D&D 5E Time for Adventure! (A Homebrew Campaign Log)

pukunui

Legend
Hi all,

I recently started a new 5e campaign, and I thought I'd post a log of the group's adventures. I'm running a fairly episodic campaign based in a rather nebulously-defined homebrew world known as Erathis. The episodes will consist of a mix of new and old material, primarily short adventures from old Dungeon mags and the like.

I decided to use Red Larch (renamed "Larchwood") from Princes of the Apocalypse for the starter town, and we kicked things off with the initial series of mini-adventures from the back of the book.

Before we begin, though, please allow me to introduce the main protagonists of our story:

BERRIAN - male high elf fighter (eldritch knight)
An eloquent and sophisticated dandy, Berrian believes it is his duty to protect those who are beneath him (which amounts to pretty much everyone who isn't a high elf noble). Although he is generally an honor-bound and honest sort, he hides a scandalous secret: he once had a drow lover. Fearing exposure, he used the excuse of searching for his family's long-lost ancestral moonblade to escape the stifling atmosphere of the high court. Unfortunately, his younger sister threatened to tell on him if he didn't let her go with him.

BHÁRA - female high elf sorcerer (storm)
A precocious young elf maiden who has blackmailed her older brother, Berrian, into letting her accompany him on his adventures. She was seriously beginning to feel smothered at home. She's not a baby anymore; she doesn't need coddling! And, of course, being away from home means she might get to actually see her lover, who just happens to be a member of a rival house. Being a noble sure does have its drawbacks sometimes.

GILFIDDICH - male human rogue (arcane trickster)
A confident young bloke who used to con people out of their coin purses. No, really, he's a swell guy! Way more handsome than his cousin, Tasklar, as well. Don't listen to that phony's stories about how Gil ended up a con artist folk hero because he wasn't good enough to make it into bard school. That being said, there's no one Gil would rather go on an adventure with than his favourite cuz!

KARTH - male half-orc druid (moon circle)
The last of his tribe, Karth has is a devoted follower of the Old Faith, the loose collection of nature spirits and old gods that were commonly worshipped before the coming of the Andarian Septry. [More details coming soon.]

TASKLAR - male human bard (lore)
Gil's more handsome cousin, Tasklar is an entertainer extraordinaire. An eternal optimist, he believes that the world needs new ideas and bold action (read: he gets bored easily and causes trouble). He has a quick wit, which he frequently uses to poke fun of his companions.

This motley crew of misfits has come to the frontier town of Larchwood in search of adventure ...


[sblock=fallen / retired heroes]
CALLA - female human sorceress (red dragon heritage)
Calla is a sweet, demure young lady ... until you make her mad. Then people tend to get hurt. Like Gil. That was an accident, and while he has no hard feelings (Honest! It makes for a great story about the time he faced a red dragon and lived!), she still wants to make it up to him. She briefly served in an army alongside Keluak and saved his life once, though the gruff dwarf fighter refuses to admit it. Her relationship with Keth is complicated. Best not to get into that.
Status: Retired.

KELUAK SORREL - male mountain dwarf half-orc fighter (champion)
As a new recruit in the clan guard, Keluak got drunk and fell asleep on the job the night the orcs came. His clan was nearly wiped out. But Kel doesn't talk about that. Ever. Neither will he explain why he's probably the only dwarf in existence who doesn't drink alcohol. Instead, he talks about how his clan has sent him out on a decades-long mission to learn more about the world and to become a better warrior. He once served as a mercenary alongside Calla, and he reckons she's all right. He's only just met the cousins Gil and Tasklar, but he already feels like they could do with a proper father figure in their lives ... especially one who can teach them a thing or two about fighting and maybe also make sure they get enough to eat. As for Keth, well, he may only be half an orc, but Kel just isn't sure about him yet. He bears watching. Closely.
Status: Deceased.[/sblock]
 
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pukunui

Legend
TROUBLE IN LARCHWOOD, PART I
Dramatis Personae: Calla, Gil, Keluak, Keth
Source: "Alarums and Excursions" (Princes of the Apocalypse)


Bears & Bows
The PCs had spent the better part of a day searching along the Cairn Road for bandits. The Larchwood constable had suggested a number of likely spots but so far they'd all been dead-ends in more ways than one. Footsore and mosquito-bitten, the would-be adventurers were just about to give up and head back to town when they caught a whiff of roast boar emanating from the trees to the side of the road.

Spotting a trail that a wagon had recently been taken down, the PCs approached cautiously. Sure enough, in a little dell in the woods were some bandits, making merry around a campfire. There was also a black bear in a cage atop a wagon. And some crossbows within easy reach of the bandits. A quick huddle and the PCs decided that Calla the sorceress would stumble into the dell, looking for all the world like a lost and helpless maiden in hopes of drawing at least one of the bandits out onto the trail so Keth and Keluak could ambush him, while Gil circled around to take the bandits from behind.

