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<blockquote data-quote="Ajar" data-source="post: 5937550" data-attributes="member: 85901"><p>Weeknight sessions are shorter, but we had some interesting developments. </p><p></p><p><strong><span style="color: DarkOrange">Session Notes</span></strong></p><p>[sblock]Disappointed that the flayed jaguars couldn't be used to track, the constables got on their carriage and set off in pursuit of Creed and Macbannin. They were able to track the pair's horse down the hill, through some streets, and then back into the woods to some ruins, where the trail ended at a stone wall. Searching the wall, they found a rusted iron ring, and they realized what had happened. </p><p></p><p>They then returned to the manor to do some more searching, but didn't turn up anything useful. They tried the detect planar energy ritual again, but any subtle hints that may have been there were utterly overwhelmed by the Bleak Gate energy of the witchoil. </p><p></p><p>They did send a feather off to Gale, asking her to meet them at the manor at 7 PM. </p><p></p><p>Next, they headed back to base and reported in. Delft was unimpressed with their failure to apprehend Macbannin -- "I went to all that trouble to get you the warrant, I ask you do one simple thing" -- but was ultimately mollified by the explanation of how they'd left Macbannin in the wagon to deal with the witchoil problem. </p><p></p><p>Then, they set off for their meeting with Kell. Kell tried to trick them by staging a robbery scene outside his theatre, but the PCs didn't fall for it, so they were "invited" into the Theatre of Scoundrels by a large group of armed thugs. </p><p></p><p>Kell told his men to put on a comedy, so a docker was shoved out on stage and mistreated in various "humourous" ways before the thieves started beating "him" for real... at which point the PCs realized that the "docker" was actually Lynn Kindleton, who they had asked to try and set up a meeting with Dr von Recklinghausen on their behalf. Kell demanded 1,000 gp to set up the meeting, and the PCs assented on the condition that Kell also gave them Kindleton. He agreed, and had a runner head to the doctor's hideout to let the bodyguards know the constables were OK, and had second thief escort the PCs.</p><p></p><p>Quite a few sick and injured people were queued up outside the Nettles church, hoping for treatment. Inside, the bodyguards had disabled the traps and alarms, and left once the PCs saw the doctor. </p><p></p><p>They managed to convince the doctor that they weren't going to take him in, he wasn't suspected in the murder, and that they were actually looking out for him, so he gave them his side of the story about Nilasa's murder, and told them about the documents she'd given him before dying. </p><p></p><p>The PCs warned him that Kell had sold him out, and that someone else ("Officer Porter") was looking for him as well. They offered to let him stay at an RHC safe house, which he accepted. </p><p></p><p>Just then, the constables realized that someone was sneaking up on them...[/sblock]</p><p></p><p><strong><span style="color: DarkOrange">DM Notes</span></strong></p><p>I had Creed collect the unconscious Macbannin from the constables' carriage, then flee on horseback. I handled the pursuit as a skill challenge, with the PCs tracking the horse down the dirt road into the city, then through the cobbled streets by shouting at people or observing which way crowds were moving, then back up into a wooded area in the Nettles, and finally into some ruins where the wall was located. They did have a shot at catching up, but it was tough. </p><p></p><p>After the PCs left the manor, Creed and Macbannin arrived back there, and confirmed that the witchoil lab remained intact. While working on fixing it to pump the accumulated witchoil down into the Bleak Gate reservoir, Lorcan Kell's runner arrived to tell them that the constables were headed for the Nettles church. </p><p></p><p>I had a lot of fun hamming up the staged robbery, and also playing Kell, alternating his short sentences to the PCs with descriptions of what was transpiring on stage as the conversation progressed. The PCs cracked pretty quickly and coughed up the 1,000 gp when they realized it was Lynn Kindleton being beaten on the stage. </p><p></p><p>My PCs still haven't put together that Creed was the killer, but I'm pretty sure they'll get it once they actually engage Creed in combat -- or once they get a chance to examine the doctor's documents. </p><p></p><p><strong><span style="color: DarkOrange">Questions</span></strong></p><p>I'm adding Macbannin to the church encounter, which already had Creed. If I keep the two nethermancers (which I think I should) and the two knife-fighters, that's 1200 XP, or a level 7 encounter for 4 level 4 PCs. That makes it the toughest encounter in the adventure (Earthquake was level 6). </p><p></p><p>I might delevel Creed to 4, which would get it a bit closer to a level 6 encounter. I considered cutting the knife-fighters, but someone needs to keep the constables off Macbannin, or they'll just pummel him into the dirt like they did at the manor. That said, they're down a few dailies (and consumables) after that fight...</p><p></p><p>What I'm not sure of is whether to keep Leone Quital. Creed/Macbannin could have contacted Quital after Kell's runner reached them, to ask for his help. Quital then bars the church doors as normal, but not before sending Macbannin in along with Creed "because you have to clean up your own messes." Of course, Quital has a contingency plan of his own in the explosives, which he doesn't tell Macbannin about. </p><p></p><p>Otherwise, I cut Quital, and the whole plan with the explosives comes from Creed and Macbannin. </p><p></p><p>Thoughts? [MENTION=63]RangerWickett[/MENTION], I know you mentioned replacing Quital with Macbannin earlier, so I take that to mean Quital's appearance in this adventure isn't crucial for the future?</p></blockquote><p></p>
