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: 7896770" data-attributes="member: 277"><p>DDAl09-04 Session</p><p>Day of the Devil</p><p>Flaming Fist Fight Fight Fight</p><p>Day 10</p><p>Gain a Level</p><p>Magic Items Periapt of Health, Soul Coin aka Little Timmy</p><p>PC Killed 1 Monsters Killed 74 Villains Captured 8 Villains Escaped 0</p><p>I had a weak group of four. Agent Bob Wizard 1. Maxwell Sorcerer 4. Kayn Nyak Rogue 2. Kayn is a new player both to D&D and adventure League. Shade Bard 2.</p><p>The group awoke to good news. Segren Hall the innkeeper who was kicked in the head during the first adventure has awoken from his coma. (Still no reason given for while healing magic did not work.) And BAD NEWS. Duke Dillard Porty one the remaining council members is going to give a speech about the refugees and murders. He going on stage at Nine AM, and the group has crowd control. Also, they have to play nice with High Watch which is mucky mucky upper-class police force.</p><p>9 AM no Duke.</p><p>9:30 AM no Duke and crowd is getting upset</p><p>9:45 AM The Watch grabs the Rolling Rocks a bard band to entertain the crowd.</p><p>10 AM the Duke arrives. He gives out the murdered Gharizol. He urges the people not to loot drop the suspect. He tells people to remain calm. He takes AN ARROW RIGHT BETWEEN THE EYES. An Imp and two Nupperibo devils appear out his forehead. The party goes into action. (I should start them 150 feet away but only did 50 feet.) Between sleep spells and attack spells the devils are dead or captured before half the party goes. Chesserie Warden one the people working second shift has killed the assassin. In the assassin’s pocket is a hit list with the duke’s name, Segren Hall, and Wellum Smit. The group starts walking toward the warehouse to see if they are okay.</p><p>They are stopped by 12 cultists. Four to one odds. The cultists tell them to run. The group does. TOWARD the cultists. Between sleep spells, attack spells, and four yes only four melee attacks the cultists are dead or captured. And only Maxwell is hurt. (HAHA. The script calls for the pcs to run and do a chase scene. Under an hour in and the group has finished two hours’ worth of content.)</p><p>The group arrives at warehouse. Dara is missing with old man Ghorin and their pet goat. But nobody cares because she was not important in any other modules except as a quest giver. Segren and Wellum are secured in the warehouse office. The warehouse has a keg of nails. 8 two by four by ten boards. Six two by four by six boards. A set of ball bearings. A bag of caltrops. Some wood scrap which could be burned. The warehouse has a set of double doors and one window. (I gave the group ten real minutes to come up with a plan.)</p><p>The six-foot boards board up the window and the caltrops were placed under the window. Maxwell would guard the window. Agent Bob would guard the victims to be. Most of the ten-foot boards secured the double doors. The ball bearings were put behind the doors. The rest of boards had nails driven into and placed behind the ball bearings. (I treat the boards as caltrops.) A ten by ten-foot section behind the boards had the floor boards pulled up. (difficult terrain. Note I was offering and getting input from the players on how to handle the improvised stuff. Hey the module does not tell you what the floor is like.) So, the first ten foot by twenty foot long part of warehouse behind the doors are secured. Kayn Nyak is taking point on the front left of the ware house peeking out between the wooden planks of the warehouse. (Think old western barn where the heroes can see and shoot out.) Shade is holding the center of the warehouse. (and ACTION um Initiative.)</p><p>Charles Winchester the Third Cultist, “Alright you dirty Flaming Fist beep Fools. Send out Segren and Wellum and no one gets hurt.”</p><p>Kayn moves aside on of planks and throws a dagger into Charles Winchester the third’s face.</p><p>Charles Winchester the Third Cultist,” Ok boys. It the Necro drop way!” Two cultists flank right to get around to the window. Two cultists pull out their crowbars.</p><p>Shade, “HEY That’s cheating only PC’s should have crow bars.”</p><p>Kayn Nyak, “Crow bars. Regular bars. I going to need a drink.”</p><p>Charles Winchester the Third Cultist charges toward Kayn position and tries to stab him through the opening in the planks. A crack is heard as the doors are being broken into.