This plan would've worked if Kel and Keth had done a better job hiding in the brush. Calla managed to get the bandits' leader to come towards her, his intentions plain upon his face and in the hungry tone of his voice, but he spotted his would-be assailants as soon as he came within view of the trail. The game was up!

As soon as the fighting started, the black bear started banging against the bars of the cage and soon broke free! It immediately turned on the bandits and began mauling them. The PCs made short work of the leader, though they accidentally killed him in the process. They knocked out two of the other bandits and then rescued the fourth from the bear after she agreed to surrender if they got it off her.

The female bandit, a young human woman named Elia, pleaded with the PCs to have mercy on her. When she discovered that Keth was a true cleric blessed by the goddess Freya (which he inadvertently revealed when he healed one of his comrades), she professed to be a fellow believer. She gave Keth a big sob story about how she'd been forced into banditry by poverty and her big brother (the now-deceased bandit leader) and so on and so forth. Keth believed her and agreed to save her from the hangman's noose if she swore never to resort to banditry again. Elia promised, and so when the PCs returned to town, they only handed over the two surviving male bandits to Constable Harburk, as well as the body of their leader, but made no mention of Elia. Instead, Keth took her to the boarding house he was staying at, where he asked the proprietor, a pipe-smoking prune of an old lady known as Mother Yolantha, to take her on as a chambermaid. Mother Yolantha, who also happened to be a secret adherent of the Old Faith, agreed to the deal, much to Elia's and Keth's relief.

In thanks for their efforts, Constable Harburk treated the PCs to a round of free drinks at the local tavern. Keluak politely declined any alcohol, asking for spring water instead. Keth, meanwhile, spent a bit of time getting to know the other two half-orcs in town: the older, retired mercenary Feng Ironhead, proprietor of the local arms and armor shop (who, Keth learned, had a great eye for gear but no head for business) and Grund, the village simpleton who lived by the market square, happily letting everyone pilfer his pickles. Keth vowed to ensure that some of his own coin found its way into their pockets.


The Haunted Tomb
The next morning, a bold young girl named Pell marched up to the PCs and proudly informed them that she'd seen a ghost. They asked her where, and she told them up in the hills. They were able to corroborate her story by talking to the local baker, a surprisingly thin halfling named Mangobarl Lorren, and promptly headed up into the hills in search of the old haunted tomb. There they discovered that there was indeed a ghost, but they also learned that they weren't the only ones who'd been in the tomb - as the ghost couldn't possibly have propped up that bucket of wagonwheel parts that fell on Gil's head when he pushed open the tomb door.

The ghost kept asking them to leave and because they didn't do so quickly enough, it attacked them. Despite the fact that their weapons went through it, they eventually managed to reduce it to a few thin wisps of ether. Gil then set about opening the inner door and discovered a sarcophagus and a chest. Letting their curiosity get the better of them, the PCs opened the coffin only to be attacking by a flying sword! Recovering quickly, they battered it into submission, then put it back in the coffin and shut the lid. Gil investigated the chest and found a secret compartment hidden under some rotten books and cloth.

The PCs took what little treasure was in the chest and left, only to be accosted by a goblin riding on the shoulders of a half-ogre who were waiting for them on the path outside the tomb. The PCs were certainly not about to let a pair of uneducated scum rob them of their ill-gotten gains! Inexperienced though they were, the adventurers proved more than a match for the would-be robbers and left them to rot on the path.


The Last Laugh
On the way back to Larchwood, the PCs came across an odd sight: a human skull stuck to a tree with a black arrow wrapped with what appeared to be parchment. Calla used mage hand to retrieve the parchment, which on close inspection appeared to be made from human skin. Written on it was a vague comment about being marked for the last laugh by someone named Valklondar. Nothing further would have come of it had not Keth stepped forward and pulled the arrow out of the tree by hand. He wanted to take it back to the village to see if anyone recognized it. That night, he experienced a nightmare consisting of the skull that had been stuck to the tree rushing at him hungrily.

Although Keth insisted on staying at Mother Yolantha's, the other PCs had set themselves up at Larchwood's only inn, the Swinging Sword. Keluak in particular was quite taken with the inn's proprietor, Kaylessa, whom he swore must be an elf queen, despite her protestations to the contrary. She was, in fact, only half-elven, but she was nevertheless flattered by the dwarf's attention. She was most keen to have Keluak and his companions in town, as she felt that the more monsters the adventurers slew, the safer the town would be! Calla asked Kaylessa if she knew anything about the tomb they'd explored, and she said that it was one of many old tombs in the hills dating back to the days of the old empires. No one in Larchwood today was descended from those nobles, but nevertheless none would like the idea of goblins and other monsters getting their hands on whatever was in those tombs, so she thanked the PCs for their work in that regard.


