D&D General How Was Your Last Session?

So we deviated from 5E ruleset for the current campaign to play a Dragon Age campaign (see video game reference), so I'm not sure this counts but here's some weird stuff from last session:
  • While exploring a castle (adapting a Castle Xyntillan OSR mega adventure to our campaign, highly recommend for its sheer creativity) that has its reality warped by a demonic presence, the party found a sentient sword (a demon spirit in physical form) that hints it really wants to obliterate enemies (effectively stealing HP when rolling an 18+), but it omitted that if the HP steal takes you above your max HP, you age a random # of years. The sword can only communicate audibly and constantly is mumbling in a low voice on not being used, how crappy missed attacks are without it, and how f**ked up the party's relationships are. Our warrior player #1 hasn't (yet) triggered the bad effect and is amused the sword and him share some similar ideals about the church.
  • Player #1 randomly managed to subdue an animated kitchen knife in the cook's bedroom and now it is loyal to him. This player confidently assured everyone that interacting with everything in the demon realm is the key to success. This is likely because earlier, he read from a book of the dead with his name in it and defeated an avatar of death, thus earning himself a random # of "get out of death free" cards. He assured the party he's invincible, and they assured him that he's suffering from delusions of grandeur.
  • Player #2 decided to follow this advice of interacting with everything and spoke to a statue of an avatar of death, which asked if he wanted to die. He didn't, and it said to choose another. He pointed to the dog pet of another player who had been talking since level 1 about how cool it would be if she could get a war dog companion. The dog died instantly. There was an inane amount of conversation about WTF just happened.
  • So far, everything Player #2 has interacted with in the castle has been negative. He's beginning to think he's cursed.
  • Player #2, who has been role-playing a geriatric servant elf archer (in this setting, many elves are in the servant class in cities), decided this dog death was a good time to confess the reason his decisions have been so immature this entire campaign (including relating to what was supposed to be an insignificant NPC teenager daughter of an innkeeper who is now a central part of our campaign) and why he can't shoot an arrow straight was because an evil mage sucked his youth from him. He's really only 15 but looks 60. Just recently, he revealed he's not really an archer but a mage. The party already figured this because he almost never hit with his bow, yet with him around, combat always seemed to turn out all right (a good luck charm they rationalized it for awhile as in this setting, almost all spells have no V, S, or M component...he'd been using Fate spells to boost party rolls and adversely affect enemy rolls).
I have no idea where things will go next. And that's 99% of the fun.
 

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In tonight's "Ghourmand Vale" session, the PCs:
  • Followed the fleeing white dragon we'd dropped to 29 hp last adventure
  • Slew the dragon when the paladin, after seeing it dropping elevation to head for a cave in a glacier (thereby revealing its lair), charged it on his celestial pegasus and killed it
  • Met back together and had the paladin lead the rest of us to the glacier cave
  • Left our horses with our human guide, the druid's timber wolf, the celestial pegasus, and our shield guardian while the five PCs went inside
  • Had the paladin detect evil in the entry cave, and sure enough, there's an evil presence (it ended up being an evil toad adapted to ice coloration - but not an ice toad - somebody's familiar?)
  • Entered the natural steps down to a larger cavern, invisible, air walking halfling rogue first, while half-elf paladin, elf druid, elf archer (on her carpet of flying), and my human sorcerer were still in the entry cavern
  • Had the druid cast a summon swarm spell (spiders) down a hallway where two frost giants were guarding a pair of doors
  • Watched as the white dragon's Huge mate dropped down from the ceiling and used frost breath weapon on the spiders after the frost giants called out a warning (the halfling took an attack of opportunity and became visible as a result)
  • Had the paladin and druid enter the dragon cavern, with the two frost giants running to attack, only for the dragon to cast a freezing fog that encompassed all of them (slowing movement for all to 5 feet)
  • Took out those first two frost giants fairly easy with delayed blast fireballs (no delay) and the archer's arrows (she could see part of one giant half sticking out of the cloud), and damaging the dragon in the meantime
  • Heard two more frost giants following behind the first two, and eventually entering the freezing fog
  • Took them out the same way (delayed blast fireballs and flaming arrows), eventually killing the dragon as well
  • Had to deal with a female frost giant cleric and a frost giant jarl, who entered the dragon cave via a secret door
  • Had the druid summon a greater fire elemental to attack the cold-based creatures
  • Had the druid disarm the jarl with a repel wood spell that sent his only weapon flying out of the freezing fog after he'd entered it to get to the paladin (he had a freedom of movement spell on him)
  • Had my sorcerer get on the two-seater carpet of flying and dimension door both PCs to the dragon carven, 35 feet up, where they could bombard the last two remaining frost giants with arrows and delayed blast fireballs
  • Chased the cleric down a hidden corridor and killed her with arrows and a maximized chain lightning spell
  • Had the paladin chop the jarl up, who had no backup weapon
  • Got massive amounts of treasure
  • Never did figure out what was up with the "ice toad"
The DM got a little "cheaty" again, wanting spells to work to his benefit but not be able to be used against him (he had the jarl move at full movement through the freezing fog, but when the druid used repel wood to send his axe 40 feet away, he wanted the giant to grab onto it and only be moved 5 feet away because of the fog's effect - so the freedom of movement spell apparently only works when it's in the jarl's best interests; also, once it became apparent the 40 feet of forced movement was going to push him into the summoned greater fire elemental, he didn't want the jarl's hanging onto the greataxe - a conscious decision on his part - to count as him moving past the 10 feet of protection from his magic circle against good spell that was preventing the fire elemental from being able to attack him, so in the end he "undid" the jarl's actions of hanging onto the axe after all).

