Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Where i share my experiences with DCC (as a noob)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="not-so-newguy" data-source="post: 9177733" data-attributes="member: 6786140"><p>Yesterday's recap</p><p></p><p><strong><em>CONTAINS SPOILERS FOR FALKREST ABBEY</em></strong></p><h3>Journey's End. Enter the Abbey.</h3><p>[spoiler]</p><p></p><p><img src="https://static.wixstatic.com/media/11447a_54f8fb40fa894c518450a4569244450f~mv2.jpg/v1/fill/w_740,h_493,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/11447a_54f8fb40fa894c518450a4569244450f~mv2.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p><strong><u><span style="font-size: 22px">East meets West in Harn</span></u></strong></p><p><strong></strong></p><p><strong>Gate Sergeant</strong></p><p>The gang finally reached Harn after a month of wandering in the Blood Plains. The so-called city was tiny, hardly larger than Balthazar's Bazaar District back home, but the streams of smoke and the sounds of commerce promised a restful night in a bed.</p><p></p><p>They paid the steep entrance fee upfront, a full month's worth. The Sergeant informed the party that foreigners were restricted to the Domed Plaza Area, unless escorted by militia or a noble. When questioned about it, she dully repeated some local history. "The city of Harn has never been taken by an outside attack, but only from within. This law is a precaution against such an attack."</p><p></p><p>Mizzcleo thought that this seemed fascist.</p><p>Abboud thought that this seemed like a good challenge.</p><p>One of them may have been right.</p><p></p><p></p><p><strong>Warm Clothes</strong></p><p>The gang all bought fur cloaks to protect themselves from the cold when they travel further west.</p><p></p><p></p><p><strong>Abboud and the Tailor</strong></p><p>Abboud decided that he wanted something special, a custom fit nobleman's outfit, specifically a Harn nobleman's outfit. He discreetly expressed these wishes to the tailor with an extra 10gp to keep quiet. The smallish man scoffed, "you look nothing like us. I should report you to the authorities." The impulsive Thief decided that he needed to abort this plan and cut his losses. Giving a whispered threat of pain and a glance, he made the tailor realize who was actually the one getting in over their head.</p><p></p><p>In the end, a fine fur lined suit was made, something that a rich traveling merchant might wear, and it fits Abboud perfectly.</p><p></p><p></p><p><strong>Lucky finds</strong></p><p>The gang found some silvered weapons for sale. A short sword, javelins, sling bullets, maybe a few other things that I can't recall.</p><p></p><p></p><p><strong>Wiblo plays chess</strong></p><p>Wiblo played the local game of choice and won 5sp.</p><p></p><p></p><p><strong>WTF?</strong></p><p>The gang decided to hire a butcher, slaughter one of their mules, and turn it into mule jerky. They added ten days of dry rations for one person to their food stock. Were you trying to teach the other mules a lesson?</p><p></p><p></p><p><strong>Restock</strong></p><p>The gang got enough food and feed to last them 20 days on the road, plus some mule jerky.</p><p></p><p></p><p><strong>Bob The Elf</strong></p><p>Bob The Elf joined the party.</p><p></p><p>4xp for everyone</p><p></p><p>[HR][/HR]</p><p><u><strong><span style="font-size: 22px">From Hot to Cold</span></strong></u></p><p></p><p><strong>Travel with Caravan</strong></p><p>The gang joined a caravan traveling west to Hammerfast. The caravan leaders assumed that they would travel with them the whole way. The party was tight lipped with all outsiders about their real travel plans of going to Lune Valley instead of Hammerfast.</p><p></p><p></p><p><strong>Split from Caravan</strong></p><p>Midway into the mountainous pass through the Dawnforge, the gang unceremoniously told the leaders that they would be heading north towards Lune Valley. The caravan leaders were surprised, but there was nothing they could do about it. With curt goodbyes, the gang headed two days north into Lune Valley where they found Jora's Last Inn and Emporium.</p><p></p><p></p><p><strong>Lune Valley and Jora's Emporium</strong></p><p><img src="https://static.wixstatic.com/media/11447a_4bf55b17c9d84f8bb6cd213f6068e6ac~mv2.webp" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>Mostly buried ruins dot the Valley of Lune. Nothing much remains or is known of Yore Kingdom as it was lost and repeatedly looted long ago. The gang followed the only river northward into the box canyon towards Lune peak. At the base of the peak, built upon the stone remains of centuries old structure, sit Jora's Emporium.