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WOC can be nice.../taking care of troops
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<blockquote data-quote="AStott" data-source="post: 467191" data-attributes="member: 7825"><p><strong>Adventure update at last...</strong></p><p></p><p>Mark, I'll try to remember to e-mail you from home tonight. I don't have the e-mail address here at work.</p><p></p><p>James (Sgt HInton) at last sent me an update on his adventures... enjoy. ***Sunless Citadel Spoilers Below***</p><p></p><p>Session 1 & 2: Two of my players (1st level fighter and 1st level ranger, not a real wide variety of skills, eh?) came to the town of Waterdeep to meet some friends, who hadn't arrived yet. They asked about for rumours and discovered that two of the towns young folk were MIA. They left with a paladin and his pet cleric to discover where the local goblins were getting this really excellent apple (it heals folk). Well, our heroes talk with the two kid's mom, who is the local merchant of note, and were commissioned to find out what happened.</p><p></p><p>Well off they tromp, walking past a couple bushes that are being guarded by local farmers. "How odd," they think, so they inquire. Well, the seeds of the famed apple are planted in the hopes of starting an orchard, but the bushes keep dissapearing! (No one knows this, but the bushes turn into twig blights, nasty little critters...)</p><p></p><p>On they troop down the road until they reach (dum dum du doooooooom) The Sunless Citidel. Rumoured to have been the abode of a dragon worshiping cult, it has sunk down into a deep crevasse. The fighter slides down a rope left there by the group they are tracking... and gets attacked by 3 Dire Rats. The Ranger (up top still) pulls up the rope, throws a loop around the pilar to shorten it, ties it to his waist, and takes a running leap off the cliff, hoping to fly out to the end of the rope and gracefully swing into the fray, kicking a rat apon arival. Instead he leaps out, swings in after an unpleasant jerk, and rams shoulder first into the cliff face. Ouch. He gets loose in time to kick one rat over a cliff (It turns out they are on a ledge half way down the cliff). The fighter takes out the other two (after being bit once) and off they go. They arive at the front of the keep, immidiatly tripping the trap door before the enterance (but successfully saving, so as to not fall into the pit with the rat inside, as well as two goblin corpses. Not entering the pit, they don't find the coins and jewels on the bodies. They then enter the front tower, which has more goblin corpses (all looted.) They don't bother to search, and so don't find the secret room to the south. Instead they enter a hall with three doors. Door one has an empty room. Door two is a locked stone door. Door three leads to a large room with a whimpering kobold in it. After befriending the kobold (who promisses safe passage to his leader in exchange for help in finding the tribes lost dragonette) they immidiately set off to meet the leader, ignoring the jade dragon carvings in plain sight, the fire pit with more jade dragons in it, and the other doors in the room. The Kobold leader promises safe passage in her realm (all 10 or so rooms of it) if they will help find the tribal dragon, and, by the way, Meepo will help. Poor Meepo. Oh, and the humans they are looking for were taken by the goblins. Off they go to the rescue, proceeding thru several rooms where they proceed to ignore a fountain who'se name triggers a flow of potion of magic breathing, a room with jewels and a key imbedded in a shrine, and obvious signs of recent inhabbitation. They proceed to break into a room whose door opens only when a turn undead spell is cast on it. They get arround the fact they can't do that, by breaking down the door, setting off the blade trap each time they make an attempt, but getting away with it. Into the room they go to fight off 5 undead skelletons while taking no injury. They loot the place, coming up with a necromantic whistle that summons an undead servant when blown over a grave (they don't know this), a candle that never goes out, and a small pile of jewels. (bout time they actually searched the place. Sheesh.) They then proceed further on and get in a long range duel with spear chucking goblins. They kill the gobos, but not before the fighter takes a nasty speer wound in the chest. They attempt to baracade themselves in to heal over the next several days, only to find that the dead gobos have friends who are peeved about the loss. The gobos try to force the door, the fighter (who is down to 3 HPs) decides fighting them would be an awesome idea, but drops it when the GM hints... repeatedly... using very discriptive language... that there might be a few too many gobos to do so. They allow the gobos to enter, then torch the place! Back to town with them...</p><p></p><p>Session 3: Same two guys. They return to the keep (after being healed by the town cleric). Proceed back to the area they had been in, but this time take a different turn just before the room with the gobos. This time they engage three dire rats. Th dire rats eat the fighter for lunch, but the ranger saves the day. They find the loot in the rats nests, and then it's back to town again for another healing... Where the third member of the party (he'd been home on emergency leave for the first two sessions, and got back to the hooch late last night) comes walzing down the street looking like he's ready to loot town. After they convince him not to loot town (and it did take them some effort...) they proceed back to the keep. The thief makes an effort at the locked stone door in the hall they had previously ignored. He breaks his pick on it, but gets it opened on