So again, we had to deal with a DM whose every initial decision was that whatever the situation was, it was to his advantage (he tried having the cleric cast a spiritual weapon at the elf on a carpet of flying who had just dimension doored 20 feet above her and 10 feet behind her, well out of her field of vision), but fortunately, we were able to talk sense into him using game logic. I'd much rather deal with a sensible DM who can be talked out of his "cheatiness" than one who insists he's always right.

My nephew Harry (the paladin's player) gave up and left the game after he realized it would take four more rounds of doing nothing but moving 5 feet through the freezing fog per round (this was before the jarl entered the fog to attack him, and he figured the fight would be over by then), so my son (running the two elves) ran his PC as well, since he sits on that side of the table.

Incidentally, we're on hold for this campaign for the next four weeks, as the DM'll be out of town the next two weeks, and then I'll be out of town the two weeks after that.

Johnathan
 

I don't think there's anything in D&D that I've had more arguments about than freedom of movement/free action. For such a simple concept "your movement cannot be hindered", it's incredible how many edge cases and grey areas there are.

That having been said, I'm inclined to agree with your DM here- the spell is intended to let you move and attack without penalty- it's a benefit. To turn it into a hindrance, by letting forced movement against a creature's will be more effective reminds me of those people who rule that a target under the effects of the spell would, upon entering water, instantly fall to the bottom and take damage because the water would provide no resistance to them- not what I feel the intent of the spell is.

But YMMV.
 

If this had been the first time anything like this had come up, that would have been different - but we've had similar instances where the rules all bent to this DM's advantage - like the anti-magic field around the lich we were fighting once that somehow didn't cause the wall of thorns he was surrounded by (courtesy of our druid) to wink out, once the DM realized the lich's AC made the thorns more of a hindrance to our PCs than to the lich. Last night, we needed to make a DC 40 Spot check to even see the "ice toad" (I found out what that was this morning, BTW - it was the Jarl's fiendish cohort, a blackguard's equivalent to a familiar), but the frost giantess cleric "automatically" knew that two PCs who had been out of her visual range on the other side of a freezing fog effect, and thus who she wasn't even aware of being in the lair at all, had suddenly dimension doored above and behind her. He's very inconsistent with his rulings, and he always initially tilts the scales in his direction - but fortunately, he can be reasoned with if you show him where the rule is in print.

As for the specifics of the freedom of movement last night, the Jarl was able to move into the freezing fog and move without penalties - we all agreed on that. Then the druid cast repel wood on the hilt of his greataxe, at which point he had the option (per the spell) of either hanging on or letting go. By hanging on, the spell moves him 40 feet away from the druid, and with his freedom of movement spell active, the freezing fog wasn't a hindrance to him. But once he realized that would push him directly into the path of a greater fire elemental, the Jarl chose to let go.

(We're playing using 3.5 rules, by the way - I'm not sure if the effects of either spell are any different under 5.0.)

In any case, it's all water under the bridge; the players all recognize this is just part of playing with him as the DM. But we're kind of looking forward to hitting 20th level and bringing this campaign to an end, at which point my son picks the Wednesday night campaign slot back up - a slot he had offered to share with Dan, one week a month, to allow him to get his "3.5 DM feet wet" so to speak, running his own campaign, but which Dan misunderstood as an offer to run a full 20-level campaign all on his own.

