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Jasper DMs Icewind Dale and Season 10
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<blockquote data-quote="jasper" data-source="post: 8234099" data-attributes="member: 277"><p>Icewind Dale Session 20</p><p></p><p>Chapter 7</p><p></p><p>Boys in Blue</p><p></p><p>Days 161-162</p><p></p><p>Kythorn 7 7 AM – Kythorn 8 7 AM</p><p></p><p>Day 898+ with no sun.</p><p></p><p>Time Started 5:40 PM End Time 9:40 PM</p><p></p><p>PC Killed 7 Monsters Killed 302 Villains Captured 24 Villains Escaped 28</p><p></p><p>Magic items Only Common.</p><p></p><p>Ok, Sorry I trouble communicating with you this Saturday. Old Age Fog I guess.</p><p></p><p>I had a strong group of six. Sandoval Gloomstalker 5, cleric 1, fighter 1, rogue 2. Jimmy Swashbuckler 4 Gloom 5. Andy Fighter 8 babarian1. Gold Fine Artificer 9. Tuk’n Rol Clockwork 3, Scribe wizard 5. Midi Cleric 9. Note Sandoval is Frost Giant size. DMs and player needs to remember that.</p><p></p><p>Blight. Every 12 hours those who are healthy roll a DC 15 Con Save. It is a magical. If you catch it, after a long rest the save dc is 15. If you SUCCEED it decreases by the d6 you rolled a few days ago.</p><p></p><p>Jimmy Blight state 2. Clammy Hands and loss of your hair. State 1 Midi and Gold Fine Clammy Hands. Blight adds “I don’t trust anyone” to your flaws. Greater restoration resets to healthy but does not make you immune.</p><p></p><p>On the morning of Kythorn 7, Jimmy woke up with clammy hands and did not trust his party anymore, he had dream they were flirting with his wife and shoving slush balls down his pants. As the group broke camp, they discuss the previous day’s events. Trying to loot all the buildings was turning up loot but no real information. It seems the most intact buildings held the better loot and information.</p><p></p><p>(DM NOTES. The party had played enough in the Chapter. I gave the option of continuing to loot everything and the chances of loot vs wandering monsters. Or hitting the numbered encounters and chance of wandering monsters. They choose numbered encounters.)</p><p></p><p>The group goes to raid the museum first. Tuk’n Roll puts an Alarm spell going to lower level. The Ground floor and second level gift shop has been looted by another adventuring party. But the upper level still has a rope and sign saying “Closed for clean” across the stairway. Sandoval picks up the rope and tosses down the center opening. On the upper chamber suspended by fifty foot columns is an ancient skeleton of perhaps a purple worm. Dust starts floating down. A growl is heard from above and the skeleton starts shaking.</p><p></p><p>The group spends two rounds killing the skeleton and it comes crashing down. The head of it slams down on top of Midi. Then the Spitting Mimics attack. They were the pillars. (YES PUMP FAKE the players for two rounds before the start of real combat.) They make short work of the mimics and as Sandoval is lifting the skull off of Midi, Tuk’n Rol’s Alarm spell goes off. Gold Fine look down the center opening but does not id the six or eight monsters coming up from the lower level. The group decides to wait on the monsters. They lay spike growth and web at the stair entrance. This trap stops all but one Nothic in the stairwell landing. The escape Nothic winks at Jimmy and smiles.</p><p></p><p>Jimmy, “But I hidden.”</p><p></p><p>DM, “It Makes eye contact and winks at you. Let the DM have his foreshadowing moment.”</p><p></p><p>Jimmy, “But I got 26 on my hidden roll.” (This one just one of many moments of miscommunications between the dm and group. I am foreshadowing the blight.)</p><p></p><p>The group kills off the Nothics and are mad at the lack of loot except for a common item. They take a short rest.</p><p></p><p>They find the tower of Abjuration. Gold Fine can’t decipher the runes but opens the door anyway. All the pcs enter the chamber and climb the 200 feet stairwell to the top. (How a Frost got to top of tower. The player was only using his regular mini. I went and got a Frost Giant mini out my collection after this.) Professor Skant translation the hammer’s ability which is able to destroy magic items. The group finds the first part to bring down the deflector shield which surrounds the center spire. Leaving the tower, they come across the boys in blue. Okay lots of blue constructs. Okay. The blue robocops. Some which fly. Gold Fine faints. (Not really I just trigger the symbol failure.) The group murder the cops.