</p><p></p><p>Jora Xplorah is an old timey prospector that acquired the skill of leather working. The Emporium is a large two-story building with three generations of Xplorahs living upstairs. The family sustains itself with a small farm and a barn full of animals. They will occasionally travel southward out of the box canyon to the Mountain Pass in order to trade with any passing caravans.</p><p></p><p>Jora likes to pick through the nearby ruins of Yore Kingdom in hopes of picking up something of value. He usually doesn't find much. The best thing he found was The Pilgrim's Diary. Jora can also make winter clothes capable of withstanding arctic conditions.</p><p></p><p></p><p><strong>Mizzcleo reads a Pilgrims Diary</strong></p><p>Abboud bartered his gold necklace for the Pilgrims Diary and 4 pounds of salt. He gave it to Mizzcleo who happened to be the smartest person in the group. Mizz Cleo learned three fun facts about St Brynned's Abbey:</p><ul> <li data-xf-list-type="ul">The legend holds that the Water of St. Brynedd has a distinctive azure glow</li> <li data-xf-list-type="ul">The Queens and Kings of Yore were often depicted riding a chess horse</li> <li data-xf-list-type="ul">The Fountain of St. Brynedd is located in a secret enchanted garden</li> </ul><p></p><p><strong>Warmer Clothes</strong></p><p>The gang learned that the path to St Brynned's Abbey led from the south side of the peak to the north side. From there, the path was a series of switch backs up the north side of the mountain. Jora explained that once on the opposite side of mountain, the gang "heheheh would be 'xperiencin' a butt ass col' lik'n ter no other heheheh" Jora had 5 sets of Arctic tier winter clothes for sale (15gp).</p><p></p><p>[PCs without these winter clothes make a Fortitude check every hour or suffer 1hp cold damage]</p><p></p><p>This unfortunate development forced the gang to select only five characters that would head up the mountain to St Brynned's Abbey.</p><p></p><p>2xp for everyone</p><p></p><p>[HR][/HR]</p><p></p><p><strong><u><span style="font-size: 22px">From Cold to Arctic</span></u></strong></p><p>Ned the Warrior (2nd Lawful)</p><p>Orn The Warrior (2nd Neutral)</p><p>Mizzcleo the Wizard (2nd Neutral)</p><p>Wuzra the Wizard (2nd Neutral)</p><p>Eni the Cleric (3rd Neutral)</p><p></p><p></p><p><strong>Travel up the Mountain</strong></p><p>The crazy prospector was right. It was indeed butt ass cold going up the north side of the mountain. Nothing was encountered.</p><p></p><p></p><p><strong>Outside the Abbey</strong></p><p>The gang reached the clearing where the Abbey was located. The surrounding cliffs provided protection from the worst of the cold. Orn discovered some fresh tracks in the snow leading to the Entrance room of the Abbey.</p><p></p><p></p><p><strong>The Entrance Room</strong></p><p>1xp</p><p>The gang followed the tracks into the snow-covered floor of the Abbey. This initial room was 40 feet wide and 20 feet long with frescoes on the east & west walls and a closed portcullis in the north wall. The tracks led past the portcullis.</p><ul> <li data-xf-list-type="ul">West Fresco: Four paladins in splendid vests, kneeling. Each has a shield displaying a chess piece (a Rook, a Bishop, a Queen and a King).</li> <li data-xf-list-type="ul">East Fresco: A crowned woman riding a white chess horse, and a crowned man riding a black chess horse.</li> </ul><p>The gang lifted the portcullis and propped it open with some mundane javelins.</p><p></p><p></p><p><strong>The Central Room</strong></p><p>2xp</p><p>Judging from the exterior, this is probably the largest room in the place. A 60 by 80 foot room with a large fountain in the center. Stone columns line the outer edges of the room. Points of interest in the room:</p><ul> <li data-xf-list-type="ul">Fountain in the center of the room with statue. The statue is a black stone king and white stone queen, pouring ice-cold water from a bronze amphora they hold together.</li> <li data-xf-list-type="ul">A dwarf corpse lying near the fountain.</li> <li data-xf-list-type="ul">West exit: A door slightly ajar. The footsteps lead through here.</li> <li data-xf-list-type="ul">Three open exits to the north. The central northern exit has stairs leading up.</li> <li data-xf-list-type="ul">2 east exits: Closed doors.