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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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<blockquote data-quote="Goonalan" data-source="post: 8065609" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #65c Strike Team 1 Part 2 A naughty word-Ton of Undead</strong></p><p><strong></strong></p><p><strong>Brothers of the First Light B Team</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 13</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 13</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 13</strong></p><p><strong></strong></p><p><strong>& Special Guest PC</strong></p><p><strong>Ontharr Frume (played by Sandy) Male Mountain Dwarf Order of the Gauntlet leader and Paladin of Moradin Lvl 10</strong></p><p><strong></strong></p><p><strong>& Player NPCs</strong></p><p><strong>Wizard Nora (played by Pete) Female Human Harper Mage</strong></p><p><strong>Mongo (played by Sandy) Male Human Flaming Fist Mercenary Veteran</strong></p><p><strong>Gargomel (played by Rob) Male Hill Dwarf Order of the Gauntlet Priest</strong></p><p><strong>Lady Love (played by Jackie) Female Half-Elven Knight of Silverymoon.</strong></p><p></p><p>This is session #65c of our game, but only session #25c of The Rise of Tiamat scenario.</p><p></p><p>This is the B Team back in action, the Player’s secondary characters, except of course for Hotlips (played by Sandy) who is part of the A Team. Note all of the secondary characters are now level 13, any other Special Guests have been made by the Player in FG- and are level 10.</p><p></p><p>The Player NPCs are statted as per the book, with a few considerations (but not many) for either Race, or else the particular Player’s peccadillos.</p><p></p><p>Note the Players obviously named their new NPCs, it’s not my doing, so don’t blame me.</p><p></p><p>Strike team 1 has fought its way through the initial Dragon Cultist encounter, at the entrance to the tunnel they’re following- which hopefully leads to the Temple of Tiamat, and the big shebang finale.</p><p></p><p>Note Derek Pilch has been scouting, in bat form, and knows (a little) of what lies ahead. The Druid’s Wildshape reconnaissance has revealed to him a series of caves leading to a small ancient temple (maybe) chamber- the tunnels here are choked with undead. In point of fact all Derek has seen here are the shuffling zombies (although there are plenty of them) and a few higher level undead foes massed in the temple area. I didn’t allow the Druid/Bat to see the full army roster for the encounter that awaits the Strike Team, that would spoil the surprise.</p><p></p><p>Strike Team 1, head further into the tunnels, following the broadest (and well lit) passage, and suddenly the advance party spot a clutch of Skeletons ahead.</p><p></p><p>Note this encounter starts out with twelve Skeletons, divided into two equal groups, each led by a Minotaur Skeleton- one group to attack the front of the PC/NPC column, the other to attack the rear.</p><p></p><p>[ATTACH=full]124742[/ATTACH]</p><p><strong>Skeletons!</strong></p><p></p><p>Mongo, the Flaming Fist Mercenary Veteran, is the first to spot the foes- he dashes forward and cuts the nearest Skeleton to pieces, and then begins shouting to his comrades as there are more undead closing fast- including a Minotaur Skeleton.</p><p></p><p>Ontharr Frume fires up his Crusader’s Mantle, a little extra radiant damage should serve his comrades well.</p><p></p><p>The happy-go-lucky (sorta) Paladin gets the smile wiped off his face when charging around the corner (and then into him- horns first) comes the aforementioned Minotaur Skeleton, and that’s a Crit for just short of 30 damage. The sturdy Dwarf however stays on his feet, and then starts screaming for help.</p><p></p><p>Several more Skeletons surge forward and move to surround Ontharr and Mongo, the latter is now also taking hits.</p><p></p><p>Hard Bonk, with incredible speed is quickly to the forefront, his Flurry of Blows enhanced chop-socky madness accounts for three more Skeletons with his bludgeoning fists and feet.</p><p></p><p>Mongo, however, is still taking hits.</p><p></p><p>At which point the second group of Skeletons make themselves known by charging into the rear of the good guys.</p><p></p><p>Remarkably half-a-dozen attacks and not a single hit from my bad guys- sucks to be them, particularly when Sgt Harald grabs out his warhammer and smashes another three of the bony bastards down.</p><p></p><p>This is happening quickly, time to get my staggering Zombies into action.</p><p></p><p>Derek Pilch is still in battlefield control mode, and what better than a little bit of Entangle, suddenly grasping plants sprout from the dirt of the cavern passage and clutch at a trio of Skeletons, including one of the Minotaur’s. What’s more, this tactic has also mostly blocked the passage of my staggering horde of approaching Zombies.</p><p></p><p>Bugger!</p><p></p><p>Spying the undead pile on Gargomel, the Dwarven Priest of Moradin, summons another swirl of Spirit Guardians, and then heads forward to get as close as he can to the undead horde.