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<blockquote data-quote="jasper" data-source="post: 8011341" data-attributes="member: 277"><p>DDAL09-15 Session</p><p></p><p>Maddening Screams Or the Lemonade Gang Screams for Ice Scream.</p><p></p><p>Day 25-27</p><p></p><p>PC Killed 7 Monsters Killed 331 Villains Captured 9 Villains Escaped 0</p><p></p><p>Gain A Level. 1,600 GP. 20 Down time days. If you want.</p><p></p><p>Magic Items Red Dragon Scale Mail, Helm of Telepathy.</p><p></p><p>Story Award Faith and Trust You recovered the wards of Faithfulness for the Resting Place of Bloody Hooves.</p><p></p><p>NOTE. NO DISCOUNT TO YOU. BUT YOU HAVE A SHOPPER. You lose the 25% discount from the emporium but Yuriial the dieting angel can do your shopping on the prime material plane. Any from the Players Handbook price list, or AL shopping list can be bought at normal price.</p><p></p><p>Start Time 6:38 PM End Time 11:10 PM</p><p></p><p>I had a group of four which I counted as very strong due the builds. Cretin Paladin warlock. Markov Necromancer. Markov had five skeletons and one simulacrum. Brandy cleric. Sukua Wizard with simulacrum. Note Brandy was the only at APL, everyone else over.</p><p></p><p>The group was discussing the events of their forward travel in time, when the Emporium went into lockdown. Markov did not know what lockdown. The Emporium goes into lockdown 4 hours before they move out. No one can leave. Close your cash registers. Close your business. Strike your bands. Strike up the band. (Which plays badly, off key, and does not quit until you leave. This is motivation music.) Dara has recently been ordered to stay inside the emporium. But she has to lead the party to lost Bloody Hooves platoon which is inside the Canyon of Screams. (Dara being locked into the Emporiums was supposedly hinted out in 09-06 but the opening scene was garbage.)</p><p></p><p>Markov, “WHAT. Dara is going outside the wire!”</p><p></p><p>Cretin, “BEEP. She is a wimp. A fireball could kill here. I hate escort missions.”</p><p></p><p>DM, “Just for that your running Dara.”</p><p></p><p>Using their cunning, extra skeletons, and the three angels covering for Dara, the group escapes the Emporium. Two hours later with the slightly the happy sounds coming from the Canyon of Screams, they see the border patrol.</p><p></p><p>Bone Devil, “Halt in the name of General Everbleed. Stand too for inspection at the intersection for a little interrogation and possible vivisections. “</p><p></p><p>30 seconds later.</p><p></p><p>Markov, “A piece of well chewed bubble gum, a silver piece, three copper pieces and naughty postcard. They weren’t worth the cost of the material components. Let get us get inside. Out the wind. So, it will be quieter. “</p><p></p><p>DM, “As you enter the tunnel, the wind grows louder, the quieter, then very loud.” (Sounds of players booing the DM. Note. During part one of the adventure six madness checks are needed but not needed depending on text. I went with the wind being always present.)</p><p></p><p>They have entered a maze complex with a mass of tunnels broken up occasionally by square rooms which are 25 feet. Occasionally the tunnels close off the rear. A wall appears twenty feet behind the last party member. All the rooms come up empty. But the tunnels are dangerous with rocks falling, bad evil religious tracts giving the party headaches, or spine devils popping out of side tunnels. Just enough to bleed the party of resources.</p><p></p><p>The come to a quiet room which explodes into an evil radiant ball of light. Markov is blinded until Brandy cures him. (Grr Rooms are 25-foot square with glyph trigger if you come within 10 feet. I just had the first two ranks do the saves. The auto triggers continue for rest of module.)</p><p></p><p>Dara finds two arm slots a wall which opens the wall to second part of canyon dungeon. They travel a hundred feet when the wall collapses! Cretin disappears down a pit. A Dao appears and uses a wall of stone to split the party. Markov is killed, so is his simulacrum. (This bonus objective A the only second hard fight in the module. And yes, I was pill as much as possible.)</p><p></p><p>The party brings Markov back to life before he was dead dead. They enter a clean nice room which has four exits including the one they just use. In front of each exit is a symbol. Either shield, sword, mountain, or horns. They choose the shield. (Module has it random, or guess. Players asked good questions so I shorten the trip.) Now the tunnels and rooms are shifting while they are in them. They can feel the shifting and see rooms turn while they are trying to read room number. They take some damage in the tunnels and two glyph rooms. After the second glyph room they take a short rest. In the final small room Sukua makes friends with a Tressym.