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Sandboxing in the Nentir Vale (was: Emergent Features in KotS)
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<blockquote data-quote="LostSoul" data-source="post: 4695994" data-attributes="member: 386"><p>We've played 3 times since the last update - not too much happened in the first two sessions, just regular old dungeoncrawling.</p><p></p><p>The last session was a little more interesting. I'll write something more up later on.</p><p></p><p>In the first of the three sessions, the PCs explored the Well of Demons. They ran into the skill challenge with the ghosts but since they had pretty much figured out everything by that point, and I thought the skill challenge was lame, I skipped it.</p><p></p><p>They blindfolded themselves in the mirror room and, since the skeletons just sit at the back, it wasn't a big deal for them.</p><p></p><p>The blood pool room was really tough - 2d10 damage + 5 ongoing when you enter and when you begin your turn! The Wizard rode on his Dire Boar out into the pool and activated the trap, and after that it was a struggle to keep out of the blood. The Wizard went down a few times, very close to death, the Rogue was not looking so good, but the poison resistance the Fighter and Warlord had helped them out.</p><p></p><p>I also added a Bar'lgura to this fight, since I rolled for that when the PCs took their short rest. I think I only hit once with it, though.</p><p></p><p>They made short work of the demons in the next room. The big trap room with the dragon wasn't too hard - 5th level solo vs. 5 7th level PCs. He was beat on pretty badly.</p><p></p><p>Since the PCs had not yet taken an extended rest, they were in a tight spot, but they wanted to press on before the gnolls sacrificed the final slaves. Armok the Wizard went in with no healing surges and Bloodied.</p><p></p><p>They had their dailies saved up, and combined Hunger of Hadar with a cold area spell to rip apart the demons. The Rogue got into a tight spot when a tentacle grabbed him and dropped him down, but the Warlord was able to get him back on his feet again.</p><p></p><p>I changed Maldrick slightly, letting him regain hit points by sacrificing a slave with a DC 24 Arcana check. He was only able to do this once before he was killed.</p><p></p><p>Then they discovered the notes implicating Paldemar in everything that's been going on and they were left with a decision to make.</p><p></p><p></p><p>Last night's game:</p><p></p><p>The PCs went back to the Seven-Pillared Hall to trade magic items. They sent an animal messenger to Gendar, who arrived in their meeting place. The PCs worked out a good deal - it went something like this:</p><p></p><p>"Can you give us a deal on all this?"</p><p>"Why would I do that? If anything, you should give me the deal. You've got no one else to trade with, since the Mages won't let you into the Hall."</p><p>"We could just tell the Mages that you're dealing with us. How do you think they'll like that?" (Intimidate check; result 31)</p><p>"Okay, okay, I'll see what I can do."</p><p></p><p>They traded magic items (next time I might come up with an inventory for magic-item trading merchants) and were happy.</p><p></p><p>Then they sent a message to Orontar via animal messenger:</p><p></p><p>"We have information that says Paldemar is betaying you. We'll trade it for commuting our banishment."</p><p>"I need to see this information first. Meet me in the Customhouse. Come alone."</p><p></p><p>Malchior decided to meet with Orontar, alone. But first, as a precaution, Armok cast Animal Messenger, sending <em>himself</em> the message. He put the animal (a snake) in a bag and gave it to Malchior; if Malchior was betrayed, he would release the snake and alert the other PCs.</p><p></p><p>Cool idea.</p><p></p><p>Malchior was not betrayed. In the Customhouse they worked out a deal. Malchior handed over the letters and the banishment would be commuted if Malchior would hand over, in public, a large sum of cash. The cash would be an illusion, but it would show that the PCs respect the Mages, which is what's important to them.</p><p></p><p>Malchior heads back, fills a bag with stones, and gives it to Orontar in the tavern. Orontar mumbles some magic words and unties the bag without moving a finger; then he reaches in and pulls out a large diamond, observing it for a second before dropping it back into the bag. (Mage Hand and Prestidigitation)</p><p></p><p>The PCs round up the rest of the previously-freed slaves, getting a hard time gathering a few of them (one quick roll, dealing with a Rondarr? the taproom owner, intimidating him into giving up his serving wench) but in the end all the townspeople were freed.</p><p></p><p>The PCs decided it was time to leave. They'd leave the Mages to deal with Paldemar for now.</p><p></p><p>I decided it was time for a fight. I grabbed one of the random encounters - the demon and the gnolls - and had them hack it out. We made an opposed perception check; the PCs won, so they decided where they were and where the bad guys were coming from.</p><p></p><p>Fun fight, but nothing out of the ordinary. I was able to put the beat down on Wexley the Fighter after a series of awesome rolls with the Bar'lgura and the gnolls. (I upped the damage by 1d8 on the Bar'lgura's attacks.)</p><p></p><p>The PCs leave and make it to Fallcrest. They buy the freed townspeople a wagon and let them head off to Winterhaven; they have gathered arms and armour from the various fights in Thunderspire, so they figure they can take care of themselves.</p><p></p><p>Armok wanted to buy some building supplies and hire a carpenter to build himself a tower, but he was too short on funds so he put it off.