The Necromancer's Cave
Kaylessa also took the PCs aside later on and told them she'd heard of another source of trouble. The children of the town's clothiers had been warned away from playing near Lance Rock because of plague! The PCs went to talk to the children and their parents and were duly informed that a gruff dwarf prospector (who didn't live in town and therefore couldn't be questioned directly) had warned the children about the plague. The PCs promptly volunteered to go and investigate. They soon found a sign warning of plague but decided to ignore it and pressed on. Next they found a cave with an identical sign posted outside it. Again they ignored it and went into the cave.

In the cave, the PCs found zombies. Lots of zombies. Including some zombies dressed rather strangely: one in a bear costume, another in a jester's outfit, and a third in the get-up of a high-court lady. These three zombies danced an oddly mesmerizing dance that allowed them to get close enough to the PCs to attack them, though this proved to be a fatal move on their part. The PCs pressed deeper into the cave and found a mad necromancer and some freakish disembodied hands that crawled all over them, punching and slashing with their dirty undead nails.

Flint succumbed to his injuries, and soon after the necromancer bewitched Keth and forced him to strike his downed comrade. Luckily, Keth pulled himself together and shook off the madness before he murdered his friend. As the necromancer's skeletal guardians advanced on the PCs, Keth revived Flint and the four adventurers decided now would be a good time to withdraw. And back to Larchwood they went!
 
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pukunui

Legend
TROUBLE IN LARCHWOOD, PART II
Dramatis Personae: Gil, Keluak, Keth, Tasklar
Source: "Alarums and Excursions" (Princes of the Apocalypse)


The Necromancer's Cave, continued
Upon returning to Larchwood from their foray to Lance Rock, the PCs discovered that Gil's cousin, Tasklar, had wandered into town. And there was much rejoicing. Except from Keluak, who didn't appreciate being the butt of the bard's numerous jokes.

Reunion complete, the PCs gave Kaylessa the down-low: There was no plague as such down by Lance Rock, but there was a necromancer. They just needed to rest up for the night and then they'd go back and close the case. Permanently.

In the night, Keth experienced his nightmare with the skull again.

In the morning, Calla refused to come out of her room, so the boys took Tasklar along instead. They headed back to Lance Rock and fought their way through more zombies, including one that had until recently been a little farm girl. That made them really mad. They chased that crazy necromancer all the way into his lair, where they found a grotesque stand made of hacked-off arms holding a glowing orb with a creepy eye inside it. The necromancer leaped out from a niche hidden behind a curtain and screamed "Do you see the eye?!" as he shot magical force missiles at them from his wand. The PCs gritted their teeth and stepped forward and the necromancer was no more, vanishing in a puff of black smoke.

They took his wand and what little treasure he had beside. The orb, despite the eye having faded with the death of the necromancer, was maneuvered into a bag. They then spent an hour or two cleansing the cave, including burning all the bodies and miscellaneous parts they could find.

Back in Larchwood, they gave the orb to Kaylessa in hopes that she might know something about it. She seemed a bit miffed about that but took it off them anyway. That night, the PCs were wined and dined at the tavern by grateful townsfolk ... until a slight tremor shook the town. People started to freak out a bit. Some town elders insisted that everyone stay calm and that they would deal with it. Some of them, looking a bit worried, hurried out of the tavern. Suspicious, the PCs followed them down the road to Waelvur's Wagonworks. Barging in on the elders, the PCs attempted to ascertain what was going on. The elders were having none of it, though. While they were grateful that the PCs had helped out the town with various external threats, this was private town business and they weren't welcome here. To reinforce the point, some of Waelvur's wainwrights brandished their tools menacingly.

Recognizing the lead elder as Elak Dornen, owner of the marble quarry down the road, the PCs decided to take a peek at his place while no one was around. Fetching some meat and some pepper from the inn, they distracted Dornen's guard dogs for long enough to get a good look around his quarry and through the windows of his office. They found nothing out of the ordinary, though. They remembered that there was another quarry at the north end of town and wandered up there. They disturbed the owner, a pot-bellied whirlwind of a woman named Albaeri Mellikho, who politely but firmly told them to come back in the morning.


Bloody Treasure
In the morning, Albaeri came to them and kindly told them about a treasure rumored to be hidden away in a place called Tricklerock Cave up in the hills. The PCs suspected a trap but decided to look into it anyway. The cave turned out to be a bit of a red herring, with nothing but some stirges and a hungry ghoul hiding in a pool. No treasure at all. Unless you consider an old boot treasure.
 
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pukunui

Legend
Stay tuned for the third and final instalment of "Trouble in Larchwood", which will be played out this coming Friday (NZST). Expect a report over the weekend.
 

pukunui

Legend
TROUBLE IN LARCHWOOD, PART III
Dramatis Personae: Gil, Keluak, Keth, Tasklar
Source: "Alarums and Excursions" (Princes of the Apocalypse)


A Thorny Proposition
On the way back to Larchwood from Tricklerock Cave, the PCs heard the sounds of a scuffle coming from just off the road. Someone was calling for help! Being the fearless heroes that they are, the PCs rushed through the trees to the site of a ruined farmhouse, inside which they discovered a colorfully-dressed halfling peddler caught up in a mass of writhing vines. Catching sight of them, the halfling called out: "Please make haste and free me from this place!"