</p><p></p><p>Too close, a Skeleton breaks through and slices the Priest (with a Crit), and Gargomel is back to being bloodied.</p><p></p><p>Wizard Nora, Harper Mage- right at the back of the pack is also overrun, she therefore Misty Steps away from the Skeletons that were surrounding her. </p><p></p><p>Gargomel meantime grabs out his battleaxe and Crits, and then hits, the Skeleton Minotaur that is facing him, the undead creature is almost spent, and seconds later it’s broken- as Hard Bonk gets in a few more devastating blows.</p><p></p><p>Over the course of the next ten or so seconds five more Skeletons also succumb to Gargomel’s Spirit Guardians, the Dwarven Priest of Moradin is manoeuvring nicely in order to have the most effect with his undead trashing spell.</p><p></p><p>Wizard Nora does little more than mark a Minotaur Skeleton with her Fire Bolt, while Lady Love- Knight of Silverymoon, continues missing, she’s not rolled anything above a ‘5’ so far.</p><p></p><p>At which point the staggering horde of Zombies officially become the front line.</p><p></p><p>[ATTACH=full]124743[/ATTACH]</p><p><strong>Bring on the Zombies!</strong></p><p></p><p>Note, the PCs can see another dozen Zombies closing in, what they don’t see (at first) are the pair of Ogre Zombies that about to attack them from either side… and the Beholder Zombie that is chugging contentedly towards their rear.</p><p></p><p>Mongo, still at the front of the pack- and still hitting all the while, starts shouting loudly as the flood of shambling dead flesh slowly but inexorably shuffles forwards.</p><p></p><p>The order is, as given by Derek Pilch- the Druid seems to have taken command, the strike team need to dispose of the (two) remaining Skeletons quickly, and then get back into the main passage to defend the squishier folk from the approaching Zombie horde.</p><p></p><p>Ontharr Frume (unused to taking orders, and Played by Sandy, and so doubly so) gets on it. The Paladin of Moradin applies a chunk of Divine Smite and smashes the last Skeleton Minotaur down, and then rushes over and repeats the trick for the last Skeleton still standing (but without the Smite).</p><p></p><p>Hard Bonk decides to play the hero, the Half-Orc Monk rushes into the thickest scrum of the approaching Zombie horde, the chop-socky specialist is seconds later completely surrounded, although he does manage to smash one of the shambling undead down. He assumes his Patient Defence stance (Dodge) and over the course of the next ten or so seconds avoids all of the Zombie’s flailing attacks.</p><p></p><p>The Monk’s heroism gives the rest of the strike team the time they need to manoeuvre and to get themselves positioned for the approaching fracas, the Monk smashes another Zombie down- the plan is working well, and then brilliantly as Derek Entangles the knot of shambling undead (and also Hard Bonk, briefly).</p><p></p><p>The passage ahead is effectively plugged, the Zombies cannot progress through the Entangle zone, and the pack of grasped undead there.</p><p></p><p>Nine targets for Derek’s Entangle spell- eight Zombies and Hard Bonk- they all failed their saves.</p><p></p><p>Great work.</p><p></p><p>Made even better again when Gargomel plods forward and sets his Spirit Guardians on the trapped and Restrained undead foes, Wizard Nora uses the opportunity to get a little target practice with her Fire Bolt, Lady Love joins in with her crossbow- and yet another Zombie falls.</p><p></p><p>Mongo dashes in and cuts another Entangled Zombie down, the Players are kicking back and taking it easy- I should probably do something about that.</p><p></p><p>Ontharr Frume even has time to Lay on Hands and heal some of his wounds.</p><p></p><p>Seconds later Hard Bonk escapes the Entangling plants and then punches and kicks a hole in the undead scrum that surrounds him- killing another Zombie in the process, he tumbles out of the Zombie pile up- grinning.</p><p></p><p>And then another Zombie falls to Gargomel’s ghostly avengers.</p><p></p><p>There is cheering around the gaming table- this is a cake-walk.</p><p></p><p>That is until the first Ogre Zombie lurches out of a side passage and flails wildly at Sgt Harald, the Dwarf however is unphased, the sequence is hit, Crit, hit- and the monstrous Zombie is left staggering.</p><p></p><p>Hard Bonk takes a blow to the head from a flailing Zombie, as he’s delivering yet another beating- I mention this because it’s the first time that I have managed to land a hit for an absolute age.</p><p></p><p>Then however Derek Pilch starts shouting, this as the second Ogre Zombie looms into view- the strike team scurry to reposition.</p><p></p><p>But still they have things in hand- the Entangled Zombies ahead are being handled easily by Hard Bonk and Lady Love, the rest of the warriors are facing off against the Ogre Zombies- with the squishier members of group protected in the centre. Note Gargomel with his Spirit Guardians is repositioning himself each turn so that he can encompass the maximum number of the undead in his terrifying spell.