</p><p>Kayn stabs Charles Winchester the Third making him Charles Winchester the dead. A cultist who had been low crawling from behind the back wall pops up and tries to get in to the window. (Yes, script says he just pops up at the window.) Maxwell spells him to death. One of the right flankers tries to beat down the wall to the office. The other right flanker grabs the crowbar and starts on the window. Agent Bob moves up to take the right side of warehouse door.</p><p>The doors burst open. One of the cultists goes to attack Kayn the other Bob. A spined devil teleports into center of the room. Dashes into the office. Grabs Wellum and teleports away.</p><p>Shade, “Hey that is cheating.!”</p><p>Maxwell, “That is not fair.”</p><p>Agent Bob, “that is not right!”</p><p>Kayn, “I am new what is happening.”</p><p>DM, “Yes I AM CHEATING. I will explain later.”</p><p>A brief pause as the players call dm names and want answers. Back to the action.</p><p>Maxwell, “Agent Bob, take yours alive!”</p><p>Agent Bob, “what? “and casts a spell killing his opponent.</p><p>Maxell, “Take Kayn’s cultist alive.”</p><p>Kayn and Shade both attack that cultist killing him.</p><p>Maxell. “SLEEP! I have to do myself!”</p><p>The group captures one cultist alive who turns state evidence and tells where the secret lair is. They are going to sacrifice Wellum to Zariel very soon. You should run and get there very soon.</p><p>Maxwell, “Not before a short or long rest.”</p><p>Shade, “Long rest.”</p><p>Agent Bob, “Long rest.”</p><p>Kayn Nyak, “What is a long rest?”</p><p>DM. “Hmm you can take a short rest. Or long rest. But a long rest would be bad. Didn’t I mention Wellum is going to sacrificed soon!”</p><p>Maxwell, “Short rest”</p><p>Shade, “Short rest”</p><p>Agent Bob, “Short Rest!’</p><p>Kayn, “what is a short rest?”</p><p>DM, “A short rest is…’ I explain to the new person what a short rest. While the group is doing the adjustments, I set up the final encounter. YES, the final encounter which would not happen if I didn’t kidnap Wellum. Note the second bonus objective is very railroad. No matter what the group does at the warehouse some how Wellum gets captured and the party charges off in pursuit. I dropped everything except for the cave encounters.</p><p>The group finds the Zariel cult secret lair. They encounter a glyph of warding. After a few minutes Maxwell remember G was on the coin from the assassin and is the name of what his name. (Again, crowd noise in the shop. People not taking notes. And I not stressing people take notes cause this to delay the game.) Maxwell says Gharizol which deactivates the glyph.</p><p>The first group of cultists charge and most get chopped to pieces. The second group of cultists join them. (AND I DID NOT ROLL ABOVE A 9) Sam the spined devil demands the party join the Zariel cult or die. They make the cultists die. Then they make the devil die. They are a little beaten up as they turn the last corner to see the last cultist dump a basket of centipedes on top of Wellum’s head. Wellum goes down.</p><p>Shade, “Darn he is wimp.”</p><p>Dm, “It in the script. Um. The cultists and devil had fun with him beforehand. Yea. That is the ticket.”</p><p>Kayn,” You mean I have to save him. CHARGE!” He dashes into save the npc. ‘Oh, my gawds. They all over me. They biting me. OUCH!” He drops to zero.</p><p>The rest of group around the corner. Agent Bob takes out an imp. Maxwell slides into the swarm and uses his healing potion to bring up Wellum. Shade slides into the swarm and heals Kayn.</p><p>Shade gets bitten and goes down. Wellum runs out the chamber. And group dog piles the swarm. (Note must remember swarm takes half damage from melee attacks.)</p><p>They return to the warehouse. Agent Bob has found a nice gold coin which has the name Little Timmy on it. Dara arrives in a new white freshly iron and starched robe. The old man turns into planetar and the goat turns into a deva.</p><p>Dara, “You don’t have a pack of cigarettes, it is light outside. You don’t have sunglasses. “</p><p>The back wall collapses. A huge wagon drawn by a small mule spins into the center of the warehouse nearly tips over and then settles on all four wheels. A Shou man with a blue pseudodragon sleeping on his head grins. He spits a wad of tobacco out.</p><p>“Well howdy partners. Heard y’all heading down the highway to hell. Need a lift!”</p><p>Dara, “Fai Che…….”</p><p>To be continued next week. Same Bad D&D Channel. Same Bad D&D time.</p></blockquote><p></p>