As they moved to rescue the merchant, several clumps of dead twigs knitted themselves into humanoid shapes and leapt to attack. Two larger humanoid shapes, covered in sharp needles, shuffled out of the trees. Blights everywhere!

Tasklar turned two of the twig blights and one of the needle blights into kindling with his wand of magic missiles, while Keluak smashed up the other two twig blights with his warhammer. Keth ran through the mass of vines to assist the halfling, grabbing him by the feet and trying to pull him free as the vine blight continued to constrict tighter and tighter.

Gil got caught up by the vines himself as he went to chuck a flask of oil on the vine blight. He was then attacked by one of the needle blights, but he managed to free himself just before his cousin Tasklar could do it for him. (Tasklar was intending to cut the vines with his rapier, and Gil was worried that his cuz would end up cutting him instead, which gave him added incentive to get free on his own!)

Keth managed to pull the halfling free and then Keluak walloped the vine blight with his hammer, only to have the thing wrench his weapon out of his hand and grab him for good measure. Keth lit the oil on fire and watched the vine blight start to burn before it was finished off for good.

Out of danger, the halfling brushed himself off, straightened his clothes, and said, "My thanks you have, good sirs, for saving me from those miserable curs." As he began the arduous task of gathering up his things, he introduced himself as "Bruce the Goose" and asked the PCs if they would like some "juice" (as he brandished a wine skin). He informed them that he was a "peddler of various sundries" who travelled "all over the country."

Out of gratitude for the rescue, Bruce the Goose gave the PCs a small leather bag with six small beans inside it. As he handed it over, he warned them: "Be careful not to spill this on the ground, if you still want to be around. Plant them one by one and then you shall have some fun." With that, the eccentric halfling merchant went on his way.

[sblock]Bruce the Goose is loosely modelled on "Choose Goose" from the Adventure Time cartoon. I intend to have him pop up from time to time with the opportunity for the PCs to acquire some fun magic items, like the bag of beans.[/sblock]

The PCs decided to plant a bean to see what it did. After a minute, a nest grew up out of the ground with six marzipan eggs in it. The PCs each tried an egg, and through a combination of luck, inspiration, and divine blessings, they *all* made their DC 20 Constitution saves and gained a permanent +1 bonus to their lowest ability scores. They even gave one to Keth's protégé, Elia, who got a natural 20 on her save. She's now slightly more charismatic. They've saved the last egg for Calla the sorceress.


The Tomb of Moving Stones
As the PCs headed back into Larchwood, another tremor shook the ground. A sinkhole opened up at the crossroads in front of them, swallowing up a cart and the children playing on it (one of whom looked like Pell). A woman ran out of the house and fell into the pit when the edge crumbled away below her. As more people came running, the PCs knotted their ropes together, tied one end around a fence post and dashed to the edge of the hole.

Despite the protests of several town elders, including quarry owner Albaeri Mellikho, the PCs and townsfolk made quick work of rescuing the frightened but unhurt children and the housewife. The PCs then decided to explore the exposed underground area, especially after Keluak recognized the stone door as being of dwarven construction. Their suspicions and curiosity were also piqued by a) the cloaks left by the door and b) the elders' comments about not disturbing the "delvers" or "moving the stones".

They opened the door and descended down a dwarf-made tunnel until they arrived at two stone sentinels set out from the wall aways. Keluak recognized them as symbolic guardians and also doorways. One guarded a tunnel that led to an ancient dwarven long drop. The other led to a makeshift charnel house, in which several giant rats feasted on the corpses of three murdered humans. The PCs made short work of the rats and inspected what was left of the bodies. The humans were all dressed in traveling outfits but were no one any of the PCs recognized. They all had a strange occult symbol cut into their foreheads as well.

Moving on, the PCs came to a room with a large black rock levitating in the center. Keth accidentally-on-purpose bumped into Gil, who took a dive under the rock so as not to crash into it. As he came out the other side, he was astonished to find some of the coins from his pocket were left hovering in the air beneath the rock. [Later they came back and found out that the rock wasn't magical but that there was a magical cylinder of air in the middle of the room that allowed inanimate objects to levitate within it.]

From there, they discovered a large room with the broken, petrified remains of an ancient dwarf held together by a wooden frame. Around the frame, at a respectful distance, was a circle of fine gravel, inside which had been placed a number of coins and gems and a fancy dagger with a night-blue leather grip (and bloodstains on the blade).

They headed back the way they came and discovered another room, this one occupied by a boy held in place by stones. He protested when they went to help him, telling them this was his punishment for not delivering a message to Ilmeth Waelvur, the wainwright, from his father. At this point, they noticed that the half-orc village simpleton, Grund, was also here, staring at them in astonishment from the other side of the room. He told them they had to go, and when they wouldn't, he levelled a heavy crossbow at them. They rushed him and banged on his head enough times to knock him out, then tied him up. Keth was adamant that Grund wasn't evil and therefore shouldn't be punished more than necessary.

