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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: 8002415" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #60 The Rise of Tiamat #19a Elementals Go Home!</strong></p><p><strong></strong></p><p><strong>Brothers of the First Light.</strong></p><p><strong>Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 12</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 12</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 12</strong></p><p><strong>&</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 12</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 12</strong></p><p><strong></strong></p><p><strong>Prisoner of the Red Wizards of Thay-</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 12</strong></p><p><strong></strong></p><p><strong>Secondary PCs.</strong></p><p><strong>Left at 8th Level- we’ll get them back if (and when) they’re needed later on.</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 8</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8</strong></p><p></p><p>This is session #60 of our game, but only session #19a of The Rise of Tiamat scenario.</p><p></p><p>This was a great (GREAT!) session, but mostly in the second half.</p><p></p><p>The Brothers of the First Light are in Xonthal’s Tower, battling Cult Fanatics and Mages in order to rescue Iskander (a Cult of the Dragon turncoat) who has the Blue Dragon Mask in his grasp.</p><p></p><p>The PCs however know that the Blue Dragon Mask located here is another fake- although, a little doubt still exists for a few of the Players, this could be another DM trick- this could actually be the real Blue Dragon Mask. It’s mostly Lux (Sandy) that thinks this, sometimes Players just get caught up in their own version of the story/plot.</p><p></p><p>Good.</p><p></p><p>So, they’re looking for Iskander, who is in the strange basement beneath the Tower (he told them this)- and now they’ve found a glimmering key- which he also showed to the Brothers earlier, when they spotted him on the balcony of the tower. The Brothers are therefore ready to put it to the test, after a short rest, of course.</p><p></p><p>But I’m not playing ball.</p><p></p><p>Forty or so minutes into their relax time and the Teleporter buzzes and six more Cult Fanatics (on MAX HP) spill into the chamber and straight into the fight.</p><p></p><p>Please remember I play Cult Fanatics as hot-blooded screaming, spellcasting, maniacs- there’s something about the word fanatic that makes me want to do that.</p><p></p><p>However, Sgt Harald and Hotlips are on stand-by, the pair are watching the Teleporter for the arrival of potential enemies, and their shouts and screams (and bloody attacks) alert the rest of the Brothers to the fracas.</p><p></p><p>The point of doing this (from a DMs POV) is to frustrate the bastards (and use up their resources), the PCs rest is disturbed- therefore no healing, and of course- to keep the buggers on their toes. I employed the same tactics in the Flying Lighthouse, when they first went there i.e. before they effectively owned it.</p><p></p><p>[ATTACH=full]122446[/ATTACH]</p><p></p><p>The first Cult Fanatic, its Shield of Faith buzzing, launches itself off the Teleporter and stabs at Hotlips in a frenzy, the Halfling Rogue ducks and dances, and avoids the Cultist’s dagger.</p><p></p><p>A second (also Shielded) Fanatic tries to get at Sgt Harald with an Inflict Wounds spell, but the screaming Cultist can’t find an inch of the heavily armoured Dwarf’s flesh to touch.</p><p></p><p>Hotlips drops a shoulder and then scurries left to Sgt Harald’s side, and skewers the Fanatic there with her magical rapier (and Sneak Attack), the babbling Cultist is not quite bloodied.</p><p></p><p>Then it’s time to unleash Sgt Harald (Pete’s new/old ride), the Dwarf Fighter swings high and well-well wide (‘1’) but then connects with his next mighty shot with his battleaxe (‘20’ = Crit). The Cultist Fanatic is all but broken, and so Sgt Harald does it again (‘20’ = Crit, two in a row).</p><p></p><p>The Cult Fanatic is eviscerated.</p><p></p><p>Pete (playing Sgt H) does several laps of the gaming table, hands in the air (like he just don’t care) and whooping like a 7-year old who has had too many sugary treats.