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Jasper DMS Dragonlance
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<blockquote data-quote="jasper" data-source="post: 8942094" data-attributes="member: 277"><p>Dragonlance Session 9</p><p></p><p>Chapter 5</p><p></p><p>Day 61 Evening to Day 71 Morning</p><p></p><p>Yurthgreen 5 to Yurthgreen 15</p><p></p><p>PC Killed 1 Monsters Killed 123 Villains Captured 2 Villains Escaped 3</p><p></p><p>Start Time 6:10 End Time 9:45</p><p></p><p>Magic Item Habbakuk’s Blessing <em>Supernatural Gift (Charm)</em></p><p></p><p>Habbakuk blesses your travels through the Northern Wastes. This charm grants you advantage on Wisdom (<a href="https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Survival" target="_blank"><strong>Survival</strong></a>) checks made to notice the Wash’s waters filling chasms.</p><p></p><p>Additionally, while traveling, you and up to 5 other creatures with you ignore <a href="https://www.dndbeyond.com/sources/basic-rules/adventuring#DifficultTerrain" target="_blank"><strong>difficult terrain</strong></a> outdoors in the Northern Wastes, allowing you to move at double the pace listed on the <a href="https://www.dndbeyond.com/sources/sotdq/the-northern-wastes#NorthernWastesLandTravel" target="_blank">Northern Wastes Land Travel</a> table. 4 hexes per day. Useable once and active for 24 hours so you may want to only have one active at a time.</p><p></p><p>I had a strong group of six. Ililar Shivalik Order Cleric 6 Half dwarf half cleric. Cross Celestial Warlock 3 Divine Sorcerer 3 with imp Scarlette Human. Huck L. Honeyberry Hexblade Warlock 4 Rogue 2 kender. Arthena Oath Vengeance Paladin Knight Solamnia high elf Yrrin Lion Mount. Professor Orc Scribe Wizard 6. Juniper Honeyberry Drunken Monk Kender 6.</p><p></p><p>Darrett really did not believe that undead knights of Solamnia attacked the castle until he was taken for a tour of the crypts. The City of the Lost Names was a fable or was it. He gave the group five days of R&R. The group during the morning would research the northern waste, Lord Soth, and the City of the lost names. The mages had other things to do. The scrolls wanted them to visit Wyhan. She gave each of them different jobs and to report back to her in 3 days at 4:30 in the afternoon. Huck had to get seven herbs and spices. Professor six roasted chickens. Cross two fresh knucklehead trout.</p><p></p><p>Enlisting the aid of the tinker gnomes Than and Jeyev was mistake as their net flinger did not need ballast but bait ballast. His remember he couldn’t swim just one second after launch. The bottom of the fish net slowly sank to bottom. He was slowly push upright but suddenly felt two nibbles at his feed. Dolphin Lundgren and Sarcastic Lumpsucker undead knucklehead trout are about to dine on Bubbles um Cross. But Cross gets cross cast scorching ray which blinds them. He then pumps them full of necrotic damage. (Suddenly 1E Rules break into the weave and story.) The Undead Knucklehead trout are healed and they multiply. There are now ten of them. (Undead Knucklehead Trout. Same stats but Necrotic damage heals them. Radiant damage is double. Undead Fortitude. When ever Cross enters the water or is on the water 1 in 20 chance of the school showing up. When Cross gets tired of the joke, the school is out.) Cross jumps on the top of net and pumps radiant damage into the water dismissing the school of fish. But the net does haul in thirty trout.</p><p></p><p>All three mages arrive on time. The meal is attended by Wyhan as a black robe, the red robe and white robe don’t give their names. Wyhan thanks the mages for providing supper and gives them a seal (DAMMIT HUCK I SAID SEALED.) scrolls from the Head Mage Par-Salian. They are now official red robes and their tests have been put off to later. Like after the Red Dragon Army is defeated. The mages mention they are going to ground (no not like plants Juniper how did she get in here. One ejected kender later.) Wyhan will be the only mage staying in town. Lord Bakaris is bad talking the party, so beware.</p><p></p><p>Two days later Marshal Vendri calls the meeting. She lets Lord Bakaris rant for a minute. He is blaming them for the lost of his son and the failure of the army. She then ejects him from the council.</p><p></p><p>Marshal Vendri, “Lord Bastard and Younger Bastard would be greater help if they join the Red Dragon Army. I am giving Darrett two ships. The remainder of Cudgel’s Company and Vogler Army. I have recalled Raven from the outpost. The Vogler army will make land fall near Wrecker’s Edge as the dragon army controls the area north of the river from Anglerend to the west. You will be his scouts and due to the terrain horses will not be a help. Go luck you leave with the morning tide.”