They questioned the boy a little more, learning about the existence of the town's secret society, the Believers, who interpreted the portents of the moving stones in the tomb of the Delvers. The boy also told them that the tomb was guarded by an old man named Baragustas.

Feeling a bit worn out and weary after a long day, the PCs decided to take a rest before pushing further into the tomb. Unfortunately, after only a few minutes, their rest was disturbed by a gang of six thugs in stone masks, who announced themselves to be the "Bringers of Woe" and who had come to "reward" the PCs' curiosity. Whoa indeed.

Fortunately for the PCs, the Bringers of Woe turned out to be more bark than bite. Before pressing on to meet Baragustas, they donned the cultists' masks and tricked Baragustas into thinking they were the cultists. They informed him that they'd "taken care of" the nosy adventurers, and he told them to put the bodies with the others. Keth then rushed him and knocked him out with a swift blow of his mace. The old man was tied up and left with Grund and the boy.

The PCs then ventured into the vast chamber of the Delvers' tomb. Here they found a random assortment of menhirs and trilithons, as well as the bodies of six humanoids placed on stone biers around the edges of the room. Here they also found Larrakh, the stone priest. He saw through their disguise right away, considering that he knew that none of his accomplices were short and squat like a dwarf.

He opened with the slow spell, which caught up Keluak and Gil. Keth rushed into the room and got behind a standing stone. Tasklar fired the last magic missiles from his wand (which fortunately did *not* crumble into dust), but Larrakh countered them with a shield spell. He then tried to knock Keth prone with an earth tremor, but the half-orc would not be moved. To the PCs' astonishment, however, all the massive standing stones in the room proceeded to rise up a few inches off the ground.

Larrakh then used shatter on Tasklar and Keth. Keth managed to hang in there with his orcish endurance, but Tasklar went down, one of his eyeballs exploding due to the magical vibrations. Ouch! Keth broke off his attack to save Tasklar from death, while Gil, shaking off his slowness, pressed in to attack with his sword. He got a crit on Larrakh, who cast expeditious retreat and ran to the back of the room, where he opened a secret door in the wall. Gil dashed after him, but the dastardly cultist wrenched a support beam out from the wall as he made his way up the tunnel, causing it to collapse behind him.


The Aftermath
The townsfolk were most grateful for the PCs' assistance. Constable Harburk found the murdered travellers and launched an investigation. The Believers were all exposed and shunned and ended up turning on each other. Albaeri Mellikho and Ilmeth Waelvur were found guilty of murder and hanged. Marlandro Gaelkur, the village barber, was also found guilty but he managed to skip town. Several of the other Believers, including their leader Elak Dornen, also fled town. Grund was cleared of wrongdoing, since he was just doing what the elders had told him to do. Baragustas knew about the murders but hadn't committed them himself, so he was thrown out of town.

In the end, the townsfolk of Larchwood opted to elect their first mayor. Their first choice was Constable Harburk, but he politely declined, so they chose his partner and the town's butcher, Jalessa Ornra, instead.

Kaylessa, the half-elf proprietor of the Swinging Sword Inn, also revealed herself to be something of a sorceress and offered to mentor the PCs as they sought to become Big Damn Heroes.
 
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pukunui

Legend
Ran a slightly modified version of the "Fane of the Sun Swallower" adventure from Ghosts of Dragonspear Castle last night. The guys all had a blast! They loved all the old school flourishes and really got into the exploration aspects.

I got about halfway through writing up a recap before it got eaten by the forum. :mad:

EDIT: WTF?! It just did it again!! That's like 3 hours of my life down the toilet! :rant:
 
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pukunui

Legend
Let's try this one last time ...

FANE OF THE SUN SWALLOWER
Dramatis Personae: Gil, Keluak, Keth, Tasklar
Source: "Fane of the Sun Swallower" (Ghosts of Dragonspear Castle)


Prologue: Some Magic Fruit
Before setting off on another adventure, the PCs decided to plant another of their magic beans. This time it produced a tree with some magical fruit on it. After a bit of experimentation, they discovered that each fruit produced the effect of a different magic potion, although one of them actually turned out to be poisonous instead. They wasted two potions in the process – one was given to the donkey, with no apparent effect (wasn’t sure how to roleplay a suddenly clairvoyant beast of burden), while Tasklar ate another and was turned into a gaseous cloud for an hour. The others were, in effect, potions of invisibility, growth, fire breath, and water breathing.


Stormy Weather
Having heard reports of diseased lizardfolk raiding isolated farmsteads and villages to the southwest of Larchwood, the PCs set off to investigate. On the way, a storm rolled in and drenched them with rain. Seeking shelter in a one-horse village, they were somewhat taken aback to find the locals in the process of hanging a wizard with sinister tattoos all over his body. His crime had something to do with the local lordling.