</p><p></p><p>He’s 50 years old, it’s just so unbecoming.</p><p></p><p>To make matters worse Sgt Harald then rushes into the remaining scrum of newly arrived Fanatics (four of them) that are just stepping off the Teleporter. He begins screaming Dwarven insults (which they don’t understand) in their faces. It’s very Intimidating.</p><p></p><p>Pete, it seems, has got a new lease of life.</p><p></p><p>Oh, EXPLETIVE. That’s good.</p><p></p><p>The four Cult Fanatics surrounding Sgt H attempt to shut the Dwarf up, the quartet attack with blades, Spiritual Weapons (two of them) and Inflict Wounds spells, and a pair of them have already got their Shield of Faith spells going.</p><p></p><p>The result of which is one measly hit, a dagger slice for five desultory hit points of damage.</p><p></p><p>Pete is unbearable.</p><p></p><p>The the rest of the odd squad turn up and make their feelings known.</p><p></p><p>Lummins flies up and circles around the telescope- so he can see the action, and then unleashes his Radiance of the Dawn, and only one of the five Fanatics makes their save, they’re all hurting. Worse still I have five Concentration checks to make, for their various ongoing spells, I pass one of them.</p><p></p><p>There’s a pattern forming.</p><p></p><p>Possibly a spiral downwards, keep that in mind for later (the other half of this session).</p><p></p><p> The last of newly arrived Fanatics dashes at Lux and is thumped in the back en route to the Warlock by Sgt H- the Dwarf’s on fire (not actually on fire you understand, he just keeps rolling high, the bastard). The Cultist however makes it to the witch (Lux) and grabs her with an Inflict Wounds spell, Lux’s smile doesn’t falter, my damage roll 3d10 = ‘1’, ‘1’ & ‘2’.</p><p></p><p>This is a stupid game.</p><p></p><p>Lux reacts with a Hellish Rebuke and when the fire goes out on the Fanatic he’s bloodied.</p><p></p><p>Then the Warlock steps away from the Cultist, who swishes his dagger wildly at her- and misses, and fires two Eldritch Blasts into the fellow, lifting the Fanatic ten feet into the air and smashing him against the wall of the observatory.</p><p></p><p>Every bone broken in his body the Cultist falls (ten feet to the floor) dead.</p><p></p><p>Sandy (playing Lux) mimics Pete and does her own lap of the gaming table, whooping like a clown.</p><p></p><p>This is a stupid, stupid game.</p><p></p><p>Not content the Warlock fires a third Eldritch Blast into one of the four Fanatics still hassling Sgt Harald.</p><p></p><p>Hotlips rushes in to help Sgt H, and skewers another Fanatic dead with her rapier (and Sneak Attack), and then for good measure spins a dagger out into the face of a second Cultist (and rolls max damage).</p><p></p><p>Boy, is this encounter going badly.</p><p></p><p>Sgt Harald enters a battleaxe fury, he swings and misses, and then… and then… the big hairy bastard Crits twice in a row once more, a Fanatic is decapitated, while a second Cultist is left holding his guts in, and only just alive.</p><p></p><p>Watt fires an arrow into the only other Cult Fanatic left standing.</p><p></p><p>The Cult Fanatics are however… well, fanatical (I’m playing these guys kamikaze style)- the remaining pair Shield of Faith up, and then both attempt to tag Sgt H with their Inflict Wounds spells- not a chance, the armoured Dwarf is too well protected, and keeps the Cult duo at bay with his nasty battleaxe.</p><p></p><p>Lummins, half-heartedly, hurls a Sacred Flame into one of the two Cult Fanatics still standing.</p><p></p><p>DM Note- when the Cleric starts casting Cantrips (unless it’s low level play) then the fight is over.</p><p></p><p>Lux however is all business, the Warlock unleashes three more Eldritch Blasts in quick succession, and blows the two remaining Cult Fanatics into ragged chunks of bloody torn flesh.</p><p></p><p>She’s a very bad lady.</p><p></p><p>But, y’know, all business when it comes to killing.</p><p></p><p>Note Lux’s Eldritch Blast now has a ten-foot push element to it, she’s spamming this button, she loves it.</p><p></p><p>The encounter is over.</p><p></p><p>The bodies are searched, although at least two of them have been reduced to smeared viscera, then the corpses (et al) are taken outside and thrown off the balcony- don’t ask me why, the PCs/Players are in a funny mood tonight. All that’s found on the fallen foes is a handful of gold and silver.