</p><p></p><p>Moving clockwise they find the prison. Looting um I mean a very careful search finds the infirmary behind a collapsed wall. Tuk’n Rol see an operating table cover with a sheet. The sheet is breathing in. Removing the debris, the group enter the infirmary. Gold Fine dispels the sequester spell on the victim. Xerophon awakens after a few minutes of talking with Professor Skant, he switches to the base common tongue. Xerophon was a manservant of Iriolarthas sent to prison to be experimented on because Iriolarthas’ Earl Grey Tea was not hot enough. Iriolarthas was the high mucky muck of the town. And the chief pilot who was flying Ythryn to frozen north in search of Spock. Um, in search of relics of Ostoria an empire of magic using giants.</p><p></p><p>Xerophon, “Five hours, five days, One Thousand Eight hundred thirty two years! I don’t care. I will help you take down Iriolarthas.” (Use guard stats for him.) “Plus I know the locals to get the lore to help bring the shield down.” After about three hours of talking and debriefing, the group heads out to the tower of conjuration. Since Sandoval is too big to fit in the tower, he waits outside.</p><p></p><p>The group climbs the 200 feet to top of the tower to find huge Bigby grasping hands. A long fight later the hands are defeated and a living doorway appears. Jimmy, Gold Fine and Tuk’n Rol enter to find three nice aunties knitting. The door locks behind them. The aunties flirt with the trio for a few minutes. The trio discovers a second piece of lore. But the door will not open. Auntie Pinch gives them an offer. Lose a memory or stay here and eat stale ham and cheese sandwiches forever. They chose memories. Jimmy lost his memories of his sister to Auntie Pinch. Gold Fine lost his memories of his parents to Auntie Pillage. Tuk’n Rol lost his memories of his former life to Auntie Plunder.</p><p></p><p>Arriving back in the prime plane, the trio updates the rest. The group decides to bed down for the night. (And it was about time to end the session.)</p><p></p><p>The Morning of Kythorn 8 the group awakens to discover Jimmy has lost all his hair overnight. Midi and Gold Fine have awakened with clammy hands and don’t trust the party anymore. The temperature has dropped back to -49 F. Midi mentions he saw a raven fly by the window.</p><p></p><p>DM Notes. Greater Restoration will reset the blight. Greater Restoration will shrink Sandoval. You can go shopping for components between sessions. It is an action to read the Tarrasque scroll. I will consider this the end game immediately button except for the walk home. Anyone can use this. The whale is now a vampire spawn. The Gnoll vampire may have entered Ten-towns now. It is 12 days to the Summer solstice.</p></blockquote><p></p>
[QUOTE="jasper, post: 8234099, member: 277"] Icewind Dale Session 20 Chapter 7 Boys in Blue Days 161-162 Kythorn 7 7 AM – Kythorn 8 7 AM Day 898+ with no sun. Time Started 5:40 PM End Time 9:40 PM PC Killed 7 Monsters Killed 302 Villains Captured 24 Villains Escaped 28 Magic items Only Common. Ok, Sorry I trouble communicating with you this Saturday. Old Age Fog I guess. I had a strong group of six. Sandoval Gloomstalker 5, cleric 1, fighter 1, rogue 2. Jimmy Swashbuckler 4 Gloom 5. Andy Fighter 8 babarian1. Gold Fine Artificer 9. Tuk’n Rol Clockwork 3, Scribe wizard 5. Midi Cleric 9. Note Sandoval is Frost Giant size. DMs and player needs to remember that. Blight. Every 12 hours those who are healthy roll a DC 15 Con Save. It is a magical. If you catch it, after a long rest the save dc is 15. If you SUCCEED it decreases by the d6 you rolled a few days ago. Jimmy Blight state 2. Clammy Hands and loss of your hair. State 1 Midi and Gold Fine Clammy Hands. Blight adds “I don’t trust anyone” to your flaws. Greater restoration resets to healthy but does not make you immune. On the morning of Kythorn 7, Jimmy woke up with clammy hands and did not trust his party anymore, he had dream they were flirting with his wife and shoving slush balls down his pants. As the group broke camp, they discuss the previous day’s events. Trying to loot all the buildings was turning up loot but no real information. It seems the most intact buildings held the better loot and information. (DM NOTES. The party had played enough in the Chapter. I gave the option of continuing to loot everything and the chances of loot vs wandering monsters. Or hitting the numbered encounters and chance of wandering monsters. They choose numbered encounters.) The group goes to raid the museum first. Tuk’n Roll puts an Alarm spell going to lower level. The Ground floor and second level gift shop has been looted by another adventuring party. But the upper level still has a rope and sign saying “Closed for clean” across the stairway. Sandoval picks up the rope and tosses down the center opening. On the upper