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<blockquote data-quote="ccooke" data-source="post: 6556159" data-attributes="member: 6695890"><p>(This one's probably a bit long. Sorry about that)</p><p></p><p>This is a bit of the session I ran last Sunday, which was one of the best sessions I've had with that group.</p><p></p><p>Background: The last two years a new metal alloy has been introduced to the trade networks of this setting. It's unusually easy to enchant, but it's also quite pretty and has been used in everything from arms and armour to cutlery. Unfortunately, it's also got some sort of curse on it that makes you become more and more Chaotic and Evil as you use it and the party have found that a number of local groups have been pushing trade in it. Recently, the party arrived in a new city and were able to convince the Senate there to declare the metal illegal despite the best efforts (bribery and intimidation) of the local opposition. To make things a bit more complicated, some unknown force has decided to "test" the party by making everyone affected by the cursed metal go into a berserk rage as soon as they see the party. The party have been told this will last 24 hours (of which there are eleven hours remaining at the start of this story). The party are all disguised so they can travel without random shoppers going insane and attacking them with a bag of cabbages. </p><p></p><p>The party are in the city's palace building, where they holed up overnight with the city guard. They've just been told that there are some known agents of their opposition watching the palace building. Wanting to find and take out the leader of the opposition (the agents are just hired locals), they arrange to spring what looks like a trap while a rogue they know is able to trace the agents back to their base. Therefore, the party nonchalantly stroll into the huge open plaza in front of the palace, ignoring the agents that have been pointed out to them. The party head to a pancake vendor on the North wall, noting that the two agents actually in the square have met up and are walking towards them...</p><p></p><p>Agent 1 (A Gladiator NPC): *slaps a meaty hand on the party Bard's shoulder* "The boss wants a <em>word</em> with you."</p><p>Bard: "Is this the sort of 'word' we've become used to or an actual conversation?"</p><p>Agent 1: "... bugger this." *draws knife, stabs*</p><p>Bard: Casts <em>Thunderwave</em>, catching both agents and pushing them back 10'</p><p>Party Barbarian: *Lifts up table, throws it at Agent 1. Rolls critical hit*</p><p>Party Druid: "I cast <em>Charm Person</em>. On both of them."</p><p></p><p>Right. Well, given the circumstances, I decide it's fair to let the agents have advantage on their Will saves...</p><p></p><p>Agent 1: Rolls a 5 and a 7</p><p>Agent 2 (An Assassin NPC): Rolls a 9 and a 3</p><p></p><p>So now I have to stop and think a moment and check notes I wrote about six months ago, about this particular enemy organisation. They go:</p><p>"Agents in this group are locals, but the leader is a recent arrival from across the mountains. The leader holds the agents at arms length and they have only met him once or twice each. Agents have no particular loyalty to him and don't fear him (yet), but have been picked for their competence and reliability"</p><p>Okay. I think I know how to play that. </p><p></p><p>Agent 2: *stops her attack, looks confused and embarrassed* "Oh dear, I'm sorry I didn't recognise you!"</p><p>Druid walks over to Agent 1 and offers a hand up, which is accepted.</p><p>Agent 1: "Well, this is a mess. I'm afraid we've been hired to kill you."</p><p>Agent 2: "You know how it is. Look, I can promise to make it completely painless. But a job's a job, you know."</p><p>Agent 1: "And we took the money, and the Boss would ruin our reputation if we let you go. Sorry."</p><p>Druid: "Oh, um. Yes, of course."</p><p>Bard: "Who is your boss, anyway? I mean, if you're going to kill us we'd like to know."</p><p>Druid: "It's not as if we're going to kill him, or anything"</p><p>Agent 2: "Oh, we'd have no problem with you killing him, would we?"</p><p>Agent 1: "Of course not. I mean, you're much better friends than he is, right?"