the second try. The tiny room inside has a keg made of iron in it, with pipes leading through the floor. "How odd" they think, stopping to wonder what it is for all of 5 seconds, before turning to smash a small hole in the keg. Out pops a water elemental (only a small one... 15 hp, water breath, some spells...) The ranger, being bright, and also adicted to fire (as previously shown) is unsure if the water elemental can be hurt with normal weapons (it can, but not easily) so he tosses a burning jar of oil in the room and slams the door shut! The GM is impressed by the quick thinking and clever idea, so rules that the fire heats the room enough to boil water, causing the elemental to convert to steam and dissipate. They boiled the sucker to death. (They also blew up the water cooler.) Search through the reckage gave them more small gems. The thief suddenly decides he has a wild zen for the very first room in the keep. Particularly for a dragon mural carved into the rock. He and the fighter return to examine it closely and find... not a thing. But the Ranger, bored, finally decides, on his 6th time through, to search the place, and finds the secret door in the far wall. The door has a needle trap on it, set off intentionally by the ranger when he smacks the door with a sledge hammer. He then snaps the needle off so it won't harm anyone, and allows the fighter to open the door... revealing a tiny room with three skeletons. The skeletons attack, the fighter stands in the doorway (thus blocking the rest of the party from attacking...) The ranger, seeing the fighter play brick wall, leaves him to it and leans against a wall, hemming and hawing. The thief, being taller than the fighter by a foot, proceeds to lob arrows right past the fighters ear (gutsy bastich, aint he?) The fighter badly injures skelleton 1 (which is promptly finished off by the thief.) Skelleton two steps in, recieves damage through an attack of opportunity, and then attacks the (healthy) fighter back. Now, the skells get two attacks (one from each claw-like hand). I role attack one... Nat 20. I roll attack 2... and get another nat 20. By this time I am laughing with sadistic glee while my players all look with fear and trembling at one another. The end result... 11 points of damage, which is exactly the fighters health. The thief finishes off skel 2, and skel 3 steps in. Despite his damage (he's at 0 HP, but made a fort role to stay standing) the fighter, now enraged, gets his attack of opportunity, and rolls... and fumbles. His sword hits the floor. The thief fires his bow... and fumbles (can you say ricochette from hell?) but every dodges the errant arrow. The skell... misses. The fighter sweeps up his sword and turns the skell into so much dust. The ranger stops the fighters bleeding, the thief finds some more coins and gems... and it's back to town, where the town cleric (a female gnome) heals up the fighter while fending off the advances of the thief.</p><p></p><p>I need a vacation...</p></blockquote><p></p>
[QUOTE="AStott, post: 467191, member: 7825"] [b]Adventure update at last...[/b] Mark, I'll try to remember to e-mail you from home tonight. I don't have the e-mail address here at work. James (Sgt HInton) at last sent me an update on his adventures... enjoy. ***Sunless Citadel Spoilers Below*** Session 1 & 2: Two of my players (1st level fighter and 1st level ranger, not a real wide variety of skills, eh?) came to the town of Waterdeep to meet some friends, who hadn't arrived yet. They asked about for rumours and discovered that two of the towns young folk were MIA. They left with a paladin and his pet cleric to discover where the local goblins were getting this really excellent apple (it heals folk). Well, our heroes talk with the two kid's mom, who is the local merchant of note, and were commissioned to find out what happened. Well off they tromp, walking past a couple bushes that are being guarded by local farmers. "How odd," they think, so they inquire. Well, the seeds of the famed apple are planted in the hopes of starting an orchard, but the bushes keep dissapearing! (No one knows this, but the bushes turn into twig blights, nasty little critters...) On they troop down the road until they reach (dum dum du doooooooom) The Sunless Citidel. Rumoured to have been the abode of a dragon worshiping cult, it has sunk down into a deep crevasse. The fighter slides down a rope left there by the group they are tracking... and gets attacked by 3 Dire Rats. The Ranger (up top still) pulls up the rope, throws a loop around the pilar to shorten it, ties it to his waist, and takes a running leap off the cliff, hoping to fly out to the end of the rope and gracefully swing into the fray, kicking a rat apon arival. Instead he leaps out, swings in after an unpleasant jerk, and rams shoulder first into the cliff face. Ouch. He gets loose in time to kick one rat over a cliff (It turns out they are on a ledge half way down the cliff). The fighter takes out the other two (after being bit once) and off they go. They arive at the front of the keep, immidiatly tripping the trap door before the enterance (but successfully saving, so as to not fall into the pit with the rat inside, as well as two goblin corpses. Not entering the pit, they don't find the coins and jewels on the bodies. They then enter the front tower, which has more goblin corpses (all looted.) They don't bother to search, and so don't find the secret room to the south. Instead they enter a hall with three doors. Door one has an empty room. Door two is a locked stone door. Door three leads to a large room with a whimpering kobold in it. After befriending the kobold (who promisses safe passage to his leader in exchange for help in finding the tribes lost dragonette) they immidiately