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Jasper DMs Icewind Dale and Season 10
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<blockquote data-quote="jasper" data-source="post: 8174143" data-attributes="member: 277"><p>Icewind Dale Session 13</p><p></p><p>Chapter 2</p><p></p><p>Goblin Honeymoon</p><p></p><p>Days 108-119</p><p></p><p>Tarsakh 17 7 AM to Tarsakh 29 7AM.</p><p></p><p>Day 838+ with no sun.</p><p></p><p>Time Started 5:28 PM End Time 9:10 PM</p><p></p><p>PC Killed 6 Monsters Killed 151 Villains Captured 23 Villains Escaped 16</p><p></p><p>Magic Item Horn of Blasting. Shield Guardian (Story Award) Is fully functioning with 80 HP.</p><p></p><p>I had an average group of four. Astryal Brossard Speaker of Termalaine Druid 5. Andy Fighter 5. Gold Fine Artificer 5. Jimmy Rogue 2. Ranger 3.</p><p></p><p>DM Answer. Boots of Winterlands does not change your travel time. It ignores difficult terrain for combat. You can debate me on the phone messenger line.</p><p></p><p>DM Answer. The Snowy Owlbear uses Owlbear stats. It cost 9 GP to feed it per day. Less if you have the cauldron with you.</p><p></p><p>DM Warning. If someone says words to the effect, “What if I do x?” On the third What if I going to assume you are doing it. Either declare the action or whisper the question to the player next to you.</p><p></p><p>We will skip over the wedding which was crashed by Auril’s minions. We will skip over the airship crashing on Gold Fine’s head.</p><p></p><p>Extra Ghost of Easthaven is still claiming victims.</p><p></p><p>Extra Good Mean Declares Mr. Snuffy and Mammoth Mafia for stomping out the Bulette menace.</p><p></p><p>After Astyral’s wedding, he is given a mission by the other nine, Um eight speakers. Chief Yarb-Gnock is asking for a peace treaty with ten um nine towns. Astyral was not impress with Speaker’s Duvessa Shane comment at the end of note of adventuring life. The trip to the fortress of Karkolohk was mostly combat free. But as they got closer Gold Fine was getting a psychic distress call. The shield Guardian amulet was also beeping. As they arrive after meal time, the chief would not meet with them. But they were given a hasty tour of the fort showing off how well defended it was. The throne rooms. The Chasm of power. The healer huts. The amulet pointed out the shield guardian was at the bottom. Something in the chieftain’s room was sending out the psychic call.</p><p></p><p>PLAYERS, “WE NOT FALLING FOR IT. You want us to sneak around in the middle of the night and murder us. We will wait till morning.”</p><p></p><p>Andy, “All man I was going to go drinking with the healers with my mug which lets me not get drunk! Ok. I put my away.”</p><p></p><p>Astryal and the goblin boss discuss terms. The terms are no raiding on either side. Wergild to either side. Goblins can shop during daylight at the towns. But the goblins must give up that old robot in the chasm. The chief agrees as rumors of the party has made it back to him.</p><p></p><p>While the group is trying to figure out how to recover the guardian, they come up with plan to let Gold Fine get into the chief’s room. (DM NOTE. Ok I allowed the artificer to give advantage to Jimmy to figure out the pulley system.) The group recovers the shield guardian and goes to the party. While Andy the Goliath is break dancing with the goblin healers and only breaking a few of them, Jimmy and Gold Fine slip away and break into the chief’s room. Gold Fine sees a spaceship zoo pod similar to the one he was captured in. A little bit smaller but the nine-number key pad is still there. The chief has written on a yellow sticky note pad the combinations he has tried. Gold Fine gives it a go. (Ok. The book says only a knock spell but talking with my players we came up with. DC 15 intelligence check due artificer, Gold Fine being on the ship, and it made sense.) Gold fine punches in 666 and out drops a gibbering mouther. Which the two of them defeat because the dm had bad dice rolls. They shove the corpse of the mouther into the space cage and lock up behind them.</p><p></p><p>The group wakes up and leaves the fort. Jimmy takes note they could check out the Jarlmoot if they push the pace as it only opens on the full moon. Except for the party laughing and yelling encouragement to the snowy owlbear which Andy was trying to tame. Nothing much happens on the way to Jarlmoot.