</li> </ul><p>Ned and Mizzcleo approached the Dwarf corpse. He wore winter clothing, chainmail, weapons. The Dwarf's body was frozen solid. In fact, the body was colder than the stuff he was wearing. That's odd. Anyway, the body was looted.</p><p></p><p>Next, they approached the fountain. Mizzcleo detected some minor magic that allowed the fountain to function, but nothing else. Ned noticed some gold at the bottom of the fountain pool. A strange rippling was spotted in the pool. Ned and Mizzcleo decided to drag the Dwarf corpse to the pool with intentions to throw it in. That's when the strange water ripples revealed themselves to be Ice Vipers!</p><p></p><p>Two translucent snakes attacked Ned and Mizzcleo, striking from within the pool. Ned reacted first and dragged Ned away. The Vipers managed to strike Mizzcleo once who suffered some freezing damage onto of the piercing damage. The party eventually killed the vipers. They found 53gp and a brass key.</p><p></p><p></p><p><strong>The Tombstone Room</strong></p><p>2xp</p><p>The gang tracked the footprints to the ajar western door. When they fully opened it, they discovered three people with their hands raised in supplication. Behind them eight tombstones lined the walls and two of them were broken open along with the urns located within them.</p><p></p><p>The trio's names were Dog-ear Benn, Ratty Rod, and Charming Jeena.</p><p></p><p>Dog-ear Benn claimed that "we're just grave robbers like you guys! We don't intend no harm!"</p><p> "Well then why didn't you guys help when heard us fighting the ice vipers?! Huh?!" Ned asked.</p><p></p><p>This stumped the trio. As they glanced towards each other for an answer, Orn rushed forward grabbed one by the throat and leveled his sword towards another. That's when the crying and begging really escalated. They gave the party the treasure they had found so far (20gp, a pearl earring, and a silver ring.</p><p></p><p>The party forced them to break more tombstones and open the urns found within. They opened two of them. Whenever the urn was broken open, it had a clear effect on the person. They would stare off into the distance for a moment, as if their mind was in a different place, then their eyes would refocus. It was clearly an unpleasant experience. They complained of disembodied voices cursing them.</p><p></p><p>The whole situation sent the gang into a moral conundrum. A discussion ensued. In the end, they allow the three grave robbers to leave with their treasure.</p><p> </p><p>[HR][/HR]</p><p></p><p><strong><u><span style="font-size: 22px">XP Totals </span></u></strong></p><p><strong></strong></p><p><strong>T's characters</strong></p><p>Ned The Warrior (2nd Lawful) 74</p><p>Wiblo The Halfling (2nd Neutral) 101</p><p></p><p><strong>D's characters</strong></p><p>Orn The Warrior (2nd Neutral) 130</p><p>Abboud The Thief (2nd Chaotic) 75</p><p></p><p><strong>A's character</strong></p><p>Wuzra The Wizard (2nd Neutral) 56</p><p>Vappsnác The Warrior (1st Neutral) 20</p><p></p><p><strong>J's characters</strong></p><p>Eni The Cleric (3rd Neutral) 174</p><p>Turmus The Warrior (3rd Neutral) 169</p><p></p><p><strong>B's characters</strong></p><p>Mizzcleo The Wizard (2nd Neutral) 106</p><p>Bob The Elf (1st Neutral) 6</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="not-so-newguy, post: 9177733, member: 6786140"] Yesterday's recap [B][I]CONTAINS SPOILERS FOR FALKREST ABBEY[/I][/B] [HEADING=2]Journey's End. Enter the Abbey.[/HEADING] [spoiler] [IMG]https://static.wixstatic.com/media/11447a_54f8fb40fa894c518450a4569244450f~mv2.jpg/v1/fill/w_740,h_493,al_c,q_85,usm_0.66_1.00_0.01,enc_auto/11447a_54f8fb40fa894c518450a4569244450f~mv2.jpg[/IMG] [B][U][SIZE=6]East meets West in Harn[/SIZE][/U] Gate Sergeant[/B] The gang finally reached Harn after a month of wandering in the Blood Plains. The so-called city was tiny, hardly larger than Balthazar's Bazaar District back home, but the streams of smoke and the sounds of commerce promised a restful night in a bed. They paid the steep entrance fee upfront, a full month's worth. The Sergeant informed the party that foreigners were restricted to the Domed Plaza Area, unless escorted by militia or a noble. When questioned about it, she dully repeated some local history. "The city of Harn has never been taken by an outside attack, but only from within. This law is a precaution against such an attack." Mizzcleo thought that this seemed fascist. Abboud thought that this seemed like a good challenge. One of them may have been right. [B]Warm Clothes[/B] The gang all bought fur cloaks to protect themselves from the cold when they travel further