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Redbadge's Campaign (there will be spoilers)
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<blockquote data-quote="Isklexi" data-source="post: 5859081" data-attributes="member: 6684948"><p>I totally forgot to give the update for our last session.</p><p>The constables had submitted the papers to the constabulary's finance department and brought the doctor into protective custody. </p><p></p><p>My group had managed to blaze through the investigation pretty quickly (by in-game time) and were no where close to the disaster deadline. I decided there was no need to have them sitting around for a few in game days waiting for the evidence to come together, so I had it come together for them the next day in time for an afternoon climax.</p><p></p><p>The next morning the constables had breakfast with Morgan Cippiano. After a brief conversation, they agreed to release the Family agents in exchange for a meeting with a cabby with information on Macbannin.</p><p>Upon returning to RHC HQ, Kirk tried to press the Family agents into being informants for the RHC, saying he would have them released if they agreed (even though he was already going to let them go). The Family is a tight knit bunch and only the newcomer, Deorn Feldman, went for the offer.</p><p></p><p>I think Deorn will get maybe one or two snitches before he ends up with concrete shoes.</p><p></p><p>The party then met the cabby in the Thinking Man's tavern. They learned that a single person with many disguises had been leaving Macbannin's manor to a dizzying number of locations around the city, including every single factory. They quickly deduced this must be the shadow man.</p><p>Back at HQ, Pam (she's the office mailperson) had an unexpected package for them. The package contained letters from "CC" to "E&V" hiring them for arson jobs at multiple factories including Sechim's factory. The package also contained a small note thanking the constables for new lucrative business and signed simply "Cal".</p><p>About this time, the finance department had pieced together the reports recovered from Wolfgang. The documents showed a large number of factories in Flint being bought up by fronts, and those that refused to sell were all targeted for arson. This was finally enough evidence for Delft to get the party a warrant for Macbannin's arrest.</p><p></p><p>The constables gathered their gear and marched for Cauldron Hill. Kirk demanded that the guards let them in to see Macbannin, but he wouldn't let the guards leave for fear they would warn the mayor and let him escape. After a brief standoff, Macbannin came out of the manor and told the guards to stand down. The constables confronted Macbannin with the warrant. The mayor laughed it off and dismissed their concerns. Right as he was offering a guided tour, an earthquake caused half the manor to collapse and witch oil began to bubble up from cracks in the ground. Macbannin's jovial demeanor melted away as he ordered his servants to attack.</p><p></p><p>With my groups track record of obliterating important opponents in the first round, I decided to double Reed's HP and apply his abjuration aura to himself as well as his minions.</p><p></p><p>The party quickly surrounded Macbannin and kept him hemmed in for the majority of the fight. Kirk's zeal for flanking got him swarmed by gardeners and knocked out once or twice. </p><p></p><p>After they handcuffed him, Macbannin insisted they had to help him stop the impending disaster. With the mayor in tow, the constables descended into the secret laboratories beneath the manor. They quickly encountered a flayed jaguar that had broken loose, and Cillian Creed struck from behind while they were distracted. After a brief struggle, Rai finished off Creed once and for all.</p><p></p><p>I'd considered having Macbannin run past the party and attempt to fix the machines while they were in combat, but the party was in between him and the door the whole time. If he had run past them, it would have ended poorly because more jaguars were waiting in the engine room.</p><p></p><p>After the fight, Irony hobbled Macbannin by stabbing him in the foot to discourage any more escape attempts. The party quickly dispatched the jaguars in the engine room. Though Kirk pushed macbannin at the jaguars to distract them, Rai stepped up and did a fine job keeping the jaguars from attacking anyone else.</p><p></p><p>This was another spot where the players were inches away from losing "doomsday machine instruction manual".</p><p></p><p>Though thoroughly displeased with Kirk, Macbannin quickly set out helping the constables shut down the witch oil machinery. With the mayor's help, the party quickly neutralized the danger, and Irony called in Callaphax to "safely" dispose of the dangerous oil. They could tell from a briefly trying to question the mayor that he was under a geas of some kind and handed him over the the arriving police forces. When the party heard that Macbannin had killed himself the next day, Irony immediately suspected the geas forced him to do it.</p><p></p><p>The constables were annoyed when their boss, Saxby, took them off the case. The last scene before the next adventure was a late night visitor to Irony; Callaphax stopped by in the guise of a male eladrin flanked by his new enforcers, Eberardo and Valando. </p><p></p><p>I liked the dragonborn arsonists so I decided to keep them on using Cal. I also used this to reveal that Cal is not an imp; he is in fact a pit fiend. The botched portal that dragged him into the mortal world had sapped most of his power which he has been slowly regaining (the witch oil helped). I've actually been waiting for that reveal for a while; I had been careful to never actually use the word imp when talking about Cal (I let my players assume that for themselves).</p></blockquote><p></p>
