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<blockquote data-quote="Echolocation" data-source="post: 8231675" data-attributes="member: 7011911"><p><strong>Session 51</strong></p><p><em>Courtesy of Ella's player</em></p><p></p><p>A weasel man with unreasonable demands: that’s how last session started. After hearing out Quentin’s complaints we struck a deal: he’d tell us where Kell was, as well as ten weaknesses in the guild’s defenses and who their Obscurati contact was.</p><p></p><p>As it turns out the weasel actually had some useful information. Like which runes were needed to transport things to the Bleak Gate - although not which <em>spells </em>are needed to make those runes work. Also that Kell’s Ob contact - some guy called Norm (whose last name is <em>probably </em>Al) - likely recently offered Kell an “escape route” through the Bleak Gate. So if we can find Kell then we just might find the plane-shifting magic we’re looking for.</p><p></p><p>According to Quentin, Kell was last seen in the Theatre of Scoundrels - but that was before Quentin died so who the hell knows where he is now. To reinforce our utter cluelessness, Deb messaged us with the morning’s mission results: the sting had failed - abysmally. There was almost no chance we’d be able to dismantle Kell’s guild by the next evening.</p><p></p><p>Great!</p><p></p><p>With that news we decided to go visit Lieutenant Dale - sorry, Captain Dale - in hopes of some kind of actually positive breakthrough that didn’t involve storming the Theatre of Scoundrels on a maybe. Before that though, it was <strong>mail time</strong>! Delivered by bestest boy: Maxwell the Meticulous.</p><p></p><p>There were some potions, sent by the mayor of the Cloudwood as thanks for <s>killing twenty-four children</s> - I mean... saving seven children. And Kvarti dropped by to give John a shiny new murder gun! It had cool powers like cold damage and bleed damage and fire resistance and putting out fires and basically it’s the anti-Angharad gun. So next time the Cipith goes insane, John can just shoot him!</p><p></p><p>[SPOILER="Rifle of Reflective Equilibrium"]</p><p><strong>Rifle of Reflective Equilibrium</strong></p><p><strong>Aura</strong> strong necromancy <strong>CL </strong>13th</p><p><strong>Slot</strong> none; <strong>Price </strong>42,000 gp; <strong>Weight </strong>12 lbs</p><p><strong>Damage</strong> 1d10; <strong>Critical</strong> x4; <strong>Range </strong>80 ft.;</p><p><strong>Type</strong> B and P; <strong>Misfire </strong>1; <strong>Capacity </strong>1</p><p><strong>Category </strong>Two-Handed; <strong>Proficiency </strong>Exotic</p><p></p><p><em>A marvel of philosophy-driven engineering, this rifle embodies Kvarti’s interpretation of Eschatology. You cannot lift this weapon easily. Only once you ponder that it might end a life, and you come to terms with that possibility, is it light enough to carry.</em></p><p></p><p>This <em>+1 frost rifle</em> is cold to the touch, providing a salient reminder of the possibility and responsibility of taking a life. This weapon cannot deal nonlethal damage. This weapon deals an additional 1d6 in cold damage against creatures that were once alive but then died (such as undead or resurrected creatures). When fired, the rifle’s shooter can elect to convert all B/P damage into cold damage.</p><p></p><p>When a bullet from this weapon hits a target, they take 1d6 bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Another bullet can reapply the bleed damage, but does not increase this damage. For the purposes of damage reduction, immunities, and vulnerabilities, this bleed damage is classified as cold damage.</p><p></p><p>While holding this weapon, you gain fire resistance equal to twice its enhancement bonus.</p><p></p><p>Lastly, once per day as a swift action, you can extinguish any or all nonmagical fire within 30 feet of you, and each ally in the burst can make a saving throw against any ongoing fire damage that a save can end.</p><p>[/SPOILER]</p><p></p><p>Angharad immediately combatted this by retrieving the blade of a <em>literal goddess</em> from the breakroom. Come on guys… it’s not a competition. Clearly realising this was overkill, Angharad then threw it to Lisandra instead. Angharad, what have we told you about throwing weapons in the breakr-? Ugh, never mind...</p><p></p><p>Meanwhile the B Team was having a much easier time of it: chilling at a cafe in the Cloudwood with some nice food and an impromptu mob. There were pitchforks and everything. All because some woman had “messy hair”. Admittedly the child crying “witch” might not have been entirely wrong: since Josiah saw a nymph with twiggy hair disappearing into a bucket nearby… but that didn’t stop Carlao and Dima from getting the blame instead. But it’s never a bad day to be chased through the Cloudwood by an angry mob, right? Breathe that fresh country air...</p><p></p><p>Back to Dale though: the real hero of this story. As it turns out he didn’t have a way into the Bleak Gate, but he did have magic amulets to use once we got there! And coffee - because it’s important to treat yourself. <3 He also mentioned that he’d be sending soldiers to Hotel Aurum to travel through the king’s portal with us. So that’s nice.