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"They Rode to Perdition" starring Arcade's Gang (D&D/Boot Hill)
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<blockquote data-quote="Silver Moon" data-source="post: 1662553" data-attributes="member: 8530"><p><strong>Module #126 - Game #2 - 7/11/04</strong></p><p></p><p><strong>Chapter 65, “Le Chateau d’If”, January 17th, 1882:</strong></p><p></p><p>The five gang members climb up to the surface of the submarine and make their way to the longboat that is uncoupled but still tied to the ship. The ship dives lower to where the waves wash up alongside the large rowboat as it nears the island. While around 500 feet out the submarine dives deeper as the ropes are released, the Gang rowing to the island from that point. They manage to make it to the rocks undetected and quickly exit the boat, pulling it up onto shore and hiding it from sight behind an outcropping of rocks. </p><p></p><p>They cautiously make their way to the outer wall, the full moon shining the cloudy skies above. They make their way around the main tower and down across the sidewall of the fortress. The only illumination other than the moon is from magical red lights at the distant guard barracks. Louie successfully scales the wall despite the annoyance of the extra layer of clothing worn atop his regular clothes, worn to give them the appearance of being French druids. </p><p></p><p>No guards are on this level of the wall but he spots the back of a guard’s head in the uppermost level of the adjacent tower. He also sees more guards in an open courtyard area two levels below him. He makes his way carefully over to the tower itself, so he will not be seen unless the guard looks directly down the side of the building. Louie then lowers a rope down and helps to pull up his four comrades, motioning for them to be very quiet. </p><p></p><p>They decide to use the tower itself to get out of sight and travel, with Louie unlocking and opening the doorway at this level. They head down instead of up and are disappointed that it only descends one level. From there they have a better view of the three guards in the courtyard now immediately below them. The area is partially lit by two more of the magical red lights, but Louie believes he can move low on stairs side ramps alongside the walls and not be seen. The group is in agreement not to use firearms at this point, with Arcade and Morgana positioning themselves with throwing knives as Louie’s backup. Angus stands ready to cast either a Silence or Hold Person spell if needed. Sam plans to charge back up the tower to the top if the guards there begin firing. </p><p></p><p>Louie manages to successfully get to the lower level and makes his way up to the first of the three guards. The second and third guards don’t realize anything is wrong until after Louie has slit the throat of their ally. The third guard falls from a combined knife attack from the two druids above. The final guard raises his rifle towards Louie, but the half-orc is upon him before he can fire and stabs the dagger into the man’s heart. </p><p></p><p>Much to the party’s surprise (and also the DM’s) the two guards in the tower did not hear any of the commotion below. Louie pulls the three bodies back and out-of-sight as his friends carefully make their way down to that level. They decide to continue downward. </p><p></p><p>A staircase goes down from that point and they descend. The next level appears to be fifty-foot square, the southern two-thirds of it are comprised of cells with stonewalls on three sides and iron bars in between. There are no guards or prisoners seen on this level. The northern third of the level is only accessible through a locked iron door, which Louie is unable to open. As there are no sounds from behind that door and no light from under the door crack they decide to just continue further down.</p><p></p><p>The next level is identical to the on above it, with Louie again unable to pick the lock on the iron door. They see a faint amount of light coming from the bottom of the stairs and the next level down, which appears to be the lowest level of the structure. They very carefully make their way down. The layout of this level is similar to the two above, except the hallways and cells appear to make a square shape around the entire 50-foot square instead of having the separate northern section. As such, the hallway goes both directions and turns from the staircase bottom in the middle of the western wall, with the light coming from around both the northern and southern hallways. </p><p></p><p>Louie very carefully moves forward and peers around both way hallways. He finds the place symmetrical with both halls running to the far eastern wall, with another hallway connecting them thirty feet beyond the bend. The light appears to be coming from someway along this eastern hallway and there are armed guards standing at the intersections. The guard at the “T” intersection of the southern and eastern hallways is holding a shotgun. The guard at the “X” intersection of the