</p><p></p><p>They laugh at the next four glyph rooms. Taking some damage but not a lot.</p><p></p><p>They enter the Hall of Lost Platoon of the Bloody Hooves. It is ninety-foot square (I made it bigger.) With a ten-foot hall way at the center of each wall. Twenty-four stone tables are evenly space out in the room next to the walls. Dara has to perform a ritual to release the bodies from the tablets. She releases the female halfling Sir Gofer Beer. Um Sir Gidor. The knight is surprise at the news of the time which has pass and she cast a magic circle to protect herself and Dara. Dara takes a coffee break (Okay smoke and bathroom break while the dm sets up the boss fight.)</p><p></p><p>When we last saw our adventures. They were in ninety-foot square room. With equally space stone tablets AC 17 HP 10 which are holding members of the Bloody Hooves. Dara has started the second ritual. Lose condition Dara dead. Stalemate Condition twelve tablets destroyed. Ready Fight.</p><p></p><p>Seven Rounds. Three Tablets destroyed the final devil is killed. The party takes a deep breath.</p><p></p><p>Markov, “We can home now.”</p><p></p><p>“hahahaa”. The walls move covering the exits. The room twists in three dimensions dropping everyone to the floor.</p><p></p><p>General Everbleed, “Fools. Thank you for leading my minions to the lost platoon. Enjoyed being buried alive. Buried Alive. Buried Alive.”</p><p></p><p>To be continued. Next Week. Two-day long rest. I will update on what you can do when I full read the next module.</p><p></p><p>DMs Note. Including the Bonus A objective there two hard fights. Two medium fights and the rest are easy. The notes on the madness which has DC 10 says 6 checks if you outside but puts you inside after the first battle. I just did 6 checks. My players said the checks should have increase by 2 with each roll. The DC checks for the random trap like rolls were DC 16+ but the average damage is low for a tier three party. I bumped the damage up to max on a fail. The final battle before I change it is 60 feet square with one exit. All the party has too do is protect Dara from getting hit. The module highly hints the devils will all close to melee. I like the random rolls for various encounters but they were either light setbacks or very easy fights. The lockdown is bogus. DDAL09-06 does hint in the call to action the party is being watched but I must have missed Dara being a prisoner.</p></blockquote><p></p>
[QUOTE="jasper, post: 8011341, member: 277"] DDAL09-15 Session Maddening Screams Or the Lemonade Gang Screams for Ice Scream. Day 25-27 PC Killed 7 Monsters Killed 331 Villains Captured 9 Villains Escaped 0 Gain A Level. 1,600 GP. 20 Down time days. If you want. Magic Items Red Dragon Scale Mail, Helm of Telepathy. Story Award Faith and Trust You recovered the wards of Faithfulness for the Resting Place of Bloody Hooves. NOTE. NO DISCOUNT TO YOU. BUT YOU HAVE A SHOPPER. You lose the 25% discount from the emporium but Yuriial the dieting angel can do your shopping on the prime material plane. Any from the Players Handbook price list, or AL shopping list can be bought at normal price. Start Time 6:38 PM End Time 11:10 PM I had a group of four which I counted as very strong due the builds. Cretin Paladin warlock. Markov Necromancer. Markov had five skeletons and one simulacrum. Brandy cleric. Sukua Wizard with simulacrum. Note Brandy was the only at APL, everyone else over. The group was discussing the events of their forward travel in time, when the Emporium went into lockdown. Markov did not know what lockdown. The Emporium goes into lockdown 4 hours before they move out. No one can leave. Close your cash registers. Close your business. Strike your bands. Strike up the band. (Which plays badly, off key, and does not quit until you leave. This is motivation music.) Dara has recently been ordered to stay inside the emporium. But she has to lead the party to lost Bloody Hooves platoon which is inside the Canyon of Screams. (Dara being locked into the Emporiums was supposedly hinted out in 09-06 but the opening scene was garbage.) Markov, “WHAT. Dara is going outside the wire!” Cretin, “BEEP. She is a wimp. A fireball could kill here. I hate escort missions.” DM, “Just for that your running Dara.” Using their cunning, extra skeletons, and the three angels covering for Dara, the group escapes the Emporium. Two hours later with the slightly the happy sounds coming from the Canyon of Screams, they see the border patrol. Bone Devil, “Halt in the name of General Everbleed. Stand too for inspection