D&D General How Was Your Last Session?

45th session of my Neverwinter campaign. Three 9th level characters: half-orc vengeance paladin, human genie warlock, drow evoker wizard. This was a short session. The characters were just cleaning up the final opposition for this campaign arc -- a few drow minions of the mind flayer overlord they defeated last session. And they got loot! That was the big twist, actually.

I'm running another campaign that shares one player with this campaign. In the other campaign (a mashup of Dragon Heist and the Deck of Many Things) the characters were defeated, captured, and stripped of their magic items -- by a mind flayer. Well, the mind flayer in that campaign and the mind flayer in this campaign are both part of a larger conspiracy. MF #1 sent the magic items to MF #2 -- and now the characters in this campaign have found them. I've been waiting for months and it was really satisfying to finally pay it off.

It took a few minutes for the player to realize exactly what happened. But when he did he said, "Bravo, you magnificent bastard."

Next session: The Queen's Festival!
 

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I almost TPK’d 4 5th level 5e characters with a single CR6 monster.

(1st round of combat, annis hag wins init and proceeds to crit the barbarian with her strong attack - 108 points of damage - 2 points away from instantly killing him as his max is 55 HP)
 

47th session of Monte Cook's 3E Banewarrens campaign run with Shadow of the Demon Lord on Owlbear Rodeo. Five player characters at level 9.
  • Dwarf Executioner/Berserker/Warrior. He now wields the sacred Axehammer of the Lost Clan.
  • Elf Librarian/Wizard/Magician. Outcast from elven lands, raised in Ptolus, keeper of a dark secret. His magical traditions are Arcana, Teleportation, Chaos, and Fey.
  • Goblin Pyromancer/Oracle/Magician. Responsible for the destruction of his tribe. Specialized in the Fire and Forbidden magic traditions, with a dose of Divination.
  • Changeling Dervish/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 Defender/Paladin/Priest. Cleric of Lothian, the primary god of Ptolus. His magical traditions are Life, Theurgy, and Battle. His murdered wife was has returned as undead and now he seeks to stop her.
The climactic fight at the end of the campaign continues!

Deep inside the Banewarrens, in the cylindrical heart of the Spire, the characters have obtained the Key of Making. With that, they can seal the Banewarrens forever. However, at the end of the previous session, the Key of Making was snatched from their grasp by Aliastar and Navanna, noble scions of the sinister House Vladaam. With the key, the Vladaams could unlock the vault that held the Black Grail. The Black Grail would give them the power to enthrall the other noble houses and rule Ptolus.

Concurrently, the characters had stirred the fragmented soul of the Dread One. The Dread One possessed the body of the changeling spellbinder. Its goal was simple: Kill the intruders and then escape the Banewarrens.

The session began with the Vladaams leaping off a 3000 foot ledge and flying down the Spire to reach the vault that held the Black Grail. The other characters leapt after them, quaffing potions of flying as they fell. The Dread One, now played by the changeling spellbinder, followed.

The Dread One had the power to reduce a foe to zero Health with a single hit -- it's that powerful. As it plummeted downward, it destroyed the Vladaam's pixie minion with a beam of black light. Hasta la vista, Glitterdeath.

Throughout, the very presence of the Dread One gave the characters Insanity, which eventually led to Madness. Some of them got lucky on their Madness rolls and gained benefits, but one NPC ally begin to tear out his own eyes. It was peak Shadow of the Demon Lord.

By now, the Vladaams had entered the vault that held the Black Grail. It was a huge chamber bisected by a bottomless pit, which was spanned by a bridge of chains. The characters swarmed the Vladaams, using every power available to bring them down.

Here, I paused to give the characters a mid-battle level up. I never, ever do that. But I made an exception because this game has only 10 levels and we are at the finale. It's now or never.

