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<blockquote data-quote="Connorsrpg" data-source="post: 5942797" data-attributes="member: 19265"><p><strong>What Happened - In Game</strong></p><p></p><p><strong>Day 1</strong>: A merchant caravan arrived in Drellins Ferry. It was attacked near the Keep on the Borderlands. Half the town convened at the inn. Town council and representatives of the caravan called for heroes to find a duke's son and stolen loot. The PCs volunteered of course...and 2 caravan guards (after one PC spoke at length with the caravan leader). The mayor agreed to let one of their guards go to (under the care of another PC).</p><p> Some PCs met for the first time - others had known each other around town.</p><p> PCs got to roleplay with some of their contacts (which I had predetermined), inc the halflings procurring passage on a barge west.</p><p></p><p><strong>Day 2</strong>: Left Drellins Ferry, heading west along Elsir River on a halfling barge.</p><p></p><p><strong>Day 3</strong>: At a ford, PCs left barge and headed overland south to Wiseman's Run. 4 zombies (all previous caravan guards) approached their camp at night...and were laid to rest.</p><p></p><p><strong>Day 4</strong>: Arrive at the Keep. PCs scouted it out. Longhouse full of goblins; an ogre in the tower. Dealt with goblins first (thanks mainly to 2 <em>Sleep</em> spells. The ogre fled but was easily finished off.</p><p></p><p><strong>Day 5</strong>: Travel north into woods. At ford/river crossing there were the remains of 2 wagons (being used as ferries). PCs floated them off, follwed tracks 1 hour into woods to the ravine (and the Caves of Chaos) - showed picture. They returned to river and camped several miles upstream.</p><p></p><p><strong>Day 6</strong>: Into CoC. Straight into hobgoblin caves (via a rear exit) and fight their way to the torture chamber. (Yep - they went straight to the prisoners. The hobgobs in this were NOT allied with the Cultists and had taken the prisoners on their own raid).</p><p> Returned with prisoners to river crossing where there was a gathering of orcs and gnolls. (They had been seeking the PCs down river and returned with one of the wagon-ferries). All enemies taken down bar one fleeing orc archer.</p><p> Returned south to KotB, then force marched east for an hour. At evening orcs of the Thornwaste (not evil; CN) approached on boars with malnourished, lizard-like hounds. PCs were civil and the orcs continued on their way.</p><p></p><p><strong>Day 7</strong>: COntinued east along WMR towards DF. At night the orcs of Thornwaste returned in greater numbers and offered a trade: many gold trinkets from the Serpentfolk Ruins in the desert for the several water barrels and food the PCs were carrying.</p><p></p><p><strong>Days 8-11</strong>: Travel towards DF, arriving on 11th day. </p><p></p><p><strong>Days 12-18</strong>: Spent time in town spending loot, gearing up, recruiting (2 dwarf elite guards - the two other PCs), checking in on contacts and making new ones. This was done quickly and glossed over in-game. PCs wanted to go back to get the caravan's stuff, and they had learnt that the head 'cultist with the mad hair' is more than likely the murderer of a PC's father.</p><p></p><p><strong>Days 19-22</strong>: Travel west back to KotB.</p><p></p><p><strong>Day 23</strong>: Headed north into woods. Attacked by 2 G incubator wasps at river crossing. Went into CoC, entering the hobgoblin lair again and clearing out the torture chamber again (freeing a poor goblin captive).</p><p> PCs then made their way into the goblins' caves. In main hall they were slaughtering the many goblins when the chieftain arrived and brokered a deal. If the PCs would give the goblins time to leave they would tell them where to find the caves of the Cultists.</p><p> On mountain path to cave PCs came across orcs beyond rows of corpses mounted on poles. Gnolls sprang from bushes and then the restrained corpses animated and tried to attack - scaring the bejesus out of a couple of PCs. The cleric of Pelor turned anough of the corpses so the PCs didn't have to 'run the gauntlet'. Enemies dealt with. (A cool fight actually, where there were extra things to deal with, inc not going over the cliff).</p><p> Entered Cultists cave. In this campaign the cultists were dedicated to freeing Mual-Ta, 'The Chained Thunder Serpent'. It is actually chained in the Thornwaste. A room of new recruits were easily dealt with (including a Chucky-like attack from our savage dagger-stabbing female halfling wizard).</p><p> Further in the PCs came to a room where other accolytes had already been killed. (Gnolls beat them to it).</p><p> From there, it was into the great temple (far larger than on the maps). 2 rows of regimented soldier skeletons marched into the room once the bell rang. Then came 3 wights followed by the high priest from the far end. The wights were energised by lightning on the altars, whilst the young, crazed priest sat on a giant throne to oversee things (and cast spells).</p><p> This last battle was epic, as the high priest was the murderer of one of the PC's parents and she had crossed the vale to find him. It was almost undone by <em>magic missiles</em>, but she got her chance one on one with the evil cultist only to be hit and fall from the throne and be caught by the knight, who laid her down and then struck the killing blow! (I am sure a nice relationship would develop there if the game continued <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />).</p><p></p><p>All just in time too. It was the end of our 5th session. I will comment on certain aspects below, but questions are welcome.</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5942797, member: 19265"] [b]What Happened - In Game[/b] [B]Day 1[/B]: A merchant caravan arrived in Drellins Ferry. It was attacked near the Keep on the Borderlands. Half the town convened at the inn. Town council and representatives of the caravan called for heroes to find a duke's son and stolen loot. The PCs volunteered of course...and 2 caravan guards (after one PC spoke at length with the caravan leader). The mayor agreed to let one of their guards go to (under the care of another PC). Some PCs met for the first time - others had known each other around town. PCs got to roleplay with some of their contacts (which I had predetermined), inc the halflings procurring passage on a barge west. [B]Day 2[/B]: Left Drellins Ferry, heading west along Elsir River on a halfling barge. [B]Day 3[/B]: At a ford, PCs left barge and headed overland south to Wiseman's Run. 4 zombies (all previous caravan guards) approached their camp at night...and were laid to rest. [B]Day 4[/B]: Arrive at the Keep. PCs scouted it out. Longhouse full of goblins; an ogre in the tower. Dealt with goblins first (thanks mainly to 2 [I]Sleep[/I] spells. The ogre fled but was easily finished off. [B]Day 5[/B]: Travel north into woods. At ford/river crossing there were the remains of 2 wagons (being used as ferries). PCs floated them off, follwed tracks 1 hour into woods to the ravine (and the Caves of Chaos) - showed picture. They returned to river and camped several miles upstream. [B]Day 6[/B]: Into CoC. Straight into hobgoblin caves (via a rear exit) and fight their way to the torture chamber. (Yep - they went straight to the prisoners. The hobgobs in this were NOT allied with the Cultists and had taken the prisoners on their own raid). Returned with prisoners to river crossing where there was a gathering of orcs and gnolls. (They had been seeking the PCs down river and returned with one of the wagon-ferries). All enemies taken down bar one fleeing orc archer. Returned south to KotB, then force marched east for an hour. At evening orcs of the Thornwaste (not evil; CN) approached on boars with malnourished, lizard-like hounds. PCs were civil and the orcs continued on their way. [B]Day 7[/B]: COntinued east along WMR towards DF. At night the orcs of Thornwaste returned in greater numbers and offered a trade: many gold trinkets from the Serpentfolk Ruins in the desert for the several water barrels and food the PCs were carrying. [B]Days 8-11[/B]: Travel towards DF, arriving on 11th day. [B]Days 12-18[/B]: Spent time in town spending loot, gearing up, recruiting (2 dwarf elite guards - the two other PCs), checking in on contacts and making new ones. This was done quickly and glossed over in-game. PCs wanted to go back to get the caravan's stuff, and they had learnt that the head 'cultist with the mad hair' is more than likely the murderer of a PC's father. [B]Days 19-22[/B]: Travel west back to KotB. [B]Day 23[/B]: Headed north into woods. Attacked by 2 G incubator wasps at river crossing. Went into CoC, entering the hobgoblin lair again and clearing out the torture chamber again (freeing a poor goblin captive). PCs then made their way into the goblins' caves. In main hall they were slaughtering the many goblins when the chieftain arrived and brokered a deal. If the PCs would give the goblins time to leave they would tell them where to find the caves of the Cultists. On mountain path to cave PCs came across orcs beyond rows of corpses mounted on poles. Gnolls sprang from bushes and then the restrained corpses animated and tried to attack - scaring the bejesus out of a couple of PCs. The cleric of Pelor turned anough of the corpses so the PCs didn't have to 'run the gauntlet'. Enemies dealt with. (A cool fight actually, where there were extra things to deal with, inc not going over the cliff). Entered Cultists cave. In this campaign the cultists were dedicated to freeing Mual-Ta, 'The Chained Thunder Serpent'. It is actually chained in the Thornwaste. A room of new recruits were easily dealt with (including a Chucky-like attack from our savage dagger-stabbing female halfling wizard). Further in the PCs came to a room where other accolytes had already been killed. (Gnolls beat them to it). From there, it was into the great temple (far larger than on the maps). 2 rows of regimented soldier skeletons marched into the room once the bell rang. Then came 3 wights followed by the high priest from the far end. The wights were energised by lightning on the altars, whilst the young, crazed priest sat on a giant throne to oversee things (and cast spells). This last battle was epic, as the high priest was the murderer of one of the PC's parents and she had crossed the vale to find him. It was almost undone by [I]magic missiles[/I], but she got her chance one on one with the evil cultist only to be hit and fall from the throne and be caught by the knight, who laid her down and then struck the killing blow! (I am sure a nice relationship would develop there if the game continued ;)). All just in time too. It was the end of our 5th session. I will comment on certain aspects below, but questions are welcome. [/QUOTE]
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