at the intersection for a little interrogation and possible vivisections. “ 30 seconds later. Markov, “A piece of well chewed bubble gum, a silver piece, three copper pieces and naughty postcard. They weren’t worth the cost of the material components. Let get us get inside. Out the wind. So, it will be quieter. “ DM, “As you enter the tunnel, the wind grows louder, the quieter, then very loud.” (Sounds of players booing the DM. Note. During part one of the adventure six madness checks are needed but not needed depending on text. I went with the wind being always present.) They have entered a maze complex with a mass of tunnels broken up occasionally by square rooms which are 25 feet. Occasionally the tunnels close off the rear. A wall appears twenty feet behind the last party member. All the rooms come up empty. But the tunnels are dangerous with rocks falling, bad evil religious tracts giving the party headaches, or spine devils popping out of side tunnels. Just enough to bleed the party of resources. The come to a quiet room which explodes into an evil radiant ball of light. Markov is blinded until Brandy cures him. (Grr Rooms are 25-foot square with glyph trigger if you come within 10 feet. I just had the first two ranks do the saves. The auto triggers continue for rest of module.) Dara finds two arm slots a wall which opens the wall to second part of canyon dungeon. They travel a hundred feet when the wall collapses! Cretin disappears down a pit. A Dao appears and uses a wall of stone to split the party. Markov is killed, so is his simulacrum. (This bonus objective A the only second hard fight in the module. And yes, I was pill as much as possible.) The party brings Markov back to life before he was dead dead. They enter a clean nice room which has four exits including the one they just use. In front of each exit is a symbol. Either shield, sword, mountain, or horns. They choose the shield. (Module has it random, or guess. Players asked good questions so I shorten the trip.) Now the tunnels and rooms are shifting while they are in them. They can feel the shifting and see rooms turn while they are trying to read room number. They take some damage in the tunnels and two glyph rooms. After the second glyph room they take a short rest. In the final small room Sukua makes friends with a Tressym. They laugh at the next four glyph rooms. Taking some damage but not a lot. They enter the Hall of Lost Platoon of the Bloody Hooves. It is ninety-foot square (I made it bigger.) With a ten-foot hall way at the center of each wall. Twenty-four stone tables are evenly space out in the room next to the walls. Dara has to perform a ritual to release the bodies from the tablets. She releases the female halfling Sir Gofer Beer. Um Sir Gidor. The knight is surprise at the news of the time which has pass and she cast a magic circle to protect herself and Dara. Dara takes a coffee break (Okay smoke and bathroom break while the dm sets up the boss fight.) When we last saw our adventures. They were in ninety-foot square room. With equally space stone tablets AC 17 HP 10 which are holding members of the Bloody Hooves. Dara has started the second ritual. Lose condition Dara dead. Stalemate Condition twelve tablets destroyed. Ready Fight. Seven Rounds. Three Tablets destroyed the final devil is killed. The party takes a deep breath. Markov, “We can home now.” “hahahaa”. The walls move covering the exits. The room twists in three dimensions dropping everyone to the floor. General Everbleed, “Fools. Thank you for leading my minions to the lost platoon. Enjoyed being buried alive. Buried Alive. Buried Alive.” To be continued. Next Week. Two-day long rest. I will update on what you can do when I full read the next module. DMs Note. Including the Bonus A objective there two hard fights. Two medium fights and the rest are easy. The notes on the madness which has DC 10 says 6 checks if you outside but puts you inside after the first battle. I just did 6 checks. My players said the checks should have increase by 2 with each roll. The DC checks for the random trap like rolls were DC 16+ but the average damage is low for a tier three party. I bumped the damage up to max on a fail. The final battle before I change it is 60 feet square with one exit. All the party has too do is protect Dara from getting hit. The module highly hints the devils will all close to melee. I like the random rolls for various encounters but they were either light setbacks or very easy fights. The lockdown is bogus. DDAL09-06 does hint in the call to action the party is being watched but I must have missed Dara being a prisoner. [/QUOTE]
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