The next day, they continued on their journey to Cromm’s Hold, an old castle overlooking the swamp in which the lizardfolk lived. The baroness of the castle welcomed them and informed them that a large black dragon had come to the castle the other day looking for a lost egg. The dragon had identified itself as Thoss Fyurnen, the Sun Swallower and Chosen of Talona. While the baroness had managed to pacify the dragon by offering it some tribute, a large force of the diseased lizardfolk attacked the castle shortly after the dragon left. She lost six men in the attack and her sergeant was currently dying of a poisoned wound.

Keth offered to administer to the sergeant. Fearful of persecution, though, he disguised his restorative spell as mere herbalism.

In thanks for healing her sergeant, the baroness invited the PCs to dinner, over which she told them what she knew about the swamp and its denizens. She explained that, while she knew there were dragons in the swamp, they didn’t normally show themselves. Nor did the lizardfolk, who weren’t normally so bold as to raid human settlements and carry off victims.

Since the PCs seemed determined to venture into the swamp, despite the fact that the baroness couldn’t spare anyone to guide them through it, she instead offered them each a healing potion. She said she’d like to know where the dragon’s lair was but suggested they avoid a direct confrontation with it.


Into the Swamp
Not long after venturing into the swamp, the PCs nearly met their end after being lured towards a patch of quicksand by a will-o’-wisp. Though the PCs all managed to avoid the quicksand, they were soon set upon by several skeletal warriors that rose up out of the murky water to attack them. Keth also found himself repeatedly under attack by the wisp, which kept zapping him with lightning. He almost succumbed to the creature’s attacks, but his orcish heritage saw him through in the end.

As a reward for their efforts, the PCS found that one of the skeletons had been carrying a fancy, gold-plated shield emblazoned with a painting of a withered tree. Keluak picked it up and, much to his surprise as he cleaned off the mud, the tree seemed to come to life, growing new leaves and even a single apple! In fact, he got the strange feeling that he could reach into the picture and pick the fruit and that, if he were to eat it, it would heal some of his wounds - and, furthermore, that the tree would grow a new fruit each day at dawn!

That night, the PCs took shelter in an ancient elven gazebo that not only kept the rain out but also the ubiquitous bugs and reptiles. Weary from their slog through the thick mud and tangled underbrush of the swamp, the PCs were glad to get a good night’s sleep in the relative comfort of the dilapidated structure.


Mama Booga and Her Boys
The next morning saw the rain continuing to bucket down unabated. The PCs left the gazebo and trekked back into the swamp. Eventually they found a clearing in which stood the partially submerged ruins of an old manor. Through the gaps in the walls they could make out the light of some campfires, and they could also hear the sound of someone coughing badly.

Sneaking forward to investigate, Gil spotted an old, one-eyed orc woman huddled by a fire, seemingly coughing up a lung. Keth decided to approach her openly, and she invited him to sit with her, introducing herself as Mama Booga. She gestured at a number of squat, camouflaged figures lurking in the ruins who she said were her “boys” – four half-orc/half-dwarf mongrels. After another coughing fit had passed, Mama Booga complained about the effect the swamp was having on her health and mentioned how she longed to return to the mountains.

Keth offered to use his “shamanistic powers” to cure her of her malady, for which she was very grateful. He then asked her why she was hanging around, to which she replied that her boys had stolen a dragon’s egg for a human wizard, and they were waiting for him to come back to collect it.

Keth then asked if his companions could join them, and they surmised that the wizard was the same one they’d seen being hanged in the village, though they didn’t share their suspicions with Mama Booga. Instead Keth offered the old orc his poisoned apple, which she happily ate. As she fell into a sort of stupor, her boys roused enough to grumble at the PCs, but some fast-talking from Keth was enough to get them to back off. Tasklar then used his charm to persuade them to take their mama back to the fresh mountain air while they looked after the egg on their behalf.

The boys, none too bright, accepted this proposal and summoned their pet crocodile from a nearby pool. Placing their incapacitated mother on its back, they made their way off into the rain. As soon as they were gone, the PCs rushed over to the dragon egg. Almost immediately it started to hatch, and Keth soon found himself with an almost man-sized “pet” as it quickly imprinted on him. As cute as the baby dragon was, the PCs all agreed that it would be best if they returned it to its father.

Having gotten a bit of info regarding the dragon’s lair from Mama Booga before poisoning her, they had a fairly good idea of where to look.


The Fane
The PCs soon found themselves looking at the ruins of an ancient sun god’s temple from across a murky, leech-infested lake. Tasklar identified some bright yellow flowers growing on the lakeshore as being a good herb to ward away bloodsucking insects, and while the others all agreed to smear some crushed up flowers on themselves, they also insisted on building a raft.

