Flinger Version 3 Accuracy is 100 percent. Cloth Arresting Device of Descending Version 2 did not deploy. Permission to pass out. Thanks!” The gnome passes out. Meanwhile the other gnome has knocked Professor and Cross into the river.</p><p></p><p>Jeyev, “Jeyev. Private of Gnome Flingers Squad one. I have report of Becklin and Captain Cudgel. Gnome Flinger Version 3 Accuracy is 100 percent. Cloth Arresting Device of Descending Version 2 did not deploy. Um what does bubbles in river mean?” Professor quickly tosses the gnome into the row boat and pulls Cross to the surface. Jeyev reports that Becklin and Cudgel called a retreat and were going to fall back to Kalaman.</p><p></p><p>During the trip down the river, the group discovers. Kender cannot row straight. Kender cannot get the oar into the water. Kender should not be allowed to row at all. As dawn breaks the group sees the cliffs and walled city of Kalama. The refugees are being directed to land east of city. The gates of the city are not open. The group starts to get some organization started and Mayor Raven asks them to report in.</p><p></p><p>Arriving at Castle Kalaman mass organized chaos rules. They are directed to the council meeting only to be blocked briefly from entering due to Bakaris the Younger. Who is slammed against the wall, head butted to the knee, and nearly tossed off the second floor. (DM. Players remember ONLY MELEE weapons do subdual damage.) A guard helps the Younger now the steps to prevent any more falls.</p><p></p><p>Entering the council meeting the group is introduced to Governor Calof Miat, Marshal Vendri, and Volger’s leader Lord Bakaris Uth Estide. Who is assaulted by Professor with a suggestion spell.</p><p></p><p>Governor Miat, “Look ugly dude. I don’t know what an orc is. I don’t care. Professor I will let the Black Robes handle your spell casting on a NOBLE. No don’t speak. I will only allow Arthena and Juniper speak. Scribe take the others OUT. And get their report. But take them OUT.”</p><p></p><p>(As Professor starts slinging spells and disrespecting the whole town council, DM is wondering if an adventure can end with the party and town TPKed.)</p><p></p><p>Huck makes a plate and takes a chair to go to deliver to Sgt Bob who let them in the gate. Cross and the Professor are debriefed at a local bar. With Secretary Sam finding to find who this half bottle of Jim Beam belongs too. Because he will be too busy to hear AND RECORD of the number of laws broken if he does a full debrief. After finding out it his half bottle, Sam returns with twenty questions for the adventurers. The form is filled out by the scribe wizard who follows Sam back to castle. Sam has become a legend in the scribe community on becoming drunk on duty, and ghosting the whole day while debriefing a group of adventurers.</p><p></p><p>The debriefing of the calm group takes half a day and they are told to report for a dinner briefing. The result is Volger refugees will be placed into a tent city just outside Trade Gate and some food will be given to them. But the fishers and hunters will be drafted to help feed the refugees. The farmers will need to talk to local farmers for work. Since it is spring just before planting, some food is in short supply. One or more of the team need to enlist in the Kalaman special services squad. If they enlist they will get a badge which gives them the rank of lieutenant. Service members will be given lodging in the castle and 5 GP per week. (Over and above session gold.) Leaving the building, a small Red Cross wagon train is waiting for them. This is the first of many.</p><p></p><p>The next day they make decision to enlist or not. Professor, Juniper, and Huck enlist. Darrett Highwater will be their control. And with enlistment comes privileges. Like free stuff from the armory. It takes twelve seconds for Darrett to realize he just set two kenders loose with permission to take stuff. (DM Giggle and a few minutes later while the players loot.) Darrett will have their first assignment tomorrow.</p><p></p><p>Castle Notes. First floor. City Government offices, armory, event rooms. Second floor Military office. Darrett office. Third floor Enlisted barracks. Fourth Floor. Crash space for the enlisted adventurers otherwise empty. Towers Empty. Basement Storage with some Long-sealed doors.</p><p></p><p>During the day the mages visit Wyhan’s Apothecary. Huck is nearly dragged out his tent and is used like a horse by his scroll. The Professor’s book back talks um write him directions. Cross sees glowing dots like a video game leading the way. They don’t arrive at the same time but do get the same questions. They all answer honestly to “Did you open the scroll?”