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The Exploits of Javelin Company, RHC Flint Chapter [Starting Cauldron Born!]
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<blockquote data-quote="al_fredo" data-source="post: 6134411" data-attributes="member: 81597"><p>We continue!</p><p></p><p><span style="font-family: 'arial'">2nd of Summer, 8pm</span></p><p><span style="font-family: 'arial'"></span><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">PC's meet up with LeBrix and The Crossfoot Tavern. He comes clean with the cover-up, but The PCs knew about it already. They got a bit frustrated that he wasn't as valuable as first thought, but I mentioned that LeBrix had no idea the PCs had figured things out thus far. This meeting took place because of a ridiculously high Intimidate check that made Lebrix say that he's not involved in the cover-up. What I don't want to happen his have this all point to the Consular...as my PC's are starting to go there. Anyways...Lebrix is still out there as a useful ally for now. He mentioned that something on those documents must be important for this cover-up...but he's not sure what it is, or if he would betray state secrets if he talked to much.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Off to Pine Island to track down the House Elf. They find the studio, realize it's connected to the apothecary that they were just at in the morning. The thief decides to break into the studio alone. She gets trapped in a water tank prop...but smashes it free. The Waryeyes appear - and after pretending to be investigating the break in, Dansica tries to get them to leave. The PC's finally challenge them on the smuggling operation and battle ensues. They go down pretty quick, but Dansica's first attacks were pretty good. The badgers and Blander didn't do too well (bad rolls!). No guards here since it was 11pm so the encounter was a bit easier (I have 4 PCs)...and in exchange for no-jail time, they readily give the exact time and place of the dock where they were supposed to meet up. Deorn Feldman was the contact and the captain of the boat they intended to take to meet up. It's going down somewhere in The Ayers, but the Waryeyes didn't know.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">- The party didn't think that hard about giving them probation...but hard enough. i like the 'make a deal with a bad guy' aspect. Also, they were looking VERY hard for incrimination evidence, of which there is none. The adventure makes a point to say there is 'contraband' and hidden elixirs in a safe - yet Dansica freely mentioned she sells these with the proper permits. Is it contraband and needs to be hidden? Not sure why. I played them as a married couple sympathetic to the Gale/Nilasa/Duchess cause, but basically in over their heads on the smuggling operation. Since it was close to midnight, they used some Dailies in the encounter - knowing they could probably rest.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">- Also, my group meta-games me sometimes. When the thief was sneaking in the back alley, I pulled up the map (I had cool vision and fog of war on this one). My player said 'oh...he wouldn't have made a map unless there was a battle!). GRRRR! Though, their first visit to the shop, I didn't pull up the map. I also have not shown Reed Macbannin's portrait - trying to keep him clean for now. </span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">They raided the apothecary. Most of it was salves, ointments and potions that only commoners would deem valuable. But there were a few choice selections. Here was the list, and took the seemingly useless Hat of Hats and wizards gloves.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Elixir of Invisibility - 2x</span></p><p><span style="font-family: 'arial'">Alchemist's Fire</span></p><p><span style="font-family: 'arial'">Elixir of Reflexes</span></p><p><span style="font-family: 'arial'">Potion of Resistance, one each: (Psychic, Poison, Fire, Cold, Necrotic).</span></p><p><span style="font-family: 'arial'">Ghoststrike Oil</span></p><p><span style="font-family: 'arial'">Potion of Healing</span></p><p><span style="font-family: 'arial'">Elixir of Protection from Evil</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">3rd of Summer</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">Resting up, They visit Nettles Mayor Reed Macbannin...and tell him plans to ascend Cauldron Hill. He approves the request, hoping that he might be seen as a facilitator to end some violence in the Nettles if he gives Nevard this favor. They've already met Nevard, so it was just a decision to waste a day. They got a vision of an abandon church for where these documents were - so they are on the look out, but don't know where to look. That's fine...I'll get them to the Doc eventually.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">They like Reed. Seems helpful. They were put off by Nicodemus saying his spiel (like...who asked you!?) Again, could be for or against the meta-game here. Almost funny that nothing happened. Downplayed the butler as much as possible as well. No portrait or name mentioned for him either.</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">They ascend, and make camp. Very few preparations were done. They do the endurance check (most fail - no fire). Succeed at stealth. When I ask about the noise...and prompt them, then they decide to use earplugs. That was awkward. Two potions are brewed (one, a gravespawn...nicely done!). But they have bunch of potions from the apothecary as well. </span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">The next scenes play out with me mostly narrating the action. They get the Sechim factory vision...and are freaked out by Nilasa and all the ghouls around them. Finally, Creed shows up -throws the sunrod in....and the monsters attack -ANNNND we break for the night. Good cliffhanger!</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'">*****</span></p><p><span style="font-family: 'arial'">With the lead on the House Elf, they are very much in line with the overall story. They'll likely check out the factory...and have the smuggler's encounter that night. Nevard's speech happens on the 5th (well...i think it would make sense at this point)....and somewhere in between, they'll be looking for the doctor. If they are dead-ended on the Doc (which at this point they seem to be)...I'll have Camp or Kindleton give them a lead. Lots of action yet! Also...i need to be a bit more careful with the meta game. More red-herrings, i think!</span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p><p><span style="font-family: 'arial'"></span></p></blockquote><p></p>