</p><p></p><p>Bren or Jace spends some time gathering rumours and hears something interesting about Winterhaven. Word is that cultists of Orcus took over Winterhaven and dumped the local Lord, so some Knights of Nerath went up to deal with it. This information changed things so the PCs bought some horses and rode off to Winterhaven.</p><p></p><p>They quickly caught up with the townspeople and travelled with them, making camp just off the King's Road in the Gardbury Downs.</p><p></p><p>Around midnight, while Bren the Bold was on watch, he spotted a light flashing in the darkness. Alone, he went to investigate its source. He saw a human bandit with a signalling lantern communicating with someone over a mile away. Bren was familiar with the code so he was able to decipher it (Streetwise roll) - apparently bandits scoping out the group.</p><p></p><p>One interesting note - the bandits mentioned something about the two-dozen knights who rode through here a week or two ago.</p><p></p><p>Bren kills the bandit in a "bloody versus" roll - one roll, if Bren hits he kills him, if he doesn't then the guy gets away - and sends his own signals, warning the bandits away from the group.</p><p></p><p>In the morning, Bren tells everyone about this. As he's doing so, the townspeople are making some noise - one of them has gone missing. Uh oh. He turns up after a short search, choked to death, neck covered in rope burns.</p><p></p><p>Stupid rope got loose somehow. It's not satisfied right now, constantly struggling with Jace (its owner), giving him a penalty to Athletics and Acrobatics. And when it gets the chance it sneaks off to kill someone.</p><p></p><p>Jace is upset and they resolve to deal with the rope, but they need to proper reagents. So they decide to check out the spot where the bandits were communicating with them. They find their tracks but no fireplace - they were trying to be stealthy. It seems they waited long past dawn and had just left - waiting for their lost companion, perhaps?</p><p></p><p>On to Winterhaven, then. When they reach the walls of the town proper, they see knights and armoured men milling about - some two dozen of them. They also see Lord Padraig on the wall.</p><p></p><p>Kaldor of Nerath, the Knight-Commander of this group, rides out and meets with them. There are some harsh words said between Malchior (calling Padraig a liar, telling them to get out of his lands, etc.) and Kaldor (you need to go on trial for slander, you have no right to depose a legitimate lord, etc.).</p><p></p><p>Eventually swords are drawn.</p><p></p><p>And that's where break for the night. Short session, but fun. I'm glad we're out of the dungeon now.</p><p></p><p>Next session we'll start off with the fight. I want to give the PCs some goal other than "kill 'em all" but that might not work in this fight. Maybe I'll think of something.</p><p></p><p>I'm also going to draw up random encounter tables for the surrounding areas. There will be a lot of "boring" encounters included there, and I'm not yet sure how I'll deal with them. Maybe skill challenges? We'll see when we get there.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4695994, member: 386"] We've played 3 times since the last update - not too much happened in the first two sessions, just regular old dungeoncrawling. The last session was a little more interesting. I'll write something more up later on. In the first of the three sessions, the PCs explored the Well of Demons. They ran into the skill challenge with the ghosts but since they had pretty much figured out everything by that point, and I thought the skill challenge was lame, I skipped it. They blindfolded themselves in the mirror room and, since the skeletons just sit at the back, it wasn't a big deal for them. The blood pool room was really tough - 2d10 damage + 5 ongoing when you enter and when you begin your turn! The Wizard rode on his Dire Boar out into the pool and activated the trap, and after that it was a struggle to keep out of the blood. The Wizard went down a few times, very close to death, the Rogue was not looking so good, but the poison resistance the Fighter and Warlord had helped them out. I also added a Bar'lgura to this fight, since I rolled for that when the PCs took their short rest. I think I only hit once with it, though. They made short work of the demons in the next room. The big trap room with the dragon wasn't too hard - 5th level solo vs. 5 7th level PCs. He was beat on pretty badly. Since the PCs had not yet taken an extended rest, they were in a tight spot, but they wanted to press on before the gnolls sacrificed the final slaves. Armok the Wizard went in with no healing surges and Bloodied. They had their dailies saved up, and combined Hunger of Hadar with a cold area spell to rip apart the demons. The Rogue got into a tight spot when a tentacle grabbed him and dropped him down, but the Warlord was able to get him back on his feet again. I changed Maldrick slightly, letting him regain hit points by sacrificing a slave with a DC 24 Arcana check. He was only able to do this once before he was killed. Then they discovered the notes implicating Paldemar in everything that's been going on and they were left with a decision to make. Last night's game: The PCs went back to the Seven-Pillared Hall to trade magic items. They sent an animal messenger to Gendar, who arrived in their meeting place. The PCs worked out a good deal - it went something like this: "Can you give us a deal on all this?" "Why would I do that? If anything, you should give me the deal. You've got no one else to trade