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<blockquote data-quote="Nisarg" data-source="post: 2143826" data-attributes="member: 19893"><p>Time for another update. We had a very long session last night. In attendance:</p><p></p><p>The Fighter (finally recovered from his illness)</p><p>The Cleric of Asterius</p><p></p><p>present but with a new character: the guy playing the Lawful Thief confessed to me that the reason he was playing all these.. difficult.. characters was that what he really wanted to play was an Elf, so he was being sort of suicidal till he got the stats needed to be an elf. </p><p>Apparently he didn't think to just ask me; while I don't completely approve of people picking their class (in classic D&D the random rolling thing is part of the point), it would certainly have been better than causing havoc with my game. In any case, he's young, so I forgave him and he rolled up an Elf (Neutral alignment).</p><p></p><p>absent this week: The Halfling (his char is out touring the Shires with his girlfriend Delune)</p><p></p><p>and, unfortunately, our group continues to suffer turnaround, as the Monk cannot keep playing due to girlfriend issues. So the monk is gone (as is the Lawful thief).. ah well, easy come, easy go.</p><p></p><p>Anyways, the Fighter comes back to Sateeka and when he finds out that the Halfling is not there at present agrees with the Cleric that they should go do some random adventuring, and wait till the Halfling is back before they take on the Red Dragon they still haven't beaten.. not to mention to give the young Elf a few more levels.</p><p></p><p>So off they march to the north, all the way to the mountains bordering Darokin, and haven't found anything yet, so they decide to ask the metal-seeking sword, and it points them toward a direction where there's "a lot" of treasure (the sword being quite stupid all it can say is "a bit", "some" or "a lot").</p><p></p><p>The sword leads them to a black keep in the mountains, which the cleric recognizes as having symbols relating to the Immortal Orcus, a demon-immortal with particularly nasty entropic tendencies. They decide to raid the keep directly, in what is a highly arrogant move.</p><p></p><p>On approach they are hailed with arrows, but fortunately none of them are hit, not even the 1st level Elf. When they get to the door, they find 10 clerics and one Patriarch of Orcus waiting to engage them in battle, soon to be joined by the 30 chaotic fighters who had been firing the arrows. The enemy fights intelligently, the Patriarch staying near the back and firing off spells at the Fighter.</p><p></p><p>For a couple of rounds they do ok, killing a few of the mooks and slowly approaching the patriarch; the Fighter manages to save against a nasty Curse spell, and then against a Finger of Death spell! </p><p>In the next round the Elf drops, but fortunately for him only to unconciousness. The fighter shrugs off another Curse, and the patriarch starts looking worried as the Fighter is downing two clerics a round. </p><p>Then in the third round the patriarch tries a Hold Person on the Fighter, and this time it works! The fighter is paralysed, and now only the Cleric of Asterius is left standing! He figures out his odds are VERY slim without the Fighter, and makes a quick mysticism check to figure out the Orcusians will PROBABLY take them alive for future sacrifice if he surrenders. He decides to do so.</p><p></p><p>The players regain consciousness in a dank cell, stripped of all possessions. They aren't chained up though, which would be the Orcusians mistake number one. Mistake number two is that the Orcusians realized the Fighter is actually an Avenger, and decided to be particularly diplomatic and enquire as to whether he would demand sanctuary which is his right.</p><p>They never get the chance to ask the question, the moment that three clerics and two fighters open the door, the PC Fighter attacks, and the other PCs follow. Within three rounds they have disarmed their opponents and proceed to beat or slash them to death with their own weapons; but not before the guard has been called. </p><p>Stepping out to the hall they see eight more fighters, ready with bows. The Fighter charges again, and within a few rounds all of the enemy are dead. They hear noises above and know that the patriarch has been alerted, but no one comes downstairs, so they take a couple of rounds to steal the guard's armor. </p><p></p><p>Heading cautiously upstairs they find the remaining 15 fighters, 4 clerics, and the Patriarch. The PC fighter holds a dead chaosite's body as a shield, while the Elf props up another body as a barrier to shoot arrows behind. The Patriarch casts Animate Dead, and hilarity ensues as those corpses turn into zombies and attack the Elf and the Fighter. To top it off, in the next round the Patriarch casts another Hold Person, and the Fighter fails his save AGAIN. The Cleric rushes out, and drags the Fighter back downstairs, followed by the elf.