</p><p></p><p>All is well with the world…</p><p></p><p>At which point Ontharr Frume, fighting one of the Ogre Zombies, spots the approach of the Beholder Zombie. The Dwarf Paladin of Moradin cuts down the large undead foe before him, and then with an Inspiration Point races towards the undead monstrosity, making threats as he goes- his Vow of Enmity.</p><p></p><p>Note in the tight passages here the Beholder Zombie is struggling to get aloft, making it much easier to hit. They like killing stuff it seems, and I’m happy (at times) to be the enabler.</p><p></p><p>Hard Bonk meantime keeps smashing Zombies down, he manages to take three badly wounded enemies to the floor in one extreme chop-socky turn.</p><p></p><p>The Half-Orc gets punched again by a flailing Zombie, again- I just thought I’d mention it- it doesn’t happen often.</p><p></p><p>All is still well with the world…</p><p></p><p>Then Ontharr gets hit by the Zombie Beholder’s Disintegrate Ray, and he’s back to bloodied in an instant, but thank Moradin the Dwarf still exists.</p><p></p><p>The strike team, and the Players start screaming and shouting- good, that’s how I like it.</p><p></p><p>Sgt Harald rushes to Ontharr’s side and starts wailing on the Zombie Beholder with his magical battleaxe, while Derek Pilch gets to Ontharr with a Haste spell.</p><p></p><p>The last Ogre Zombie standing is still taking a beating, however the brute strikes back and smashes its massive morningstar into Mongo- that hurt. The Flaming Fist Veteran has the last laugh- he cuts the undead down and then rushes over to help Hard Bonk out, seconds later another Zombie falls to his blades.</p><p></p><p>Of the twelve (normal) Zombies that started the encounter there are only two left- and the Zombie Beholder of course.</p><p></p><p>But that doesn’t last long, not long at all.</p><p></p><p>A Hasted Ontharr Frume (10th Level Paladin) with Divine Smite attached to every attack goes bonkers on the already wounded Zombie Beholder, it’s destroyed- taken down in two turns. Players, gah! Ontharr dishes up 98 damage in just three attacks.</p><p></p><p>Note the passages here are only fifteen or so feet high, and the Zombie Beholder is not exactly the most dextrous/agile/clever of enemies- also, I didn’t want to make it too hard for the Players.</p><p></p><p>Seconds later Hard Bonk smashes the last two Zombies down, and the way ahead is clear, there’s no time like the present. Derek, earlier- when he was in Bat form and scouting, spotted more (higher level, possibly) undead in a temple/catacombs area ahead. The strike team have a bunch of spells and buffs timing down- therefore they rush on into the next fight.</p><p></p><p>Actually, it’s the same fight- if the PCs had not rushed ahead I would have brought the bad guys out to greet them.</p><p></p><p>[ATTACH=full]124744[/ATTACH]</p><p><strong>Naergoth Bladelord!</strong></p><p></p><p>The place is a ruined catacomb like temple, rededicated (possibly) to some dark god (Tiamat, remember), present are a trio of undead (identified as Wights). I have a speech prepared for Naergoth Bladelord- a premium (bad bastard) Wight with max HP- that’s 198, I was going to make a few threats, develop the story a little “you’re too late… even as etc.”, but… the strike team just rushes in and starts hacking my bad guys to pieces, they are disinclined to listen to anything that Naergoth (or the DM) has to tell them.</p><p></p><p>Just for info there are ambushers here again, two groups- four Ghouls and a Ghast in each, waiting to get into the action, also there are another two Ghasts hidden in the two western sarcophagi.</p><p></p><p>Note Naergoth is CR 11, and this is still the same encounter, so the PCs have not had a chance to heal, only a few running repairs.</p><p></p><p>Although. They possibly could have, however with various powers about to expire they decided just to rush on in.</p><p></p><p>Mongo, is- as always, the front line- the Flaming Fist Vet races to the nearest Wight and starts slicing the undead creature, although without a magical weapon his attacks are somewhat blunted.</p><p></p><p>The Wight takes guard and grins back at Mongo, the Mercenary knows this is going to hurt, and it does- Mongo is heavily wounded, and worse- the undead’s Life Drain much reduces his max HP- and he’s not going to get an extended rest anytime soon.</p><p></p><p>However, Ontharr to the rescue, the Dwarven Paladin suddenly appears at Mongo’s side and with a Divine Smite (Crit) followed by a hit, smashes the now panicked undead down.</p><p></p><p>That was easy- the Players think, and then verbalise- how nice for me.</p><p></p><p>And then Hard Bonk with his magical shortsword, and magical fists & feet, beats the second Wight well beyond bloodied, but not for long- Sgt Harald rocks up and with a Crit and ends it.</p><p></p><p>At which point rushing into the mix, at strange ad hoc intervals, come eight Ghouls and two Ghasts, and the Players really start screaming.