Inside the temple, they found giant fire beetles crawling over an altar heaped with offal. Spooked by the size of the creatures, Tasklar cast a shatter spell at them. The beetles exploded – and the altar gained a few more cracks – and then some diseased lizardfolk leapt out of some shadowy alcoves and attacked. Some more lizardfolk from adjoining rooms soon joined the fray, and the PCs had a real fight on their hands. The little dragon proved to be quite eager to slay the lizardfolk, though they went out of their way not to attack it back. Eventually the battle was won, though Tasklar had been bitten by one of the lizardfolk and felt “unclean” as a result.

Keth insisted that they clean off the damaged altar, which turned out to have a small circular indent on the top of it. Searching through the rest of the upper level of the temple, they found a small dwarf statuette with a circular base that looked like it might fit into the altar’s indent. Sure enough, it did, and the statuette animated, clasping its hands together and babbling incoherently for several moments. At one point, however, it smacked itself on the head and proclaimed in Dwarvish that the key lay under the midday sun.

Having earlier found a room with several murals depicting the sun traveling through the day, they went back and searched around the panel depicting the sun at noon. Sure enough, one of the priestly figures in the mural was actually a cleverly hidden key … which turned out to fit into the keyhole of a lockbox they’d found in what was most likely the head priest’s room. The lockbox contained some minor treasures, including a glowing gem and a candle that could be used even underwater!

They also discovered that several rooms in the temple were filled with dangerous, bad-smelling swamp gas. Luckily, they had their driftglobe for light. Plus, they observed that the lizardfolk seemed to be using the fire beetles’ glowing glands as safe light sources, so they harvested some of those for themselves too in order to avoid the risk of a fiery explosion.

Elsewhere in the temple, they found the lizardfolks’ larder, in which the body of a halfling was currently being drained of blood by several stirges. Remembering his last encounter with the bloodsuckers (see "Bloody Treasure" above), Keth recoiled in horror and demanded that Tasklar eliminate them with his thunderwave spell. This worked a treat, and the PCs went in to investigate. In addition to the halfling, who looked like a lowly farmhand, there were also corpses of two giant frogs and a large python. But no treasure, much to Gil's dismay.

Plenty of treasure was to be had in the lizard queen’s throne room, however! But first the PCs had to dispatch the queen’s pet drakes. Afterwards, they found an old lizardfolk male cowering behind the throne. The lizardfolk spoke flawless Common, introducing himself as Wrecan, the queen’s reluctant advisor, and explaining that he used to negotiate treaties on behalf of his people before the queen came to power and corrupted them.

Before he could tell them anything else, however, the black dragon wyrmling – sensing easy prey – pounced on him. It was all Keth could do to wrestle the wyrmling off him so that Tasklar could quickly hurry the old lizardfolk into a different room. Once out of the wyrmling’s sight, Wrecan relaxed and told the bard everything he knew: the lizard queen, Vethka, believed the dragon, Thoss Fyurnen, was the Chosen of Talona, an old god of disease and pestilence. She and her followers had all contracted a leprous disease that she maintained was a gift from her goddess, but which Wrecan believed was a curse from the sun god whose temple the queen had defiled.

Wrecan also gave Tasklar a quick description of what lay ahead – first, the temple’s crypt level and beyond that, the caves containing the dragon’s lair. Before heading off into the swamp, Wrecan shared one last piece of information: Thoss Fyurnen had a mate who was currently elsewhere. The dragon knew he would be in big trouble if his mate, Cheleen, found out that he’d lost one of her eggs, which was why he was so desperate to get it back.

Further exploration of the temple’s upper level revealed little more than some green slime and a seemingly empty chest that turned out to have a false bottom concealing a well-preserved sun priest robe and medallion, as well as a scroll tube containing lesser restoration and speak with dead scrolls. Gil tried on the robe as a joke, then passed it to Keth, who decided to wear it in the hopes that it might enable him to fool any restless spirits in the crypts into thinking he was one of them.


The Crypts
As it turned out, there were no undead in the crypts. Instead, they found quite a lot of swamp gas and a magic fountain that healed them of their wounds and refreshed them as if they’d taken a long rest. They also found some more statuettes like the one of the dwarf priest – one human male and one elf female. Tasklar took the human and nearly dropped it when it screamed at him. The elf, on the other hand, did not scream when Keth picked it up. Taking them back up to the altar, they found that the human male was full of BS, including offers of protective spells that didn’t actually do anything, while the elf female hurled insults at them in Elvish until finally breaking down into inconsolable weeping (though she did, during a brief moment of lucidity, offer to cast a healing spell on them).

Meanwhile, Keluak was attacked by a gray ooze that had been attracted by the statuette’s scream. Though he and Gil made short work of it, the dwarf made the mistake of hitting it with his warhammer. Much to his horror, the hammer’s metal head began to corrode!