</p><p>Agent 2: "Besides, then we can keep the money <strong>and</strong> our reputation"</p><p>Druid: "Well, maybe we could discuss that. Why don't you join us at this table my friend hasn't destroyed yet?"</p><p>Agent 2: "Sure! That would be a much better end to this than... well. I'm sorry we didn't recognise you earlier, anyway."</p><p>Bard: "Oh, we're in disguise at the moment, so it's no surprise you didn't recognise us"</p><p>Agents: "Oh, really?" *peer closer at the party to (quite naturally) attempt to see through the disguise</p><p>Agent 1: *rolls a natural 20 on perception check*</p><p>Agent 1: Rolls a natural "yes" on the "Is this person forced into a murderous rage upon recognising the party" check</p><p></p><p>... </p><p></p><p>So a second fight ensues, this one with the assassin desperately trying to grapple her partner to stop him acting in such an irrational manner. Agent 1 is pounded into the dirt by the barbarian, the city guard turn up and arrest him and Agent 2 slips away in the confusion... but not before telling the Druid to meet her in a bar in an hour (the Druid quickly remembers that <em>Charm Person</em> only lasts an hour and gets her to shorten this to 45 minutes) if they are serious about killing her boss.</p><p></p><p>I'll leave most of the rest out, except for this one little bit:</p><p></p><p>Agent 2: "Wait, so [Agent 1] was being mind controlled to attack you?"</p><p>Bard: "Yes. We think your Boss hasn't been entirely honest with you."</p><p>Agent 2: "Bastard. I <strong>hate</strong> mind control"</p><p>Party: "Oh, so do we"</p><p>Agent 2: "So, I can show you to the right sewer to get to the lair entrance. That do?"</p><p>Druid (Realising that <em>Charm Person</em> would wear off any moment): "Of course! But you know, before we do, would you mind if I cast a spell on you? It'll help protect you from the Boss' mind control." *Rolls Charisma(Deception) with advantage (since she's charmed). Gets a 25</p><p>Agent 2: (Insight: 4. She is utterly convinced) "Oh, of course!"</p><p>Druid: "I cast <em>Charm Person</em>"#</p><p>Agent 2: Will save: 22. But since she is convinced the spell will protect her, she lets it</p><p>Agent 2: *feels safer and is grateful* "Thank you! Are you sure you don't need some more help? If you'll guarantee me a share of the loot, I can help fight alongside you..."</p><p></p><p>I am really looking forward to the next session.</p></blockquote><p></p>
[QUOTE="ccooke, post: 6556159, member: 6695890"] (This one's probably a bit long. Sorry about that) This is a bit of the session I ran last Sunday, which was one of the best sessions I've had with that group. Background: The last two years a new metal alloy has been introduced to the trade networks of this setting. It's unusually easy to enchant, but it's also quite pretty and has been used in everything from arms and armour to cutlery. Unfortunately, it's also got some sort of curse on it that makes you become more and more Chaotic and Evil as you use it and the party have found that a number of local groups have been pushing trade in it. Recently, the party arrived in a new city and were able to convince the Senate there to declare the metal illegal despite the best efforts (bribery and intimidation) of the local opposition. To make things a bit more complicated, some unknown force has decided to "test" the party by making everyone affected by the cursed metal go into a berserk rage as soon as they see the party. The party have been told this will last 24 hours (of which there are eleven hours remaining at the start of this story). The party are all disguised so they can travel without random shoppers going insane and attacking them with a bag of cabbages. The party are in the city's palace building, where they holed up overnight with the city guard. They've just been told that there are some known agents of their opposition watching the palace building. Wanting to find and take out the leader of the opposition (the agents are just hired locals), they arrange to spring what looks like a trap while a rogue they know is able to trace the agents back to their base. Therefore, the party nonchalantly stroll into the huge open plaza in front of the palace, ignoring the agents that have been pointed out to them. The party head to a pancake vendor on the North wall, noting that the two