Next session: The Book of Inverted Darkness
 

In today's "Dreams of Erthe" campaign, in an adventure I entitled "Formless Dread," the PCs:
  • Freed a dreamer (a sewer worker) from a dream about lounging in a luxurious bathtub, nibbling on a plate of cheeses and drinking from a flute of champagne, when a swarm of poisonous toads started raining down from the ceiling
  • Were asked by the sewer worker and his wife to investigate the rash of deaths of sewer workers in recent weeks, three since before the sewer worker fell asleep, and now up to eight in the weeks since; they all occurred in the northern parts of the sewers and there have been mysterious sightings of a man-sized frog in the area
  • Entered the sewers, immediately began having spells (or spell slots) drained from them, as they fought a reason stealer (a formless blob that can take over the appearance of a foe it slays and then stay in that form for 24 hours; this one was just at the end of its time and was falling back into amorphousness)
  • Discovered the location of the arcane ooze that continued draining their spells/spell slots, fought it for a bit, then retreated back topside so they could warn the townsfolk to stay out of the sewers until they could go back down the next day to deal with it, this time prepared with a better spell selection (now that they knew what they were up against)
  • Gained the assistance of a lantern archon with a planar ally spell cast by the half-orc cleric/paladin
  • Went back into the sewers the following day, everybody buffed up to the gills ahead of time and each having a resist energy (acid) spell in place
  • Fought and slew the arcane ooze (with the help of a bunch of summoned monsters, many of which got one hit in and then were slain)
  • Simultaneously fought off a corrupture, another amorphous blob-monster
  • Discovered a section of hidden rooms a thieves guild once used, including their treasure hoard
  • Discovered where the thieves once had their hidden bunkroom, prisoner cells, and mausoleum (where they stored the bodies of those they'd slain), they last one having recently been invaded by a pink slime zombie ooze that devoured enough dead flesh to spawn into two
  • Killed the two pink slime zombies
  • Found a large storage area roughly divided in two with 10-foot-tall piles of crates, one side holding a bloodheart (Huge ooze that squirts adhesive "blood" that can glue a foe in one place for later devouring/absorption); the other side holding the bullywug oozemaster (the "man-sized frog" that had been spotted several times in the sewers) responsible for the creation/summoning of the various oozes in the sewers
  • Managed to kill first the bloodheart, then the many summoned fiendish crocodiles and their giant versions the oozemaster summoned, then the oozemaster himself
  • Checked out the treasure and got a bunch of coins and a few nifty items, one of them a rapier that adds +3d6 sneak attack damage to a wielder who can already deal sneak attack damage (by no coincidence, this puts my nephew's bard 6/rogue 3 PC back in line with doing as much sneak attack damage as if he'd been a rogue 9, having decided last session that bard PCs sucked mightily)
  • Leveled up to 10th level as a result of this adventure
This was adventure #45 in a planned campaign of 100 adventures overall.

Johnathan
 

46th session of my Neverwinter campaign. Three 9th level characters: half-orc vengeance paladin, human genie warlock, drow evoker wizard. This was a transitional episode. The characters had just finished a campaign arc. It was time to reward them and give them the choice of their next adventure.

On the reward side, the characters had eliminated a rival guild to The Key, a "good guy" thieves guild that's my original creation. In return, The Key offered to find the characters a safe house and guard it from their enemies. Additionally, they bought potions and had several magic items identified by The Sanctum, a mage guild that's also my original creation.

I offered three options for their next adventure. First, The Sanctum's rivals are the Tower Arcane, my gender-neutral version of the Arcane Brotherhood. They have an embassy in Neverwinter which they are using to plot and plan. What are they planning? What are they plotting? Who knows? But it's not good. Second, the characters are opposed to a cabal of sinister nobles known as the Winter Nobility. What do they want? It's a mystery. But the answer to that mystery might be found in the haunted crypts of an extinct line of nobles. Third, the paladin promised to do a job for the Winter Nobility -- and they're getting tired of waiting on him to fulfill his end of the bargain. So they sent him a "friendly reminder" that it's time to get that magical helm from the orc-held ruins.

The players decided to take the first option.

Next session: Raid on the Envoy's Residence!
 

Wow - tonight's "Ghourmand Vale" adventure was a new low. The plot was simple enough: we arrived in Greyhawk City, turned over the rescued frost barbarians who had been captured by orcs in the previous adventure, the PCs were each given an amulet valued at 350 gp that showed them as "friends of the frost barbarians," and we spent the night at my PC's brother Atherton's villa. The next day we did some shopping, to include buying fancy clothes for a dinner party Atherton was holding the following day, with guests including my PC's parents. (I had been kicked out of the noble family when my sorcerous powers started manifesting, as my father assumed I'd been trafficking with fiends to gain these spellcasting powers.) While waiting for my mother's brother Conrad to show, a ransom demand was delivered: they wanted Atherton to bring the Pastlethwaite diamonds to a warehouse in exchange for Conrad's life.

