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[Let's Read] Polyhedron/Dungeon
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<blockquote data-quote="(un)reason" data-source="post: 9734210" data-attributes="member: 27780"><p>Solo session featuring winged kobold Zerr von Kopa and aging winter werewolf Sobachka:</p><p></p><p>When we last saw these two, they were warping out using the teleporter in the colossus, just 30 seconds before it exploded. Fortunately, I had accounted for the possibility that some of the PC's might take this route, and even more fortunately, there's another adventure just a few issues away that also has a teleportation portal intended for the enemies to use as an escape route. So I took the main base section from <a href="https://forum.rpg.net/threads/dungeon-polyhedron-part-2-the-great-merger.914783/post-25008402" target="_blank">Kambranex's Machinations</a>, added an additional ground floor level using the plans for a real world aircraft hanger where the colossus & gliders could be stored & repaired and filled that floor with a mix of minions from the two adventures. They obviously came out in area 2, and saw the sliding door to the north. Opening that, they saw the elevator door directly in front of them, (currently closed with the elevator headed downward, since the minotaur had used the teleporter just a few rounds before them), another closed door to the right, but an open door to the left into the workshop where the gnomes had gone. The two of them decided to act fast, and zipped through the door, Sobachka then going straight into wolf form and freezing several of the gnomes and robots, while Zerr tumbled over the benches and taking out the rest of them with a whirlwind attack. Good thing they finished them off quickly too, because they then heard the sound of the teleporter warming up again. They quickly closed the door to the workshop and stayed quiet while the remaining 5 escapees from the colossus waited for the elevator and headed downwards. Since there would definitely be a whole bunch of enemies down there if they followed them straight away, they decided to see what else was on this floor first and if there was any other way out. The door to room 4 was also shut, but since he has a high open locks skill Zerr proved surprisingly adept at hacking his way through the keycard system despite having never encountered anything like it before. They headed through room 4, noting that it contained a big conveyer belt that the things from room 3 were placed upon and went through, then tried to open the door to room 5 in a similar way. He didn't do so well this time and also rolled really poorly on his move silently check, which alerted the cyborg umber hulk in room 5 (which at least meant it opened the door for him). This meant they had to fight the umber hulk and conversion machine without the element of surprise, but they both saved against its sleep & confusion powers and the combination of Sobachka's DR and Zerr's ability to tumble through enemy squares and set up flanking meant they were also defeated with minimal damage. The captives in area 6 heard the commotion and made some noise, prompting them to go over and open their cells as well. However, this also took a few tries and they were interrupted by the salamander and a couple of his Azer slaves coming up the elevator from the floor below, which were a somewhat tougher fight because their fire damage was doubled against Sobachka, so it actually felt like they could have won with a few lucky rolls. Nevertheless, they managed to win and then went back to freeing the captives, then asked them what they were doing here (captured for conversion into cyborg slaves) and how much of the layout they'd seen on the way in. From this they established that there were two floors below and one above, and the one above was protected by an additional keycard requirement so the big boss was almost definitely in there. Since they'd already had a tense time against the salamander and were down quite a few HP they decided it would be a bad idea to go up and fight whatever was in there even if they could hack the lock, so it would be best to head downwards and try to make as sneaky as escape as possible. </p><p></p><p>Since the lift was too small to fit all six of them at once, Zerr and Sobachka went down first. When they saw how huge, open and well-lit this level was compared to the previous one they were a little daunted, but no-one was looking their way, so they looked around at the massive hangar space with wheeled robots zipping around moving stuff, the massive bay doors to one side and several smaller ones in various directions. They decided it would be best to keep moving, and opened the small door closest to the big hangar doors. Unfortunately that led to the lookout post where Torax the minotaur was discussing what had happened with a couple more gnomes. Their stealth blown, Zerr used his mind blade to take down one of the gnomes, while Sobachka shifted into wolf form and activated his rage. But Torax is not only a tough customer in his own right, his flaming warhammer was more than capable of doing serious damage to the winter werewolf, and after three rounds, the werewolf was dead, Zerr was down to less than 1/3 HP left, the alarms were blaring and all sorts of enemies were converging on their location. Zerr took off and miraculously managed to re-establish stealth against the floodlights, while the people below frantically searched for him and went to get the crossbows & cranes to look more effectively. Still, even working collectively using aid another, they failed to spot him for another 30 seconds. He waited until the group of slaves came down the elevator and watched which way they ran (towards a different small door to the right of the massive hangar ones) and then swooped down quickly to follow them. Fortunately, this door was only locked from the outside, so they could get out, but outside was an even huger open space, a rocky beach leading gently down into the sea in one direction that had been deliberately flattened to work as a runway, but massive jagged volcanic cliffs enclosing it on all the other sides. The slaves had plenty of room to run, but no-where to go and the big hangar doors slowly ground open to unleash the remaining gliders in the base to hunt them down. The gliders recaptured the running slaves, but Zerr once again managed to gain altitude, reestablish stealth against the rocky cliffs of the sea edge and fly in what he hoped was the right direction and get away from them. Since this whole session had once again only taken a few minutes of in game time, he had to get lost a little on the way back and lay low several times as he saw more gliders returning to the base after the destruction of the colossus so that his timeline would match up with what had already been established in the previous session, but he is now reunited with the other players so he can get fully healed and they can share stories. I strongly suspect they will want to go back to the base in full force and get revenge next session, maybe even raise the fallen werewolf if they're feeling nice, so I'll make sure the surviving forces are arranged in a way that will at least give them a mild tactical challenge before sunday.</p></blockquote><p></p>
