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You can run. But you cannot hide! About DMing, ideas?...Münster guys: STAY OUT!!!
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<blockquote data-quote="Dark Dragon" data-source="post: 3521277" data-attributes="member: 1115"><p>Thanks for everyone's input so far. Last night, the story continued.</p><p></p><p>I abandoned the idea using poison which was good luck for the party because no one checked for poisoned water (in the well) or poisoned door knobs within the house. Hmm, I expected them to be more cautious. Well, maybe next time. I'd used the idea with the zombie horses, but the party was frustrated already after the FIRST night in the landhouse...</p><p></p><p>Here it goes:</p><p>The alienist used a few <em>alarm</em> spells, but at about 1 mile away from the house on the road. The Shadow Masters used the <em>shadow walk</em> spell to get to the house to avoid noisy teleportation.</p><p></p><p>On of the rogues, the doppleganger, sneaked up to the house and checked the situation (he was made invisible). The party had gathered within one room for defense but only one person was awake (the dwarf with only moderate spot and listen checks). The doppelganger checked silently for magic auras and found out that the sleeping alienist was not protected by any abjuration spell. He informed the Shadow Master's wizard about that. The wizard cast a hightened <em>nightmare</em> and succeeded (i.e. the alienist failed the save!). The party was quite nervous about that but they stayed in the room. </p><p></p><p>Then the wizard placed silently three <em>alarm</em> spells (silent alarm) close to the two entrances of the house and the stable. Then he hid in the trees. The assassin, the bard and the doppelganger climbed the roof of the stable and waited for eventual patrollling persons.</p><p>To their joy, the monk (invisible due to a ring) left the house at about midnight to check the area - alone! One alarm went off, the wizard cast silent quickened <em>see invisbility</em> followed by a silent <em>whispering wind</em> to the doppelganger's hide to notice the rest of the group. Then the assassin drank an <em>invisibility</em> potion, then cast a quickened silent <em>see invisibility</em> (scroll), he used also goggles of the night (the bard as well). The bard drank an invisibilty potion followed by a silent <em>silence</em> (cast from a scroll) on an arrow. He took up a position ca. 30 ft. away from the stable. The doppelganger waited to strike. He wears goggles with a <em>see invisibilty</em> effect, usable 3/day (use-activated). He should point to the target of the bard's ranged attack.</p><p>The monk walked right into the trap and was knocked out before being able to react (he lost the initiative to the attackers...) The bard fired the silent arrow, then the doppelganger and the assassin attacked. They didn't kill the monk but placed him in the cellar of the ruins of an old farm house a few miles away.</p><p>EDIT: I have added some equipment the attackers used.</p><p></p><p>There the attackers stayed the night. Shortly before dawn, the wizard cast a <em>demand</em> on the party rogue, suggesting her to destroy secretly all food and water supplies within the house. She failed her save and tried to do her best, starting with sabotaging the water tank (the party had brought the tank the day before to the landhouse). The alienist got quite upset about the damaged tank (he was angry about the nightmare and unable to get some sleep) so he tried to use a wand with <em>hold monster</em> on the rogue who tried to hinder the alienist's tries to repair the tank. This was noticed by the dwarf and the ranger. A big discussion follwed, about 100 litres of water were lost and no one trusted the rogue and the alienist. It was very funny, because the rogue has a very high bluff skill, she was able to fool the alienist, but not the ranger...</p><p></p><p>In the meantime, three of the Shadow Masters (the wizard, the cleric/rogue and the doppelganger) secretly returned to the landhouse stables. They noticed that three of the stable boys were about to return to house with 12 horses (they intended to gather all 25 horses to move them to the lake Ashane because the well was almost dry). The attackers hid in the stable, then the wizard used a <em>magic jar</em> on the approaching stable boys. He buffed himself with <em>false life, bear's endurance, resist acid, stoneskin, shield, mage armor, protection from chaos</em> and <em>vampiric touch</em> (poor horse, but he used a low CL to avoid a kill, it is a house rule). One of the rogues delivered the stone skin component secretly.</p><p></p><p>The party had decided to leave and return to Two Stars (bad idea!). The stable boys should bring the horses to the lake. They were packing their stuff on a cart when the dominated stable boy had moved into position. The wizard decided to use his remaining spell energy to do as much damage as possible. He opened combat with a <em>sunburst</em> and blinded the dwarf and the alienist (who were thus almost out of battle). The ranger immediatly returned fire but he was not able to kill the stable boy. The alienist used a potion of <em>remove blindness</em>. The stable boy cast a second <em>sunburst</em> but everybody made the save (bad luck here), so he followed with a quickened <em>confusion</em>. This affected the dwarf and the rogue. The ranger finally killed the stable boy, thus forcing the wizard's mind back into his body. The three attackers then left the area via <em>Plane Shift</em> instead of pressing the attack. The wizard was low on energy and a melee fight was too risky for them (they misjudged the party here, the alienist was also very low on spells and the ranger is bad in melee).</p><p>The <em>confusion</em> run out without too much damage, the dwarf then received another potion of <em>remove blindness</em> from the alienist. The party returned to Two Stars. The people there are not happy about the return, earlier incidents led to the assumption that the group is a magnet for trouble.</p><p></p><p>However, the Shadow Masters now have an important hostage (the monk). They are thinking of a) attacking the party further or b) forcing the group to leave Thesk before they set the monk free (who will receive a <em>geas</em> before that!).