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Let's Play #7 4e WOTC FreeRPGDay Into the Shadowhaunt Further Adventures... WITH PICS OF THE PCs
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<blockquote data-quote="Goonalan" data-source="post: 6205271" data-attributes="member: 16069"><p style="text-align: center"><span style="font-size: 18px">Let's Play #7 Free RPG Day </span></p> <p style="text-align: center"><span style="font-size: 18px">Into The Shadowhaunt (Level 1)</span></p><p></p><p>Session 1.</p><p></p><p style="text-align: center"><a href="http://www.flickr.com/photos/40504969@N08/9939684294/" target="_blank"><img src="http://farm3.staticflickr.com/2827/9939684294_98ffd91d59_c.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p><p></p><p>Encounter #4 Cave-In (Area 3.)</p><p>Encounter #9 in total for this group of adventurers.</p><p></p><p>[sblock=The Map]</p><p></p><p style="text-align: center"><a href="http://www.flickr.com/photos/40504969@N08/8893134802/" target="_blank"><img src="http://farm4.staticflickr.com/3703/8893134802_d55a91dbfd_c.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></a></p> <p style="text-align: center">The Map- apologies I couldn’t find a better copy of this.</p><p></p><p>[/sblock]</p><p></p><p>The guys rush in to the cavern chamber.</p><p></p><p>“The door!” Bharash screams, just as Mr. Benn and Varis are sent tumbling to their knees as another tremor strikes.</p><p>“It must be magical, or else…” The rest of Quarion’s sentence is cut off, the dragonborn warriors nod once at each other and then charge the portal- the pair slam in to the great iron-bound door (and Harann rolls a ‘20’). At that exact moment a much larger tremor strikes, the door is smashed completely off its hinges- it collapses in to the chamber beyond, the dragonborn follow it down to the floor, making a most undignified entrance.</p><p></p><p>“Help!”</p><p>“Please help us!”</p><p></p><p>In the centre of the chamber is a circle of runes, an opaque shimmering magical force field extends up from the runes forming a barrier, floor to ceiling- within are the two Stassi boys, there screams muffled by the barrier.</p><p></p><p>Alas the best Arcana skill in the party is Quarion, +3- time to improvise.</p><p></p><p>Quarion is quickly over to the circle, Varis comes over to help- Mr. Benn too. It takes a minute or so, all the time the young boys trapped within continue to plead, the effort ends as another, stronger, tremor causes the adventurers to stagger or else tumble over.</p><p></p><p>“Quickly…” Bharash screams.</p><p>“I can’t rush this…” Quarion states through gritted teeth.</p><p></p><p>The eladrin looks up, “It’s magical alright, I can’t…” The rogue shakes his head.</p><p></p><p>There’s a moment when no-one does anything, the adventurers rack their brains for another way, yet another tremor strikes- stronger again, all except Mr. Benn are knocked to the floor- even the kids inside the magical circle.</p><p></p><p>“I can save you…” The ghost of the ancient Kaius family warlord suddenly appears.</p><p></p><p>The spirit’s eyes gleam.</p><p></p><p>“I can save you…” It mutters again, and then makes eye contact with Quarion and mouths the words, “thank you”, as it strides in to the magical barrier.</p><p></p><p>There’s a brief flash, a disembodied scream, and the ghost- and the magical barrier, are gone.</p><p></p><p>“Save us!” One of the children pleads.</p><p></p><p>Bharash grabs up one of the boys, Harann the other- the adventurers run.</p><p></p><p>Bad Guys 150 XP Level 1 Encounter</p><p>Trap- Cave-In Level 3 Lurker Hazard</p><p></p><p>In to the cavern area, just as another tremor strikes- the other passage out of the chamber, which led to Helvec, suddenly collapses- smoke and flying dirt and debris spew out from the former opening. Mr. Benn is caught by a falling rock and left sprawled upon the floor- the two dragonborn deliberately move slower, stick to the outside of the chamber, and attempt to ensure the young lads come to no harm.</p><p></p><p>The adventurer’s race towards the corridor- Harann and Bharash suffer badly, both are hit by falling rocks; Varis is momentarily buried in dirt and stone- the chamber behind is collapsing in stages, the elf escapes just in time, nursing a broken arm.</p><p></p><p>They spill out in to the corridor in which they fought the Hobgoblins, Quarion is a way ahead- at the stairs in no time, screaming and pointing at the exit, in a panic.</p><p></p><p>“Run… Come on! RUN!”</p><p></p><p>Which is exactly what the other guys are trying to do; Mr. Benn and Varis get only half way down the passage when a section of ceiling collapses, the pair are smashed down, briefly, but manage to crawl out on the far side. The passage behind them is partially blocked (also Mr. Benn is on 8 hit points and Varis 12).