</p><p></p><p>Derek gets to Mongo with a Cure Wounds, while Gargomel gets his Spiritual Weapon up and running- and thumps a Ghast (after his Spirit Guardians, at last, expires) and then again with his battleaxe with a chunk of extra radiant damage added- the Ghast is very quickly heavily wounded.</p><p></p><p>At which point Naergoth Bladelord, who retreated a little earlier to avoid the sprawling charge of the strike team, grabs his terrible longbow out and shoots a necrotically enhanced arrow into Hard Bonk, that hurt a lot.</p><p></p><p>Then one of the Ghoul ambushers gets to Gargomel’s and claws the Dwarf Priest, he’s again down to less than 10 HP. Mongo also takes another hit, the Flaming Fist Vet is well beyond bloodied, however he has enough about him to take another Ghast down.</p><p></p><p>The Mercenary rushes on to Naergoth, to prevent the Wight from firing his bow again, take care- the Wight’s longsword is going to hurt at least as much.</p><p></p><p>Another Ghoul gets to Gargomel and the Priest is down, throat torn out- note there’s no unconscious, or Death Saves for the NPCs- they live until they die.</p><p></p><p>Rob, Playing Gargomel, gets to make the first roll (actually this was the first roll ever) on the Reinforcements table, Corporal Jones rushes into the action, alas the good Corporal is a member of the Waterdeep Watch, and has maybe 10 HP, so… Rob’s not pleased, and there’s money on the new NPC not lasting long.</p><p></p><p>The still Hasted Ontharr cuts another Ghoul down, and then starts in on the next in line.</p><p></p><p>Meantime Hard Bonk also makes it to Naergoth and starts up with chop-socky magic, the 200 HP Wight takes a bearing, and also succumbs to the Monk’s Stunning Strike.</p><p></p><p>Corporal Jones stabs his spear into a Ghoul, with a Crit- possibly the biggest cheer from the Players for the whole fight.</p><p></p><p>Note, somewhat remarkably not a single member of the strike team have succumbed to the Ghast’s stench aura.</p><p></p><p>Sgt Harald smashes yet another Ghoul down.</p><p></p><p>At which point the two Ghasts hiding in the sarcophagi within the room- exit their lairs and rip into Corporal Jones, the poor bastard doesn’t last the turn- he’s slaughtered.</p><p></p><p>Rob gets to make a second Reinforcements table, guess what- another Waterdeep Guard, welcome… Corporal Smith, let’s see if he sticks around a little longer.</p><p></p><p>Derek Pilch tries increases morale with a Mass Cure Wounds.</p><p></p><p>The melee rumbles on, Mongo- Flaming Fist Vet, is the first to feel the effect of the Ghast’s Poisonous stench. The Mercenary however slashes and cuts hard at Naergoth- and a Crit (although his blade isn’t magical).</p><p></p><p>Ontharr slashes and cuts another two Ghouls down- the enemies are thinning out.</p><p></p><p>Hard Bonk, alas also succumbs the Ghast’s Poisonous stench, the Monk misses all of his attacks on Naergoth- who is also now no-longer Stunned.</p><p></p><p>Sgt Harald ends another of the Ghouls- there’s just two left, and two Ghasts, and Naergoth, of course.</p><p></p><p>Wizard Nora, who hasn’t be able to effect the fight too much- and is also preserving her spells, when she can, ends another Ghast with a clutch of Magic Missiles.</p><p></p><p>Naergoth, no-longer Stunned, rips into Hard Bonk with his longsword- seconds later and the Monk is out cold on the floor, unconscious and dying, which just leaves Mongo trying to keep the nasty bastard Wight at bay.</p><p></p><p>Ontharr Frume gets to Hard Bonk with a Cure Wounds, and then goes back to killing Ghouls- another one dead, just one more left.</p><p></p><p>Hard Bonk meantime leaps back to his feet and starts in on Naergoth again, a second later and the Wight is Stunned once again, and at last- bloodied.</p><p></p><p>Sgt Harald cuts down the last Ghoul… they’re getting there.</p><p></p><p>Derek Pilch gets to Hard Bonk with another Cure Wounds, he needed that.</p><p></p><p>Lady Love, Knight of Siverymoon, cuts another Ghast down- just one left, and Naergoth, who now no longer Stunned, cuts Mongo again.</p><p></p><p>At which point Ontharr unleashes another Divine Smite, and a follow up hit- the Wight is now heavily wounded. Hard Bonk follows up with a Crit with his magical shortsword, and seconds later- after a roundhouse kick to the side of the head Naergoth is down.</p><p></p><p>Just one screeching Ghast left, and so the Monk moves over and goes to work on the undead creature- it doesn’t last long, Hard Bonk takes it down and the fight is eventually won.</p><p></p><p>A little breather and then the strike team, after a bit more healing, move on- following Derek Pilch’s instruction, the Druid- while he was scouting the area, spotted an area further on- the treasury, and he believes in the same direction is the Draakhorn, the great call to battle for the chromatic dragons, silencing this device could help to win the war.