</p><p></p><p>The Brothers of the First Light are however going nowhere yet, they’re committed to taking a short rest, and so… for all my earlier threats, I let them- I don’t have enough enemies left in the tower to keep wasting them here.</p><p></p><p>So, rest, and healing- time for their super-powers to recharge.</p><p></p><p>Then the glowing hourglass-shaped key taken from the Cult Mage (Jorgen Pawl) last session is brought out and touched to the hourglass sigil on the Teleporter, and…</p><p></p><p>BLINK.</p><p></p><p>The Brothers appear in another chamber, this one without light, that is until Lathander- in the shape of Lummins intervenes, and then we’re exploring again, with Hotlips (as usual) checking the way ahead.</p><p></p><p>But first up, Sgt Harald’s Dwarven senses are tingling- he’s certain that the chamber the Brothers are now in is underground, they’re in the basement, and on their way.</p><p></p><p>The Players are grinning like loons.</p><p></p><p>There’s a fair amount of that this session.</p><p></p><p>The arrival chamber is empty except for the bodies of three more dead Cultists, and (of course) the Teleporter. The corpses are briefly investigated- one has been stabbed to death, the other two killed by force magic, possibly. A little more coin is found and mostly pocketed by the very sly Hotlips.</p><p></p><p>There’s a blood trail leading into the next chamber- a wrecked rest room, with a table and several chairs, smashed and broken, and liberally strewn around the room, all is chaos here- there’s also blood and flesh on the walls, floor and even a little on the ceiling. Worryingly standing guard, seemingly, in the ruined and bloody chamber are a trio of large Elementals- two ten-foot-tall earthen hulks (Earth Elementals, obviously) and behind the pair a similarly sized column of quietly roaring (oxymoron?) fire (a Fire Elemental).</p><p></p><p>“Don’t take another step.” Watt cautions and Hotlips obeys, the Brothers of the First Light do not enter the chamber.</p><p></p><p>They do however take a real good look around, there’s lots more gore in the chamber, more Cultists died here, and a single set of bloody footsteps heading into the corridor north.</p><p></p><p>There are also dozens of scrolls and books strewn about the room, all either singed or torn or battered and bloody, and trampled underfoot. There is however an intact large (closed) chest over the far side of the chamber, resting on its side- on the floor.</p><p></p><p>[ATTACH=full]122447[/ATTACH]</p><p></p><p>But how to get rid of the Elemental guards?</p><p></p><p>It takes a while (about twenty minutes of chatter) but the Brothers figure it out, and so- Lummins casts Tongues on Lux, and then the Warlock uses her Mystic Arcanum- Mass Suggestion, and tells the three conjured Elementals to, “Leave this place, never to return, your duty is done here.”</p><p></p><p>My saving throws for the Elementals are, and in this exact order- ‘3’, then ‘2’, then ‘1’. The Elementals therefore depart, the last guy to go- the Fire Elemental (save = ‘1’) favours the Brothers with dopey wave and a daft goofy grin (sorta) before leaving. Like the thick (but harmless) kid who always sits at the back of the class (once upon a time, I was he).</p><p></p><p>That was easy- encounter over.</p><p></p><p>Hotlips cautiously steps into the broken chamber, nothing happens, the Rogue therefore makes a beeline for the chest, while the rest of the Brothers follow in and start examining the rest of the room and its contents.</p><p></p><p>A minute or so later and Hotlips fails to find the trap on the newly discovered chest- with a ‘1’, a sudden burst of magical energy encompassing all five adventurers, they’re hit with a Slow spell.</p><p></p><p>Only Lux and Lummins fail to save against the magic, however the Slow effect is not much of an inconvenience, both pass their follow-up saves less than ten seconds later.</p><p></p><p>The Brothers shrug off the mishap and get back to business.