with, since the Mages won't let you into the Hall." "We could just tell the Mages that you're dealing with us. How do you think they'll like that?" (Intimidate check; result 31) "Okay, okay, I'll see what I can do." They traded magic items (next time I might come up with an inventory for magic-item trading merchants) and were happy. Then they sent a message to Orontar via animal messenger: "We have information that says Paldemar is betaying you. We'll trade it for commuting our banishment." "I need to see this information first. Meet me in the Customhouse. Come alone." Malchior decided to meet with Orontar, alone. But first, as a precaution, Armok cast Animal Messenger, sending [i]himself[/i] the message. He put the animal (a snake) in a bag and gave it to Malchior; if Malchior was betrayed, he would release the snake and alert the other PCs. Cool idea. Malchior was not betrayed. In the Customhouse they worked out a deal. Malchior handed over the letters and the banishment would be commuted if Malchior would hand over, in public, a large sum of cash. The cash would be an illusion, but it would show that the PCs respect the Mages, which is what's important to them. Malchior heads back, fills a bag with stones, and gives it to Orontar in the tavern. Orontar mumbles some magic words and unties the bag without moving a finger; then he reaches in and pulls out a large diamond, observing it for a second before dropping it back into the bag. (Mage Hand and Prestidigitation) The PCs round up the rest of the previously-freed slaves, getting a hard time gathering a few of them (one quick roll, dealing with a Rondarr? the taproom owner, intimidating him into giving up his serving wench) but in the end all the townspeople were freed. The PCs decided it was time to leave. They'd leave the Mages to deal with Paldemar for now. I decided it was time for a fight. I grabbed one of the random encounters - the demon and the gnolls - and had them hack it out. We made an opposed perception check; the PCs won, so they decided where they were and where the bad guys were coming from. Fun fight, but nothing out of the ordinary. I was able to put the beat down on Wexley the Fighter after a series of awesome rolls with the Bar'lgura and the gnolls. (I upped the damage by 1d8 on the Bar'lgura's attacks.) The PCs leave and make it to Fallcrest. They buy the freed townspeople a wagon and let them head off to Winterhaven; they have gathered arms and armour from the various fights in Thunderspire, so they figure they can take care of themselves. Armok wanted to buy some building supplies and hire a carpenter to build himself a tower, but he was too short on funds so he put it off. Bren or Jace spends some time gathering rumours and hears something interesting about Winterhaven. Word is that cultists of Orcus took over Winterhaven and dumped the local Lord, so some Knights of Nerath went up to deal with it. This information changed things so the PCs bought some horses and rode off to Winterhaven. They quickly caught up with the townspeople and travelled with them, making camp just off the King's Road in the Gardbury Downs. Around midnight, while Bren the Bold was on watch, he spotted a light flashing in the darkness. Alone, he went to investigate its source. He saw a human bandit with a signalling lantern communicating with someone over a mile away. Bren was familiar with the code so he was able to decipher it (Streetwise roll) - apparently bandits scoping out the group. One interesting note - the bandits mentioned something about the two-dozen knights who rode through here a week or two ago. Bren kills the bandit in a "bloody versus" roll - one roll, if Bren hits he kills him, if he doesn't then the guy gets away - and sends his own signals, warning the bandits away from the group. In the morning, Bren tells everyone about this. As he's doing so, the townspeople are making some noise - one of them has gone missing. Uh oh. He turns up after a short search, choked to death, neck covered in rope burns. Stupid rope got loose somehow. It's not satisfied right now, constantly struggling with Jace (its owner), giving him a penalty to Athletics and Acrobatics. And when it gets the chance it sneaks off to kill someone. Jace is upset and they resolve to deal with the rope, but they need to proper reagents. So they decide to check out the spot where the bandits were communicating with them. They find their tracks but no fireplace - they were trying to be stealthy. It seems they waited long past dawn and had just left - waiting for their lost companion, perhaps? On to Winterhaven, then. When they reach the walls of the town proper, they see knights and armoured men milling about - some two dozen of them. They also see Lord Padraig on the wall. Kaldor of Nerath, the Knight-Commander of this group, rides out and meets with them. There are some harsh words said between Malchior (calling Padraig a liar, telling them to get out of his lands, etc.) and Kaldor (you need to go on trial for slander, you have no right to depose a legitimate lord, etc.). Eventually swords are drawn. And that's where break for the night. Short session, but fun. I'm glad we're out of the dungeon now. Next session we'll start off with the fight. I want to give the PCs some goal other than "kill 'em all" but that might not work in this fight. Maybe I'll think of something. I'm also going to draw up random encounter tables for the surrounding areas. There will be a lot of "boring" encounters included there, and I'm not yet sure how I'll deal with them. Maybe skill challenges? We'll see when we get there. [/QUOTE]
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