</p><p></p><p>Note, here’s the roster for strike team number 1, at present-</p><p></p><p><strong>Brothers of the First Light B Team</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 13</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 13</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 13</strong></p><p><strong></strong></p><p><strong>& Special Guest PC</strong></p><p><strong>Ontharr Frume (played by Sandy) Male Mountain Dwarf Order of the Gauntlet leader and Paladin of Moradin Lvl 10</strong></p><p><strong></strong></p><p><strong>& Player NPCs</strong></p><p><strong>Wizard Nora (played by Pete) Female Human Harper Mage</strong></p><p><strong>Mongo (played by Sandy) Male Human Flaming Fist Mercenary Veteran</strong></p><p><strong><s>Gargomel (played by Rob) Male Hill Dwarf Order of the Gauntlet Priest</s> RIP</strong></p><p><strong>Lady Love (played by Jackie) Female Half-Elven Knight of Silverymoon</strong></p><p><strong><s>Corporal Jones (played by Rob) Male Human Waterdeep Guard </s>RIP</strong></p><p><strong>Corporal Smith (played by Rob) Male Human Waterdeep Guard </strong></p><p></p><p>More of this kind of thing next time.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8065609, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #65c Strike Team 1 Part 2 A naughty word-Ton of Undead Brothers of the First Light B Team Derek Pilch (played by Jackie) Male Human Druid Lvl 13 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 13 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 13 & Special Guest PC Ontharr Frume (played by Sandy) Male Mountain Dwarf Order of the Gauntlet leader and Paladin of Moradin Lvl 10 & Player NPCs Wizard Nora (played by Pete) Female Human Harper Mage Mongo (played by Sandy) Male Human Flaming Fist Mercenary Veteran Gargomel (played by Rob) Male Hill Dwarf Order of the Gauntlet Priest Lady Love (played by Jackie) Female Half-Elven Knight of Silverymoon.[/B] This is session #65c of our game, but only session #25c of The Rise of Tiamat scenario. This is the B Team back in action, the Player’s secondary characters, except of course for Hotlips (played by Sandy) who is part of the A Team. Note all of the secondary characters are now level 13, any other Special Guests have been made by the Player in FG- and are level 10. The Player NPCs are statted as per the book, with a few considerations (but not many) for either Race, or else the particular Player’s peccadillos. Note the Players obviously named their new NPCs, it’s not my doing, so don’t blame me. Strike team 1 has fought its way through the initial Dragon Cultist encounter, at the entrance to the tunnel they’re following- which hopefully leads to the Temple of Tiamat, and the big shebang finale. Note Derek Pilch has been scouting, in bat form, and knows (a little) of what lies ahead. The Druid’s Wildshape reconnaissance has revealed to him a series of caves leading to a small ancient temple (maybe) chamber- the tunnels here are choked with undead. In point of fact all Derek has seen here are the shuffling zombies (although there are plenty of them) and a few higher level undead foes massed in the temple area. I didn’t allow the Druid/Bat to see the full army roster for the encounter that awaits the Strike Team, that would spoil the surprise. Strike Team 1, head further into the tunnels, following the broadest (and well lit) passage, and suddenly the advance party spot a clutch of Skeletons ahead. Note this encounter starts out with twelve Skeletons, divided into two equal groups, each led by a Minotaur Skeleton- one group to attack the front of the PC/NPC column, the other to attack the rear. [ATTACH type="full"]124742[/ATTACH] [B]Skeletons![/B] Mongo, the Flaming Fist Mercenary Veteran, is the first to spot the foes- he dashes forward and cuts the nearest Skeleton to pieces, and then begins shouting to his comrades as there are more undead closing fast- including a Minotaur Skeleton. Ontharr Frume fires up his Crusader’s Mantle, a little extra radiant damage should serve his comrades well. The happy-go-lucky (sorta) Paladin gets the smile wiped off his face when charging around the corner (and then into him- horns first) comes the aforementioned Minotaur Skeleton, and that’s a Crit for just short of 30 damage. The sturdy Dwarf however stays on his feet, and then starts screaming for help. Several more Skeletons surge forward and move to surround Ontharr and Mongo, the latter is now also taking hits. Hard Bonk, with incredible speed is quickly to the forefront, his Flurry of Blows enhanced chop-socky madness accounts for three more Skeletons with his bludgeoning fists and feet. Mongo, however, is still taking hits. At which point the second group of Skeletons make themselves known by charging into the rear of the good guys. Remarkably half-a-dozen attacks and not a single hit from my bad guys- sucks to be them, particularly when Sgt Harald grabs out his warhammer and smashes another three of the bony bastards down. This is happening quickly, time to get my staggering Zombies into action. Derek Pilch is still in battlefield control mode, and what better than a little bit of Entangle, suddenly grasping plants sprout from the