</p><p></p><p>Every fool moon, the ghosts of the seven frost giants Jarls meet at the moot. It is said if you defeat the ghosts’ champion you be richly rewarded. The group gets to the moot just in time. Andy salutes the Jarl and the fight is on. (HEY DM remember which monsters have damage resistance before the fight and not halfway.) After a tough fight due to space limitations, the champions are defeated and the Jarl gets off the throne.</p><p></p><p>(DM ANDY ONE MORE POTTY JOKE AND ALL GIANTS GET ADVANTAGE.)</p><p></p><p>The throne rises revealing a small hallway which leads to a medium size chamber. A riddle is on wall just before the chamber. To the left is stone doors with no handles. To the right, iron bars about two inches apart. In the chamber are six braziers with dwarven runs. (RUINS. RUINS. ANDY.) Why frost giants are guarding a dwarven tomb the dm does not know. The group solves the riddle unlock the iron gate. Andy decides to check out the stone doors. With Jimmy’s help the doors are open. Inspecting the room, they find the items they needed to solve the riddle were already here.</p><p></p><p>(The whole table laugh at this.)</p><p></p><p>The group goes through the right passageway and has to get through a door. Taking all their might. (Everyone failed the athletics roll at least once.) Inside the is a chest with a gold key in it. (And we had lots of miscommunication here. So, Skip.)</p><p></p><p>Jimmy picks the lock and out pops a flying battle axe for each thing present. (Andy what do mean you never encounters a flying sword trap?) They group quickly defeats the trap and gets a horn of blasting.</p><p></p><p>Population. Bryn Shander 1179. Bremen 119. Caer-Dineval 82. Caer-Konig 133. Easthaven 663. Good Mead 69. Lonely Wood 83. Targos 968. Termalaine 606.</p><p></p><p>DM Note. Would someone please work out the pull weight of both an owlbear and shield guardian. I have dropped the Chardalyn items at your request.</p><p></p><p>Next session is Chapter 3. You should be level four or five. You can bring in a lower-level pc if you want. This is a possible location the duergar’s big fort. Remember you have killed and release some Duergar. The leader is Xardorok Sunblight. Will you ally with them or not?</p></blockquote><p></p>
[QUOTE="jasper, post: 8174143, member: 277"] Icewind Dale Session 13 Chapter 2 Goblin Honeymoon Days 108-119 Tarsakh 17 7 AM to Tarsakh 29 7AM. Day 838+ with no sun. Time Started 5:28 PM End Time 9:10 PM PC Killed 6 Monsters Killed 151 Villains Captured 23 Villains Escaped 16 Magic Item Horn of Blasting. Shield Guardian (Story Award) Is fully functioning with 80 HP. I had an average group of four. Astryal Brossard Speaker of Termalaine Druid 5. Andy Fighter 5. Gold Fine Artificer 5. Jimmy Rogue 2. Ranger 3. DM Answer. Boots of Winterlands does not change your travel time. It ignores difficult terrain for combat. You can debate me on the phone messenger line. DM Answer. The Snowy Owlbear uses Owlbear stats. It cost 9 GP to feed it per day. Less if you have the cauldron with you. DM Warning. If someone says words to the effect, “What if I do x?” On the third What if I going to assume you are doing it. Either declare the action or whisper the question to the player next to you. We will skip over the wedding which was crashed by Auril’s minions. We will skip over the airship crashing on Gold Fine’s head. Extra Ghost of Easthaven is still claiming victims. Extra Good Mean Declares Mr. Snuffy and Mammoth Mafia for stomping out the Bulette menace. After Astyral’s wedding, he is given a mission by the other nine, Um eight speakers. Chief Yarb-Gnock is asking for a peace treaty with ten um nine towns. Astyral was not impress with Speaker’s Duvessa Shane comment at the end of note of adventuring life. The trip to the fortress of Karkolohk was mostly combat free. But as they got closer Gold Fine was getting a psychic distress call. The shield Guardian amulet was also beeping. As they arrive after meal time, the chief would not meet with them. But they were given a hasty tour of the fort showing off how well defended it was. The throne rooms. The