Johnathan
 

If this had been the first time anything like this had come up, that would have been different - but we've had similar instances where the rules all bent to this DM's advantage - like the anti-magic field around the lich we were fighting once that somehow didn't cause the wall of thorns he was surrounded by (courtesy of our druid) to wink out, once the DM realized the lich's AC made the thorns more of a hindrance to our PCs than to the lich. Last night, we needed to make a DC 40 Spot check to even see the "ice toad" (I found out what that was this morning, BTW - it was the Jarl's fiendish cohort, a blackguard's equivalent to a familiar), but the frost giantess cleric "automatically" knew that two PCs who had been out of her visual range on the other side of a freezing fog effect, and thus who she wasn't even aware of being in the lair at all, had suddenly dimension doored above and behind her. He's very inconsistent with his rulings, and he always initially tilts the scales in his direction - but fortunately, he can be reasoned with if you show him where the rule is in print.

As for the specifics of the freedom of movement last night, the Jarl was able to move into the freezing fog and move without penalties - we all agreed on that. Then the druid cast repel wood on the hilt of his greataxe, at which point he had the option (per the spell) of either hanging on or letting go. By hanging on, the spell moves him 40 feet away from the druid, and with his freedom of movement spell active, the freezing fog wasn't a hindrance to him. But once he realized that would push him directly into the path of a greater fire elemental, the Jarl chose to let go.

(We're playing using 3.5 rules, by the way - I'm not sure if the effects of either spell are any different under 5.0.)

In any case, it's all water under the bridge; the players all recognize this is just part of playing with him as the DM. But we're kind of looking forward to hitting 20th level and bringing this campaign to an end, at which point my son picks the Wednesday night campaign slot back up - a slot he had offered to share with Dan, one week a month, to allow him to get his "3.5 DM feet wet" so to speak, running his own campaign, but which Dan misunderstood as an offer to run a full 20-level campaign all on his own.

Johnathan
I was only commenting on freedom of movement, I apologize if you felt I was taking offense with your statements about the DM's methodology- I commented on one of your other posts where I found the odds stacked against you and your fellow players to be a bit beyond the pale, and I have no reason not to believe you- I've dealt with "that DM" many, many times in the past.

It's just in this instance, I could see freedom of movement interacting differently with forced movement than regular movement. It's a grey area in the spell, because while it says "This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web.", while I see that this implies the subject's ability to move under their own power, the spell doesn't specify.

The argument against that I use refers to the second paragraph of the spell description, where it states that you move and attack normally in water. Some DM's seem to think that this would cause you to "fall" if you jump into water, but that's simply not so-

"What happens when a character who has received a
freedom of movement spell jumps or falls into water? My
DM seems to think that the character falls straight through
the water and goes “splat” on the bottom. My DM explains
that the spell eliminates all water resistance, which prevents
the character from swimming or floating.
While the DM is always right, he’s followed a faulty line of
reasoning here. It’s always a bad idea to use scientific—or
pseudoscientific—reasoning to adjudicate spells. In this case,
your DM has erroneously supposed that water resistance has
something to do with buoyancy. Buoyancy depends on the
water literally pushing something up toward the surface, and a
freedom of movement spell doesn’t prevent that any more than
it prevents a floor from pushing up against a character’s feet
and keeping him from falling through it. (You might not be in
the habit of thinking of floors as “pushing” anything, but that is
the way modern physics describes any object or body resting
on any surface; the object pushes down and the surface pushes
back with equal force.)
In any case, the freedom of movement spell (and its cousin
from earlier editions, the free action spell) has nothing to do
with eliminating water resistance or friction; it allows normal
movement and attacks even under conditions in which normal
movement and attacks are not possible, such as underwater or
when webbed, held, or entangled. Exactly how the spell
accomplishes that is unrevealed—that’s what makes it magic.
Your DM would have been on firmer ground (as it were) if he
had claimed that falling is a form of “normal movement” that
water usually prevents. That, however, is not the case. “Normal
movement” in water is swimming or walking along the bottom.
When a character under a freedom of movement effect enters
water, he makes a Swim check; if he fails, he cannot move, and
he sinks if he fails by 5 or more. Note that failing to make
progress or sinking are both “normal movement” in this
instance."

Because the spell isn't clear either way, however, the DM has to make a ruling, and in this specific instance, I think your DM had the right of it. But I do agree that how he came to this conclusion, in light of the other things you've stated, is suspect.

Many DM's find themselves struggling to challenge their players, and find themselves in positions where the rules hamper their efforts, either through no fault of their own, or simply not being aware of the edge cases. Some are quick to fall upon fiat, using their authority as "master of rules" to twist things into their favor.

I've never found this to be healthy for any gaming group, and when the players feel the DM is their adversary, they become adversarial in turn- there was one DM in my memory whose rulings were so obtuse that I started to compile them in a text document and use their own rulings against them- when they argued, I simply brought up their own words. As you can imagine, this did not help the situation. I eventually learned that if you can't trust the DM, you really shouldn't be playing in their game, and I've taken great strides in my own games to try and earn my player's trust, by being as transparent as possible and rolling openly (I have played under a DM who rolled behind a screen and seemed able to ignore any AC when he felt a player "deserved" to take damage).