</p><p></p><p>The chest is eventually opened by Hotlips, there are a trio of Elemental Protection (Fire & Earth) scrolls within- a bit late. The rest of the chamber is likewise searched, the papers and books are beyond salvage, but look to be mundane and not magical in nature, anyway.</p><p></p><p>At which point the Pizza arrives and we’re at our usual mid-session break, and the joy around the gaming table knows no bounds. The Players are all very happy campers at the moment, reliving their victory (massacre) versus the Cult Fanatics, and telling each other how clever they are for figuring a way to send the Elementals home.</p><p></p><p>Gah!</p><p></p><p>Stupid game.</p><p></p><p>But, more of it next time.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 8002415, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #60 The Rise of Tiamat #19a Elementals Go Home! Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 12 Lux (played by Sandy) Female Human Warlock Lvl 12 Watt (played by Jackie) Male Human Bard Lvl 12 & Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 12 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 12 Prisoner of the Red Wizards of Thay- Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 12 Secondary PCs. Left at 8th Level- we’ll get them back if (and when) they’re needed later on. Derek Pilch (played by Jackie) Male Human Druid Lvl 8 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8[/B] This is session #60 of our game, but only session #19a of The Rise of Tiamat scenario. This was a great (GREAT!) session, but mostly in the second half. The Brothers of the First Light are in Xonthal’s Tower, battling Cult Fanatics and Mages in order to rescue Iskander (a Cult of the Dragon turncoat) who has the Blue Dragon Mask in his grasp. The PCs however know that the Blue Dragon Mask located here is another fake- although, a little doubt still exists for a few of the Players, this could be another DM trick- this could actually be the real Blue Dragon Mask. It’s mostly Lux (Sandy) that thinks this, sometimes Players just get caught up in their own version of the story/plot. Good. So, they’re looking for Iskander, who is in the strange basement beneath the Tower (he told them this)- and now they’ve found a glimmering key- which he also showed to the Brothers earlier, when they spotted him on the balcony of the tower. The Brothers are therefore ready to put it to the test, after a short rest, of course. But I’m not playing ball. Forty or so minutes into their relax time and the Teleporter buzzes and six more Cult Fanatics (on MAX HP) spill into the chamber and straight into the fight. Please remember I play Cult Fanatics as hot-blooded screaming, spellcasting, maniacs- there’s something about the word fanatic that makes me want to do that. However, Sgt Harald and Hotlips are on stand-by, the pair are watching the Teleporter for the arrival of potential enemies, and their shouts and screams (and bloody attacks) alert the rest of the Brothers to the fracas. The point of doing this (from a DMs POV) is to frustrate the bastards (and use up their resources), the PCs rest is disturbed- therefore no healing, and of course- to keep the buggers on their toes. I employed the same tactics in the Flying Lighthouse, when they first went there i.e. before they effectively owned it. [ATTACH type="full"]122446[/ATTACH] The first Cult Fanatic, its Shield of Faith buzzing, launches itself off the Teleporter and stabs at Hotlips in a frenzy, the Halfling Rogue ducks and dances, and avoids the Cultist’s dagger. A second (also Shielded) Fanatic tries to get at Sgt Harald with an Inflict Wounds spell, but the screaming Cultist can’t find an inch of the heavily armoured Dwarf’s flesh to touch. Hotlips drops a shoulder and then scurries left to Sgt Harald’s side, and skewers the Fanatic there with her magical rapier (and Sneak Attack), the babbling Cultist is not quite bloodied. Then it’s time to unleash Sgt Harald (Pete’s new/old ride), the Dwarf Fighter swings high and well-well wide (‘1’) but then connects with his next mighty shot with his battleaxe (‘20’ = Crit). The Cultist Fanatic is all but broken, and so Sgt Harald does it again (‘20’ = Crit, two in a row). The Cult Fanatic is eviscerated. Pete (playing Sgt H) does several laps of the gaming table, hands in the air (like he just don’t care) and whooping like a 7-year old who has