</p><p></p><p>Meanwhile Angharad had been doing some recruiting of his own: this one more on the <em>murdery fey assassin</em> side, as he acquired the means to summon some vekeshi mystics to help with our fight against Kell. No one questioned Angharad when he proudly presented his twig to the team. You do you, fire-man…</p><p></p><p>Still a little conflicted on what exactly to do, we decided to have Lisandra contact Connor - who was hopefully a Family double agent and not actually Kell’s thug - and see if he could give us any info. This turned out… surprisingly well! And Connor told her that Kell was at the Grand Suites - not the Theatre of Scoundrels, Quentin you useless twat - and that we should capture him before the next night or not at all.</p><p></p><p>[SPOILER="Connor"]</p><p>Lisandra's ex-boyfriend, Connor is a savvy pickpocket who climbed the ranks of Kell's guild. Lisandra last talked to him in the Ziggurat of Apet, when it briefly teleported her to the dressing room of the Theatre of Scoundrels. In our version of Zeitgeist, he is Morgan's mole.</p><p>[/SPOILER]</p><p></p><p>As if we needed any more time pressure...</p><p></p><p>Deciding to make the most of the evening, we investigated our last Eschatological cult lead: 382 Byrne Street. Which turned out to be a complete dead end. But you don’t know until you know, you know? In a last ditch effort Lisandra performed a spooky Divination and got the charming message that the cult’s frost bomb was probably going to go off around noon tomorrow so not having any leads on the cult was fine, absolutely fine.</p><p></p><p>(We’re all gonna dieeeee.)</p><p></p><p>Faced with our imminent demise, we went to sleep. John woke up to some men trying to “liberate” Sydney, and Angharad chatted with some lumberjacks who thought the Cloudwood was going to burn down. Interesting times, indeed… There were also tales of angry mobs lynching cows and… well, evidence that they’d also been lynching not-cows.</p><p></p><p>It was a grim morning - made all the more grim by Delft’s message that there was a hostage situation underway with Flint’s Governor and those pesky cultists we’d utterly failed to stop. We’re super good at our jobs guys, don’t worry about. As it turns out, the cultists had taken over a subrail station and were demanding booze, a Skyseer, and <strong>John’s dad</strong>. Because no Zeitgeist morning is complete without personal trauma.</p><p></p><p>So there you have it: we have until noon to stop a bomb, until evening to stop Kell, and until tomorrow night to foil an entire underground conspiracy located in another plane of existence.</p><p></p><p>Just another day for the constables of Team B.A.D.!</p><p></p><p><strong>GM Note</strong></p><p></p><p>The bomb is protected from divination, but I felt a bit bad for the party dredging up so many dead ends.</p></blockquote><p></p>
[QUOTE="Echolocation, post: 8231675, member: 7011911"] [B]Session 51[/B] [I]Courtesy of Ella's player[/I] A weasel man with unreasonable demands: that’s how last session started. After hearing out Quentin’s complaints we struck a deal: he’d tell us where Kell was, as well as ten weaknesses in the guild’s defenses and who their Obscurati contact was. As it turns out the weasel actually had some useful information. Like which runes were needed to transport things to the Bleak Gate - although not which [I]spells [/I]are needed to make those runes work. Also that Kell’s Ob contact - some guy called Norm (whose last name is [I]probably [/I]Al) - likely recently offered Kell an “escape route” through the Bleak Gate. So if we can find Kell then we just might find the plane-shifting magic we’re looking for. According to Quentin, Kell was last seen in the Theatre of Scoundrels - but that was before Quentin died so who the hell knows where he is now. To reinforce our utter cluelessness, Deb messaged us with the morning’s mission results: the sting had failed - abysmally. There was almost no chance we’d be able to dismantle Kell’s guild by the next evening. Great! With that news we decided to go visit Lieutenant Dale - sorry, Captain Dale - in hopes of some kind of actually positive breakthrough that didn’t involve storming the Theatre of Scoundrels on a maybe. Before that though, it was [B]mail time[/B]! Delivered by bestest boy: Maxwell the Meticulous. There were some potions, sent by the mayor of the Cloudwood as thanks for [S]killing twenty-four children[/S] - I mean... saving seven children. And Kvarti dropped by to give John a shiny new murder gun! It had cool powers like cold damage and bleed damage and fire resistance and putting out fires and basically it’s the anti-Angharad gun. So next time the Cipith goes insane, John can just shoot him! [SPOILER="Rifle of Reflective Equilibrium"] [B]Rifle of Reflective Equilibrium Aura[/B] strong necromancy [B]CL [/B]13th [B]Slot[/B] none; [B]Price [/B]42,000 gp; [B]Weight [/B]12 lbs [B]Damage[/B] 1d10; [B]Critical[/B] x4; [B]Range [/B]80 ft.; [B]Type[/B] B and P; [B]Misfire [/B]1; [B]Capacity [/B]1 [B]Category [/B]Two-Handed; [B]Proficiency [/B]Exotic [I]A marvel of philosophy-driven engineering, this rifle embodies Kvarti’s interpretation of Eschatology. You cannot lift this weapon easily. Only once you ponder that it might end a life, and you come to terms with that possibility, is it light enough to carry.