dirt of the cavern passage and clutch at a trio of Skeletons, including one of the Minotaur’s. What’s more, this tactic has also mostly blocked the passage of my staggering horde of approaching Zombies. Bugger! Spying the undead pile on Gargomel, the Dwarven Priest of Moradin, summons another swirl of Spirit Guardians, and then heads forward to get as close as he can to the undead horde. Too close, a Skeleton breaks through and slices the Priest (with a Crit), and Gargomel is back to being bloodied. Wizard Nora, Harper Mage- right at the back of the pack is also overrun, she therefore Misty Steps away from the Skeletons that were surrounding her. Gargomel meantime grabs out his battleaxe and Crits, and then hits, the Skeleton Minotaur that is facing him, the undead creature is almost spent, and seconds later it’s broken- as Hard Bonk gets in a few more devastating blows. Over the course of the next ten or so seconds five more Skeletons also succumb to Gargomel’s Spirit Guardians, the Dwarven Priest of Moradin is manoeuvring nicely in order to have the most effect with his undead trashing spell. Wizard Nora does little more than mark a Minotaur Skeleton with her Fire Bolt, while Lady Love- Knight of Silverymoon, continues missing, she’s not rolled anything above a ‘5’ so far. At which point the staggering horde of Zombies officially become the front line. [ATTACH type="full"]124743[/ATTACH] [B]Bring on the Zombies![/B] Note, the PCs can see another dozen Zombies closing in, what they don’t see (at first) are the pair of Ogre Zombies that about to attack them from either side… and the Beholder Zombie that is chugging contentedly towards their rear. Mongo, still at the front of the pack- and still hitting all the while, starts shouting loudly as the flood of shambling dead flesh slowly but inexorably shuffles forwards. The order is, as given by Derek Pilch- the Druid seems to have taken command, the strike team need to dispose of the (two) remaining Skeletons quickly, and then get back into the main passage to defend the squishier folk from the approaching Zombie horde. Ontharr Frume (unused to taking orders, and Played by Sandy, and so doubly so) gets on it. The Paladin of Moradin applies a chunk of Divine Smite and smashes the last Skeleton Minotaur down, and then rushes over and repeats the trick for the last Skeleton still standing (but without the Smite). Hard Bonk decides to play the hero, the Half-Orc Monk rushes into the thickest scrum of the approaching Zombie horde, the chop-socky specialist is seconds later completely surrounded, although he does manage to smash one of the shambling undead down. He assumes his Patient Defence stance (Dodge) and over the course of the next ten or so seconds avoids all of the Zombie’s flailing attacks. The Monk’s heroism gives the rest of the strike team the time they need to manoeuvre and to get themselves positioned for the approaching fracas, the Monk smashes another Zombie down- the plan is working well, and then brilliantly as Derek Entangles the knot of shambling undead (and also Hard Bonk, briefly). The passage ahead is effectively plugged, the Zombies cannot progress through the Entangle zone, and the pack of grasped undead there. Nine targets for Derek’s Entangle spell- eight Zombies and Hard Bonk- they all failed their saves. Great work. Made even better again when Gargomel plods forward and sets his Spirit Guardians on the trapped and Restrained undead foes, Wizard Nora uses the opportunity to get a little target practice with her Fire Bolt, Lady Love joins in with her crossbow- and yet another Zombie falls. Mongo dashes in and cuts another Entangled Zombie down, the Players are kicking back and taking it easy- I should probably do something about that. Ontharr Frume even has time to Lay on Hands and heal some of his wounds. Seconds later Hard Bonk escapes the Entangling plants and then punches and kicks a hole in the undead scrum that surrounds him- killing another Zombie in the process, he tumbles out of the Zombie pile up- grinning. And then another Zombie falls to Gargomel’s ghostly avengers. There is cheering around the gaming table- this is a cake-walk. That is until the first Ogre Zombie lurches out of a side passage and flails wildly at Sgt Harald, the Dwarf however is unphased, the sequence is hit, Crit, hit- and the monstrous Zombie is left staggering. Hard Bonk takes a blow to the head from a flailing Zombie, as he’s delivering yet another beating- I mention this because it’s the first time that I have managed to land a hit for an absolute age. Then however Derek Pilch starts shouting, this as the second Ogre Zombie looms into view- the strike team scurry to reposition. But still they have things in hand- the Entangled Zombies ahead are being handled easily by Hard Bonk and Lady Love, the rest of the warriors are facing off against the Ogre Zombies- with the squishier members of group protected in the centre. Note Gargomel with his Spirit Guardians is repositioning himself each turn so that he can encompass the maximum