Elsewhere in the crypts, the PCs found a magic mace that was glowing faintly. It was clutched in the hands of a long-dead, mummified sun priest. Keth used the speak with dead scroll to converse with the dead priest’s spirit, finding out that the mace’s name was Dragonthumper and that it glowed faintly when near dragons and was more effective in battle against them. He asked the priest if he could have the mace, and the mummified hand released its grip. Thanking the dead priest, the half-orc and his companions continued on their way.


The Caverns
Down a long passageway divided by several short flights of stairs, the PCs found themselves entering a cavern bisected by a swiftly-flowing stream. Here the air was fresher, and off to the right they observed a group of lizardfolk chanting to the beat of a drum. The leader of the chant appeared to be none other than the lizard queen herself, the vile Vethka. All the lizardfolk in the group bore the signs of the leprous “gift” of Talona. Behind them stood a statue of a lizardfolk that had been crudely modified to look like a black dragon.

Tasklar dropped another shatter spell on the group, while Keluak ate one of the magic fruits, which caused him to double in size as per the enlarge spell. Gil then cast sleep, taking out two of the lizardfolk, and the fight was on!

Vethka proved to be a formidable warrior, repeatedly skewering the enlarged dwarf with her trident, seemingly gaining great power with each hit. Soon the dwarf was on the ground, bleeding from multiple wounds, but a healing word from Tasklar and a potion of healing from Gil brought him back into the fight. Kel insisted that the others retreat behind him while he got into a defensive stance to hold the lizard queen off.

This tactic worked wonderfully, as Vethka grew more and more frustrated with her inability to hit the dwarf, now that he was focused on defense instead of attacking her back. Meanwhile, the other PCs were able to pick off the remaining lizardfolk minions from the safety of the passageway. The last one standing, a frustrated Vethka leapt into the stream and swam off.

Keth and Keluak climbed a waterfall on the east side of the cave only to find a carrion crawler guarding its clutch of eggs. They quickly retreated back down the waterfall, but the crawler didn’t follow them. Meanwhile, Gil and Tasklar inspected the makeshift shrine and discovered a secret door in the cave wall behind it. This door opened into Vethka’s private sanctum, which they summarily looted, of course. The best prize turned out to be a magic mirror of elven make that reflected the viewer in the most flattering way possible (for instance, it made Tasklar look like he still had both his eyes).

From there, a narrow tunnel and a long flight of steps brought them down into the dragon’s lair – a large cavern mostly taken up by a large pool. Wrecan had warned them that the dragon had an underwater exit to his lair. Before they could go exploring, however, an enraged Vethka leapt out of the pool and attacked Keluak as soon as he’d squeezed his magically-enlarged bulk out of the tunnel. Again the dwarf went on the defensive, and again she was unable to do much while the others pinged away at her until she finally dropped, dead, into the black water.

At that point, the massive skull-like visage of Thoss Fyurnen himself surfaced near the edge of the lake. The PCs immediately started yammering on about how they’d found his lost offspring and were returning it to him. As if to prove their point, the baby dragon came pushing past them and leapt into the water. The dragon thanked them and then suggested they be off before he changed his mind and decided to eat them.

And thus ends the story of how our brave heroes encountered an adult black dragon and lived to tell the tale! And not only that, but they emerged from the swamp substantially richer men than they'd been when they went in.


EDIT: Yay! It finally worked! Some thoughts on the adventure:

[sblock=DM thoughts]I found it pretty easy to strip out the FR-specific stuff and run it as a generic, standalone adventure. I was attracted to it by its many old school touches, and much to my delight, my players picked up on all the little cues and really got into it. They loved the quirky magic items, like the apple shield and the mirror of flattery. They loved exploring the temple and playing around with the magic statuettes and finding the key in the mural and the false bottom in the chest and so on.

It was quite a long adventure, though. It took us nearly six hours to play through, and by the end of it, when it was nearly 2 am, I was feeling so exhausted that I just couldn't think of what to have the dragon say to the PCs. Somehow I don't think a black dragon would ever stoop so low as to actually thank such mere mortals morsels, but whatever. My players had heaps of fun, and they really gelled as a team, which was possibly the best part for me (if you've been following my other threads, you'll know this has been a long-running problem for my group). I think the guy playing Keluak has really found his niche. He seemed quite happy to spend his turns taking the Dodge action so the lizard queen had trouble hitting him. He also quite enjoyed being Large and being able to block off passageways, so his allies could stand behind him and attack past him without worrying about being attacked in return. Of course, he's not always going to be able to do that, but it worked well in this instance.

The guys playing Gil and Tasklar are both new to 5e. Gil's player skipped 4e, while Tasklar's player hasn't played since 2e was the current edition. They're both having an absolutely blast! So great to see.[/sblock]
 
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Rhenny

Adventurer
Pukunni,

I love reading the exploits of other DMs and players. Keep up the good work.

I really liked using the Tomb of Moving Stones and the Necromancer's Lair from PoTA also, and in a prior campaign, I ran 3/4 of the Ghosts of Dragonspear Castle adventure which everyone really enjoyed too. You are right about that old school feel.

Cheers.
 

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