[QUOTE="Ajar, post: 5937550, member: 85901"] Weeknight sessions are shorter, but we had some interesting developments. [b][COLOR="DarkOrange"]Session Notes[/COLOR][/b] [sblock]Disappointed that the flayed jaguars couldn't be used to track, the constables got on their carriage and set off in pursuit of Creed and Macbannin. They were able to track the pair's horse down the hill, through some streets, and then back into the woods to some ruins, where the trail ended at a stone wall. Searching the wall, they found a rusted iron ring, and they realized what had happened. They then returned to the manor to do some more searching, but didn't turn up anything useful. They tried the detect planar energy ritual again, but any subtle hints that may have been there were utterly overwhelmed by the Bleak Gate energy of the witchoil. They did send a feather off to Gale, asking her to meet them at the manor at 7 PM. Next, they headed back to base and reported in. Delft was unimpressed with their failure to apprehend Macbannin -- "I went to all that trouble to get you the warrant, I ask you do one simple thing" -- but was ultimately mollified by the explanation of how they'd left Macbannin in the wagon to deal with the witchoil problem. Then, they set off for their meeting with Kell. Kell tried to trick them by staging a robbery scene outside his theatre, but the PCs didn't fall for it, so they were "invited" into the Theatre of Scoundrels by a large group of armed thugs. Kell told his men to put on a comedy, so a docker was shoved out on stage and mistreated in various "humourous" ways before the thieves started beating "him" for real... at which point the PCs realized that the "docker" was actually Lynn Kindleton, who they had asked to try and set up a meeting with Dr von Recklinghausen on their behalf. Kell demanded 1,000 gp to set up the meeting, and the PCs assented on the condition that Kell also gave them Kindleton. He agreed, and had a runner head to the doctor's hideout to let the bodyguards know the constables were OK, and had second thief escort the PCs. Quite a few sick and injured people were queued up outside the Nettles church, hoping for treatment. Inside, the bodyguards had disabled the traps and alarms, and left once the PCs saw the doctor. They managed to convince the doctor that they weren't going to take him in, he wasn't suspected in the murder, and that they were actually looking out for him, so he gave them his side of the story about Nilasa's murder, and told them about the documents she'd given him before dying. The PCs warned him that Kell had sold him out, and that someone else ("Officer Porter") was looking for him as well. They offered to let him stay at an RHC safe house, which he accepted. Just then, the constables realized that someone was sneaking up on them...[/sblock] [b][COLOR="DarkOrange"]DM Notes[/COLOR][/b] I had Creed collect the unconscious Macbannin from the constables' carriage, then flee on horseback. I handled the pursuit as a skill challenge, with the PCs tracking the horse down the dirt road into the city, then through the cobbled streets by shouting at people or observing which way crowds were moving, then back up into a wooded area in the Nettles, and finally into some ruins where the wall was located. They did have a shot at catching up, but it was tough. After the PCs left the manor, Creed and Macbannin arrived back there, and confirmed that the witchoil lab remained intact. While working on fixing it to pump the accumulated witchoil down into the Bleak Gate reservoir, Lorcan Kell's runner arrived to tell them that the constables were headed for the Nettles church. I had a lot of fun hamming up the staged robbery, and also playing Kell, alternating his short sentences to the PCs with descriptions of what was transpiring on stage as the conversation progressed. The PCs cracked pretty quickly and coughed up the 1,000 gp when they realized it was Lynn Kindleton being beaten on the stage. My PCs still haven't put together that Creed was the killer, but I'm pretty sure they'll get it once they actually engage Creed in combat -- or once they get a chance to examine the doctor's documents. [b][COLOR="DarkOrange"]Questions[/COLOR][/b] I'm adding Macbannin to the church encounter, which already had Creed. If I keep the two nethermancers (which I think I should) and the two knife-fighters, that's 1200 XP, or a level 7 encounter for 4 level 4 PCs. That makes it the toughest encounter in the adventure (Earthquake was level 6). I might delevel Creed to 4, which would get it a bit closer to a level 6 encounter. I considered cutting the knife-fighters, but someone needs to keep the constables off Macbannin, or they'll just pummel him into the dirt like they did at the manor. That said, they're down a few dailies (and consumables) after that fight... What I'm not sure of is whether to keep Leone Quital. Creed/Macbannin could have contacted Quital after Kell's runner reached them, to ask for his help. Quital then bars the church doors as normal, but not before sending Macbannin in along with Creed "because you have to clean up your own messes." Of course, Quital has a contingency plan of his own in the explosives, which he doesn't tell Macbannin about. Otherwise, I cut Quital, and the whole plan with the explosives comes from Creed and Macbannin. Thoughts? [MENTION=63]RangerWickett[/MENTION], I know you mentioned replacing Quital with Macbannin earlier, so I take that to mean Quital's appearance in this adventure isn't crucial for the future? [/QUOTE]
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