agents actually in the square have met up and are walking towards them... Agent 1 (A Gladiator NPC): *slaps a meaty hand on the party Bard's shoulder* "The boss wants a [I]word[/I] with you." Bard: "Is this the sort of 'word' we've become used to or an actual conversation?" Agent 1: "... bugger this." *draws knife, stabs* Bard: Casts [I]Thunderwave[/I], catching both agents and pushing them back 10' Party Barbarian: *Lifts up table, throws it at Agent 1. Rolls critical hit* Party Druid: "I cast [I]Charm Person[/I]. On both of them." Right. Well, given the circumstances, I decide it's fair to let the agents have advantage on their Will saves... Agent 1: Rolls a 5 and a 7 Agent 2 (An Assassin NPC): Rolls a 9 and a 3 So now I have to stop and think a moment and check notes I wrote about six months ago, about this particular enemy organisation. They go: "Agents in this group are locals, but the leader is a recent arrival from across the mountains. The leader holds the agents at arms length and they have only met him once or twice each. Agents have no particular loyalty to him and don't fear him (yet), but have been picked for their competence and reliability" Okay. I think I know how to play that. Agent 2: *stops her attack, looks confused and embarrassed* "Oh dear, I'm sorry I didn't recognise you!" Druid walks over to Agent 1 and offers a hand up, which is accepted. Agent 1: "Well, this is a mess. I'm afraid we've been hired to kill you." Agent 2: "You know how it is. Look, I can promise to make it completely painless. But a job's a job, you know." Agent 1: "And we took the money, and the Boss would ruin our reputation if we let you go. Sorry." Druid: "Oh, um. Yes, of course." Bard: "Who is your boss, anyway? I mean, if you're going to kill us we'd like to know." Druid: "It's not as if we're going to kill him, or anything" Agent 2: "Oh, we'd have no problem with you killing him, would we?" Agent 1: "Of course not. I mean, you're much better friends than he is, right?" Agent 2: "Besides, then we can keep the money [B]and[/B] our reputation" Druid: "Well, maybe we could discuss that. Why don't you join us at this table my friend hasn't destroyed yet?" Agent 2: "Sure! That would be a much better end to this than... well. I'm sorry we didn't recognise you earlier, anyway." Bard: "Oh, we're in disguise at the moment, so it's no surprise you didn't recognise us" Agents: "Oh, really?" *peer closer at the party to (quite naturally) attempt to see through the disguise Agent 1: *rolls a natural 20 on perception check* Agent 1: Rolls a natural "yes" on the "Is this person forced into a murderous rage upon recognising the party" check ... So a second fight ensues, this one with the assassin desperately trying to grapple her partner to stop him acting in such an irrational manner. Agent 1 is pounded into the dirt by the barbarian, the city guard turn up and arrest him and Agent 2 slips away in the confusion... but not before telling the Druid to meet her in a bar in an hour (the Druid quickly remembers that [I]Charm Person[/I] only lasts an hour and gets her to shorten this to 45 minutes) if they are serious about killing her boss. I'll leave most of the rest out, except for this one little bit: Agent 2: "Wait, so [Agent 1] was being mind controlled to attack you?" Bard: "Yes. We think your Boss hasn't been entirely honest with you." Agent 2: "Bastard. I [B]hate[/B] mind control" Party: "Oh, so do we" Agent 2: "So, I can show you to the right sewer to get to the lair entrance. That do?" Druid (Realising that [I]Charm Person[/I] would wear off any moment): "Of course! But you know, before we do, would you mind if I cast a spell on you? It'll help protect you from the Boss' mind control." *Rolls Charisma(Deception) with advantage (since she's charmed). Gets a 25 Agent 2: (Insight: 4. She is utterly convinced) "Oh, of course!" Druid: "I cast [I]Charm Person[/I]"# Agent 2: Will save: 22. But since she is convinced the spell will protect her, she lets it Agent 2: *feels safer and is grateful* "Thank you! Are you sure you don't need some more help? If you'll guarantee me a share of the loot, I can help fight alongside you..." I am really looking forward to the next session. [/QUOTE]
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