</p><p></p><p>The 4 chaos clerics follow them down, thinking they'll be able to win a fight now that the Fighter is out of commision. They're wrong. The PC Cleric's fighting skills, plus a lot of luck from the 1st level Elf means there's 4 dead evil clerics pretty fast.</p><p></p><p>They wait for the fighters to arrive, but none of them do. For a while they hear noise upstairs, like shouting, then silence. </p><p></p><p>Finally, the Cleric tells the Elf to stay with the paralyzed Fighter and heads up to investigate. As a Cleric of Asterius, he has move silently, which he uses. He sees the last of the enemy fighters, rushing out the door with everything they can carry. Clearly the fighters proved unwilling to charge down to fight the adventurers who killed half their comrades, decided that discretion is the better part of valour, and got the hell out of there. </p><p></p><p>Noting that the Patriarch is nowhere to be found, the Cleric goes back downstairs, and they wait for the Fighter's paralysis to wear off. </p><p></p><p>It does, and they check the first floor of the keep; it turns out to be the barracks for the fighters, and there's not much left in them. </p><p>They go upstairs to the second floor: its the Temple of Orcus, and it too has been stripped. The PCs start to worry that the Patriarch may already be gone, and worse, he may have taken all their stuff!</p><p></p><p>But then the Elf finds a secret door behind the statue of Orcus, and the PCs get up the stairs to the roof, where the Patriarch is loading the last of the keep's treasure into a remarkable flying boat! The Fighter recognizes this small craft as being similar to the much larger Alphatian flying warship he'd seen two years ago in Minrothad. </p><p>They charge the patriarch, who again casts Hold Person, only this time the Fighter makes his save! He hits the patriarch hard with a Smash, while the Cleric rushes to the boat and the Elf fires off an arrow.. unfortunately the arrow misses the Patriarch and hits the PC Fighter instead!</p><p>Next round the Cleric has found the Fighter's +5 longsword (yes, the one from last adventure, they guessed correctly that the Fighter would want to buy it off them), and tosses it to the Fighter. The Patriarch tries a Create Poison on the Fighter, but again the Fighter saves. This time the Elf manages to hit the Patriarch with an arrow, and the Patriarch is looking pretty weak. Next round, the Fighter drops him with another Smash.</p><p></p><p>Other than the Flying Boat (riverboat size, can hold 10 people), the PCs find all their stuff, plus a +2 Elven Plate Mail (which the Elf takes, of course), a potion of luck, and Longsword. When the elf tries to Analyze the Longsword it nearly kills him, again dropping him to unconsciousness. When the Fighter picks the sword up it damages him too, leading the party to conclude that the sword is intelligent and of Lawful alignment (and thus pretty useless to a party with no Lawful characters). Nevertheless, they take it with them.</p><p></p><p>After a bit of reaserch the Elf figures out that the flying boat is an Alphatian Shuttle (named The Sovereign), and they figure out the command word by sheer luck (when the Cleric says the word "engage" in a sentence). Unfortunately the ship starts to move, with them on it, and they nearly crash into a nearby mountain. Some quick rolls and clever thinking avoid this, and after a while they get the hang of piloting the flying ship, taking it back to Sateeka (in only 2.5 hours, which would have been a 5 day trip otherwise).</p><p></p><p>In Sateeka they become instant celebrities for their Flying Boat, and decide to take some of the locals for a spin. Unfortunately the Elf still isn't trained in piloting the boat, and they end up crashing, landing roughly on top of a well, and nearly squashing some halfling onlookers. The boat is only lightly damaged (500gp worth), and they send for it to be repaired and decide that its best not to use the boat except when absolutely necessary until at least one of them is trained in Piloting.</p><p></p><p>Stay tuned for Part 2 of the latest session...</p></blockquote><p></p>