[QUOTE="(un)reason, post: 9734210, member: 27780"] Solo session featuring winged kobold Zerr von Kopa and aging winter werewolf Sobachka: When we last saw these two, they were warping out using the teleporter in the colossus, just 30 seconds before it exploded. Fortunately, I had accounted for the possibility that some of the PC's might take this route, and even more fortunately, there's another adventure just a few issues away that also has a teleportation portal intended for the enemies to use as an escape route. So I took the main base section from [url=https://forum.rpg.net/threads/dungeon-polyhedron-part-2-the-great-merger.914783/post-25008402]Kambranex's Machinations[/url], added an additional ground floor level using the plans for a real world aircraft hanger where the colossus & gliders could be stored & repaired and filled that floor with a mix of minions from the two adventures. They obviously came out in area 2, and saw the sliding door to the north. Opening that, they saw the elevator door directly in front of them, (currently closed with the elevator headed downward, since the minotaur had used the teleporter just a few rounds before them), another closed door to the right, but an open door to the left into the workshop where the gnomes had gone. The two of them decided to act fast, and zipped through the door, Sobachka then going straight into wolf form and freezing several of the gnomes and robots, while Zerr tumbled over the benches and taking out the rest of them with a whirlwind attack. Good thing they finished them off quickly too, because they then heard the sound of the teleporter warming up again. They quickly closed the door to the workshop and stayed quiet while the remaining 5 escapees from the colossus waited for the elevator and headed downwards. Since there would definitely be a whole bunch of enemies down there if they followed them straight away, they decided to see what else was on this floor first and if there was any other way out. The door to room 4 was also shut, but since he has a high open locks skill Zerr proved surprisingly adept at hacking his way through the keycard system despite having never encountered anything like it before. They headed through room 4, noting that it contained a big conveyer belt that the things from room 3 were placed upon and went through, then tried to open the door to room 5 in a similar way. He didn't do so well this time and also rolled really poorly on his move silently check, which alerted the cyborg umber hulk in room 5 (which at least meant it opened the door for him). This meant they had to fight the umber hulk and conversion machine without the element of surprise, but they both saved against its sleep & confusion powers and the combination of Sobachka's DR and Zerr's ability to tumble through enemy squares and set up flanking meant they were also defeated with minimal damage. The captives in area 6 heard the commotion and made some noise, prompting them to go over and open their cells as well. However, this also took a few tries and they were interrupted by the salamander and a couple of his Azer slaves coming up the elevator from the floor below, which were a somewhat tougher fight because their fire damage was doubled against Sobachka, so it actually felt like they could have won with a few lucky rolls. Nevertheless, they managed to win and then went back to freeing the captives, then asked them what they were doing here (captured for conversion into cyborg slaves) and how much of the layout they'd seen on the way in. From this they established that there were two floors below and one above, and the one above was protected by an additional keycard requirement so the big boss was almost definitely in there. Since they'd already had a tense time against the salamander and were down quite a few HP they decided it would be a bad idea to go up and fight whatever was in there even if they could hack the lock, so it would be best to head downwards and try to make as sneaky as escape as possible. Since the lift was too small to fit all six of them at once, Zerr and Sobachka went down first. When they saw how huge, open and well-lit this level was compared to the previous one they were a little daunted, but no-one was looking their way, so they looked around at the massive hangar space with wheeled robots zipping around moving stuff, the massive bay doors to one side and several smaller ones in various directions. They decided it would be best to keep moving, and opened the small door closest to the big hangar doors. Unfortunately that led to the lookout post where Torax the minotaur was discussing what had happened with a couple more gnomes. Their stealth blown, Zerr used his mind blade to take down one of the gnomes, while Sobachka shifted into wolf form and activated his rage. But Torax is not only a tough customer in his own right, his flaming warhammer was more than capable of doing serious damage to the winter werewolf, and after three rounds, the werewolf was dead, Zerr was down to less than 1/3 HP left, the alarms were blaring and all sorts of enemies were converging on their location. Zerr took off and miraculously managed to re-establish stealth against the floodlights, while the people below frantically searched for him and went to get the crossbows & cranes to look more effectively. Still, even working collectively using aid another, they failed to spot him for another 30 seconds. He waited until the group of slaves came down the elevator and watched which way they ran (towards a different small door to the right of the massive hangar ones) and then swooped down quickly to follow them. Fortunately, this door was only locked from the outside, so they could get out, but outside was an even huger open space, a rocky beach leading gently down into the sea in one direction that had been deliberately flattened to work as a runway, but massive jagged volcanic cliffs enclosing it on all the other sides. The slaves had plenty of room to run, but no-where to go and the big hangar doors slowly ground open to unleash the remaining gliders in the base to hunt them down. The gliders recaptured the running slaves, but Zerr once again managed to gain altitude, reestablish stealth against the rocky cliffs of the sea edge and fly in what he hoped was the right direction and get away from them. Since this whole session had once again only taken a few minutes of in game time, he had to get lost a little on the way back and lay low several times as he saw more gliders returning to the base after the destruction of the colossus so that his timeline would match up with what had already been established in the previous session, but he is now reunited with the other players so he can get fully healed and they can share stories. I strongly suspect they will want to go back to the base in full force and get revenge next session, maybe even raise the fallen werewolf if they're feeling nice, so I'll make sure the surviving forces are arranged in a way that will at least give them a mild tactical challenge before sunday. [/QUOTE]
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