[QUOTE="Isklexi, post: 5859081, member: 6684948"] I totally forgot to give the update for our last session. The constables had submitted the papers to the constabulary's finance department and brought the doctor into protective custody. My group had managed to blaze through the investigation pretty quickly (by in-game time) and were no where close to the disaster deadline. I decided there was no need to have them sitting around for a few in game days waiting for the evidence to come together, so I had it come together for them the next day in time for an afternoon climax. The next morning the constables had breakfast with Morgan Cippiano. After a brief conversation, they agreed to release the Family agents in exchange for a meeting with a cabby with information on Macbannin. Upon returning to RHC HQ, Kirk tried to press the Family agents into being informants for the RHC, saying he would have them released if they agreed (even though he was already going to let them go). The Family is a tight knit bunch and only the newcomer, Deorn Feldman, went for the offer. I think Deorn will get maybe one or two snitches before he ends up with concrete shoes. The party then met the cabby in the Thinking Man's tavern. They learned that a single person with many disguises had been leaving Macbannin's manor to a dizzying number of locations around the city, including every single factory. They quickly deduced this must be the shadow man. Back at HQ, Pam (she's the office mailperson) had an unexpected package for them. The package contained letters from "CC" to "E&V" hiring them for arson jobs at multiple factories including Sechim's factory. The package also contained a small note thanking the constables for new lucrative business and signed simply "Cal". About this time, the finance department had pieced together the reports recovered from Wolfgang. The documents showed a large number of factories in Flint being bought up by fronts, and those that refused to sell were all targeted for arson. This was finally enough evidence for Delft to get the party a warrant for Macbannin's arrest. The constables gathered their gear and marched for Cauldron Hill. Kirk demanded that the guards let them in to see Macbannin, but he wouldn't let the guards leave for fear they would warn the mayor and let him escape. After a brief standoff, Macbannin came out of the manor and told the guards to stand down. The constables confronted Macbannin with the warrant. The mayor laughed it off and dismissed their concerns. Right as he was offering a guided tour, an earthquake caused half the manor to collapse and witch oil began to bubble up from cracks in the ground. Macbannin's jovial demeanor melted away as he ordered his servants to attack. With my groups track record of obliterating important opponents in the first round, I decided to double Reed's HP and apply his abjuration aura to himself as well as his minions. The party quickly surrounded Macbannin and kept him hemmed in for the majority of the fight. Kirk's zeal for flanking got him swarmed by gardeners and knocked out once or twice. After they handcuffed him, Macbannin insisted they had to help him stop the impending disaster. With the mayor in tow, the constables descended into the secret laboratories beneath the manor. They quickly encountered a flayed jaguar that had broken loose, and Cillian Creed struck from behind while they were distracted. After a brief struggle, Rai finished off Creed once and for all. I'd considered having Macbannin run past the party and attempt to fix the machines while they were in combat, but the party was in between him and the door the whole time. If he had run past them, it would have ended poorly because more jaguars were waiting in the engine room. After the fight, Irony hobbled Macbannin by stabbing him in the foot to discourage any more escape attempts. The party quickly dispatched the jaguars in the engine room. Though Kirk pushed macbannin at the jaguars to distract them, Rai stepped up and did a fine job keeping the jaguars from attacking anyone else. This was another spot where the players were inches away from losing "doomsday machine instruction manual". Though thoroughly displeased with Kirk, Macbannin quickly set out helping the constables shut down the witch oil machinery. With the mayor's help, the party quickly neutralized the danger, and Irony called in Callaphax to "safely" dispose of the dangerous oil. They could tell from a briefly trying to question the mayor that he was under a geas of some kind and handed him over the the arriving police forces. When the party heard that Macbannin had killed himself the next day, Irony immediately suspected the geas forced him to do it. The constables were annoyed when their boss, Saxby, took them off the case. The last scene before the next adventure was a late night visitor to Irony; Callaphax stopped by in the guise of a male eladrin flanked by his new enforcers, Eberardo and Valando. I liked the dragonborn arsonists so I decided to keep them on using Cal. I also used this to reveal that Cal is not an imp; he is in fact a pit fiend. The botched portal that dragged him into the mortal world had sapped most of his power which he has been slowly regaining (the witch oil helped). I've actually been waiting for that reveal for a while; I had been careful to never actually use the word imp when talking about Cal (I let my players assume that for themselves). [/QUOTE]
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