29th session of Monte Cook's 3E Banewarrens campaign run with Shadow of the Demon Lord on Owlbear Rodeo.
Five player characters at Level 5:
The bait in the trap was a magical gem. The gem was inside an opulent manor. (I used the lovely Merchant Prince's Villa map from Tomb of Annihilation.) I asked the players to describe the gem. The elf wizard's player suggested it was a massive crystalline shard with magical properties. I asked, What sort of qualities? Another player proposed that it was a window into the past. I suggested that some scholars suspected it was a window into both the past, present, and potential future: The Shard of Future Past.
One of the players asked if he could look into the shard and see anything. Of course, I said. Then all the players took turns peering into the Shard. I gave them all visions of the future -- foreshadowing upcoming events in the campaign. (Of course, all this was spontaneous and unplanned. Awesome stuff.)
Interrogation revealed the boggle's backstory. TL;DR is that it stole an artifact from the Banewarrens -- the "un-key" that could unmake any Bane Key -- and betrayed the Pactlords. With the un-key, the characters could destroy all the Bane Keys, thereby preventing anyone from entering the Banewarrens in the future. They demanded the boggle give them the un-key. It refused -- unless they could first destroy the Pactlords and the magical Quaan that bound them together.
Sure, yeah, the characters could do that. But they still wanted the un-key first. The boggle refused. At that moment, four men entered in the manor -- guards employed by the Longfingers. The players thought the guards were on their side. Then they realized that each guard had been possessed by a boggle. It was time to roll for initiative!
Next session: Boggled!
Five player characters at Level 5:
- Dwarf Berserker/Warrior. Heir to a lost kingdom. His trinket is half of a treasure map.
- Elf Wizard/Magician. Outcast from elven lands, raised in Ptolus, keeper of a dark secret. His magical traditions are Arcana, Teleportation, Chaos, and Fey.
- Goblin Oracle/Magician. Responsible for the destruction of his tribe. Specialized in the Fire and Forbidden magic traditions.
- Changeling Spellbinder/Rogue. Created by House Vladaam to replace a child they kidnapped and held in servitude. Naturally, she wants revenge. Two weapon fighter with the Battle tradition.
- Human Paladin/Priest. Cleric of Lothian, the primary god of Ptolus. His magical traditions are Life, Theurgy, and Battle. His wife was murdered by undead and now he seeks answers.
The bait in the trap was a magical gem. The gem was inside an opulent manor. (I used the lovely Merchant Prince's Villa map from Tomb of Annihilation.) I asked the players to describe the gem. The elf wizard's player suggested it was a massive crystalline shard with magical properties. I asked, What sort of qualities? Another player proposed that it was a window into the past. I suggested that some scholars suspected it was a window into both the past, present, and potential future: The Shard of Future Past.
One of the players asked if he could look into the shard and see anything. Of course, I said. Then all the players took turns peering into the Shard. I gave them all visions of the future -- foreshadowing upcoming events in the campaign. (Of course, all this was spontaneous and unplanned. Awesome stuff.)
- The elf wizard saw his captive mentor having his brain consumed by Pactlord mind flayer.
- The changeling spellbinder saw the patriarch of House Vladaam held captive in the attic of his family estate.
- The dwarf berserker saw an ambush by a degenerate lost clan of dwarves on a narrow bridge over a chasm deep inside the Banewarrens.
- The human paladin saw an aristocratic undead lord standing in a cathedral of blood, reading from tome of legendary evil, with a strange image reflected in his eyes -- the paladin's wife.
- The goblin oracle saw that his dead tribe had been resurrected as zombies in service to the same undead lord.
Interrogation revealed the boggle's backstory. TL;DR is that it stole an artifact from the Banewarrens -- the "un-key" that could unmake any Bane Key -- and betrayed the Pactlords. With the un-key, the characters could destroy all the Bane Keys, thereby preventing anyone from entering the Banewarrens in the future. They demanded the boggle give them the un-key. It refused -- unless they could first destroy the Pactlords and the magical Quaan that bound them together.
Sure, yeah, the characters could do that. But they still wanted the un-key first. The boggle refused. At that moment, four men entered in the manor -- guards employed by the Longfingers. The players thought the guards were on their side. Then they realized that each guard had been possessed by a boggle. It was time to roll for initiative!
Next session: Boggled!
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