[QUOTE="jasper, post: 7896770, member: 277"] DDAl09-04 Session Day of the Devil Flaming Fist Fight Fight Fight Day 10 Gain a Level Magic Items Periapt of Health, Soul Coin aka Little Timmy PC Killed 1 Monsters Killed 74 Villains Captured 8 Villains Escaped 0 I had a weak group of four. Agent Bob Wizard 1. Maxwell Sorcerer 4. Kayn Nyak Rogue 2. Kayn is a new player both to D&D and adventure League. Shade Bard 2. The group awoke to good news. Segren Hall the innkeeper who was kicked in the head during the first adventure has awoken from his coma. (Still no reason given for while healing magic did not work.) And BAD NEWS. Duke Dillard Porty one the remaining council members is going to give a speech about the refugees and murders. He going on stage at Nine AM, and the group has crowd control. Also, they have to play nice with High Watch which is mucky mucky upper-class police force. 9 AM no Duke. 9:30 AM no Duke and crowd is getting upset 9:45 AM The Watch grabs the Rolling Rocks a bard band to entertain the crowd. 10 AM the Duke arrives. He gives out the murdered Gharizol. He urges the people not to loot drop the suspect. He tells people to remain calm. He takes AN ARROW RIGHT BETWEEN THE EYES. An Imp and two Nupperibo devils appear out his forehead. The party goes into action. (I should start them 150 feet away but only did 50 feet.) Between sleep spells and attack spells the devils are dead or captured before half the party goes. Chesserie Warden one the people working second shift has killed the assassin. In the assassin’s pocket is a hit list with the duke’s name, Segren Hall, and Wellum Smit. The group starts walking toward the warehouse to see if they are okay. They are stopped by 12 cultists. Four to one odds. The cultists tell them to run. The group does. TOWARD the cultists. Between sleep spells, attack spells, and four yes only four melee attacks the cultists are dead or captured. And only Maxwell is hurt. (HAHA. The script calls for the pcs to run and do a chase scene. Under an hour in and the group has finished two hours’ worth of content.) The group arrives at warehouse. Dara is missing with old man Ghorin and their pet goat. But nobody cares because she was not important in any other modules except as a quest giver. Segren and Wellum are secured in the warehouse office. The warehouse has a keg of nails. 8 two by four by ten boards. Six two by four by six boards. A set of ball bearings. A bag of caltrops. Some wood scrap which could be burned. The warehouse has a set of double doors and one window. (I gave the group ten real minutes to come up with a plan.) The six-foot boards board up the window and the caltrops were placed under the window. Maxwell would guard the window. Agent Bob would guard the victims to be. Most of the ten-foot boards secured the double doors. The ball bearings were put behind the doors. The rest of boards had nails driven into and placed behind the ball bearings. (I treat the boards as caltrops.) A ten by ten-foot section behind the boards had the floor boards pulled up. (difficult terrain. Note I was offering and getting input from the players on how to handle the improvised stuff. Hey the module does not tell you what the floor is like.) So, the first ten foot by twenty foot long part of warehouse behind the doors are secured. Kayn Nyak is taking point on the front left of the ware house peeking out between the wooden planks of the warehouse. (Think old western barn where the heroes can see and shoot out.) Shade is holding the center of the warehouse. (and ACTION um Initiative.) Charles Winchester the Third Cultist, “Alright you dirty Flaming Fist beep Fools. Send out Segren and Wellum and no one gets hurt.” Kayn moves aside on of planks and throws a dagger into Charles Winchester the third’s face. Charles Winchester the Third Cultist,” Ok boys. It the Necro drop way!” Two cultists flank right to get around to the window. Two cultists pull out their crowbars. Shade, “HEY That’s cheating only PC’s should have crow bars.” Kayn Nyak, “Crow bars. Regular bars. I going to need a drink.” Charles Winchester the Third Cultist charges toward Kayn position and tries to stab him through the opening in the planks. A crack is heard as the