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Jasper DMS Season 9 & Descent into Avernus Adventure League
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<blockquote data-quote="jasper" data-source="post: 7919543" data-attributes="member: 277"><p>Descent into Avernus Session 7</p><p>Chapter 3 Part 1</p><p>Mad Maggie Merry Mirth</p><p>Day 14-15</p><p>PC Killed 1 Monsters Killed 125 Villains Captured 13 Villains Escape 4</p><p>We will pick up next time on page 87.</p><p>Magic Items Hellfire Warhammer +0 sheds dim light 5 feet. If you kill a humanoid, the got to hell to be born a Lemure. 3 soul coins.</p><p>Dropped out of play items. Shield of the Hidden Lord no one wants to own it. Left at Mad Maggie’s place.</p><p>Treasure Silvered Pike or silver one of you weapons.</p><p>Advancement If under 7 go to level 7 taking 240 GP, and 20 downtime days per level. If 7+ 4 hours of play and 60 GP.</p><p>Story Award All Made Maggie Mirth Merry. Your actions and stories made Mad Maggie happy. You have advantage on all social checks with her.</p><p>Story Award Tormentor owner. Mad Maggie gift you with a Tormentor. Carries 4. Page 218. Has 1 day of gas. Do you have soul coins?</p><p>Rule Clarification. During war machine combat we will use the Lego war machines. A combination of theatre of mind and regular combat. PC manning crew positions can only crew and do reactions. This may change.</p><p>Story Award Jersey “Van Go” Chukka and Clonk thought you look a little run down. They taught you how to drive war machines. This proficiency is good for the book and modules. PS I owe you inspiration for playing your flaw.</p><p>Standard hazards. Every hour to travel. DC 10 +1 per hour travel Con save or gain level of exhaustion. So, three hours of travel would be three checks. No Beauty Sleep. If you not lawful evil, DC 10 wisdom save. On fail change a flaw, trait, or idea to an evil one. If it is not label evil choose one you think is evil. Are we there yet, roll on page 80.</p><p>I had a strong group of six. Jersey “Van Go!” Wizard rogue. Brandy Cleric. Arborn Ranger Warlock. Job Blackwing Wizard Fighter. Shade Bard. Zack Cleric.</p><p>Lulu led the way to Fort Knucklebones, it was nice and sunny, and a fun walk. For her, some of the pcs gain one or two levels of exhaustion due to the heat and hellish terrain. The Madcap Wazzik was the lead gate guard. He made of fun of the group until Zack offer a wineskin full of whiskey. Whiskey is a great weakness for Madcaps and Redcaps. Lulu remembers Chukka and Clonk two kenku. After few minutes of old home week, they take her and let the rest of the pc gang tag along to see Mad Maggie. While they are waiting they meet some interesting people. (Note I am rearranging the sequence on the meetings. Also, no maps and little description of the Fort Knucklebones is given. So, the map was either theatre of the mind, group feedback or winging it for the encounters.)</p><p>Chukka and Clonk are happy to see Lulu but need help in the war machine workshop. So, gears are stuck and they need strong backs and weak minds.</p><p>Pins and Needles two Imps who do Mad Maggie’s accounting were playing knock the cap off the redcap earlier this week. When Pins or Needles won. Okay. They knock the madcap Wazzik off the gate. Wazzik is tick off. Could you please assassinate Wazzik before he murders us?</p><p>Barnabas the Flameskull butler. Someone has drilled a hole in his lower jaw and slipped a hanger through it. On the hanger is an English Butler outfit. Barnabas is missing a tooth. Grubba was playing soft ball with a shot-put last week and hit Barnabas. This knock out his tooth. Grubba and his boys have been playing poker and using the tooth as stake. Could you get back.</p><p>Mickey the Dancing Flesh Golem wanders through the waiting room. He is limping and groaning. Zack discovers an old war wound and removers the devil bone. Oh, he made flesh golem happy. Mickey loved him. And squeeze him until some hit points came out.</p><p>The group decides to be nice and help out the rest of Mad Maggie’s crew.</p><p>Shade and Job Blackwing both decide separately to steal the tooth back from Grubba. Job turns invisible and steals into the barracks while the off-duty redcaps are playing poker. Shade opens the window and tries to mage hand the pouch off Grubba. Just as Job is about to lift the pouch, the mage hand grabs the pouch, which does not go unnoticed. Grubba and his gang go to curb stomp the bard. Shade sends his pet displacer beast to attack the barracks from the front, he will stay at the window. Job dives under the table and hopes not to get noticed. As the redcaps are curb stomping the displacer beast, and giving Shade boots to head; Job grabs the tooth pouch and dives through another open window.