Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Jasper DMS Season 9 & Descent into Avernus Adventure League
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="jasper" data-source="post: 7878304" data-attributes="member: 277"><p>DDAL09-01 Escape from Elturgard</p><p>Escape from the railroad</p><p>PC killed 0 Monsters Killed 20 Villains Captured 1 Villains Escaped 0</p><p>Story Award Cooler Heads prevail. You just beat up the villain.</p><p>Magic Items 2 potions of healing, scroll of protection from energy, amulet of proof against detection and location.</p><p>Levels. If you started above level 1 go to level 5 Gain 80 gp and 10 downtime days per level gain. NOT 750 gp I was handing out hourly. If you started at level 1 go to level 5 or 4 as you want. Gain 80 gp per level. 10 down time days.</p><p>DM ruling on Amulet of Proof against detection and location. One player said RAW you could not cast divination spells on yourself. I am going with RAI only hostile divination spells are block.</p><p>DM reminder. Steep stairs are difficult terrain, regular stairs are not. DM will tell you if they are steep.</p><p>DM is sorry he ran the module badly. This module is gathering the locals and their stuff and high tailed to Baldur’s Gate. And concludes with a murder mystery. Next time I run this I will make each suspect more memorial and make you write the names down. I will also do a flow chart and static investigation roll to find the clues.</p><p>I had a very strong group in each part. This module allows you to level after each hour. So, I am not mentioning levels. Ava Ranger. Jon Wizard (returning player). Tigra Barbarian. Maxwell sorcerer (who I kept calling him barbarian due to the player running one normally.) Roland ranger. Rauf of the Sand Druid.</p><p>The group are a local guard unit for Elturgard Guards and Gardening Club. They are returning for eastern demark guarding a load of tulips and other merch. Just before dawn in the west they heard and see a loud explosion. Some think they smell brimstone. Others occasionally are flicking falling ashes off their uniforms. As the merch caravan rolls into the final rest stop before Elturgard they are met by Darling Dara their employer. Darling Dara declares the city is gone. Not believing her, the climb up to the watch tower and look west. The city is gone, as if it was flung off into space, (Or the Borg scooped it up. Only two players got that.) After telling them they are not on harasser pay (Yea extra 2 cp a day.); she gives them three locations to search, recover locals and loot (impound for the good of the city. Wellum’s Smithy for Wellum and his weapons. Ghorin the mill owner and his grain, oats, and mill stones. The Fabled Fawn for Segren and his wife Vasha and any customers. And remember the beer, and cooking supplies. They choose to got to the inn. (Note next time I going to run the encounters in sequence to build up some tension and let some NPCs have face time with the pcs.) They arrive at the inn. The barn is on fire or slightly on fire, well some of the roof was smoking. A customer is tossed from the second story window with a broom stick shove through its heart. A bed knob is toss out too. Seeing a Lemure grinning at the window, the group charges the door. (Note I should have Vasha scream about the barn is on fire, and she needs help too. I allowed the group to start about 55 feet away from the doors.) The group split. Some taking the north door, some taking the south down. One or two slowly just walking forward. Entering the tavern nine plus Lemures are descending down the three stairways. Two groups on the north stairs and one on the south. The group make short work of Lemures in the south part of the tavern. Jon rescues Vasha Hall and finds out Segren is in the barn. (OK I was having trouble getting the group to recognize the barn was on fire. My fault.) Jon starts to cut the other customer Hastrine Leaftender and orders the group to go rescue the innkeeper. Tigra and Roland start finishing off the northern group. The rest of group run toward the barn. (Yes, even a double or triple move is not going to get the pc to barn in one round. HAAAA.) Rauf of the Sand kicks open the door and starts chocking as smoke pours out. He rushes in.</p><p>Meanwhile the Tabaxi Tigra Barbarian finishes off the last Lemure and dashes toward the barn. (Tabby Cat move very very fast.) Just as Rauf and Tigra are pulling the unconscious Segren outside, a beam crashes to the ground. It would have crushed Segren. Rauf heals Segren but he does not recover conscious. (Note this never explained why. Grr.)</p><p>The group take the people to caravan and a small squad is sent back to recover the beer and cooking equipment. The group decides to head toward the smithy. As they arrive, they heard the racking of a double barrel shotgun. Um Racking of a double crossbow. Um.