number of the undead in his terrifying spell. All is well with the world… At which point Ontharr Frume, fighting one of the Ogre Zombies, spots the approach of the Beholder Zombie. The Dwarf Paladin of Moradin cuts down the large undead foe before him, and then with an Inspiration Point races towards the undead monstrosity, making threats as he goes- his Vow of Enmity. Note in the tight passages here the Beholder Zombie is struggling to get aloft, making it much easier to hit. They like killing stuff it seems, and I’m happy (at times) to be the enabler. Hard Bonk meantime keeps smashing Zombies down, he manages to take three badly wounded enemies to the floor in one extreme chop-socky turn. The Half-Orc gets punched again by a flailing Zombie, again- I just thought I’d mention it- it doesn’t happen often. All is still well with the world… Then Ontharr gets hit by the Zombie Beholder’s Disintegrate Ray, and he’s back to bloodied in an instant, but thank Moradin the Dwarf still exists. The strike team, and the Players start screaming and shouting- good, that’s how I like it. Sgt Harald rushes to Ontharr’s side and starts wailing on the Zombie Beholder with his magical battleaxe, while Derek Pilch gets to Ontharr with a Haste spell. The last Ogre Zombie standing is still taking a beating, however the brute strikes back and smashes its massive morningstar into Mongo- that hurt. The Flaming Fist Veteran has the last laugh- he cuts the undead down and then rushes over to help Hard Bonk out, seconds later another Zombie falls to his blades. Of the twelve (normal) Zombies that started the encounter there are only two left- and the Zombie Beholder of course. But that doesn’t last long, not long at all. A Hasted Ontharr Frume (10th Level Paladin) with Divine Smite attached to every attack goes bonkers on the already wounded Zombie Beholder, it’s destroyed- taken down in two turns. Players, gah! Ontharr dishes up 98 damage in just three attacks. Note the passages here are only fifteen or so feet high, and the Zombie Beholder is not exactly the most dextrous/agile/clever of enemies- also, I didn’t want to make it too hard for the Players. Seconds later Hard Bonk smashes the last two Zombies down, and the way ahead is clear, there’s no time like the present. Derek, earlier- when he was in Bat form and scouting, spotted more (higher level, possibly) undead in a temple/catacombs area ahead. The strike team have a bunch of spells and buffs timing down- therefore they rush on into the next fight. Actually, it’s the same fight- if the PCs had not rushed ahead I would have brought the bad guys out to greet them. [ATTACH type="full"]124744[/ATTACH] [B]Naergoth Bladelord![/B] The place is a ruined catacomb like temple, rededicated (possibly) to some dark god (Tiamat, remember), present are a trio of undead (identified as Wights). I have a speech prepared for Naergoth Bladelord- a premium (bad bastard) Wight with max HP- that’s 198, I was going to make a few threats, develop the story a little “you’re too late… even as etc.”, but… the strike team just rushes in and starts hacking my bad guys to pieces, they are disinclined to listen to anything that Naergoth (or the DM) has to tell them. Just for info there are ambushers here again, two groups- four Ghouls and a Ghast in each, waiting to get into the action, also there are another two Ghasts hidden in the two western sarcophagi. Note Naergoth is CR 11, and this is still the same encounter, so the PCs have not had a chance to heal, only a few running repairs. Although. They possibly could have, however with various powers about to expire they decided just to rush on in. Mongo, is- as always, the front line- the Flaming Fist Vet races to the nearest Wight and starts slicing the undead creature, although without a magical weapon his attacks are somewhat blunted. The Wight takes guard and grins back at Mongo, the Mercenary knows this is going to hurt, and it does- Mongo is heavily wounded, and worse- the undead’s Life Drain much reduces his max HP- and he’s not going to get an extended rest anytime soon. However, Ontharr to the rescue, the Dwarven Paladin suddenly appears at Mongo’s side and with a Divine Smite (Crit) followed by a hit, smashes the now panicked undead down. That was easy- the Players think, and then verbalise- how nice for me. And then Hard Bonk with his magical shortsword, and magical fists & feet, beats the second Wight well beyond bloodied, but not for long- Sgt Harald rocks up and with a Crit and ends it. At which point rushing into the mix, at strange ad hoc intervals, come eight Ghouls and two Ghasts, and the Players really start screaming. Derek gets to Mongo with a Cure Wounds, while Gargomel gets his Spiritual Weapon up and running- and thumps a Ghast (after his Spirit Guardians, at last, expires) and then again with his battleaxe with a chunk of extra radiant damage added- the Ghast is very quickly heavily wounded. At which point Naergoth Bladelord, who retreated a little earlier to avoid the sprawling charge of the strike