</p><p>Job, but I didn’t open the window. I didn’t check.”</p><p>DM, Shut up. The window is now open and you are brushing glass off you as you run away.</p><p>Grubba is distracted due to the window breaking which allows Shade to break contact but his kitty was booted to death. No chance of a reboot to get him back.</p><p>The group goes to help Chukka and Clonk with war machine maintenance. A gear is really stuck. It seems a bone devil has possessed the gear. The group breaks the gear off the machine with lots of elbow grease but as the gear rattles on the floor a bone devil leaves it and attacks the group. The kenku beat feet while the group handles this minor devil. The group wins. Lulu and Zack start talking shop with the two kenku gear heads. This leaves the rest of group to handle the last mission.</p><p>Shade tricks Wazzik to a drinking contest. They go to the only shade in the place. (One of the ideas from the players was needing dim light so I gave them the only shade in the fort. And I gave the ambush they wanted.) However, Wazzik does not trust the bard and brings four of his friends. Just as Wazzik about take a drink the ambush and curb stomping begins. Six dead Redcaps and one TKO later, the group is staggers back to shop to pick up Lulu and Zack. Zack has agreed to help the kenku with part hunt but it has to be put off to tomorrow because the party has been curbed stomped.</p><p>After a slightly unrestful sleep, they awaken alive. Shade did pick up two evil marks. And the group sets out to look for parts on Tormentor. Just as they are beginning to load the armour pieces and harpoon; Feonor and the Golden Doom road gang show up. The group tries to flee.</p><p>(Ok the DM and players were winging the war machine combat. I will review the rules this week.) But the low lights. All due to miscommunication on who was doing what and what a war machine can do. Yes, evil dm here, I as not allowing take backs.</p><p>Zack hopped on his broom of flying. To be left in the dust as the Tormentor has better movement. He tries to catch up and dives toward the back end of the Tormentor. Shade then throws into reverse and hits Zack with the rear bumper.</p><p>Ok. How Jersey got his extra name. This can only happen due to initiative is ran. Everyone but Shade the driver goes first. Then the mobile monsters. Shade next. Last the Golden Doom. Shade has nearly run over Zack and the group is either trying to get Zack into the vehicle or firing spells at the Golden Doom. Jersey being the coward he is jumps off the vehicle and dashes forward to get out of the way of any fire from the Doom patrol.</p><p>DM. “You are jumping off a moving vehicle running forward in front of war machine being driven by Shade who has just clipped Zack with the rear bumper. And then you are readying an action to jump back on as Zack passes you. Correct?”</p><p>Jersey, “Correct Acrobatics right.”</p><p>DM, “Okay. Make that a DC 15.”</p><p>Job Blackwing, “Don’t forget he needs an acrobatics check to dismount too. Remember last time.”</p><p>DM,” Oh! Last time. Right! Thanks for helping.’ I look at the Tormentor. Raking Scythes. Last time, the rear wheel ran over the bad guy for an instant kill. “Okay Acrobatics 10” Jersey rolls a two.</p><p>Jersey jump off the moving war machine right into blades on the wheels taking thirteen points of damage but not falling prone. He dashes forward waiting for Shade to move forward. (Jersey then rolls a one on the second acrobatics check.) Shade overs corrects running you down. You take another thirteen point of damage. And notice the machine is leaking oil and stuff as it drives over you. You rise to your feet. Screaming and waving your hands at the retreating machine. The break light come on. You look back just as the Demon Grinder’s chomper bites you for twenty-five points of damage. The ghast driving the Grinder is so amused at your fate, he slams on the breaks which tosses your dead body with one death fail onto the back of the tormentor. Your left ear is left in the chomper’s teeth. The whole Golden Doom crew is laughing so hard they lose control of the car and nearly wreck. The group sees them still laughing as they leave in a cloud of dust. (NOTE this broke a lot of game rules feel free to comment.)</p><p>You arrive back at Fort Knucklebone. Mad Maggie is so amused at your actions she laughs. And sets up the dream ritual. You survive the dream ritual. Lulu regains her second memory. The location to Zariel’s sword is Hruman’s Hill two hours away by war machine. IF YOU DO NOT GET LOST.</p><p>Mad Maggie gifts you with the newly repaired war machine called Picasso. 3 soul coins. And has Clonk silver a weapon of your choice.</p><p>DM NOTES. Take note of the npcs and how the interact with each other. The lack of maps, and descriptions make you wing most of this. This is chapter the dm needs to read head. Especially on war machines.</p></blockquote><p></p>