had too many sugary treats. He’s 50 years old, it’s just so unbecoming. To make matters worse Sgt Harald then rushes into the remaining scrum of newly arrived Fanatics (four of them) that are just stepping off the Teleporter. He begins screaming Dwarven insults (which they don’t understand) in their faces. It’s very Intimidating. Pete, it seems, has got a new lease of life. Oh, EXPLETIVE. That’s good. The four Cult Fanatics surrounding Sgt H attempt to shut the Dwarf up, the quartet attack with blades, Spiritual Weapons (two of them) and Inflict Wounds spells, and a pair of them have already got their Shield of Faith spells going. The result of which is one measly hit, a dagger slice for five desultory hit points of damage. Pete is unbearable. The the rest of the odd squad turn up and make their feelings known. Lummins flies up and circles around the telescope- so he can see the action, and then unleashes his Radiance of the Dawn, and only one of the five Fanatics makes their save, they’re all hurting. Worse still I have five Concentration checks to make, for their various ongoing spells, I pass one of them. There’s a pattern forming. Possibly a spiral downwards, keep that in mind for later (the other half of this session). The last of newly arrived Fanatics dashes at Lux and is thumped in the back en route to the Warlock by Sgt H- the Dwarf’s on fire (not actually on fire you understand, he just keeps rolling high, the bastard). The Cultist however makes it to the witch (Lux) and grabs her with an Inflict Wounds spell, Lux’s smile doesn’t falter, my damage roll 3d10 = ‘1’, ‘1’ & ‘2’. This is a stupid game. Lux reacts with a Hellish Rebuke and when the fire goes out on the Fanatic he’s bloodied. Then the Warlock steps away from the Cultist, who swishes his dagger wildly at her- and misses, and fires two Eldritch Blasts into the fellow, lifting the Fanatic ten feet into the air and smashing him against the wall of the observatory. Every bone broken in his body the Cultist falls (ten feet to the floor) dead. Sandy (playing Lux) mimics Pete and does her own lap of the gaming table, whooping like a clown. This is a stupid, stupid game. Not content the Warlock fires a third Eldritch Blast into one of the four Fanatics still hassling Sgt Harald. Hotlips rushes in to help Sgt H, and skewers another Fanatic dead with her rapier (and Sneak Attack), and then for good measure spins a dagger out into the face of a second Cultist (and rolls max damage). Boy, is this encounter going badly. Sgt Harald enters a battleaxe fury, he swings and misses, and then… and then… the big hairy bastard Crits twice in a row once more, a Fanatic is decapitated, while a second Cultist is left holding his guts in, and only just alive. Watt fires an arrow into the only other Cult Fanatic left standing. The Cult Fanatics are however… well, fanatical (I’m playing these guys kamikaze style)- the remaining pair Shield of Faith up, and then both attempt to tag Sgt H with their Inflict Wounds spells- not a chance, the armoured Dwarf is too well protected, and keeps the Cult duo at bay with his nasty battleaxe. Lummins, half-heartedly, hurls a Sacred Flame into one of the two Cult Fanatics still standing. DM Note- when the Cleric starts casting Cantrips (unless it’s low level play) then the fight is over. Lux however is all business, the Warlock unleashes three more Eldritch Blasts in quick succession, and blows the two remaining Cult Fanatics into ragged chunks of bloody torn flesh. She’s a very bad lady. But, y’know, all business when it comes to killing. Note Lux’s Eldritch Blast now has a ten-foot push element to it, she’s spamming this button, she loves it. The encounter is over. The bodies are searched, although at least two of them have been reduced to smeared viscera, then the corpses (et al) are taken outside and thrown off the balcony- don’t ask me why, the PCs/Players are in a funny mood tonight. All that’s found on the fallen foes is a handful of gold and silver. The Brothers of the First Light are however going nowhere yet, they’re committed to taking a short rest, and so… for all my earlier threats, I let them- I don’t have enough enemies left in the tower to keep wasting them here. So, rest, and healing- time for their