Atherton, suspecting this was an attempt upon his life (and passing on his suspicions that Uncle Conrad was in on the deal), had our PCs go in his stead to deliver the ransom. So we showed up, I had my grackle familiar do a recon flight around the warehouse (3 doors, no windows, no holes in the roof, nobody watching the area), and we set up an ambush: the elf archer was on the roof, aiming down at the door I'd be entering (I was going to pretend I was my brother Atherton), the halfling rogue was waiting to stab at anyone coming out the door from one side and the half-elf paladin was doing the same on the other side, and my grackle was perched on the roof keeping a watch out.

I pounded on the door, announced my presence, and demanded to see Conrad. A voice from inside told me to come in. I kicked in the doors, saw two shadowy figures in cloaks, and demanded Conrad be brought forth at once, for I had the ransom. The voice told me to step into the pitch-black warehouse. Not being suicidal, I refused, made a big stink about having my aristocratic time wasted, and stormed off (hoping at least we could get a flunky to come outside and spring our ambush).

Nope. The DM absolutely insisted I enter the pitch black warehouse. When I refused, he recanted and decided there were lit torches inside the warehouse after all, but I still demanded the kidnapper bring forth Conrad before I paid over any ransom. Finally, he had the babau demon (the only actual enemy in the whole adventure - the two "cloaked figures" and four more just like them inside the warehouse were all dead, each missing a different body part, and were propped in place - apparently somebody's been making a flesh golem) teleport just outside the gate in the fence where I was about to exit, so he could get in a readied attack when I opened the gate...with the fence retroactively being suddenly 8 feet tall to explain why my familiar (who was aimed in my direction atop a 20-foot-tall roof) didn't see anything and so didn't warn me. The babau clawed me down from 27 hp to 9 hp (it was a successful crit), and then the other PCs got in on the fight, dealing it a bunch of damage (especially the paladin, whose smite evil attacks quickly brought it down to single digits). It teleported back inside the warehouse, we went inside to follow, it cast darkness around it, but that didn't stop the archer from continuing to hit it with cold iron arrows. Finally, the halfling was going to hit the babau with a sling stone that was really a small boulder under the effect of one of my shrink item spells, when the DM informed me it was too dark for me to see what the halfling was doing so I couldn't call out the command word that would restore the boulder to its full size in mid-flight. Then the archer suggested the halfling shoot it at the ceiling directly above the babau, since impact would also restore the boulder to its full size, and gravity would then drop it on the babau's head. The DM then decided that a small boulder wouldn't deal any damage simply by falling onto a foe unless it fell at least 40 feet (the ceiling was only 20 feet tall)...despite rulings in our previous 16 adventures that having a fist-sized rock dropped from my unseen servant merely releasing it while holding it over a foe's head dealt 1d3 points of damage. We pointed out we were aware the babau had DR 10 and thus we'd need to deal 11 or 12 points of damage on 2d6 (the amount we had previously agreed upon earlier that a restored-to-full-size-before-impact boulder would deal) to deal any damage at all to the babau, but he wouldn't even allow us to try.

Finally, the archer made the whole point moot by killing the babau with another cold iron arrow when it was her turn. But we were very concerned that the DM had apparently suddenly decided none of our plans would ever be allowed to work, even if it meant going 180 degrees from previously-established rules of the game.

And, what made this particularly galling: in the campaign I ran prior to my current campaign, I had designed a slingshot of rock shrinking specifically for the DM's character (he was a player in that campaign), since he ran a wizard with an earth elemental familiar. That weapon allowed a "shrunken" piece of stone to be restored to its original size upon impact, dealing damage as if it had been its full size all along. And we had jointly come up with all kinds of ideas on creative uses for the shrink item spell at work this past week, so I was confused as to the sudden reversal of policy.

Fortunately, we discussed the problems with the night's session at work this morning (he was well aware none of his four players was very happy with how he had handled the session, including his wife), and it doesn't seem to have been an intentional display of adversarial DMing; he was just a little unsure of things and started making snap decisions on the fly. (For example, he said he couldn't find in his notes where babaus had darkvision so assumed he must have made an incorrect assumption, resulting in him "remedying" the situation in a very suspicious-looking way by retroactively adding torches in the warehouse interior.)