</p><p></p><p>(DM NOTE random d20 for encounter per day. On a 1 flash flood or when the DM wants to. Then follow the chart. And after seeing how Cross rolls. He will be rolling the random encounters.)</p><p></p><p>Later the next day a row boat is lowered for the group, and Professor rolls to shore at an old smuggler hide out. The pier is in good shape and it is deep enough for both ships. But a strange ship is being guarded by a two air elementals. The Professor’s hawk tries to get close but disappears when punched for 20+ damage.</p><p></p><p>Arthena, “That is a home ship. Make for shore. Make for shore Now!” Realizing she is speaking in elven she switches to Common. As she leaps for shore, Dalmar a Silvanesti elf appears on deck.</p><p></p><p>Dalamar, “Girl Cousin. Why are you with Kalaman troops. A knight Solamnia? I have questions and you have questions. Let’s us talk and I will need to tell my stuck-up boss about these developments.” The group agrees to follow him to the Elf Camp two days away.</p><p></p><p>Dalamar participated in the ill-fated defense of Silvanesti against the Dragon Armies. His desperate actions were part of the reason he and the other mages were sent to the Northern Wastes. Despite resenting his people’s small-minded decisions, he sees this mission as a chance to prove himself and potentially strike back against the Dragon Armies. Dalamar studied pre-Cataclysm magic long before being sent here, and he believes something of magical value might be hidden in the region. He wants to find it swiftly, return to his people, and continue working toward joining the Mages of High Sorcery. Dalamar is surveying the coast for ancient ruins. He knowns there are none here, but his leader, Zhelsuel, wants him to search thoroughly anyway.</p><p></p><p>Once a beautiful woodland nation with sculpted trees and towering spires, the elven land of Silvanesti lies in ruins after being invaded by the Dragon Armies. The elves struggled to defend their homeland and were ultimately forced to retreat to the island of Southern Ergoth to seek a new home.</p><p></p><p>The elves here in the Northern Wastes were among the defenders of Silvanesti. When they failed to protect their homeland, they were sent on an expedition to the wastes following centuries-old legends of Silvanesti magic lost in the region. They hope recovering such magic might help them save their homeland and redeem themselves in the eyes of their people.</p><p></p><p>Zhelsuel, a once-respected member of House Mystic—an elven clan known for magical prowess—is reaching a venerable age even by elven standards. He’s keenly aware this expedition is a fool’s errand analogous to exile, and he believes his homeland is lost to him forever. But if he must spend the rest of his days in this bleak expanse, he’s determined to spend them as an exemplar of thoroughness and scholarship. He drives his subordinates to catalog every foot of the Northern Wastes in search of the barest scrap of Silvanesti magic.</p><p></p><p>Ignoring orders from Zhelsuel, Dalamar agrees to share information. (I have a punched-out map if you want me to transfer the locations to your map show up early next week. I am also including the letter so I can find the encounter faster.) C is the Blue Phoenix Shrine a sea god. D is the Sunward Fortress. E is Wakenreth an elf Mausoleum. The group decides to check out the sea god shire first. Along the way they fight giant scorpions, avoid and attack some dragon army patrols.</p><p></p><p>The Blue Phoenix Shrine is guarded by some sea elves. But their priest Stargazer will let them enter if they are respectful and agree to rescue some sea elves from, I Camp Carrionclay and their leader Yearkal from D the Sunward Fortress. Entering the shire most of the group is respect but Stargazer thinks Juniper cannonballing into the holy tub was a bit much. In each room, Stargazer says multiple prayers and the group do their best. After four rooms of praying and nothing interesting Juniper gets bored and notices a secret door. She wanders off into the offering chamber.</p><p></p><p>In the offering chamber the well is deep and has a oily sheen to it. She pokes the oil with her hoopak it starts dissolving and is yanked from her hands. The group notices Juniper is missing and the secret door is open. They hear an “Oh Cool Beans” echoing from the stairs. Climbing the stairs, they find Juniper trying to hide.</p><p></p><p>Stargazer, “Little one hiding in the corner and saying the oil can’t see me does not make you hidden. Let me recite one more prayer.” He goes over to the living acid pool and starts a prayer and pours 2,000 GP worth of pearls into the acid. Mouths gape open and various words which are nearly profane are said. But at the end of the prayer everyone receives Habbakuk’s Blessing.</p><p></p><p>The group breaks bread with the other sea elves and will decide where to go and what to report in in the morning.</p><p></p><p>End of session 401.</p></blockquote><p></p>