</p><p></p><p>“Take him.” Bharash passes the first young lad through the gap, grabs the second from Harann and passes him through too.</p><p></p><p>Behind the dragonborn the passageway buckles and begins to collapse, at the stairs Quarion is suddenly flattened by a falling lintel- the stairs are still clear however (the eladrin takes a critical hit from Cave-In and is down to 3 hit points).</p><p></p><p>“Come on!” Quarion screams and then runs, Mr. Benn and Varis follow after, clutching the young lads; the priest stops on the stairs- puts the lad he’s carrying down- shoos him up the stairs and then turns back, drops to one knee- and prays.</p><p></p><p>Yep, that’s what Alfie (who plays Mr. Benn) said and did- he figured it would give the two dragonborn a bonus to their chance to escape. He figured right.</p><p></p><p>For a second nothing happens save the obvious chaos- falling masonry, great curtains of dust and dirt, splitting and cracking stones sending sharp fragments to ricochet around the passage, and mixed in with the hub-bub the mumble of Mr. Benn’s fervent prayer.</p><p></p><p>Harann, and then Bharash slither through the gap.</p><p></p><p>The pair clatter down in to the dirt before the priest, clamber to their feet- caked in dust and dirt, choking and half blind, but grinning.</p><p></p><p>Then…</p><p></p><p>Then the world stops.</p><p></p><p>WHUMP!</p><p></p><p>The entire mausoleum and all the underground passages collapse.</p><p></p><p>This was the end of the adventure, I thought I’d make it dramatic- to be honest even if I hit either of the dragonborn’s they were going to survive; neither of them were even bloodied at this stage. But if I hit Mr. Benn- he was gone. I told the players this, but I also told them that their fate was in their own hands, even if I hit them with my attack they could roll one check to escape in the nick of time.</p><p></p><p>And so…</p><p></p><p>WHUMP!</p><p></p><p>The entire complex collapses, stones rain down- tons of earth descend- the stairs buckle, twist and then seem to ripple and shatter. Bharash lurches forward- towards the light, Harann rushing to keep at his side. The pair slam in to Mr. Benn, their arms locked together- they grab up the priest and rush the collapsing, twisted, stairs. </p><p></p><p>Huge rocks smash in to their backs but deliver only glancing blows, the pair somehow manage to stay ahead of the fearsome tide.</p><p></p><p>The trio burst out of the mausoleum as it lurches, flounders and then finally collapses in upon itself.</p><p></p><p>It takes nearly twenty minutes for the dust to really clear, at which point the Fallcrest Guard, and Murgeddin, have already been on the scene for a good ten minutes.</p><p></p><p>They’re safe, and sound, and whole again.</p><p></p><p>The boys, soon after, are in their father’s arms.</p><p></p><p>150 XP Level 1 Encounter</p><p>Trap- Cave-In Level 3 Lurker Hazard</p><p></p><p>The guys retire to the Lucky Gnome Taphouse; Murgeddin, Quinn Stasi and the young lads in tow, a sea of smiles, and with a few tears shed. They drink- to slake their thrist and also to get the taste of dirt and masonry dust from their mouths.</p><p></p><p>The chest, rescued from Helvec’s chamber is unlocked by Quarion- a sacrificial dagger with ornate gold leaf covering (value 35gp) is discovered within, alongside a change of clothes, a fat pouch full of gold (211gp) and a dirty and old looking ritual book. The latter is investigated, it seems to detail some foul ceremony which requires human sacrifice, Mr. Benn grabs the thing and throws it in the fire.</p><p></p><p>Helvec’s staff proves not to be magical, however it is valuable with the polished amber at its tip (value 100gp). There’s plenty to sell- although no new magic, save the Healing Potion has been found on the adventure.</p><p></p><p>The evening ends in a hazy alcoholic fug, with the dragonborn’s taking it in turns to dance on the tables… Quinn pays for the drinks and meals all evening, the adventurers having decided to forgo their reward from the silversmith, as Harann explains- “that’s what Heroes do.”</p><p></p><p>Comment: Just to get them to the next level I took the scenario’s advice and dished out some extra quest rewards, I don’t usually do this because the guys seem to go up levels pretty quickly as is in 4e. My longest campaign before 4e lasted nearly three years, a 3e campaign in which the players goy up to level 15, playing for three to four hours once a week for approx. 40 sessions/year. I’ve played two longish 4e campaigns, the first saw the PCs reach level 13 or 14, with the same length of sessions and number of games/year, in only 18 months. The second longer campaign lasted only just over a year, but played almost every week, the PCs reached level 14. Sorry, off on a tangent, here are the PCs quest rewards-</p><p></p><p>Per PC-</p><p>Quest Reward- Rescue the Kids 100XP</p><p>Quest Reward- Destroy the Ritual book 20XP</p><p>Quest Reward- Kaius Warlord Ghost laid to rest 50XP</p><p>=170XP each.</p><p></p><p>Which is just enough XP for the PCs to advance to Level 2- huzzah!</p></blockquote><p></p>