[QUOTE="jasper, post: 7919543, member: 277"] Descent into Avernus Session 7 Chapter 3 Part 1 Mad Maggie Merry Mirth Day 14-15 PC Killed 1 Monsters Killed 125 Villains Captured 13 Villains Escape 4 We will pick up next time on page 87. Magic Items Hellfire Warhammer +0 sheds dim light 5 feet. If you kill a humanoid, the got to hell to be born a Lemure. 3 soul coins. Dropped out of play items. Shield of the Hidden Lord no one wants to own it. Left at Mad Maggie’s place. Treasure Silvered Pike or silver one of you weapons. Advancement If under 7 go to level 7 taking 240 GP, and 20 downtime days per level. If 7+ 4 hours of play and 60 GP. Story Award All Made Maggie Mirth Merry. Your actions and stories made Mad Maggie happy. You have advantage on all social checks with her. Story Award Tormentor owner. Mad Maggie gift you with a Tormentor. Carries 4. Page 218. Has 1 day of gas. Do you have soul coins? Rule Clarification. During war machine combat we will use the Lego war machines. A combination of theatre of mind and regular combat. PC manning crew positions can only crew and do reactions. This may change. Story Award Jersey “Van Go” Chukka and Clonk thought you look a little run down. They taught you how to drive war machines. This proficiency is good for the book and modules. PS I owe you inspiration for playing your flaw. Standard hazards. Every hour to travel. DC 10 +1 per hour travel Con save or gain level of exhaustion. So, three hours of travel would be three checks. No Beauty Sleep. If you not lawful evil, DC 10 wisdom save. On fail change a flaw, trait, or idea to an evil one. If it is not label evil choose one you think is evil. Are we there yet, roll on page 80. I had a strong group of six. Jersey “Van Go!” Wizard rogue. Brandy Cleric. Arborn Ranger Warlock. Job Blackwing Wizard Fighter. Shade Bard. Zack Cleric. Lulu led the way to Fort Knucklebones, it was nice and sunny, and a fun walk. For her, some of the pcs gain one or two levels of exhaustion due to the heat and hellish terrain. The Madcap Wazzik was the lead gate guard. He made of fun of the group until Zack offer a wineskin full of whiskey. Whiskey is a great weakness for Madcaps and Redcaps. Lulu remembers Chukka and Clonk two kenku. After few minutes of old home week, they take her and let the rest of the pc gang tag along to see Mad Maggie. While they are waiting they meet some interesting people. (Note I am rearranging the sequence on the meetings. Also, no maps and little description of the Fort Knucklebones is given. So, the map was either theatre of the mind, group feedback or winging it for the encounters.) Chukka and Clonk are happy to see Lulu but need help in the war machine workshop. So, gears are stuck and they need strong backs and weak minds. Pins and Needles two Imps who do Mad Maggie’s accounting were playing knock the cap off the redcap earlier this week. When Pins or Needles won. Okay. They knock the madcap Wazzik off the gate. Wazzik is tick off. Could you please assassinate Wazzik before he murders us? Barnabas the Flameskull butler. Someone has drilled a hole in his lower jaw and slipped a hanger through it. On the hanger is an English Butler outfit. Barnabas is missing a tooth. Grubba was playing soft ball with a shot-put last week and hit Barnabas. This knock out his tooth. Grubba and his boys have been playing poker and using the tooth as stake. Could you get back. Mickey the Dancing Flesh Golem wanders through the waiting room. He is limping and groaning. Zack discovers an old war wound and removers the devil bone. Oh, he made flesh golem happy. Mickey loved him. And squeeze him until some hit points came out. The group decides to be nice and help out the rest of Mad Maggie’s crew. Shade and Job Blackwing both decide separately to steal the tooth back from Grubba. Job turns invisible and steals into the barracks while the off-duty redcaps are playing poker. Shade opens the window and tries to mage hand the pouch off Grubba. Just as Job is about to lift the pouch, the mage hand grabs the pouch, which does not go unnoticed. Grubba and his gang go to curb stomp the bard. Shade sends his pet displacer beast to attack the barracks from the front, he will stay at the window. Job dives under the table and hopes not to get noticed. As the redcaps are curb stomping the displacer beast, and giving Shade boots to head; Job grabs the tooth pouch and dives through another open window. Job, but I didn’t open the window. I didn’t check.” DM, Shut up. The window is now open and you are brushing