team, grabs his terrible longbow out and shoots a necrotically enhanced arrow into Hard Bonk, that hurt a lot. Then one of the Ghoul ambushers gets to Gargomel’s and claws the Dwarf Priest, he’s again down to less than 10 HP. Mongo also takes another hit, the Flaming Fist Vet is well beyond bloodied, however he has enough about him to take another Ghast down. The Mercenary rushes on to Naergoth, to prevent the Wight from firing his bow again, take care- the Wight’s longsword is going to hurt at least as much. Another Ghoul gets to Gargomel and the Priest is down, throat torn out- note there’s no unconscious, or Death Saves for the NPCs- they live until they die. Rob, Playing Gargomel, gets to make the first roll (actually this was the first roll ever) on the Reinforcements table, Corporal Jones rushes into the action, alas the good Corporal is a member of the Waterdeep Watch, and has maybe 10 HP, so… Rob’s not pleased, and there’s money on the new NPC not lasting long. The still Hasted Ontharr cuts another Ghoul down, and then starts in on the next in line. Meantime Hard Bonk also makes it to Naergoth and starts up with chop-socky magic, the 200 HP Wight takes a bearing, and also succumbs to the Monk’s Stunning Strike. Corporal Jones stabs his spear into a Ghoul, with a Crit- possibly the biggest cheer from the Players for the whole fight. Note, somewhat remarkably not a single member of the strike team have succumbed to the Ghast’s stench aura. Sgt Harald smashes yet another Ghoul down. At which point the two Ghasts hiding in the sarcophagi within the room- exit their lairs and rip into Corporal Jones, the poor bastard doesn’t last the turn- he’s slaughtered. Rob gets to make a second Reinforcements table, guess what- another Waterdeep Guard, welcome… Corporal Smith, let’s see if he sticks around a little longer. Derek Pilch tries increases morale with a Mass Cure Wounds. The melee rumbles on, Mongo- Flaming Fist Vet, is the first to feel the effect of the Ghast’s Poisonous stench. The Mercenary however slashes and cuts hard at Naergoth- and a Crit (although his blade isn’t magical). Ontharr slashes and cuts another two Ghouls down- the enemies are thinning out. Hard Bonk, alas also succumbs the Ghast’s Poisonous stench, the Monk misses all of his attacks on Naergoth- who is also now no-longer Stunned. Sgt Harald ends another of the Ghouls- there’s just two left, and two Ghasts, and Naergoth, of course. Wizard Nora, who hasn’t be able to effect the fight too much- and is also preserving her spells, when she can, ends another Ghast with a clutch of Magic Missiles. Naergoth, no-longer Stunned, rips into Hard Bonk with his longsword- seconds later and the Monk is out cold on the floor, unconscious and dying, which just leaves Mongo trying to keep the nasty bastard Wight at bay. Ontharr Frume gets to Hard Bonk with a Cure Wounds, and then goes back to killing Ghouls- another one dead, just one more left. Hard Bonk meantime leaps back to his feet and starts in on Naergoth again, a second later and the Wight is Stunned once again, and at last- bloodied. Sgt Harald cuts down the last Ghoul… they’re getting there. Derek Pilch gets to Hard Bonk with another Cure Wounds, he needed that. Lady Love, Knight of Siverymoon, cuts another Ghast down- just one left, and Naergoth, who now no longer Stunned, cuts Mongo again. At which point Ontharr unleashes another Divine Smite, and a follow up hit- the Wight is now heavily wounded. Hard Bonk follows up with a Crit with his magical shortsword, and seconds later- after a roundhouse kick to the side of the head Naergoth is down. Just one screeching Ghast left, and so the Monk moves over and goes to work on the undead creature- it doesn’t last long, Hard Bonk takes it down and the fight is eventually won. A little breather and then the strike team, after a bit more healing, move on- following Derek Pilch’s instruction, the Druid- while he was scouting the area, spotted an area further on- the treasury, and he believes in the same direction is the Draakhorn, the great call to battle for the chromatic dragons, silencing this device could help to win the war. Note, here’s the roster for strike team number 1, at present- [B]Brothers of the First Light B Team Derek Pilch (played by Jackie) Male Human Druid Lvl 13 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 13 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 13 & Special Guest PC Ontharr Frume (played by Sandy) Male Mountain Dwarf Order of the Gauntlet leader and Paladin of Moradin Lvl 10 & Player NPCs Wizard Nora (played by Pete) Female Human Harper Mage Mongo (played by Sandy) Male Human Flaming Fist Mercenary Veteran [S]Gargomel (played by Rob) Male Hill Dwarf Order of the Gauntlet Priest[/S] RIP Lady Love (played by Jackie) Female Half-Elven Knight of Silverymoon [S]Corporal Jones (played by Rob) Male Human Waterdeep Guard [/S]RIP Corporal Smith (played by Rob) Male Human Waterdeep Guard [/B] More of this kind of thing next time. [/QUOTE]
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