jasper
Rotten DM
DDAAL09-17 Session
In The Hand
Or Picking on Dill
Day 29
PC Killed 7 Monsters Killed 360 Villains Captured 9 Villains Escaped 0
Gain A Level. 1,600 GP. 20 Down time days. If you want.
Start Time 5:58. End Time 10:11.
Magic Items Wand of the War Mage +3, Bag of Holding, Potion of Supreme Healing, Potion of Speed, Potion of Vitality, Soul Coin
No Story Award
I had an average group of four but it was border line strong. Randall Cleric 1 Wizard 15 with simulacrum. Dr. Feel Bad cleric 16. Dill Fighter 14. Shade Bard 15 with simulacrum. Thinking back, I should ran it as strong group.
Dara orders group to protect her while she recovers the command and control unit with Sir Rotger supreme leader. They spend an hour wandering the underground base before they figure out the room code. They enter a roughly seven-star shape room about (Cat is on the module). A Staff Sergeant in Hellrider uniform is at parade rest in the center of the room. Going clockwise around the star chamber are the following doors. White, Red, Yellow, Commander’s Exit, Green, Blue, and Purple. The Room signage has been partially destroyed. Some letters have been ripped off the room number. Purple has only a “N” stilled glued to the door. Other doors have one to four letters still attached. The missing letters are tossed randomly on the floor. A yellow line is five in front of the sergeant.
Sir Galwain, “I am Sir Galwain, you maggots. Why are your feet not on my yellow line? Can you not hear me you apes?”
Shade, “Un I have hooves.”
Sir Galwain, “The first words out your mouth with Sir. The last words out your mouths will be sir. Hooves, boots, feets, slime pods, tentacles, GET on my line. Dress right Dress! Move it.”
The next ten or so minutes the crew find out they are the second class of whatever this year is. They are class 2 of whatever year. Hellrider recruit training. For the next two-hour block of training, they will choose a room. Enter and complete the block of instruction. They will listen to and obey all instructions. Dr. Feel Bad is promoted to Private Idiot. The party discovers each door except for the entrance and Commander’s Exit are unlocked. The missing letters are clue to the task they have to complete in the room. (The players were working the word puzzle as I as yelling at the recruits. The two hours is a hard game time limit. I am not going to cover each room as that gives too much information away.)
After under 90 minutes they recover five passes. One No Go. A certain solar is asking me to not to train recruits any more. And Pvt. Idiot knows to tell the DM when He asking me a question, or tell me he asking the NPC a question. As Dill and Shade took damage the group took a short rest before graduation ceremony. (They cleared four rooms with straight role playing. One with little bit of combat. And nuked one instructor.)
Sir Galwain, “Having completed this 2-hour block of instruction successfully with five pass and one no go fail at the station, you are now temporary non paid interns of Hellriders. We will ride into hell and save those devils from themselves. You will clean yourself up. And go through the Commander’s Exit for your next block of instruction.” (Yes, Galwain is not totally present.)
They enter the Commander’s Exit and don’t fight anything because I forgot to highlight the combat. (Editor ‘What the writer means in the interest of time. He skipped a combat.’)
They enter another seven-pointed star chamber with seven tombs around the chamber. (Changed how the tomb open. The PC or ALLY had spend a full round using all their actions, bonus, reaction, no action, etc. to open it. The written ones are average to great. Some require you to complete a puzzle in combat. Some are skill checks. If combat is over, they have all the time in the world.) Suddenly Shade, Dill, and Dr Feel Bad/Pvt Idiot are nearly drowning as artic sea water falls from a trap door in the ceiling. Some horned devils and spined devils teleport in from teleportation circles in the upper part of star chamber. The room is trapped and waves of monsters are coming in.
Again, not going to give clues but since Dill flanked right (from my view point) and charged, he became the primary target. One he was the closes. Two he had the lowest hit points. Three between spells, counter spells, magical protection, and a band of berserkers it was hard to get to the other pcs and Dara. (Heck we forgot Dara was there to the last two rounds of combat.)
DM Notes. Skip most of the Dara introduction. Do the hard time limit on Part 1. This is first time the part 2 combat has lasted as long as they said was. Standard nitpick some of monsters were underpowered for tier 3.