[QUOTE="al_fredo, post: 6134411, member: 81597"] We continue! [FONT=arial]2nd of Summer, 8pm [/FONT][FONT=arial] PC's meet up with LeBrix and The Crossfoot Tavern. He comes clean with the cover-up, but The PCs knew about it already. They got a bit frustrated that he wasn't as valuable as first thought, but I mentioned that LeBrix had no idea the PCs had figured things out thus far. This meeting took place because of a ridiculously high Intimidate check that made Lebrix say that he's not involved in the cover-up. What I don't want to happen his have this all point to the Consular...as my PC's are starting to go there. Anyways...Lebrix is still out there as a useful ally for now. He mentioned that something on those documents must be important for this cover-up...but he's not sure what it is, or if he would betray state secrets if he talked to much.[/FONT] [FONT=arial] [/FONT] [FONT=arial]Off to Pine Island to track down the House Elf. They find the studio, realize it's connected to the apothecary that they were just at in the morning. The thief decides to break into the studio alone. She gets trapped in a water tank prop...but smashes it free. The Waryeyes appear - and after pretending to be investigating the break in, Dansica tries to get them to leave. The PC's finally challenge them on the smuggling operation and battle ensues. They go down pretty quick, but Dansica's first attacks were pretty good. The badgers and Blander didn't do too well (bad rolls!). No guards here since it was 11pm so the encounter was a bit easier (I have 4 PCs)...and in exchange for no-jail time, they readily give the exact time and place of the dock where they were supposed to meet up. Deorn Feldman was the contact and the captain of the boat they intended to take to meet up. It's going down somewhere in The Ayers, but the Waryeyes didn't know. - The party didn't think that hard about giving them probation...but hard enough. i like the 'make a deal with a bad guy' aspect. Also, they were looking VERY hard for incrimination evidence, of which there is none. The adventure makes a point to say there is 'contraband' and hidden elixirs in a safe - yet Dansica freely mentioned she sells these with the proper permits. Is it contraband and needs to be hidden? Not sure why. I played them as a married couple sympathetic to the Gale/Nilasa/Duchess cause, but basically in over their heads on the smuggling operation. Since it was close to midnight, they used some Dailies in the encounter - knowing they could probably rest. - Also, my group meta-games me sometimes. When the thief was sneaking in the back alley, I pulled up the map (I had cool vision and fog of war on this one). My player said 'oh...he wouldn't have made a map unless there was a battle!). GRRRR! Though, their first visit to the shop, I didn't pull up the map. I also have not shown Reed Macbannin's portrait - trying to keep him clean for now. [/FONT] [FONT=arial] [/FONT] [FONT=arial]They raided the apothecary. Most of it was salves, ointments and potions that only commoners would deem valuable. But there were a few choice selections. Here was the list, and took the seemingly useless Hat of Hats and wizards gloves.[/FONT] [FONT=arial] Elixir of Invisibility - 2x Alchemist's Fire Elixir of Reflexes Potion of Resistance, one each: (Psychic, Poison, Fire, Cold, Necrotic). Ghoststrike Oil Potion of Healing Elixir of Protection from Evil 3rd of Summer [/FONT] [FONT=arial] [/FONT] [FONT=arial]Resting up, They visit Nettles Mayor Reed Macbannin...and tell him plans to ascend Cauldron Hill. He approves the request, hoping that he might be seen as a facilitator to end some violence in the Nettles if he gives Nevard this favor. They've already met Nevard, so it was just a decision to waste a day. They got a vision of an abandon church for where these documents were - so they are on the look out, but don't know where to look. That's fine...I'll get them to the Doc eventually. They like Reed. Seems helpful. They were put off by Nicodemus saying his spiel (like...who asked you!?) Again, could be for or against the meta-game here. Almost funny that nothing happened. Downplayed the butler as much as possible as well. No portrait or name mentioned for him either. [/FONT] [FONT=arial]They ascend, and make camp. Very few preparations were done. They do the endurance check (most fail - no fire). Succeed at stealth. When I ask about the noise...and prompt them, then they decide to use earplugs. That was awkward. Two potions are brewed (one, a gravespawn...nicely done!). But they have bunch of potions from the apothecary as well. The next scenes play out with me mostly narrating the action. They get the Sechim factory vision...and are freaked out by Nilasa and all the ghouls around them. Finally, Creed shows up -throws the sunrod in....and the monsters attack -ANNNND we break for the night. Good cliffhanger! ***** With the lead on the House Elf, they are very much in line with the overall story. They'll likely check out the factory...and have the smuggler's encounter that night. Nevard's speech happens on the 5th (well...i think it would make sense at this point)....and somewhere in between, they'll be looking for the doctor. If they are dead-ended on the Doc (which at this point they seem to be)...I'll have Camp or Kindleton give them a lead. Lots of action yet! Also...i need to be a bit more careful with the meta game. More red-herrings, i think! [/FONT] [/QUOTE]
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