northern and eastern hallways has a revolver sticking from an unfastened holster on his belt. </p><p></p><p>The party pulls back and plans their next move. The three spellcasters all run through their current spells and the Gang all review what they have for weapons. The group brainstorms about a number of strategies using various spells and maneuvers after which Arcade states “Or we could just shoot them.” They conclude that they are deep enough underground that the sound of gunfire is unlikely to be heard by the guards at the top of the tower. </p><p></p><p>They discuss using a Silence spell to further help muffle the sounds. Morgana suggests that they use the spell to keep one guard from noticing anything while they deal with the other. Angus is sent back upstairs to cast the spell onto a coin. Once he’s gone Arcade comments, “There’s a major flaw to this plan. It’s dependent upon a Scotsman voluntarily giving up a coin.” </p><p></p><p>Angus soon returns, the coin bringing the Silence to them and preventing any further verbal plans. Morgana moves to the southwestern corner while Angus and Louie go to the northwestern one. Arcade decides to stick with his wife and Sam follows the other two. The Silence is now away from the two druids, allowing them the possibility of spell use. Morgana spots a prisoner in the cell halfway down, around ten feet from the guard, and points this out to her husband. She says, “Be ready to shoot him.” “The prisoner?” Arcade comments. “No, the guard. I’m going to distract him once they toss the coin.” </p><p></p><p>At the other corner Angus rolls the coin down the hallway, the spell on it preventing any sound from coming from the metal striking the stones. It rolls for around fifteen feet before hitting the bars to a cell, which then deflects the coin into the cell. “Damn,” Louie mutters. Angus whispers back, “No, it’s still okay. The radius will still cover the guard and is far enough away for me to cast a Hold spell. </p><p></p><p>Morgana steps out into the hallway and catches the guards’ attention, calling out “Bonjour”. She then attempts to talk to him in a fake French accent as he raises his shotgun in her direction. Angus notices that while the coin prevented sound from coming from the northern hallway, the guard before him still heard Morgana’s voice from the southeast and also saw his friend move. The man begins to draw his gun as Angus tosses the Hold Person spell, which successfully freezes the man. Meanwhile, Morgana continues to try to talk to the man, trying to act friendly and non-threatening. The man however, says nothing in reply as he takes aims and then fires his shotgun.</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 1662553, member: 8530"] [b]Module #126 - Game #2 - 7/11/04[/b] [B]Chapter 65, “Le Chateau d’If”, January 17th, 1882:[/B] The five gang members climb up to the surface of the submarine and make their way to the longboat that is uncoupled but still tied to the ship. The ship dives lower to where the waves wash up alongside the large rowboat as it nears the island. While around 500 feet out the submarine dives deeper as the ropes are released, the Gang rowing to the island from that point. They manage to make it to the rocks undetected and quickly exit the boat, pulling it up onto shore and hiding it from sight behind an outcropping of rocks. They cautiously make their way to the outer wall, the full moon shining the cloudy skies above. They make their way around the main tower and down across the sidewall of the fortress. The only illumination other than the moon is from magical red lights at the distant guard barracks. Louie successfully scales the wall despite the annoyance of the extra layer of clothing worn atop his regular clothes, worn to give them the appearance of being French druids. No guards are on this level of the wall but he spots the back of a guard’s head in the uppermost level of the adjacent tower. He also sees more guards in an open courtyard area two levels below him. He makes his way carefully over to the tower itself, so he will not be seen unless the guard looks directly down the side of the building. Louie then lowers a rope down and helps to pull up his four comrades, motioning for them to be very quiet. They decide to use the tower itself to get out of sight and travel, with Louie unlocking and opening the doorway at this level. They head down instead of up and are disappointed that it only descends one level. From there they have a better view of the three guards in the courtyard now immediately below them. The area is partially lit by two more of the magical red lights, but Louie believes he can move low on stairs side ramps alongside the walls and not be seen. The group is in agreement not to use firearms at this point, with Arcade and Morgana positioning themselves with throwing knives as Louie’s backup. Angus stands ready to cast either a Silence or Hold Person spell if needed. Sam plans to charge back up the tower to the top if the guards there begin firing. Louie manages to successfully get to the lower