</p><p>Wellum, “Halt. The next bandit who steps forward will get the working end of my shot…. hand crossbow. “As Roland and Tigra are calming down Wellum and his apprentice Gordrick; a half-elf scout name Vollis Foote runs up. She wants to help. Wellum tells the group of the bandit raid. This left the smithy with only 3 buck and quarter staves. But both rangers are able to follow the trial left behind by the raiders. Not wanting npcs, um to make sure the smith and his apprentice survive, they assign Vollis to stay behind to guard them. (yes, that is the ticket.) The group follow the foot prints to an old temple of Torm who is god of duty and loyalty. Jon sends his owl into the temple. The entrance way has been looted but the bronze doors to the main temple are close. The secret door on the right wasn’t close. (Passive perception of the owl was unknown so I used Jon’s). Tigra opens the secret door and the chanting she just heard comes to a sudden stop. The group gets into a combat single file stack and the fight begins. Tigra was able to sneak down to the underground cavern. She sees two cult fanatics, a spined devil and a few bandits. The Spined Devil has grown out of a dead human’s head.</p><p>Roland, ‘It always a dead human.” A few rounds of combat later it is over. (Ok each encounter levels with the group APL. I should have remembered the cults were cult fanatics. OPPS.) The group find loot, the weapons, some jewelry. The group return to Dara with the three locals and weapons.</p><p>On to the miller and the grain. (OH. A fetch quest with an imbedded fetch quest.) Ippon the miller and his pal Pal are loading a wagon with grain. Pal thinks the group should see if they can get Stephen King (was the poet Billiam) to come back with the group. Stephen King was writer up the way but did not want to leave his shack. (Someone had mention King and we got side track talking about his works.) King is on his small porch smoking an evil five leafed weed and writing in his journal. Once the group convinces King he really needs to leave the area, he decides the tale of the missing city of Elturel would make a great novel. Would ….</p><p>(oh hell no. A fetch quest in fetch quest in a fetch quest. After some discussion, and to move the game along. I just called out the ability or skill check for next encounters. If they failed, they took damage. Etc.)</p><p>Would the group fetch some stuff for ink, paper, and some Pegasus feathers? Most of the group got the feathers but two them nearly got hoof in mouth disease. A hoof in their mouth. But Tigra and Jon were able to calm down the horse.</p><p>The group with the miller his pal Pal, King with his special items, and grain are moved safety to the caravan. The group retires for the night. In the morning they wake up to King’s body being found.</p><p>(Okay this where I should made each NPC a person. And had some interaction during the night. The players were having trouble getting the clues. And I was having trouble making the npcs memorable. In frustration I just gave them the villain and ended the game.)</p></blockquote><p></p>
[QUOTE="jasper, post: 7878304, member: 277"] DDAL09-01 Escape from Elturgard Escape from the railroad PC killed 0 Monsters Killed 20 Villains Captured 1 Villains Escaped 0 Story Award Cooler Heads prevail. You just beat up the villain. Magic Items 2 potions of healing, scroll of protection from energy, amulet of proof against detection and location. Levels. If you started above level 1 go to level 5 Gain 80 gp and 10 downtime days per level gain. NOT 750 gp I was handing out hourly. If you started at level 1 go to level 5 or 4 as you want. Gain 80 gp per level. 10 down time days. DM ruling on Amulet of Proof against detection and location. One player said RAW you could not cast divination spells on yourself. I am going with RAI only hostile divination spells are block. DM reminder. Steep stairs are difficult terrain, regular stairs are not. DM will tell you if they are steep. DM is sorry he ran the module badly. This module is gathering the locals and their stuff and high tailed to Baldur’s Gate. And concludes with a murder mystery. Next time I run this I will make each suspect more memorial and make you write the names down. I will also do a flow chart and static investigation roll to find the clues. I had a very strong group in each part. This module allows you to level after each hour. So, I am not mentioning levels. Ava Ranger. Jon Wizard (returning player). Tigra Barbarian. Maxwell sorcerer (who I kept calling him barbarian due to the player running one normally.) Roland ranger. Rauf of the Sand Druid. The group are a local guard unit for Elturgard Guards and Gardening Club. They are returning for eastern demark guarding a load of tulips and other merch. Just before dawn in the west they heard and see a loud explosion. Some think they smell brimstone. Others occasionally are flicking falling ashes off their uniforms. As the merch caravan rolls into the final rest stop before Elturgard they are met by Darling Dara their employer. Darling Dara declares the city is gone. Not believing her, the climb up to the watch tower and look west. The city is gone, as if it was flung off into space, (Or the Borg scooped it up. Only two players got that.) After telling them they are not on harasser pay (Yea extra 2 cp a day.); she gives them three locations to search, recover locals and loot (impound for the good of the city. Wellum’s Smithy for Wellum and his weapons. Ghorin the mill owner and his grain, oats, and mill stones. The Fabled Fawn for Segren and his wife Vasha and any customers. And