set off to meet the leader, ignoring the jade dragon carvings in plain sight, the fire pit with more jade dragons in it, and the other doors in the room. The Kobold leader promises safe passage in her realm (all 10 or so rooms of it) if they will help find the tribal dragon, and, by the way, Meepo will help. Poor Meepo. Oh, and the humans they are looking for were taken by the goblins. Off they go to the rescue, proceeding thru several rooms where they proceed to ignore a fountain who'se name triggers a flow of potion of magic breathing, a room with jewels and a key imbedded in a shrine, and obvious signs of recent inhabbitation. They proceed to break into a room whose door opens only when a turn undead spell is cast on it. They get arround the fact they can't do that, by breaking down the door, setting off the blade trap each time they make an attempt, but getting away with it. Into the room they go to fight off 5 undead skelletons while taking no injury. They loot the place, coming up with a necromantic whistle that summons an undead servant when blown over a grave (they don't know this), a candle that never goes out, and a small pile of jewels. (bout time they actually searched the place. Sheesh.) They then proceed further on and get in a long range duel with spear chucking goblins. They kill the gobos, but not before the fighter takes a nasty speer wound in the chest. They attempt to baracade themselves in to heal over the next several days, only to find that the dead gobos have friends who are peeved about the loss. The gobos try to force the door, the fighter (who is down to 3 HPs) decides fighting them would be an awesome idea, but drops it when the GM hints... repeatedly... using very discriptive language... that there might be a few too many gobos to do so. They allow the gobos to enter, then torch the place! Back to town with them... Session 3: Same two guys. They return to the keep (after being healed by the town cleric). Proceed back to the area they had been in, but this time take a different turn just before the room with the gobos. This time they engage three dire rats. Th dire rats eat the fighter for lunch, but the ranger saves the day. They find the loot in the rats nests, and then it's back to town again for another healing... Where the third member of the party (he'd been home on emergency leave for the first two sessions, and got back to the hooch late last night) comes walzing down the street looking like he's ready to loot town. After they convince him not to loot town (and it did take them some effort...) they proceed back to the keep. The thief makes an effort at the locked stone door in the hall they had previously ignored. He breaks his pick on it, but gets it opened on the second try. The tiny room inside has a keg made of iron in it, with pipes leading through the floor. "How odd" they think, stopping to wonder what it is for all of 5 seconds, before turning to smash a small hole in the keg. Out pops a water elemental (only a small one... 15 hp, water breath, some spells...) The ranger, being bright, and also adicted to fire (as previously shown) is unsure if the water elemental can be hurt with normal weapons (it can, but not easily) so he tosses a burning jar of oil in the room and slams the door shut! The GM is impressed by the quick thinking and clever idea, so rules that the fire heats the room enough to boil water, causing the elemental to convert to steam and dissipate. They boiled the sucker to death. (They also blew up the water cooler.) Search through the reckage gave them more small gems. The thief suddenly decides he has a wild zen for the very first room in the keep. Particularly for a dragon mural carved into the rock. He and the fighter return to examine it closely and find... not a thing. But the Ranger, bored, finally decides, on his 6th time through, to search the place, and finds the secret door in the far wall. The door has a needle trap on it, set off intentionally by the ranger when he smacks the door with a sledge hammer. He then snaps the needle off so it won't harm anyone, and allows the fighter to open the door... revealing a tiny room with three skeletons. The skeletons attack, the fighter stands in the doorway (thus blocking the rest of the party from attacking...) The ranger, seeing the fighter play brick wall, leaves him to it and leans against a wall, hemming and hawing. The thief, being taller than the fighter by a foot, proceeds to lob arrows right past the fighters ear (gutsy bastich, aint he?) The fighter badly injures skelleton 1 (which is promptly finished off by the thief.) Skelleton two steps in, recieves damage through an attack of opportunity, and then attacks the (healthy) fighter back. Now, the skells get two attacks (one from each claw-like hand). I role attack one... Nat 20. I roll attack 2... and get another nat 20. By this time I am laughing with sadistic glee while my players all look with fear and trembling at one another. The end result... 11 points of damage, which is exactly the fighters health. The thief finishes off skel 2, and skel 3 steps in. Despite his damage (he's at 0 HP, but made a fort role to stay standing) the fighter, now enraged, gets his attack of opportunity, and rolls... and fumbles. His sword hits the floor. The thief fires his bow... and fumbles (can you say ricochette from hell?) but every dodges the errant arrow. The skell... misses. The fighter sweeps up his sword and turns the skell into so much dust. The ranger stops the fighters bleeding, the thief finds some more coins and gems... and it's back to town, where the town cleric (a female gnome) heals up the fighter while fending off the advances of the thief. I need a vacation... [/QUOTE]
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