[QUOTE="jasper, post: 8942094, member: 277"] Dragonlance Session 9 Chapter 5 Day 61 Evening to Day 71 Morning Yurthgreen 5 to Yurthgreen 15 PC Killed 1 Monsters Killed 123 Villains Captured 2 Villains Escaped 3 Start Time 6:10 End Time 9:45 Magic Item Habbakuk’s Blessing [I]Supernatural Gift (Charm)[/I] Habbakuk blesses your travels through the Northern Wastes. This charm grants you advantage on Wisdom ([URL='https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Survival'][B]Survival[/B][/URL]) checks made to notice the Wash’s waters filling chasms. Additionally, while traveling, you and up to 5 other creatures with you ignore [URL='https://www.dndbeyond.com/sources/basic-rules/adventuring#DifficultTerrain'][B]difficult terrain[/B][/URL] outdoors in the Northern Wastes, allowing you to move at double the pace listed on the [URL='https://www.dndbeyond.com/sources/sotdq/the-northern-wastes#NorthernWastesLandTravel']Northern Wastes Land Travel[/URL] table. 4 hexes per day. Useable once and active for 24 hours so you may want to only have one active at a time. I had a strong group of six. Ililar Shivalik Order Cleric 6 Half dwarf half cleric. Cross Celestial Warlock 3 Divine Sorcerer 3 with imp Scarlette Human. Huck L. Honeyberry Hexblade Warlock 4 Rogue 2 kender. Arthena Oath Vengeance Paladin Knight Solamnia high elf Yrrin Lion Mount. Professor Orc Scribe Wizard 6. Juniper Honeyberry Drunken Monk Kender 6. Darrett really did not believe that undead knights of Solamnia attacked the castle until he was taken for a tour of the crypts. The City of the Lost Names was a fable or was it. He gave the group five days of R&R. The group during the morning would research the northern waste, Lord Soth, and the City of the lost names. The mages had other things to do. The scrolls wanted them to visit Wyhan. She gave each of them different jobs and to report back to her in 3 days at 4:30 in the afternoon. Huck had to get seven herbs and spices. Professor six roasted chickens. Cross two fresh knucklehead trout. Enlisting the aid of the tinker gnomes Than and Jeyev was mistake as their net flinger did not need ballast but bait ballast. His remember he couldn’t swim just one second after launch. The bottom of the fish net slowly sank to bottom. He was slowly push upright but suddenly felt two nibbles at his feed. Dolphin Lundgren and Sarcastic Lumpsucker undead knucklehead trout are about to dine on Bubbles um Cross. But Cross gets cross cast scorching ray which blinds them. He then pumps them full of necrotic damage. (Suddenly 1E Rules break into the weave and story.) The Undead Knucklehead trout are healed and they multiply. There are now ten of them. (Undead Knucklehead Trout. Same stats but Necrotic damage heals them. Radiant damage is double. Undead Fortitude. When ever Cross enters the water or is on the water 1 in 20 chance of the school showing up. When Cross gets tired of the joke, the school is out.) Cross jumps on the top of net and pumps radiant damage into the water dismissing the school of fish. But the net does haul in thirty trout. All three mages arrive on time. The meal is attended by Wyhan as a black robe, the red robe and white robe don’t give their names. Wyhan thanks the mages for providing supper and gives them a seal (DAMMIT HUCK I SAID SEALED.) scrolls from the Head Mage Par-Salian. They are now official red robes and their tests have been put off to later. Like after the Red Dragon Army is defeated. The mages mention they are going to ground (no not like plants Juniper how did she get in here. One ejected kender later.) Wyhan will be the only mage staying in town. Lord Bakaris is bad talking the party, so beware. Two days later Marshal Vendri calls the meeting. She lets Lord Bakaris rant for a minute. He is blaming them for the lost of his son and the failure of the army. She then ejects him from the council. Marshal Vendri, “Lord Bastard and Younger Bastard would be greater help if they join the Red Dragon Army. I am giving Darrett two ships. The remainder of Cudgel’s Company and Vogler Army. I have recalled Raven from the outpost. The Vogler army will make land fall near Wrecker’s Edge as the dragon army controls the area north of the river from Anglerend to the west. You will be his scouts and due to the terrain horses will not be a help. Go luck you leave with the morning tide.” (DM NOTE random d20 for encounter per day. On a 1 flash flood or when the DM wants to. Then follow