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<blockquote data-quote="jasper" data-source="post: 7515769" data-attributes="member: 277"><p>CCC-Tarot-01-07 Seat of Ruler Session</p><p>PC Killed 1 Monsters Killed 89 Villains Captured 12 Villains Escaped 4</p><p>Candy Corn 4 Treasure Points 4 Advancement Points 4 Renown 1 Downtime 10</p><p>I had a 7 person table which was a strong group. For a hook, all the pcs had been naughty in Waterdeep and their sentence was to solve the problem in Thentia. The group decides to take on the Keilo (2B) and Joanna (2a) mission. Ok, reread the module I did make multiple mistakes with the armbands but my players broke the rules to begin with. </p><p>They decide it is easier to pick up the winery folks and warders in one get go. I added 2 extra thugs instead of a spy due it being a spy. The group split into two. Four causing a distraction and three rushing the door. It kind of work. The group pulls all the bandits into combat and discover thug pack tactics hurt. However the evil smart Druid Bambi has Healing Spirit in his spell list. The three want a be thieves fail their stealth rolls rather badly which pull two of thugs off the distraction team. Smiling Jack grinned as he popped the lock on the doors. But suddenly discovered he was bleeding out from four dagger (really mace damage) holes. The Soothsayer and Mongo protect Jack until the combat team finish of the bandits. Grim pulls out his first potion of healing to save Jack. I missed the fact that Kielo was a noble. But I gave the couple AC 12 HP 15. Thumper the face of group talks her into going to pick the Warder Sir Joanna first. Ok combination of good rolls and me rolling with it. This causes the group to skip one combat encounter. With healing spirit the group was up to almost full on hit points.</p><p>They get to Warder party house but discover they have to win a contest before Sir Gaston (oops name change). Since the module need not talk into account of those pc who cannot be poisoned, I talked with the player. It was decide he rolled with advantage on the constitution bouts and got one free pass if he failed. This is a skill check and lot of dice rolling encounter. I even started cutting some bouts short to save time which did not help. I suggest in the interest of time if you have five or more players, choose the best three or four. While the various conditions it a fun set up for later but this is a time waster. Phase 4 the dice game I allowed players to use a DC 15 sleight of hand to change a die roll once. I think only two players took me up on it. </p><p>The group groaned, whimpered, whine, and stagger back to their horse. Soothsayer had been poisoned by all the drinking but the Yuan-ti Thumper used his paladin abilities to remove the condition. They quickly killed the blue arm banded bandits in the street attack blocking the gate. (Ok now back to 2b encounters). The priests of the Great Python (No not Yuan-ti) shook the group down for some gold. They picked up 6 thugs (again adjust the encounter) but could not lose them. The drunken Soothsayer fell through a bar’s window when he missed a turn and started a bar room brawl which flowed out into the streets. However he was able to use drunk logic to keep the party out of it. </p><p>As they neared the Golden Balance 8 thugs in Orange stop them. The group decided to charge through them. (Yea! I got to use all 12 of my tact tiles) the win condition was to move about 180 forward to end the fight, this basically turning the corner into plaza. The lose condition was if was a dead npc at the end of it. Now we Orange team up in front with 8 thugs who were attacking Kielo and 6 thugs in blue in the far back attacking Sir Joanna. Soothsayer and another pc charge forward around the outside of the ambush. The air is filled with crossbow bolts. Keilo drops, her husband Arno is wounded, and Sir Joanna laughs as the bolts bounce off her armour. Grim potions up Keilo. Thumper and Bambi make a hole up the front. The group tries to move forward some fleeing for their lives, others just advancing forward while keeping a look out on the VIPs. Sir Joanna laughs as she breaks thru her line of thugs. Keilo flanks the thugs, and Arno goes up the middle. Both are nearly killed. Soothsayer is able to cure Keilo and she turns the corner to safety. Grim doubles back and potions up Arno as Sir Joanna turns the corner. Arno dashes for safety as Grim tries to protect him with his horse and body. Just as Arno reaches safety Grim is shot out of shot out the saddle. I don’t remember who healed Grim. But as he climbs back into the saddle and tries to get away, more crossbow bolts knock out the saddle. As he tries to crawl to safety, the last thing he sees is a boot to the face. (Ok the player had some amazing luck before he die. Some of the thugs were a long distance with disadvantage. Some were at short range. The player agreed since he was the only one left in combat and the group had ticked off all the thugs. The thugs were going to get back at the party. Grim died in just forty feet from safety.) </p><p>However Soothsayer was able to use his acolyte background to raise dead at half price. </p><p>I had to call the game at this point as we had hit the three and half hour point and the store would close before we did movement 3 ( the final act). Healing spirit spell really help the party. But sometimes the dice when against them. If a DM plays this with a time limit I suggest not adjusting for party strength and shorting any skill challenges.</p></blockquote><p></p>