super-powers to recharge. Then the glowing hourglass-shaped key taken from the Cult Mage (Jorgen Pawl) last session is brought out and touched to the hourglass sigil on the Teleporter, and… BLINK. The Brothers appear in another chamber, this one without light, that is until Lathander- in the shape of Lummins intervenes, and then we’re exploring again, with Hotlips (as usual) checking the way ahead. But first up, Sgt Harald’s Dwarven senses are tingling- he’s certain that the chamber the Brothers are now in is underground, they’re in the basement, and on their way. The Players are grinning like loons. There’s a fair amount of that this session. The arrival chamber is empty except for the bodies of three more dead Cultists, and (of course) the Teleporter. The corpses are briefly investigated- one has been stabbed to death, the other two killed by force magic, possibly. A little more coin is found and mostly pocketed by the very sly Hotlips. There’s a blood trail leading into the next chamber- a wrecked rest room, with a table and several chairs, smashed and broken, and liberally strewn around the room, all is chaos here- there’s also blood and flesh on the walls, floor and even a little on the ceiling. Worryingly standing guard, seemingly, in the ruined and bloody chamber are a trio of large Elementals- two ten-foot-tall earthen hulks (Earth Elementals, obviously) and behind the pair a similarly sized column of quietly roaring (oxymoron?) fire (a Fire Elemental). “Don’t take another step.” Watt cautions and Hotlips obeys, the Brothers of the First Light do not enter the chamber. They do however take a real good look around, there’s lots more gore in the chamber, more Cultists died here, and a single set of bloody footsteps heading into the corridor north. There are also dozens of scrolls and books strewn about the room, all either singed or torn or battered and bloody, and trampled underfoot. There is however an intact large (closed) chest over the far side of the chamber, resting on its side- on the floor. [ATTACH type="full"]122447[/ATTACH] But how to get rid of the Elemental guards? It takes a while (about twenty minutes of chatter) but the Brothers figure it out, and so- Lummins casts Tongues on Lux, and then the Warlock uses her Mystic Arcanum- Mass Suggestion, and tells the three conjured Elementals to, “Leave this place, never to return, your duty is done here.” My saving throws for the Elementals are, and in this exact order- ‘3’, then ‘2’, then ‘1’. The Elementals therefore depart, the last guy to go- the Fire Elemental (save = ‘1’) favours the Brothers with dopey wave and a daft goofy grin (sorta) before leaving. Like the thick (but harmless) kid who always sits at the back of the class (once upon a time, I was he). That was easy- encounter over. Hotlips cautiously steps into the broken chamber, nothing happens, the Rogue therefore makes a beeline for the chest, while the rest of the Brothers follow in and start examining the rest of the room and its contents. A minute or so later and Hotlips fails to find the trap on the newly discovered chest- with a ‘1’, a sudden burst of magical energy encompassing all five adventurers, they’re hit with a Slow spell. Only Lux and Lummins fail to save against the magic, however the Slow effect is not much of an inconvenience, both pass their follow-up saves less than ten seconds later. The Brothers shrug off the mishap and get back to business. The chest is eventually opened by Hotlips, there are a trio of Elemental Protection (Fire & Earth) scrolls within- a bit late. The rest of the chamber is likewise searched, the papers and books are beyond salvage, but look to be mundane and not magical in nature, anyway. At which point the Pizza arrives and we’re at our usual mid-session break, and the joy around the gaming table knows no bounds. The Players are all very happy campers at the moment, reliving their victory (massacre) versus the Cult Fanatics, and telling each other how clever they are for figuring a way to send the Elementals home. Gah! Stupid game. But, more of it next time. [/QUOTE]
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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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