. The other questions are all personal and none of the reader’s business. (DM scrolls and mage supplies are here. Discount is whatever I told you was.) All three qualify as Red Robe Candidates and will be notified by Wyhan or their scroll later to report for their final test.</p><p></p><p>The next day they get their first assignment. To go to the gnome tinker’s Tatina Rookledust and escort her back. Too get in the mood, Professor casts the illusion of him wearing Red Robes, while forgetting he is not allowed to do that yet. (Also game and lore wise mages only wear the robes at official meetings.) While walking to gnome’s house they have two encounters. One with a burned out farmhouse which was burned due to a faulty chimney. The second with Trapspringer a kender skirmisher who is hunting dragons and think the group are silly to run away from Fire Eyes.</p><p></p><p>Arriving at the workshop, about a dozen goblins with a hobgoblin leader are attacking the shop. Tatina is defending her home with clockwork chickens and teeth. The group destroys the red dragon forces. Tatina agrees to report back to town and gifts the group with her latest invention a Fargab. The Fargab is as big as a modern full military knapsack. It is a mechanical SENDING spell device.</p><p></p><p>End of Session 391.</p><p></p><p>Notes. Make sure I post and print off the sidekicks just in case we need them. While druids exist in Krynn, they are rare and made not be able to help with the planting.</p></blockquote><p></p>
[QUOTE="jasper, post: 8885936, member: 277"] Dragonlance Session 4 Retreat, Pants, and Recover Chapter 4 Day 32 Noon to Day 38 Morning Brookgreen 4, 592 to Brookgreen 10 Morning PC Killed 0 Monsters Killed 27 Villains Captured 0 Villains Escaped 0 Start Time 6:30 End Time 10:17 Story Award. Second Loony. Juniper, Professor, and Huck. You are in the Army now. Okay you have accepted the special services squad rank in the Kalaman service Darrett Highwater will be your control. Sidekicks Available. Darrett Highwater Knight. Remind me to introduce the other side kicks and post them. Notes Healer type sidekicks are currently just using super advance healer kits for sake of the story. DM Note Various builds have things they can do during downtime. If your pc is not in a scene for at least half a calendar day, build what you want. This is more of an accounting problem with your log sheet. This will also apply if you miss a session and some days pass. I will assume the lab types were too busy in the lab to take part in the adventure. I had an average group of five Arthena Knight of Solomnia Oath of Vengeance Paladin 4 High Elf. Juniper Honeyberry Kender Drunken Monk 4. Professor Scribe Wizard 4 Orc. Cross Human Celestial Warlock 3 Divine Soul Sorcerer 1. Huck L. Honeyberry Rogue 1 Hexblade Warlock 3 Kender. As the group is the last boat out of Volger the Wharf main office erupts in flame. A red dragon has walked up to the building and flamed it. Only Arthena sees it is available. Suddenly Juniper starts rocking the boat. Juniper, “I got it. I got it. Why is two gnomes?” Two gnome tinkers fly through the air hitting the boat. Juniper, “Can I use my deflect missiles to catch one.” A discussion starts around the table. DM, “Embrace the krazy Kender Opposite check.” One roll off later. Than, “Thanks for the catch. Private Than of Gnome Flingers Squad Reports. Gnome Flinger Version 3 Accuracy is 100 percent. Cloth Arresting Device of Descending Version 2 did not deploy. Permission to pass out. Thanks!” The gnome passes out. Meanwhile the other gnome has knocked Professor and Cross into the river. Jeyev, “Jeyev. Private of Gnome Flingers Squad one. I have report of Becklin and Captain Cudgel. Gnome Flinger Version 3 Accuracy is 100 percent. Cloth Arresting Device of Descending Version 2 did not deploy. Um what does bubbles in river mean?” Professor quickly tosses the gnome into the row boat and pulls Cross to the surface. Jeyev reports that Becklin and Cudgel called a retreat and were going to fall back to Kalaman. During the trip down the river, the group discovers. Kender cannot row straight. Kender cannot get the oar into the water. Kender should not be allowed to row at all. As dawn breaks the group sees the cliffs and walled city of Kalama. The refugees are being directed to land east of city. The gates of the city are not open. The group starts to get some organization started and Mayor Raven asks them to report in. Arriving at Castle Kalaman mass organized chaos rules. They are directed to the council meeting only to be blocked briefly from entering due to Bakaris the Younger. Who is slammed against the wall, head butted to the knee, and nearly tossed off the second floor. (DM. Players