[/I] This [I]+1 frost rifle[/I] is cold to the touch, providing a salient reminder of the possibility and responsibility of taking a life. This weapon cannot deal nonlethal damage. This weapon deals an additional 1d6 in cold damage against creatures that were once alive but then died (such as undead or resurrected creatures). When fired, the rifle’s shooter can elect to convert all B/P damage into cold damage. When a bullet from this weapon hits a target, they take 1d6 bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a successful DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage. Creatures immune to critical hits are immune to the bleed damage dealt by this weapon. Another bullet can reapply the bleed damage, but does not increase this damage. For the purposes of damage reduction, immunities, and vulnerabilities, this bleed damage is classified as cold damage. While holding this weapon, you gain fire resistance equal to twice its enhancement bonus. Lastly, once per day as a swift action, you can extinguish any or all nonmagical fire within 30 feet of you, and each ally in the burst can make a saving throw against any ongoing fire damage that a save can end. [/SPOILER] Angharad immediately combatted this by retrieving the blade of a [I]literal goddess[/I] from the breakroom. Come on guys… it’s not a competition. Clearly realising this was overkill, Angharad then threw it to Lisandra instead. Angharad, what have we told you about throwing weapons in the breakr-? Ugh, never mind... Meanwhile the B Team was having a much easier time of it: chilling at a cafe in the Cloudwood with some nice food and an impromptu mob. There were pitchforks and everything. All because some woman had “messy hair”. Admittedly the child crying “witch” might not have been entirely wrong: since Josiah saw a nymph with twiggy hair disappearing into a bucket nearby… but that didn’t stop Carlao and Dima from getting the blame instead. But it’s never a bad day to be chased through the Cloudwood by an angry mob, right? Breathe that fresh country air... Back to Dale though: the real hero of this story. As it turns out he didn’t have a way into the Bleak Gate, but he did have magic amulets to use once we got there! And coffee - because it’s important to treat yourself. <3 He also mentioned that he’d be sending soldiers to Hotel Aurum to travel through the king’s portal with us. So that’s nice. Meanwhile Angharad had been doing some recruiting of his own: this one more on the [I]murdery fey assassin[/I] side, as he acquired the means to summon some vekeshi mystics to help with our fight against Kell. No one questioned Angharad when he proudly presented his twig to the team. You do you, fire-man… Still a little conflicted on what exactly to do, we decided to have Lisandra contact Connor - who was hopefully a Family double agent and not actually Kell’s thug - and see if he could give us any info. This turned out… surprisingly well! And Connor told her that Kell was at the Grand Suites - not the Theatre of Scoundrels, Quentin you useless twat - and that we should capture him before the next night or not at all. [SPOILER="Connor"] Lisandra's ex-boyfriend, Connor is a savvy pickpocket who climbed the ranks of Kell's guild. Lisandra last talked to him in the Ziggurat of Apet, when it briefly teleported her to the dressing room of the Theatre of Scoundrels. In our version of Zeitgeist, he is Morgan's mole. [/SPOILER] As if we needed any more time pressure... Deciding to make the most of the evening, we investigated our last Eschatological cult lead: 382 Byrne Street. Which turned out to be a complete dead end. But you don’t know until you know, you know? In a last ditch effort Lisandra performed a spooky Divination and got the charming message that the cult’s frost bomb was probably going to go off around noon tomorrow so not having any leads on the cult was fine, absolutely fine. (We’re all gonna dieeeee.) Faced with our imminent demise, we went to sleep. John woke up to some men trying to “liberate” Sydney, and Angharad chatted with some lumberjacks who thought the Cloudwood was going to burn down. Interesting times, indeed… There were also tales of angry mobs lynching cows and… well, evidence that they’d also been lynching not-cows. It was a grim morning - made all the more grim by Delft’s message that there was a hostage situation underway with Flint’s Governor and those pesky cultists we’d utterly failed to stop. We’re super good at our jobs guys, don’t worry about. As it turns out, the cultists had taken over a subrail station and were demanding booze, a Skyseer, and [B]John’s dad[/B]. Because no Zeitgeist morning is complete without personal trauma. So there you have it: we have until noon to stop a bomb, until evening to stop Kell, and until tomorrow night to foil an entire underground conspiracy located in another plane of existence. Just another day for the constables of Team B.A.D.! [B]GM Note[/B] The bomb is protected from divination, but I felt a bit bad for the party dredging up so many dead ends. [/QUOTE]
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