In any case, next week's session is almost guaranteed to be better than this one, but I'm willing to chock it up to inexperience rather than an adversarial attitude.

Johnathan
 

48th session of Monte Cook's 3E Banewarrens campaign run with Shadow of the Demon Lord on Owlbear Rodeo. Five player characters at level 10.
  • Dwarf Executioner/Berserker/Warrior. He now wields the sacred Axehammer of the Lost Clan.
  • Elf Librarian/Wizard/Magician. Outcast from elven lands, raised in Ptolus, keeper of a dark secret. His magical traditions are Arcana, Teleportation, Chaos, and Fey.
  • Goblin Pyromancer/Oracle/Magician. Responsible for the destruction of his tribe. Specialized in the Fire and Forbidden magic traditions, with a dose of Divination.
  • Changeling Dervish/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 Defender/Paladin/Priest. Cleric of Lothian, the primary god of Ptolus. His magical traditions are Life, Theurgy, and Battle. His murdered wife was has returned as undead and now he seeks to stop her.
The penultimate session of the campaign! The characters are in the heart of the Spire, fighting various factions for the magical key that will lock (or unlock) the Banewarrens forever. Previously, they defeated the Pactlords (a confederation of intelligent monsters) and the Vladaams (an evil noble house). The Dread One (creator of the Banewarrens) remained. And now they were joined by minions of a necromantic death cult under the leadership of a fallen inquisitor of the Church of Lothian.

The session started with the paladin destroying the Black Grail. Which is about as evil as it sounds. He brought his blessed mace down upon the Grail and both disintegrated, a shockwave of energy flattening everyone around.

I will admit to being a little disappointed. In the climax I have given the players multiple opportunities to gain overwhelming power and unleash it upon deserving foes...and all it costs is a part of their soul. Or maybe all their soul. They've turned me down flat over and over again. Sigh.

The action then shifted further down the Spire, one hundred feet from the bottom of the Baneheart. The inquisitor's undead had swarmed up the walls and broken into the vault that held the Book of Inverted Darkness.

With their potions of flying the character descended, landing on the catwalks that crisscrossed the Baneheart. The elf wizard used arcane lightning to clear the catwalks of undead. The other characters entered the vault in pursuit of the inquisitor. They found him encased in a 15 foot high exoskeleton of bone. And he was already reaching for the Book of Inverted Darkness. With the Book in his possession, he was able to deflect and reflect spells, and he began casting forbidden spells -- the elf wizard's skeleton tried to tear out of his body; the dwarf berserker and changeling spellbinder swapped mind and body. The dwarf berserker used his magical axe to destroy the bone exoskeleton while unleashing powerful magic -- an earthquake that began to weaken the vault itself and threatened to bring the roof down.

In our very first session, the inquisitor's undead had murdered the paladin's wife. Now she reappeared as a vampire under the inquisitor's control. She told her husband she wanted them to be together again, and tried to wrap him in her bloody embrace.

The tide of battle shifted suddenly when the goblin oracle used a spell to merge the bodies of the vampire wife with the inquisitor into a single twisted abomination.

Meanwhile, the Dread One had possessed the form of an undead boneclaw. It seized the Book of Inverted Darkness. This book was the artifact that had twisted the holy priest Danar into the Dread One himself. The true source of evil in the Banewarrens. With this, the Dread One could reconstitute its form and rise again.

Next session: The finale!
 

Well, I guess this one went okay, really. Our sessions are only three hours long and occur once a week, so we don't often have a huge ton of things happen in one session. Two sessions earlier, they did successfully survive a direct hostile encounter with Baba Yaga herself, which surprised and impressed me. Granted, half the party was officially dead by the time the dust settled, but the cleric's Revivify made short work of that unpleasantness. Then last session they found their way into the Court of Summer for some negotiations, which this week brought them to the Court of Winter, ruled by the Prince of Frost. They managed not to blow their cover and, after lengthy consultations via both Sending and Commune, complete the negotiations to the grudging satisfaction of all involved parties. They now head back to home base with some nice (temporary) gifts and several very large remaining tasks only one of which has entered their imaginations thus far.