west. [B]Abboud and the Tailor[/B] Abboud decided that he wanted something special, a custom fit nobleman's outfit, specifically a Harn nobleman's outfit. He discreetly expressed these wishes to the tailor with an extra 10gp to keep quiet. The smallish man scoffed, "you look nothing like us. I should report you to the authorities." The impulsive Thief decided that he needed to abort this plan and cut his losses. Giving a whispered threat of pain and a glance, he made the tailor realize who was actually the one getting in over their head. In the end, a fine fur lined suit was made, something that a rich traveling merchant might wear, and it fits Abboud perfectly. [B]Lucky finds[/B] The gang found some silvered weapons for sale. A short sword, javelins, sling bullets, maybe a few other things that I can't recall. [B]Wiblo plays chess[/B] Wiblo played the local game of choice and won 5sp. [B]WTF?[/B] The gang decided to hire a butcher, slaughter one of their mules, and turn it into mule jerky. They added ten days of dry rations for one person to their food stock. Were you trying to teach the other mules a lesson? [B]Restock[/B] The gang got enough food and feed to last them 20 days on the road, plus some mule jerky. [B]Bob The Elf[/B] Bob The Elf joined the party. 4xp for everyone [HR][/HR] [U][B][SIZE=6]From Hot to Cold[/SIZE][/B][/U] [B]Travel with Caravan[/B] The gang joined a caravan traveling west to Hammerfast. The caravan leaders assumed that they would travel with them the whole way. The party was tight lipped with all outsiders about their real travel plans of going to Lune Valley instead of Hammerfast. [B]Split from Caravan[/B] Midway into the mountainous pass through the Dawnforge, the gang unceremoniously told the leaders that they would be heading north towards Lune Valley. The caravan leaders were surprised, but there was nothing they could do about it. With curt goodbyes, the gang headed two days north into Lune Valley where they found Jora's Last Inn and Emporium. [B]Lune Valley and Jora's Emporium[/B] [IMG]https://static.wixstatic.com/media/11447a_4bf55b17c9d84f8bb6cd213f6068e6ac~mv2.webp[/IMG] Mostly buried ruins dot the Valley of Lune. Nothing much remains or is known of Yore Kingdom as it was lost and repeatedly looted long ago. The gang followed the only river northward into the box canyon towards Lune peak. At the base of the peak, built upon the stone remains of centuries old structure, sit Jora's Emporium. Jora Xplorah is an old timey prospector that acquired the skill of leather working. The Emporium is a large two-story building with three generations of Xplorahs living upstairs. The family sustains itself with a small farm and a barn full of animals. They will occasionally travel southward out of the box canyon to the Mountain Pass in order to trade with any passing caravans. Jora likes to pick through the nearby ruins of Yore Kingdom in hopes of picking up something of value. He usually doesn't find much. The best thing he found was The Pilgrim's Diary. Jora can also make winter clothes capable of withstanding arctic conditions. [B]Mizzcleo reads a Pilgrims Diary[/B] Abboud bartered his gold necklace for the Pilgrims Diary and 4 pounds of salt. He gave it to Mizzcleo who happened to be the smartest person in the group. Mizz Cleo learned three fun facts about St Brynned's Abbey: [LIST] [*]The legend holds that the Water of St. Brynedd has a distinctive azure glow [*]The Queens and Kings of Yore were often depicted riding a chess horse [*]The Fountain of St. Brynedd is located in a secret enchanted garden [/LIST] [B]Warmer Clothes[/B] The gang learned that the path to St Brynned's Abbey led from the south side of the peak to the north side. From there, the path was a series of switch backs up the north side of the mountain. Jora explained that once on the opposite side of mountain, the gang "heheheh would be 'xperiencin' a butt ass col' lik'n ter no other heheheh" Jora had 5 sets of Arctic tier winter clothes for sale (15gp). [PCs without these winter clothes make a Fortitude check every hour or suffer 1hp cold damage] This unfortunate development forced the gang to select only five characters that would head up the mountain to St Brynned's Abbey. 