doors are being broken into. Kayn stabs Charles Winchester the Third making him Charles Winchester the dead. A cultist who had been low crawling from behind the back wall pops up and tries to get in to the window. (Yes, script says he just pops up at the window.) Maxwell spells him to death. One of the right flankers tries to beat down the wall to the office. The other right flanker grabs the crowbar and starts on the window. Agent Bob moves up to take the right side of warehouse door. The doors burst open. One of the cultists goes to attack Kayn the other Bob. A spined devil teleports into center of the room. Dashes into the office. Grabs Wellum and teleports away. Shade, “Hey that is cheating.!” Maxwell, “That is not fair.” Agent Bob, “that is not right!” Kayn, “I am new what is happening.” DM, “Yes I AM CHEATING. I will explain later.” A brief pause as the players call dm names and want answers. Back to the action. Maxwell, “Agent Bob, take yours alive!” Agent Bob, “what? “and casts a spell killing his opponent. Maxell, “Take Kayn’s cultist alive.” Kayn and Shade both attack that cultist killing him. Maxell. “SLEEP! I have to do myself!” The group captures one cultist alive who turns state evidence and tells where the secret lair is. They are going to sacrifice Wellum to Zariel very soon. You should run and get there very soon. Maxwell, “Not before a short or long rest.” Shade, “Long rest.” Agent Bob, “Long rest.” Kayn Nyak, “What is a long rest?” DM. “Hmm you can take a short rest. Or long rest. But a long rest would be bad. Didn’t I mention Wellum is going to sacrificed soon!” Maxwell, “Short rest” Shade, “Short rest” Agent Bob, “Short Rest!’ Kayn, “what is a short rest?” DM, “A short rest is…’ I explain to the new person what a short rest. While the group is doing the adjustments, I set up the final encounter. YES, the final encounter which would not happen if I didn’t kidnap Wellum. Note the second bonus objective is very railroad. No matter what the group does at the warehouse some how Wellum gets captured and the party charges off in pursuit. I dropped everything except for the cave encounters. The group finds the Zariel cult secret lair. They encounter a glyph of warding. After a few minutes Maxwell remember G was on the coin from the assassin and is the name of what his name. (Again, crowd noise in the shop. People not taking notes. And I not stressing people take notes cause this to delay the game.) Maxwell says Gharizol which deactivates the glyph. The first group of cultists charge and most get chopped to pieces. The second group of cultists join them. (AND I DID NOT ROLL ABOVE A 9) Sam the spined devil demands the party join the Zariel cult or die. They make the cultists die. Then they make the devil die. They are a little beaten up as they turn the last corner to see the last cultist dump a basket of centipedes on top of Wellum’s head. Wellum goes down. Shade, “Darn he is wimp.” Dm, “It in the script. Um. The cultists and devil had fun with him beforehand. Yea. That is the ticket.” Kayn,” You mean I have to save him. CHARGE!” He dashes into save the npc. ‘Oh, my gawds. They all over me. They biting me. OUCH!” He drops to zero. The rest of group around the corner. Agent Bob takes out an imp. Maxwell slides into the swarm and uses his healing potion to bring up Wellum. Shade slides into the swarm and heals Kayn. Shade gets bitten and goes down. Wellum runs out the chamber. And group dog piles the swarm. (Note must remember swarm takes half damage from melee attacks.) They return to the warehouse. Agent Bob has found a nice gold coin which has the name Little Timmy on it. Dara arrives in a new white freshly iron and starched robe. The old man turns into planetar and the goat turns into a deva. Dara, “You don’t have a pack of cigarettes, it is light outside. You don’t have sunglasses. “ The back wall collapses. A huge wagon drawn by a small mule spins into the center of the warehouse nearly tips over and then settles on all four wheels. A Shou man with a blue pseudodragon sleeping on his head grins. He spits a wad of tobacco out. “Well howdy partners. Heard y’all heading down the highway to hell. Need a lift!” Dara, “Fai Che…….” To be continued next week. Same Bad D&D Channel. Same Bad D&D time. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Jasper DMS Season 9 & Descent into Avernus Adventure League
Top