Overall, I'd say it was a success. Though the gnome is still sexually obsessed with that leather-clad erinyes from three months ago: that's a bit of a problem...
 

My Dark Sun campaign ended on a bittersweet note (one PC dead after a truly intense battle with an earth drake, but the village they were helping get back on its feet is now safe from danger and also formed an alliance with the city of Tyr), and so I stepped down and my dad took over as DM.

We started at 8th level and his homebrew world is basically the Sword Coast as a fantasy China.

PCs consist of:
1) a fun-loving, hard-drinking party girl triton war cleric fortune teller. My PC.
2) a blunderbuss-shooting dwarf monk Taoist chemist who snorts gunpowder instead of “messing about with mercury, cos that $#&+’ll kill ya”. His words by the way,
3) a mysophobic tiefling hexblade/swords bard kabuki entertainer whose clan lives in some city in the underdark.

Also, we were all working as agents of this “Five Hundred Year” Emperor guy.

Our first mission together was simple: defeat some kind of bounty hunter demon. We ended up fighting it in a cave, where I permanently banished it back to the abyss.

After getting paid, we return to the capital city to buy gifts for the Emperor. It’s the old guy’s birthday. I get him a javelin that looks like it’s been glitter-bombed with diamond dust, the dwarf presents him with an opal stone the size of a basketball, and the tiefling… presents the emperor with mescaline.

This prompted a conversation among the three of us which led us to dub our PC team “the Functioning Addicts”.
 

In today's "Dreams of Erthe" campaign, in an adventure called "Elven Dreams" (the elves in this campaign sleep normally like humans do), the PCs:
  • Were accosted by a group of six elven rangers and an elven sorcerer, all on horseback, and asked if they were the "dream-wakers" traveling the continent awakening those people stuck in their dreams
  • Admitted they were and allowed the elves to teleport them to the Sylvanholme Forest, the last bastion of self-ruling elves on the continent
  • Sent their half-orc wagon driver ahead to the next town to wait for their return, because the wagon couldn't be teleported along with the PCs and their mounts
  • Watched as Queen Zarabelia rode her unicorn through an upright teleportation circle after the elven sorcerer sent her a sending spell informing her they'd found the "dream-wakers"
  • Followed the elves back through a second upright teleportation circle to get to the Elven Court, only to find Queen Zarabelia and her unicorn didn't arrive with the rest of the group
  • Were immediately blamed for the Queen's disappearance until the real culprit, one of her councilors, announced himself to be responsible; he was holding her ransom for the fabled sword of temptation (he'd opened a planar gate directly in front of the unicorn and then shut it down as soon as he passed through it)
  • Had three of their members teleport with the elven sorcerer to try to attack the councilor, only to have him teleport away after a couple rounds of combat
  • Agreed to help the sorcerer and the Queen's two paladin bodyguards rescue the Queen by having the Elven Druid Court perform a ritual that briefly (one round) re-opened the planar gate that led to who-knows-where
  • Ended up in Abyssia (this campaign's version of the Abyss), where they fought off a retriever, a vrock demon, a tiefling cleric of the God of Betrayal, and the slain-and-reanimated-as-a-zombie royal unicorn steed Queen Zaralia had been riding, before rescuing the Queen and returning to Erthe via a scroll of plane shift
  • Awoke the first of two dreamers the next day, fighting off a dire shark while underwater (during which time two PCs got eaten and swallowed)
  • Tried awakening the second dreamer, only to be outclassed in his dreamscape fighting a monster made of living sludge (I used a Hedorah the Smog Monster plastic mini from the Godzilla movies)
  • Placed a dreamstone on the dream-coma victim, to charge up and help them defeat his dream the next time they give it a try (after months of training; this is the fourth "kaiju" dream they've been unable to defeat -as there are five players, I've hinted after they meet up with five impossible-to-beat kaiju they'll learn to transform into kaiju themselves in the Dreamlands and we'll have a monster free-for-all dreamscape battle in a future adventure using the Giant Monster Rampage game rules)
  • Were each rewarded by Queen Zarabelia for services rendered with the presentation of a specific magic item tailored to their specific needs
It was a fairly long session, as far as ours go on our Saturday games, this one taking over four hours to go through, but everyone had a good time - it was one of my more successful adventures in this campaign so far (#46 of a planned 100).

Johnathan
 

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