glass off you as you run away. Grubba is distracted due to the window breaking which allows Shade to break contact but his kitty was booted to death. No chance of a reboot to get him back. The group goes to help Chukka and Clonk with war machine maintenance. A gear is really stuck. It seems a bone devil has possessed the gear. The group breaks the gear off the machine with lots of elbow grease but as the gear rattles on the floor a bone devil leaves it and attacks the group. The kenku beat feet while the group handles this minor devil. The group wins. Lulu and Zack start talking shop with the two kenku gear heads. This leaves the rest of group to handle the last mission. Shade tricks Wazzik to a drinking contest. They go to the only shade in the place. (One of the ideas from the players was needing dim light so I gave them the only shade in the fort. And I gave the ambush they wanted.) However, Wazzik does not trust the bard and brings four of his friends. Just as Wazzik about take a drink the ambush and curb stomping begins. Six dead Redcaps and one TKO later, the group is staggers back to shop to pick up Lulu and Zack. Zack has agreed to help the kenku with part hunt but it has to be put off to tomorrow because the party has been curbed stomped. After a slightly unrestful sleep, they awaken alive. Shade did pick up two evil marks. And the group sets out to look for parts on Tormentor. Just as they are beginning to load the armour pieces and harpoon; Feonor and the Golden Doom road gang show up. The group tries to flee. (Ok the DM and players were winging the war machine combat. I will review the rules this week.) But the low lights. All due to miscommunication on who was doing what and what a war machine can do. Yes, evil dm here, I as not allowing take backs. Zack hopped on his broom of flying. To be left in the dust as the Tormentor has better movement. He tries to catch up and dives toward the back end of the Tormentor. Shade then throws into reverse and hits Zack with the rear bumper. Ok. How Jersey got his extra name. This can only happen due to initiative is ran. Everyone but Shade the driver goes first. Then the mobile monsters. Shade next. Last the Golden Doom. Shade has nearly run over Zack and the group is either trying to get Zack into the vehicle or firing spells at the Golden Doom. Jersey being the coward he is jumps off the vehicle and dashes forward to get out of the way of any fire from the Doom patrol. DM. “You are jumping off a moving vehicle running forward in front of war machine being driven by Shade who has just clipped Zack with the rear bumper. And then you are readying an action to jump back on as Zack passes you. Correct?” Jersey, “Correct Acrobatics right.” DM, “Okay. Make that a DC 15.” Job Blackwing, “Don’t forget he needs an acrobatics check to dismount too. Remember last time.” DM,” Oh! Last time. Right! Thanks for helping.’ I look at the Tormentor. Raking Scythes. Last time, the rear wheel ran over the bad guy for an instant kill. “Okay Acrobatics 10” Jersey rolls a two. Jersey jump off the moving war machine right into blades on the wheels taking thirteen points of damage but not falling prone. He dashes forward waiting for Shade to move forward. (Jersey then rolls a one on the second acrobatics check.) Shade overs corrects running you down. You take another thirteen point of damage. And notice the machine is leaking oil and stuff as it drives over you. You rise to your feet. Screaming and waving your hands at the retreating machine. The break light come on. You look back just as the Demon Grinder’s chomper bites you for twenty-five points of damage. The ghast driving the Grinder is so amused at your fate, he slams on the breaks which tosses your dead body with one death fail onto the back of the tormentor. Your left ear is left in the chomper’s teeth. The whole Golden Doom crew is laughing so hard they lose control of the car and nearly wreck. The group sees them still laughing as they leave in a cloud of dust. (NOTE this broke a lot of game rules feel free to comment.) You arrive back at Fort Knucklebone. Mad Maggie is so amused at your actions she laughs. And sets up the dream ritual. You survive the dream ritual. Lulu regains her second memory. The location to Zariel’s sword is Hruman’s Hill two hours away by war machine. IF YOU DO NOT GET LOST. Mad Maggie gifts you with the newly repaired war machine called Picasso. 3 soul coins. And has Clonk silver a weapon of your choice. DM NOTES. Take note of the npcs and how the interact with each other. The lack of maps, and descriptions make you wing most of this. This is chapter the dm needs to read head. Especially on war machines. [/QUOTE]
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