[QUOTE="Goonalan, post: 6205271, member: 16069"] [CENTER][SIZE="5"]Let's Play #7 Free RPG Day Into The Shadowhaunt (Level 1)[/SIZE][/CENTER] Session 1. [CENTER][url=http://www.flickr.com/photos/40504969@N08/9939684294/][img]http://farm3.staticflickr.com/2827/9939684294_98ffd91d59_c.jpg[/img][/url][/CENTER] Encounter #4 Cave-In (Area 3.) Encounter #9 in total for this group of adventurers. [sblock=The Map] [CENTER][url=http://www.flickr.com/photos/40504969@N08/8893134802/][img]http://farm4.staticflickr.com/3703/8893134802_d55a91dbfd_c.jpg[/img][/url] The Map- apologies I couldn’t find a better copy of this.[/CENTER] [/sblock] The guys rush in to the cavern chamber. “The door!” Bharash screams, just as Mr. Benn and Varis are sent tumbling to their knees as another tremor strikes. “It must be magical, or else…” The rest of Quarion’s sentence is cut off, the dragonborn warriors nod once at each other and then charge the portal- the pair slam in to the great iron-bound door (and Harann rolls a ‘20’). At that exact moment a much larger tremor strikes, the door is smashed completely off its hinges- it collapses in to the chamber beyond, the dragonborn follow it down to the floor, making a most undignified entrance. “Help!” “Please help us!” In the centre of the chamber is a circle of runes, an opaque shimmering magical force field extends up from the runes forming a barrier, floor to ceiling- within are the two Stassi boys, there screams muffled by the barrier. Alas the best Arcana skill in the party is Quarion, +3- time to improvise. Quarion is quickly over to the circle, Varis comes over to help- Mr. Benn too. It takes a minute or so, all the time the young boys trapped within continue to plead, the effort ends as another, stronger, tremor causes the adventurers to stagger or else tumble over. “Quickly…” Bharash screams. “I can’t rush this…” Quarion states through gritted teeth. The eladrin looks up, “It’s magical alright, I can’t…” The rogue shakes his head. There’s a moment when no-one does anything, the adventurers rack their brains for another way, yet another tremor strikes- stronger again, all except Mr. Benn are knocked to the floor- even the kids inside the magical circle. “I can save you…” The ghost of the ancient Kaius family warlord suddenly appears. The spirit’s eyes gleam. “I can save you…” It mutters again, and then makes eye contact with Quarion and mouths the words, “thank you”, as it strides in to the magical barrier. There’s a brief flash, a disembodied scream, and the ghost- and the magical barrier, are gone. “Save us!” One of the children pleads. Bharash grabs up one of the boys, Harann the other- the adventurers run. Bad Guys 150 XP Level 1 Encounter Trap- Cave-In Level 3 Lurker Hazard In to the cavern area, just as another tremor strikes- the other passage out of the chamber, which led to Helvec, suddenly collapses- smoke and flying dirt and debris spew out from the former opening. Mr. Benn is caught by a falling rock and left sprawled upon the floor- the two dragonborn deliberately move slower, stick to the outside of the chamber, and attempt to ensure the young lads come to no harm. The adventurer’s race towards the corridor- Harann and Bharash suffer badly, both are hit by falling rocks; Varis is momentarily buried in dirt and stone- the chamber behind is collapsing in stages, the elf escapes just in time, nursing a broken arm. They spill out in to the corridor in which they fought the Hobgoblins, Quarion is a way ahead- at the stairs in no time, screaming and pointing at the exit, in a panic. “Run… Come on! RUN!” Which is exactly what the other guys are trying to do; Mr. Benn and Varis get only half way down the passage when a section of ceiling collapses, the pair are smashed down, briefly, but manage to crawl out on the far side. The passage behind them is partially blocked (also Mr. Benn is on 8 hit points and Varis 12). “Take him.” Bharash passes the first young lad through the gap, grabs the second from Harann and passes him through too. Behind the dragonborn the passageway buckles and begins to collapse, at the stairs Quarion is suddenly