[QUOTE="Nisarg, post: 2143826, member: 19893"] Time for another update. We had a very long session last night. In attendance: The Fighter (finally recovered from his illness) The Cleric of Asterius present but with a new character: the guy playing the Lawful Thief confessed to me that the reason he was playing all these.. difficult.. characters was that what he really wanted to play was an Elf, so he was being sort of suicidal till he got the stats needed to be an elf. Apparently he didn't think to just ask me; while I don't completely approve of people picking their class (in classic D&D the random rolling thing is part of the point), it would certainly have been better than causing havoc with my game. In any case, he's young, so I forgave him and he rolled up an Elf (Neutral alignment). absent this week: The Halfling (his char is out touring the Shires with his girlfriend Delune) and, unfortunately, our group continues to suffer turnaround, as the Monk cannot keep playing due to girlfriend issues. So the monk is gone (as is the Lawful thief).. ah well, easy come, easy go. Anyways, the Fighter comes back to Sateeka and when he finds out that the Halfling is not there at present agrees with the Cleric that they should go do some random adventuring, and wait till the Halfling is back before they take on the Red Dragon they still haven't beaten.. not to mention to give the young Elf a few more levels. So off they march to the north, all the way to the mountains bordering Darokin, and haven't found anything yet, so they decide to ask the metal-seeking sword, and it points them toward a direction where there's "a lot" of treasure (the sword being quite stupid all it can say is "a bit", "some" or "a lot"). The sword leads them to a black keep in the mountains, which the cleric recognizes as having symbols relating to the Immortal Orcus, a demon-immortal with particularly nasty entropic tendencies. They decide to raid the keep directly, in what is a highly arrogant move. On approach they are hailed with arrows, but fortunately none of them are hit, not even the 1st level Elf. When they get to the door, they find 10 clerics and one Patriarch of Orcus waiting to engage them in battle, soon to be joined by the 30 chaotic fighters who had been firing the arrows. The enemy fights intelligently, the Patriarch staying near the back and firing off spells at the Fighter. For a couple of rounds they do ok, killing a few of the mooks and slowly approaching the patriarch; the Fighter manages to save against a nasty Curse spell, and then against a Finger of Death spell! In the next round the Elf drops, but fortunately for him only to unconciousness. The fighter shrugs off another Curse, and the patriarch starts looking worried as the Fighter is downing two clerics a round. Then in the third round the patriarch tries a Hold Person on the Fighter, and this time it works! The fighter is paralysed, and now only the Cleric of Asterius is left standing! He figures out his odds are VERY slim without the Fighter, and makes a quick mysticism check to figure out the Orcusians will PROBABLY take them alive for future sacrifice if he surrenders. He decides to do so. The players regain consciousness in a dank cell, stripped of all possessions. They aren't chained up though, which would be the Orcusians mistake number one. Mistake number two is that the Orcusians realized the Fighter is actually an Avenger, and decided to be particularly diplomatic and enquire as to whether he would demand sanctuary which is his right. They never get the chance to ask the question, the moment that three clerics and two fighters open the door, the PC Fighter attacks, and the other PCs follow. Within three rounds they have disarmed their opponents and proceed to beat or slash them to death with their own weapons; but not before the guard has been called. Stepping out to the hall they see eight more fighters, ready with bows. The Fighter charges again, and within a few rounds all of the enemy are dead. They hear noises above and know that the patriarch has been alerted, but no one comes downstairs, so they take a couple of rounds to steal the guard's armor. Heading cautiously upstairs they find the remaining 15 fighters, 4 clerics, and the Patriarch. The PC