</p><p></p><p>Ideas? Next session will be on thursday...</p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 3521277, member: 1115"] Thanks for everyone's input so far. Last night, the story continued. I abandoned the idea using poison which was good luck for the party because no one checked for poisoned water (in the well) or poisoned door knobs within the house. Hmm, I expected them to be more cautious. Well, maybe next time. I'd used the idea with the zombie horses, but the party was frustrated already after the FIRST night in the landhouse... Here it goes: The alienist used a few [I]alarm[/I] spells, but at about 1 mile away from the house on the road. The Shadow Masters used the [I]shadow walk[/I] spell to get to the house to avoid noisy teleportation. On of the rogues, the doppleganger, sneaked up to the house and checked the situation (he was made invisible). The party had gathered within one room for defense but only one person was awake (the dwarf with only moderate spot and listen checks). The doppelganger checked silently for magic auras and found out that the sleeping alienist was not protected by any abjuration spell. He informed the Shadow Master's wizard about that. The wizard cast a hightened [I]nightmare[/I] and succeeded (i.e. the alienist failed the save!). The party was quite nervous about that but they stayed in the room. Then the wizard placed silently three [I]alarm[/I] spells (silent alarm) close to the two entrances of the house and the stable. Then he hid in the trees. The assassin, the bard and the doppelganger climbed the roof of the stable and waited for eventual patrollling persons. To their joy, the monk (invisible due to a ring) left the house at about midnight to check the area - alone! One alarm went off, the wizard cast silent quickened [I]see invisbility[/I] followed by a silent [I]whispering wind[/I] to the doppelganger's hide to notice the rest of the group. Then the assassin drank an [I]invisibility[/I] potion, then cast a quickened silent [I]see invisibility[/I] (scroll), he used also goggles of the night (the bard as well). The bard drank an invisibilty potion followed by a silent [I]silence[/I] (cast from a scroll) on an arrow. He took up a position ca. 30 ft. away from the stable. The doppelganger waited to strike. He wears goggles with a [I]see invisibilty[/I] effect, usable 3/day (use-activated). He should point to the target of the bard's ranged attack. The monk walked right into the trap and was knocked out before being able to react (he lost the initiative to the attackers...) The bard fired the silent arrow, then the doppelganger and the assassin attacked. They didn't kill the monk but placed him in the cellar of the ruins of an old farm house a few miles away. EDIT: I have added some equipment the attackers used. There the attackers stayed the night. Shortly before dawn, the wizard cast a [I]demand[/I] on the party rogue, suggesting her to destroy secretly all food and water supplies within the house. She failed her save and tried to do her best, starting with sabotaging the water tank (the party had brought the tank the day before to the landhouse). The alienist got quite upset about the damaged tank (he was angry about the nightmare and unable to get some sleep) so he tried to use a wand with [I]hold monster[/I] on the rogue who tried to hinder the alienist's tries to repair the tank. This was noticed by the dwarf and the ranger. A big discussion follwed, about 100 litres of water were lost and no one trusted the rogue and the alienist. It was very funny, because the rogue has a very high bluff skill, she was able to fool the alienist, but not the ranger... In the meantime, three of the Shadow Masters (the wizard, the cleric/rogue and the doppelganger) secretly returned to the landhouse stables. They noticed that three of the stable boys were about to return to house with 12 horses (they intended to gather all 25 horses to move them to the lake Ashane because the well was almost dry). The attackers hid in the stable, then the wizard used a [I]magic jar[/I] on the approaching stable boys. He buffed himself with [I]false life, bear's endurance, resist acid, stoneskin, shield, mage armor, protection from chaos[/I] and [I]vampiric touch[/I] (poor horse, but he used a low CL to avoid a kill, it is a house rule). One of the rogues delivered the stone skin component secretly. The party had decided to leave and return to Two Stars (bad idea!). The stable boys should bring the horses to the lake. They were packing their stuff on a cart when the dominated stable boy had moved into position. The wizard decided to use his remaining spell energy to do as much damage as possible. He opened combat with a [I]sunburst[/I] and blinded the dwarf and the alienist (who were thus almost out of battle). The ranger immediatly returned fire but he was not able to kill the stable boy. The alienist used a potion of [I]remove blindness[/I]. The stable boy cast a second [I]sunburst[/I] but everybody made the save (bad luck here), so he followed with a quickened [I]confusion[/I]. This affected the dwarf and the rogue. The ranger finally killed the stable boy, thus forcing the wizard's mind back into his body. The three attackers then left the area via [I]Plane Shift[/I] instead of pressing the attack. The wizard was low on energy and a melee fight was too risky for them (they misjudged the party here, the alienist was also very low on spells and the ranger is bad in melee). The [I]confusion[/I] run out without too much damage, the dwarf then received another potion of [I]remove blindness[/I] from the alienist. The party returned to Two Stars. The people there are not happy about the return, earlier incidents led to the assumption that the group is a magnet for trouble. However, the Shadow Masters now have an important hostage (the monk). They are thinking of a) attacking the party further or b) forcing the group to leave Thesk before they set the monk free (who will receive a [I]geas[/I] before that!). Ideas? Next session will be on thursday... [/QUOTE]
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