remember the beer, and cooking supplies. They choose to got to the inn. (Note next time I going to run the encounters in sequence to build up some tension and let some NPCs have face time with the pcs.) They arrive at the inn. The barn is on fire or slightly on fire, well some of the roof was smoking. A customer is tossed from the second story window with a broom stick shove through its heart. A bed knob is toss out too. Seeing a Lemure grinning at the window, the group charges the door. (Note I should have Vasha scream about the barn is on fire, and she needs help too. I allowed the group to start about 55 feet away from the doors.) The group split. Some taking the north door, some taking the south down. One or two slowly just walking forward. Entering the tavern nine plus Lemures are descending down the three stairways. Two groups on the north stairs and one on the south. The group make short work of Lemures in the south part of the tavern. Jon rescues Vasha Hall and finds out Segren is in the barn. (OK I was having trouble getting the group to recognize the barn was on fire. My fault.) Jon starts to cut the other customer Hastrine Leaftender and orders the group to go rescue the innkeeper. Tigra and Roland start finishing off the northern group. The rest of group run toward the barn. (Yes, even a double or triple move is not going to get the pc to barn in one round. HAAAA.) Rauf of the Sand kicks open the door and starts chocking as smoke pours out. He rushes in. Meanwhile the Tabaxi Tigra Barbarian finishes off the last Lemure and dashes toward the barn. (Tabby Cat move very very fast.) Just as Rauf and Tigra are pulling the unconscious Segren outside, a beam crashes to the ground. It would have crushed Segren. Rauf heals Segren but he does not recover conscious. (Note this never explained why. Grr.) The group take the people to caravan and a small squad is sent back to recover the beer and cooking equipment. The group decides to head toward the smithy. As they arrive, they heard the racking of a double barrel shotgun. Um Racking of a double crossbow. Um. Wellum, “Halt. The next bandit who steps forward will get the working end of my shot…. hand crossbow. “As Roland and Tigra are calming down Wellum and his apprentice Gordrick; a half-elf scout name Vollis Foote runs up. She wants to help. Wellum tells the group of the bandit raid. This left the smithy with only 3 buck and quarter staves. But both rangers are able to follow the trial left behind by the raiders. Not wanting npcs, um to make sure the smith and his apprentice survive, they assign Vollis to stay behind to guard them. (yes, that is the ticket.) The group follow the foot prints to an old temple of Torm who is god of duty and loyalty. Jon sends his owl into the temple. The entrance way has been looted but the bronze doors to the main temple are close. The secret door on the right wasn’t close. (Passive perception of the owl was unknown so I used Jon’s). Tigra opens the secret door and the chanting she just heard comes to a sudden stop. The group gets into a combat single file stack and the fight begins. Tigra was able to sneak down to the underground cavern. She sees two cult fanatics, a spined devil and a few bandits. The Spined Devil has grown out of a dead human’s head. Roland, ‘It always a dead human.” A few rounds of combat later it is over. (Ok each encounter levels with the group APL. I should have remembered the cults were cult fanatics. OPPS.) The group find loot, the weapons, some jewelry. The group return to Dara with the three locals and weapons. On to the miller and the grain. (OH. A fetch quest with an imbedded fetch quest.) Ippon the miller and his pal Pal are loading a wagon with grain. Pal thinks the group should see if they can get Stephen King (was the poet Billiam) to come back with the group. Stephen King was writer up the way but did not want to leave his shack. (Someone had mention King and we got side track talking about his works.) King is on his small porch smoking an evil five leafed weed and writing in his journal. Once the group convinces King he really needs to leave the area, he decides the tale of the missing city of Elturel would make a great novel. Would …. (oh hell no. A fetch quest in fetch quest in a fetch quest. After some discussion, and to move the game along. I just called out the ability or skill check for next encounters. If they failed, they took damage. Etc.) Would the group fetch some stuff for ink, paper, and some Pegasus feathers? Most of the group got the feathers but two them nearly got hoof in mouth disease. A hoof in their mouth. But Tigra and Jon were able to calm down the horse. The group with the miller his pal Pal, King with his special items, and grain are moved safety to the caravan. The group retires for the night. In the morning they wake up to King’s body being found. (Okay this where I should made each NPC a person. And had some interaction during the night. The players were having trouble getting the clues. And I was having trouble making the npcs memorable. In frustration I just gave them the villain and ended the game.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Jasper DMS Season 9 & Descent into Avernus Adventure League
Top