fighter holds a dead chaosite's body as a shield, while the Elf props up another body as a barrier to shoot arrows behind. The Patriarch casts Animate Dead, and hilarity ensues as those corpses turn into zombies and attack the Elf and the Fighter. To top it off, in the next round the Patriarch casts another Hold Person, and the Fighter fails his save AGAIN. The Cleric rushes out, and drags the Fighter back downstairs, followed by the elf. The 4 chaos clerics follow them down, thinking they'll be able to win a fight now that the Fighter is out of commision. They're wrong. The PC Cleric's fighting skills, plus a lot of luck from the 1st level Elf means there's 4 dead evil clerics pretty fast. They wait for the fighters to arrive, but none of them do. For a while they hear noise upstairs, like shouting, then silence. Finally, the Cleric tells the Elf to stay with the paralyzed Fighter and heads up to investigate. As a Cleric of Asterius, he has move silently, which he uses. He sees the last of the enemy fighters, rushing out the door with everything they can carry. Clearly the fighters proved unwilling to charge down to fight the adventurers who killed half their comrades, decided that discretion is the better part of valour, and got the hell out of there. Noting that the Patriarch is nowhere to be found, the Cleric goes back downstairs, and they wait for the Fighter's paralysis to wear off. It does, and they check the first floor of the keep; it turns out to be the barracks for the fighters, and there's not much left in them. They go upstairs to the second floor: its the Temple of Orcus, and it too has been stripped. The PCs start to worry that the Patriarch may already be gone, and worse, he may have taken all their stuff! But then the Elf finds a secret door behind the statue of Orcus, and the PCs get up the stairs to the roof, where the Patriarch is loading the last of the keep's treasure into a remarkable flying boat! The Fighter recognizes this small craft as being similar to the much larger Alphatian flying warship he'd seen two years ago in Minrothad. They charge the patriarch, who again casts Hold Person, only this time the Fighter makes his save! He hits the patriarch hard with a Smash, while the Cleric rushes to the boat and the Elf fires off an arrow.. unfortunately the arrow misses the Patriarch and hits the PC Fighter instead! Next round the Cleric has found the Fighter's +5 longsword (yes, the one from last adventure, they guessed correctly that the Fighter would want to buy it off them), and tosses it to the Fighter. The Patriarch tries a Create Poison on the Fighter, but again the Fighter saves. This time the Elf manages to hit the Patriarch with an arrow, and the Patriarch is looking pretty weak. Next round, the Fighter drops him with another Smash. Other than the Flying Boat (riverboat size, can hold 10 people), the PCs find all their stuff, plus a +2 Elven Plate Mail (which the Elf takes, of course), a potion of luck, and Longsword. When the elf tries to Analyze the Longsword it nearly kills him, again dropping him to unconsciousness. When the Fighter picks the sword up it damages him too, leading the party to conclude that the sword is intelligent and of Lawful alignment (and thus pretty useless to a party with no Lawful characters). Nevertheless, they take it with them. After a bit of reaserch the Elf figures out that the flying boat is an Alphatian Shuttle (named The Sovereign), and they figure out the command word by sheer luck (when the Cleric says the word "engage" in a sentence). Unfortunately the ship starts to move, with them on it, and they nearly crash into a nearby mountain. Some quick rolls and clever thinking avoid this, and after a while they get the hang of piloting the flying ship, taking it back to Sateeka (in only 2.5 hours, which would have been a 5 day trip otherwise). In Sateeka they become instant celebrities for their Flying Boat, and decide to take some of the locals for a spin. Unfortunately the Elf still isn't trained in piloting the boat, and they end up crashing, landing roughly on top of a well, and nearly squashing some halfling onlookers. The boat is only lightly damaged (500gp worth), and they send for it to be repaired and decide that its best not to use the boat except when absolutely necessary until at least one of them is trained in Piloting. Stay tuned for Part 2 of the latest session... [/QUOTE]
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