remember ONLY MELEE weapons do subdual damage.) A guard helps the Younger now the steps to prevent any more falls. Entering the council meeting the group is introduced to Governor Calof Miat, Marshal Vendri, and Volger’s leader Lord Bakaris Uth Estide. Who is assaulted by Professor with a suggestion spell. Governor Miat, “Look ugly dude. I don’t know what an orc is. I don’t care. Professor I will let the Black Robes handle your spell casting on a NOBLE. No don’t speak. I will only allow Arthena and Juniper speak. Scribe take the others OUT. And get their report. But take them OUT.” (As Professor starts slinging spells and disrespecting the whole town council, DM is wondering if an adventure can end with the party and town TPKed.) Huck makes a plate and takes a chair to go to deliver to Sgt Bob who let them in the gate. Cross and the Professor are debriefed at a local bar. With Secretary Sam finding to find who this half bottle of Jim Beam belongs too. Because he will be too busy to hear AND RECORD of the number of laws broken if he does a full debrief. After finding out it his half bottle, Sam returns with twenty questions for the adventurers. The form is filled out by the scribe wizard who follows Sam back to castle. Sam has become a legend in the scribe community on becoming drunk on duty, and ghosting the whole day while debriefing a group of adventurers. The debriefing of the calm group takes half a day and they are told to report for a dinner briefing. The result is Volger refugees will be placed into a tent city just outside Trade Gate and some food will be given to them. But the fishers and hunters will be drafted to help feed the refugees. The farmers will need to talk to local farmers for work. Since it is spring just before planting, some food is in short supply. One or more of the team need to enlist in the Kalaman special services squad. If they enlist they will get a badge which gives them the rank of lieutenant. Service members will be given lodging in the castle and 5 GP per week. (Over and above session gold.) Leaving the building, a small Red Cross wagon train is waiting for them. This is the first of many. The next day they make decision to enlist or not. Professor, Juniper, and Huck enlist. Darrett Highwater will be their control. And with enlistment comes privileges. Like free stuff from the armory. It takes twelve seconds for Darrett to realize he just set two kenders loose with permission to take stuff. (DM Giggle and a few minutes later while the players loot.) Darrett will have their first assignment tomorrow. Castle Notes. First floor. City Government offices, armory, event rooms. Second floor Military office. Darrett office. Third floor Enlisted barracks. Fourth Floor. Crash space for the enlisted adventurers otherwise empty. Towers Empty. Basement Storage with some Long-sealed doors. During the day the mages visit Wyhan’s Apothecary. Huck is nearly dragged out his tent and is used like a horse by his scroll. The Professor’s book back talks um write him directions. Cross sees glowing dots like a video game leading the way. They don’t arrive at the same time but do get the same questions. They all answer honestly to “Did you open the scroll?”. The other questions are all personal and none of the reader’s business. (DM scrolls and mage supplies are here. Discount is whatever I told you was.) All three qualify as Red Robe Candidates and will be notified by Wyhan or their scroll later to report for their final test. The next day they get their first assignment. To go to the gnome tinker’s Tatina Rookledust and escort her back. Too get in the mood, Professor casts the illusion of him wearing Red Robes, while forgetting he is not allowed to do that yet. (Also game and lore wise mages only wear the robes at official meetings.) While walking to gnome’s house they have two encounters. One with a burned out farmhouse which was burned due to a faulty chimney. The second with Trapspringer a kender skirmisher who is hunting dragons and think the group are silly to run away from Fire Eyes. Arriving at the workshop, about a dozen goblins with a hobgoblin leader are attacking the shop. Tatina is defending her home with clockwork chickens and teeth. The group destroys the red dragon forces. Tatina agrees to report back to town and gifts the group with her latest invention a Fargab. The Fargab is as big as a modern full military knapsack. It is a mechanical SENDING spell device. End of Session 391. Notes. Make sure I post and print off the sidekicks just in case we need them. While druids exist in Krynn, they are rare and made not be able to help with the planting. [/QUOTE]
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