the chart. And after seeing how Cross rolls. He will be rolling the random encounters.) Later the next day a row boat is lowered for the group, and Professor rolls to shore at an old smuggler hide out. The pier is in good shape and it is deep enough for both ships. But a strange ship is being guarded by a two air elementals. The Professor’s hawk tries to get close but disappears when punched for 20+ damage. Arthena, “That is a home ship. Make for shore. Make for shore Now!” Realizing she is speaking in elven she switches to Common. As she leaps for shore, Dalmar a Silvanesti elf appears on deck. Dalamar, “Girl Cousin. Why are you with Kalaman troops. A knight Solamnia? I have questions and you have questions. Let’s us talk and I will need to tell my stuck-up boss about these developments.” The group agrees to follow him to the Elf Camp two days away. Dalamar participated in the ill-fated defense of Silvanesti against the Dragon Armies. His desperate actions were part of the reason he and the other mages were sent to the Northern Wastes. Despite resenting his people’s small-minded decisions, he sees this mission as a chance to prove himself and potentially strike back against the Dragon Armies. Dalamar studied pre-Cataclysm magic long before being sent here, and he believes something of magical value might be hidden in the region. He wants to find it swiftly, return to his people, and continue working toward joining the Mages of High Sorcery. Dalamar is surveying the coast for ancient ruins. He knowns there are none here, but his leader, Zhelsuel, wants him to search thoroughly anyway. Once a beautiful woodland nation with sculpted trees and towering spires, the elven land of Silvanesti lies in ruins after being invaded by the Dragon Armies. The elves struggled to defend their homeland and were ultimately forced to retreat to the island of Southern Ergoth to seek a new home. The elves here in the Northern Wastes were among the defenders of Silvanesti. When they failed to protect their homeland, they were sent on an expedition to the wastes following centuries-old legends of Silvanesti magic lost in the region. They hope recovering such magic might help them save their homeland and redeem themselves in the eyes of their people. Zhelsuel, a once-respected member of House Mystic—an elven clan known for magical prowess—is reaching a venerable age even by elven standards. He’s keenly aware this expedition is a fool’s errand analogous to exile, and he believes his homeland is lost to him forever. But if he must spend the rest of his days in this bleak expanse, he’s determined to spend them as an exemplar of thoroughness and scholarship. He drives his subordinates to catalog every foot of the Northern Wastes in search of the barest scrap of Silvanesti magic. Ignoring orders from Zhelsuel, Dalamar agrees to share information. (I have a punched-out map if you want me to transfer the locations to your map show up early next week. I am also including the letter so I can find the encounter faster.) C is the Blue Phoenix Shrine a sea god. D is the Sunward Fortress. E is Wakenreth an elf Mausoleum. The group decides to check out the sea god shire first. Along the way they fight giant scorpions, avoid and attack some dragon army patrols. The Blue Phoenix Shrine is guarded by some sea elves. But their priest Stargazer will let them enter if they are respectful and agree to rescue some sea elves from, I Camp Carrionclay and their leader Yearkal from D the Sunward Fortress. Entering the shire most of the group is respect but Stargazer thinks Juniper cannonballing into the holy tub was a bit much. In each room, Stargazer says multiple prayers and the group do their best. After four rooms of praying and nothing interesting Juniper gets bored and notices a secret door. She wanders off into the offering chamber. In the offering chamber the well is deep and has a oily sheen to it. She pokes the oil with her hoopak it starts dissolving and is yanked from her hands. The group notices Juniper is missing and the secret door is open. They hear an “Oh Cool Beans” echoing from the stairs. Climbing the stairs, they find Juniper trying to hide. Stargazer, “Little one hiding in the corner and saying the oil can’t see me does not make you hidden. Let me recite one more prayer.” He goes over to the living acid pool and starts a prayer and pours 2,000 GP worth of pearls into the acid. Mouths gape open and various words which are nearly profane are said. But at the end of the prayer everyone receives Habbakuk’s Blessing. The group breaks bread with the other sea elves and will decide where to go and what to report in in the morning. End of session 401. [/QUOTE]
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