chamber suspended by fifty foot columns is an ancient skeleton of perhaps a purple worm. Dust starts floating down. A growl is heard from above and the skeleton starts shaking. The group spends two rounds killing the skeleton and it comes crashing down. The head of it slams down on top of Midi. Then the Spitting Mimics attack. They were the pillars. (YES PUMP FAKE the players for two rounds before the start of real combat.) They make short work of the mimics and as Sandoval is lifting the skull off of Midi, Tuk’n Rol’s Alarm spell goes off. Gold Fine look down the center opening but does not id the six or eight monsters coming up from the lower level. The group decides to wait on the monsters. They lay spike growth and web at the stair entrance. This trap stops all but one Nothic in the stairwell landing. The escape Nothic winks at Jimmy and smiles. Jimmy, “But I hidden.” DM, “It Makes eye contact and winks at you. Let the DM have his foreshadowing moment.” Jimmy, “But I got 26 on my hidden roll.” (This one just one of many moments of miscommunications between the dm and group. I am foreshadowing the blight.) The group kills off the Nothics and are mad at the lack of loot except for a common item. They take a short rest. They find the tower of Abjuration. Gold Fine can’t decipher the runes but opens the door anyway. All the pcs enter the chamber and climb the 200 feet stairwell to the top. (How a Frost got to top of tower. The player was only using his regular mini. I went and got a Frost Giant mini out my collection after this.) Professor Skant translation the hammer’s ability which is able to destroy magic items. The group finds the first part to bring down the deflector shield which surrounds the center spire. Leaving the tower, they come across the boys in blue. Okay lots of blue constructs. Okay. The blue robocops. Some which fly. Gold Fine faints. (Not really I just trigger the symbol failure.) The group murder the cops. Moving clockwise they find the prison. Looting um I mean a very careful search finds the infirmary behind a collapsed wall. Tuk’n Rol see an operating table cover with a sheet. The sheet is breathing in. Removing the debris, the group enter the infirmary. Gold Fine dispels the sequester spell on the victim. Xerophon awakens after a few minutes of talking with Professor Skant, he switches to the base common tongue. Xerophon was a manservant of Iriolarthas sent to prison to be experimented on because Iriolarthas’ Earl Grey Tea was not hot enough. Iriolarthas was the high mucky muck of the town. And the chief pilot who was flying Ythryn to frozen north in search of Spock. Um, in search of relics of Ostoria an empire of magic using giants. Xerophon, “Five hours, five days, One Thousand Eight hundred thirty two years! I don’t care. I will help you take down Iriolarthas.” (Use guard stats for him.) “Plus I know the locals to get the lore to help bring the shield down.” After about three hours of talking and debriefing, the group heads out to the tower of conjuration. Since Sandoval is too big to fit in the tower, he waits outside. The group climbs the 200 feet to top of the tower to find huge Bigby grasping hands. A long fight later the hands are defeated and a living doorway appears. Jimmy, Gold Fine and Tuk’n Rol enter to find three nice aunties knitting. The door locks behind them. The aunties flirt with the trio for a few minutes. The trio discovers a second piece of lore. But the door will not open. Auntie Pinch gives them an offer. Lose a memory or stay here and eat stale ham and cheese sandwiches forever. They chose memories. Jimmy lost his memories of his sister to Auntie Pinch. Gold Fine lost his memories of his parents to Auntie Pillage. Tuk’n Rol lost his memories of his former life to Auntie Plunder. Arriving back in the prime plane, the trio updates the rest. The group decides to bed down for the night. (And it was about time to end the session.) The Morning of Kythorn 8 the group awakens to discover Jimmy has lost all his hair overnight. Midi and Gold Fine have awakened with clammy hands and don’t trust the party anymore. The temperature has dropped back to -49 F. Midi mentions he saw a raven fly by the window. DM Notes. Greater Restoration will reset the blight. Greater Restoration will shrink Sandoval. You can go shopping for components between sessions. It is an action to read the Tarrasque scroll. I will consider this the end game immediately button except for the walk home. Anyone can use this. The whale is now a vampire spawn. The Gnoll vampire may have entered Ten-towns now. It is 12 days to the Summer solstice. [/QUOTE]
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