[QUOTE="jasper, post: 7515769, member: 277"] CCC-Tarot-01-07 Seat of Ruler Session PC Killed 1 Monsters Killed 89 Villains Captured 12 Villains Escaped 4 Candy Corn 4 Treasure Points 4 Advancement Points 4 Renown 1 Downtime 10 I had a 7 person table which was a strong group. For a hook, all the pcs had been naughty in Waterdeep and their sentence was to solve the problem in Thentia. The group decides to take on the Keilo (2B) and Joanna (2a) mission. Ok, reread the module I did make multiple mistakes with the armbands but my players broke the rules to begin with. They decide it is easier to pick up the winery folks and warders in one get go. I added 2 extra thugs instead of a spy due it being a spy. The group split into two. Four causing a distraction and three rushing the door. It kind of work. The group pulls all the bandits into combat and discover thug pack tactics hurt. However the evil smart Druid Bambi has Healing Spirit in his spell list. The three want a be thieves fail their stealth rolls rather badly which pull two of thugs off the distraction team. Smiling Jack grinned as he popped the lock on the doors. But suddenly discovered he was bleeding out from four dagger (really mace damage) holes. The Soothsayer and Mongo protect Jack until the combat team finish of the bandits. Grim pulls out his first potion of healing to save Jack. I missed the fact that Kielo was a noble. But I gave the couple AC 12 HP 15. Thumper the face of group talks her into going to pick the Warder Sir Joanna first. Ok combination of good rolls and me rolling with it. This causes the group to skip one combat encounter. With healing spirit the group was up to almost full on hit points. They get to Warder party house but discover they have to win a contest before Sir Gaston (oops name change). Since the module need not talk into account of those pc who cannot be poisoned, I talked with the player. It was decide he rolled with advantage on the constitution bouts and got one free pass if he failed. This is a skill check and lot of dice rolling encounter. I even started cutting some bouts short to save time which did not help. I suggest in the interest of time if you have five or more players, choose the best three or four. While the various conditions it a fun set up for later but this is a time waster. Phase 4 the dice game I allowed players to use a DC 15 sleight of hand to change a die roll once. I think only two players took me up on it. The group groaned, whimpered, whine, and stagger back to their horse. Soothsayer had been poisoned by all the drinking but the Yuan-ti Thumper used his paladin abilities to remove the condition. They quickly killed the blue arm banded bandits in the street attack blocking the gate. (Ok now back to 2b encounters). The priests of the Great Python (No not Yuan-ti) shook the group down for some gold. They picked up 6 thugs (again adjust the encounter) but could not lose them. The drunken Soothsayer fell through a bar’s window when he missed a turn and started a bar room brawl which flowed out into the streets. However he was able to use drunk logic to keep the party out of it. As they neared the Golden Balance 8 thugs in Orange stop them. The group decided to charge through them. (Yea! I got to use all 12 of my tact tiles) the win condition was to move about 180 forward to end the fight, this basically turning the corner into plaza. The lose condition was if was a dead npc at the end of it. Now we Orange team up in front with 8 thugs who were attacking Kielo and 6 thugs in blue in the far back attacking Sir Joanna. Soothsayer and another pc charge forward around the outside of the ambush. The air is filled with crossbow bolts. Keilo drops, her husband Arno is wounded, and Sir Joanna laughs as the bolts bounce off her armour. Grim potions up Keilo. Thumper and Bambi make a hole up the front. The group tries to move forward some fleeing for their lives, others just advancing forward while keeping a look out on the VIPs. Sir Joanna laughs as she breaks thru her line of thugs. Keilo flanks the thugs, and Arno goes up the middle. Both are nearly killed. Soothsayer is able to cure Keilo and she turns the corner to safety. Grim doubles back and potions up Arno as Sir Joanna turns the corner. Arno dashes for safety as Grim tries to protect him with his horse and body. Just as Arno reaches safety Grim is shot out of shot out the saddle. I don’t remember who healed Grim. But as he climbs back into the saddle and tries to get away, more crossbow bolts knock out the saddle. As he tries to crawl to safety, the last thing he sees is a boot to the face. (Ok the player had some amazing luck before he die. Some of the thugs were a long distance with disadvantage. Some were at short range. The player agreed since he was the only one left in combat and the group had ticked off all the thugs. The thugs were going to get back at the party. Grim died in just forty feet from safety.) However Soothsayer was able to use his acolyte background to raise dead at half price. I had to call the game at this point as we had hit the three and half hour point and the store would close before we did movement 3 ( the final act). Healing spirit spell really help the party. But sometimes the dice when against them. If a DM plays this with a time limit I suggest not adjusting for party strength and shorting any skill challenges. [/QUOTE]
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