In The Hand
Or Picking on Dill
Day 29
PC Killed 7 Monsters Killed 360 Villains Captured 9 Villains Escaped 0
Gain A Level. 1,600 GP. 20 Down time days. If you want.
Start Time 5:58. End Time 10:11.
Magic Items Wand of the War Mage +3, Bag of Holding, Potion of Supreme Healing, Potion of Speed, Potion of Vitality, Soul Coin
No Story Award
I had an average group of four but it was border line strong. Randall Cleric 1 Wizard 15 with simulacrum. Dr. Feel Bad cleric 16. Dill Fighter 14. Shade Bard 15 with simulacrum. Thinking back, I should ran it as strong group.
Dara orders group to protect her while she recovers the command and control unit with Sir Rotger supreme leader. They spend an hour wandering the underground base before they figure out the room code. They enter a roughly seven-star shape room about (Cat is on the module). A Staff Sergeant in Hellrider uniform is at parade rest in the center of the room. Going clockwise around the star chamber are the following doors. White, Red, Yellow, Commander’s Exit, Green, Blue, and Purple. The Room signage has been partially destroyed. Some letters have been ripped off the room number. Purple has only a “N” stilled glued to the door. Other doors have one to four letters still attached. The missing letters are tossed randomly on the floor. A yellow line is five in front of the sergeant.
Sir Galwain, “I am Sir Galwain, you maggots. Why are your feet not on my yellow line? Can you not hear me you apes?”
Shade, “Un I have hooves.”
Sir Galwain, “The first words out your mouth with Sir. The last words out your mouths will be sir. Hooves, boots, feets, slime pods, tentacles, GET on my line. Dress right Dress! Move it.”
The next ten or so minutes the crew find out they are the second class of whatever this year is. They are class 2 of whatever year. Hellrider recruit training. For the next two-hour block of training, they will choose a room. Enter and complete the block of instruction. They will listen to and obey all instructions. Dr. Feel Bad is promoted to Private Idiot. The party discovers each door except for the entrance and Commander’s Exit are unlocked. The missing letters are clue to the task they have to complete in the room. (The players were working the word puzzle as I as yelling at the recruits. The two hours is a hard game time limit. I am not going to cover each room as that gives too much information away.)
After under 90 minutes they recover five passes. One No Go. A certain solar is asking me to not to train recruits any more. And Pvt. Idiot knows to tell the DM when He asking me a question, or tell me he asking the NPC a question. As Dill and Shade took damage the group took a short rest before graduation ceremony. (They cleared four rooms with straight role playing. One with little bit of combat. And nuked one instructor.)
Sir Galwain, “Having completed this 2-hour block of instruction successfully with five pass and one no go fail at the station, you are now temporary non paid interns of Hellriders. We will ride into hell and save those devils from themselves. You will clean yourself up. And go through the Commander’s Exit for your next block of instruction.” (Yes, Galwain is not totally present.)
They enter the Commander’s Exit and don’t fight anything because I forgot to highlight the combat. (Editor ‘What the writer means in the interest of time. He skipped a combat.’)
They enter another seven-pointed star chamber with seven tombs around the chamber. (Changed how the tomb open. The PC or ALLY had spend a full round using all their actions, bonus, reaction, no action, etc. to open it. The written ones are average to great. Some require you to complete a puzzle in combat. Some are skill checks. If combat is over, they have all the time in the world.) Suddenly Shade, Dill, and Dr Feel Bad/Pvt Idiot are nearly drowning as artic sea water falls from a trap door in the ceiling. Some horned devils and spined devils teleport in from teleportation circles in the upper part of star chamber. The room is trapped and waves of monsters are coming in.
Again, not going to give clues but since Dill flanked right (from my view point) and charged, he became the primary target. One he was the closes. Two he had the lowest hit points. Three between spells, counter spells, magical protection, and a band of berserkers it was hard to get to the other pcs and Dara. (Heck we forgot Dara was there to the last two rounds of combat.)
DM Notes. Skip most of the Dara introduction. Do the hard time limit on Part 1. This is first time the part 2 combat has lasted as long as they said was. Standard nitpick some of monsters were underpowered for tier 3.