Chasm of power. The healer huts. The amulet pointed out the shield guardian was at the bottom. Something in the chieftain’s room was sending out the psychic call. PLAYERS, “WE NOT FALLING FOR IT. You want us to sneak around in the middle of the night and murder us. We will wait till morning.” Andy, “All man I was going to go drinking with the healers with my mug which lets me not get drunk! Ok. I put my away.” Astryal and the goblin boss discuss terms. The terms are no raiding on either side. Wergild to either side. Goblins can shop during daylight at the towns. But the goblins must give up that old robot in the chasm. The chief agrees as rumors of the party has made it back to him. While the group is trying to figure out how to recover the guardian, they come up with plan to let Gold Fine get into the chief’s room. (DM NOTE. Ok I allowed the artificer to give advantage to Jimmy to figure out the pulley system.) The group recovers the shield guardian and goes to the party. While Andy the Goliath is break dancing with the goblin healers and only breaking a few of them, Jimmy and Gold Fine slip away and break into the chief’s room. Gold Fine sees a spaceship zoo pod similar to the one he was captured in. A little bit smaller but the nine-number key pad is still there. The chief has written on a yellow sticky note pad the combinations he has tried. Gold Fine gives it a go. (Ok. The book says only a knock spell but talking with my players we came up with. DC 15 intelligence check due artificer, Gold Fine being on the ship, and it made sense.) Gold fine punches in 666 and out drops a gibbering mouther. Which the two of them defeat because the dm had bad dice rolls. They shove the corpse of the mouther into the space cage and lock up behind them. The group wakes up and leaves the fort. Jimmy takes note they could check out the Jarlmoot if they push the pace as it only opens on the full moon. Except for the party laughing and yelling encouragement to the snowy owlbear which Andy was trying to tame. Nothing much happens on the way to Jarlmoot. Every fool moon, the ghosts of the seven frost giants Jarls meet at the moot. It is said if you defeat the ghosts’ champion you be richly rewarded. The group gets to the moot just in time. Andy salutes the Jarl and the fight is on. (HEY DM remember which monsters have damage resistance before the fight and not halfway.) After a tough fight due to space limitations, the champions are defeated and the Jarl gets off the throne. (DM ANDY ONE MORE POTTY JOKE AND ALL GIANTS GET ADVANTAGE.) The throne rises revealing a small hallway which leads to a medium size chamber. A riddle is on wall just before the chamber. To the left is stone doors with no handles. To the right, iron bars about two inches apart. In the chamber are six braziers with dwarven runs. (RUINS. RUINS. ANDY.) Why frost giants are guarding a dwarven tomb the dm does not know. The group solves the riddle unlock the iron gate. Andy decides to check out the stone doors. With Jimmy’s help the doors are open. Inspecting the room, they find the items they needed to solve the riddle were already here. (The whole table laugh at this.) The group goes through the right passageway and has to get through a door. Taking all their might. (Everyone failed the athletics roll at least once.) Inside the is a chest with a gold key in it. (And we had lots of miscommunication here. So, Skip.) Jimmy picks the lock and out pops a flying battle axe for each thing present. (Andy what do mean you never encounters a flying sword trap?) They group quickly defeats the trap and gets a horn of blasting. Population. Bryn Shander 1179. Bremen 119. Caer-Dineval 82. Caer-Konig 133. Easthaven 663. Good Mead 69. Lonely Wood 83. Targos 968. Termalaine 606. DM Note. Would someone please work out the pull weight of both an owlbear and shield guardian. I have dropped the Chardalyn items at your request. Next session is Chapter 3. You should be level four or five. You can bring in a lower-level pc if you want. This is a possible location the duergar’s big fort. Remember you have killed and release some Duergar. The leader is Xardorok Sunblight. Will you ally with them or not? [/QUOTE]
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