flattened by a falling lintel- the stairs are still clear however (the eladrin takes a critical hit from Cave-In and is down to 3 hit points). “Come on!” Quarion screams and then runs, Mr. Benn and Varis follow after, clutching the young lads; the priest stops on the stairs- puts the lad he’s carrying down- shoos him up the stairs and then turns back, drops to one knee- and prays. Yep, that’s what Alfie (who plays Mr. Benn) said and did- he figured it would give the two dragonborn a bonus to their chance to escape. He figured right. For a second nothing happens save the obvious chaos- falling masonry, great curtains of dust and dirt, splitting and cracking stones sending sharp fragments to ricochet around the passage, and mixed in with the hub-bub the mumble of Mr. Benn’s fervent prayer. Harann, and then Bharash slither through the gap. The pair clatter down in to the dirt before the priest, clamber to their feet- caked in dust and dirt, choking and half blind, but grinning. Then… Then the world stops. WHUMP! The entire mausoleum and all the underground passages collapse. This was the end of the adventure, I thought I’d make it dramatic- to be honest even if I hit either of the dragonborn’s they were going to survive; neither of them were even bloodied at this stage. But if I hit Mr. Benn- he was gone. I told the players this, but I also told them that their fate was in their own hands, even if I hit them with my attack they could roll one check to escape in the nick of time. And so… WHUMP! The entire complex collapses, stones rain down- tons of earth descend- the stairs buckle, twist and then seem to ripple and shatter. Bharash lurches forward- towards the light, Harann rushing to keep at his side. The pair slam in to Mr. Benn, their arms locked together- they grab up the priest and rush the collapsing, twisted, stairs. Huge rocks smash in to their backs but deliver only glancing blows, the pair somehow manage to stay ahead of the fearsome tide. The trio burst out of the mausoleum as it lurches, flounders and then finally collapses in upon itself. It takes nearly twenty minutes for the dust to really clear, at which point the Fallcrest Guard, and Murgeddin, have already been on the scene for a good ten minutes. They’re safe, and sound, and whole again. The boys, soon after, are in their father’s arms. 150 XP Level 1 Encounter Trap- Cave-In Level 3 Lurker Hazard The guys retire to the Lucky Gnome Taphouse; Murgeddin, Quinn Stasi and the young lads in tow, a sea of smiles, and with a few tears shed. They drink- to slake their thrist and also to get the taste of dirt and masonry dust from their mouths. The chest, rescued from Helvec’s chamber is unlocked by Quarion- a sacrificial dagger with ornate gold leaf covering (value 35gp) is discovered within, alongside a change of clothes, a fat pouch full of gold (211gp) and a dirty and old looking ritual book. The latter is investigated, it seems to detail some foul ceremony which requires human sacrifice, Mr. Benn grabs the thing and throws it in the fire. Helvec’s staff proves not to be magical, however it is valuable with the polished amber at its tip (value 100gp). There’s plenty to sell- although no new magic, save the Healing Potion has been found on the adventure. The evening ends in a hazy alcoholic fug, with the dragonborn’s taking it in turns to dance on the tables… Quinn pays for the drinks and meals all evening, the adventurers having decided to forgo their reward from the silversmith, as Harann explains- “that’s what Heroes do.” Comment: Just to get them to the next level I took the scenario’s advice and dished out some extra quest rewards, I don’t usually do this because the guys seem to go up levels pretty quickly as is in 4e. My longest campaign before 4e lasted nearly three years, a 3e campaign in which the players goy up to level 15, playing for three to four hours once a week for approx. 40 sessions/year. I’ve played two longish 4e campaigns, the first saw the PCs reach level 13 or 14, with the same length of sessions and number of games/year, in only 18 months. The second longer campaign lasted only just over a year, but played almost every week, the PCs reached level 14. Sorry, off on a tangent, here are the PCs quest rewards- Per PC- Quest Reward- Rescue the Kids 100XP Quest Reward- Destroy the Ritual book 20XP Quest Reward- Kaius Warlord Ghost laid to rest 50XP =170XP each. Which is just enough XP for the PCs to advance to Level 2- huzzah! [/QUOTE]
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Let's Play #7 4e WOTC FreeRPGDay Into the Shadowhaunt Further Adventures... WITH PICS OF THE PCs
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