level and makes his way up to the first of the three guards. The second and third guards don’t realize anything is wrong until after Louie has slit the throat of their ally. The third guard falls from a combined knife attack from the two druids above. The final guard raises his rifle towards Louie, but the half-orc is upon him before he can fire and stabs the dagger into the man’s heart. Much to the party’s surprise (and also the DM’s) the two guards in the tower did not hear any of the commotion below. Louie pulls the three bodies back and out-of-sight as his friends carefully make their way down to that level. They decide to continue downward. A staircase goes down from that point and they descend. The next level appears to be fifty-foot square, the southern two-thirds of it are comprised of cells with stonewalls on three sides and iron bars in between. There are no guards or prisoners seen on this level. The northern third of the level is only accessible through a locked iron door, which Louie is unable to open. As there are no sounds from behind that door and no light from under the door crack they decide to just continue further down. The next level is identical to the on above it, with Louie again unable to pick the lock on the iron door. They see a faint amount of light coming from the bottom of the stairs and the next level down, which appears to be the lowest level of the structure. They very carefully make their way down. The layout of this level is similar to the two above, except the hallways and cells appear to make a square shape around the entire 50-foot square instead of having the separate northern section. As such, the hallway goes both directions and turns from the staircase bottom in the middle of the western wall, with the light coming from around both the northern and southern hallways. Louie very carefully moves forward and peers around both way hallways. He finds the place symmetrical with both halls running to the far eastern wall, with another hallway connecting them thirty feet beyond the bend. The light appears to be coming from someway along this eastern hallway and there are armed guards standing at the intersections. The guard at the “T” intersection of the southern and eastern hallways is holding a shotgun. The guard at the “X” intersection of the northern and eastern hallways has a revolver sticking from an unfastened holster on his belt. The party pulls back and plans their next move. The three spellcasters all run through their current spells and the Gang all review what they have for weapons. The group brainstorms about a number of strategies using various spells and maneuvers after which Arcade states “Or we could just shoot them.” They conclude that they are deep enough underground that the sound of gunfire is unlikely to be heard by the guards at the top of the tower. They discuss using a Silence spell to further help muffle the sounds. Morgana suggests that they use the spell to keep one guard from noticing anything while they deal with the other. Angus is sent back upstairs to cast the spell onto a coin. Once he’s gone Arcade comments, “There’s a major flaw to this plan. It’s dependent upon a Scotsman voluntarily giving up a coin.” Angus soon returns, the coin bringing the Silence to them and preventing any further verbal plans. Morgana moves to the southwestern corner while Angus and Louie go to the northwestern one. Arcade decides to stick with his wife and Sam follows the other two. The Silence is now away from the two druids, allowing them the possibility of spell use. Morgana spots a prisoner in the cell halfway down, around ten feet from the guard, and points this out to her husband. She says, “Be ready to shoot him.” “The prisoner?” Arcade comments. “No, the guard. I’m going to distract him once they toss the coin.” At the other corner Angus rolls the coin down the hallway, the spell on it preventing any sound from coming from the metal striking the stones. It rolls for around fifteen feet before hitting the bars to a cell, which then deflects the coin into the cell. “Damn,” Louie mutters. Angus whispers back, “No, it’s still okay. The radius will still cover the guard and is far enough away for me to cast a Hold spell. Morgana steps out into the hallway and catches the guards’ attention, calling out “Bonjour”. She then attempts to talk to him in a fake French accent as he raises his shotgun in her direction. Angus notices that while the coin prevented sound from coming from the northern hallway, the guard before him still heard Morgana’s voice from the southeast and also saw his friend move. The man begins to draw his gun as Angus tosses the Hold Person spell, which successfully freezes the man. Meanwhile, Morgana continues to try to talk to the man, trying to act friendly and non-threatening. The man however, says nothing in reply as he takes aims and then fires his shotgun. [/QUOTE]
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"They Rode to Perdition" starring Arcade's Gang (D&D/Boot Hill)
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