2xp for everyone [HR][/HR] [B][U][SIZE=6]From Cold to Arctic[/SIZE][/U][/B] Ned the Warrior (2nd Lawful) Orn The Warrior (2nd Neutral) Mizzcleo the Wizard (2nd Neutral) Wuzra the Wizard (2nd Neutral) Eni the Cleric (3rd Neutral) [B]Travel up the Mountain[/B] The crazy prospector was right. It was indeed butt ass cold going up the north side of the mountain. Nothing was encountered. [B]Outside the Abbey[/B] The gang reached the clearing where the Abbey was located. The surrounding cliffs provided protection from the worst of the cold. Orn discovered some fresh tracks in the snow leading to the Entrance room of the Abbey. [B]The Entrance Room[/B] 1xp The gang followed the tracks into the snow-covered floor of the Abbey. This initial room was 40 feet wide and 20 feet long with frescoes on the east & west walls and a closed portcullis in the north wall. The tracks led past the portcullis. [LIST] [*]West Fresco: Four paladins in splendid vests, kneeling. Each has a shield displaying a chess piece (a Rook, a Bishop, a Queen and a King). [*]East Fresco: A crowned woman riding a white chess horse, and a crowned man riding a black chess horse. [/LIST] The gang lifted the portcullis and propped it open with some mundane javelins. [B]The Central Room[/B] 2xp Judging from the exterior, this is probably the largest room in the place. A 60 by 80 foot room with a large fountain in the center. Stone columns line the outer edges of the room. Points of interest in the room: [LIST] [*]Fountain in the center of the room with statue. The statue is a black stone king and white stone queen, pouring ice-cold water from a bronze amphora they hold together. [*]A dwarf corpse lying near the fountain. [*]West exit: A door slightly ajar. The footsteps lead through here. [*]Three open exits to the north. The central northern exit has stairs leading up. [*]2 east exits: Closed doors. [/LIST] Ned and Mizzcleo approached the Dwarf corpse. He wore winter clothing, chainmail, weapons. The Dwarf's body was frozen solid. In fact, the body was colder than the stuff he was wearing. That's odd. Anyway, the body was looted. Next, they approached the fountain. Mizzcleo detected some minor magic that allowed the fountain to function, but nothing else. Ned noticed some gold at the bottom of the fountain pool. A strange rippling was spotted in the pool. Ned and Mizzcleo decided to drag the Dwarf corpse to the pool with intentions to throw it in. That's when the strange water ripples revealed themselves to be Ice Vipers! Two translucent snakes attacked Ned and Mizzcleo, striking from within the pool. Ned reacted first and dragged Ned away. The Vipers managed to strike Mizzcleo once who suffered some freezing damage onto of the piercing damage. The party eventually killed the vipers. They found 53gp and a brass key. [B]The Tombstone Room[/B] 2xp The gang tracked the footprints to the ajar western door. When they fully opened it, they discovered three people with their hands raised in supplication. Behind them eight tombstones lined the walls and two of them were broken open along with the urns located within them. The trio's names were Dog-ear Benn, Ratty Rod, and Charming Jeena. Dog-ear Benn claimed that "we're just grave robbers like you guys! We don't intend no harm!" "Well then why didn't you guys help when heard us fighting the ice vipers?! Huh?!" Ned asked. This stumped the trio. As they glanced towards each other for an answer, Orn rushed forward grabbed one by the throat and leveled his sword towards another. That's when the crying and begging really escalated. They gave the party the treasure they had found so far (20gp, a pearl earring, and a silver ring. The party forced them to break more tombstones and open the urns found within. They opened two of them. Whenever the urn was broken open, it had a clear effect on the person. They would stare off into the distance for a moment, as if their mind was in a different place, then their eyes would refocus. It was clearly an unpleasant experience. They complained of disembodied voices cursing them. The whole situation sent the gang into a moral conundrum. A discussion ensued. In the end, they allow the three grave robbers to leave with their treasure. [HR][/HR] [B][U][SIZE=6]XP Totals [/SIZE][/U] T's characters[/B] Ned The Warrior (2nd Lawful) 74 Wiblo The Halfling (2nd Neutral) 101 [B]D's characters[/B] Orn The Warrior (2nd Neutral) 130 Abboud The Thief (2nd Chaotic) 75 [B]A's character[/B] Wuzra The Wizard (2nd Neutral) 56 Vappsnác The Warrior (1st Neutral) 20 [B]J's characters[/B] Eni The Cleric (3rd Neutral) 174 Turmus The Warrior (3rd Neutral) 169 [B]B's characters[/B] Mizzcleo The Wizard (2nd Neutral) 106 Bob The Elf (1st Neutral) 6 [/spoiler] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Where i share my experiences with DCC (as a noob)
Top