It doesn't help that your group is quite powerful, and have reached the levels where 3.5 really starts to fall apart at the seams, and it seems that this is beyond your DM's ability to really handle. I hope the campaign comes to a satisfying close, but it doesn't seem likely to occur.
 

As for my own game, last session went by much more smoothly. There was supposed to be a major encounter exiting the dungeon, but given that my players were beat down by the Duergar Double Feature and really wanted to escape, I was really on the fence about whether to have the encounter or not. Then one of the players couldn't make it to the session, and that cinched it. No possessed zombie dragon encounter this time!

On the way back they got ambushed by a wyvern at night- the encounter seemed scary, but the dragon went down fast once the entire party was awake.

Then by the time they got back to town, they found the gates closed and four militia members standing guard.

They had orders to detain the party, but being outnumbered by powerful adventurers, they were nervous about it. The captain of the watch arrived with his trained war dogs, declaring the PC's "enemies of the town" and attempted to arrest them, but even though this encounter was deadly on paper, the PC's made short work of everyone, and the captain was forced to flee using thunder step (they were surprised that he was a spellcaster!). He'll be back later.

From there, they dealt with a very apologetic mayor, who was afraid the party would roflstomp his town, having proven the guards were no match for them. Once they assured him that they were not murderhobos, they began to negotiate with the mayor- they had loot that once belonged to the town and the mayor wanted it back, but had no way to do anything more than beg.

An agreement was struck, and the party asked for a house they could use as a base of operations as part of the deal. I pointed out that I didn't see them getting a lot of use out of the place, as their adventures would take them far from the town in the immediate future (I once got a tavern as a quest reward, and never saw the inside of the place again, so I didn't want the party to have a similar experience), but they assured me they were fine with that.

They then did some shopping, finding out to their horror that the apothecary and the smith had things that would have been useful to them on their first visit to town, if they had bothered to check.

I then presented to them one of the side quests, to go into a centaur-infested forest for rare herbs. Of course, the players knew of another potential sidequest, and wanted the info on that, but I was like "oh no, I learned my lesson, if I give you two side quests, you'll spend two hours arguing about which one to go on!".

The real reason, of course, is that this one is dangerous, having them face an enemy much stronger than the group, and one of our players will be going to GenCon (lucky SOB) next session.

I'll probably break down and give them the info anyways, though.
 

Yeah, I agree that the spell description could be a bit more thorough, and I agree with your "you wouldn't sink to the bottom of the ocean" example. No point in examining it any further than that at this point, in any case - like I said, we've accepted and moved on.

Johnathan
 

In today's "Dreams of Erthe" game session, the PCs:
  • Saw a drow mother arguing with a pair of city guards; it appears her hot-headed son Derrok, in an attempt to show his worthiness as an adventurer, picked the lock to the tower of a dead-for-centuries drow wizard whose dungeons were said to contain hidden riches, although no one had been able to find them yet
  • Agreed to pay the city "entry fee" to give the dungeon a try for themselves (entering Derrok as a member of their team, so he was retroactively "legal")
  • Found a hidden elevator on the lower level which brought them down to an even lower level, where they dispelled an area of magical deeper darkness and saw another overlapping circular room just beyond (kind of like a Venn diagram)
  • Found out there was no floor in the "overlapping" section between the two rooms, just a horizontal illusory wall spell
  • Sent the elf sorcerer's pseudodragon familiar down the shaft, where he found an unconscious Derrok lying in a heap at the bottom of the shaft
  • Accidentally activated drow-version mirror images of the half-orc cleric/paladin, the human spellsword, and the dwarf cleric when they stepped in front of the mirror of opposition in the other room and their light sources allowed reflections to occur
  • Watched as the mirror images flanked around the room, taking up defensive positions on the other side of the shaft
  • Found out there was a wall of force on the far side of the shaft across the rooms when the sorcerer's chain lightning and the spellsword's slow spells didn't make it past
  • Had the half-orc cleric/paladin air walk down the shaft to heal Derrok, while the spellsword hammered in a piton and lowered a rope down there so the others could climb down as well
  • Had the spellsword climb down, then the sorcerer, and then the bard/rogue leaped down the shaft for fun, slamming into the sorcerer, the spellsword, and Derrok - free damage for all!
  • Checked out the room beyond the sliding shaft, determined if you stepped foot in it, metal spheres would rain down on you from the ceiling
  • Had the half-orc cast a control winds spell blasting straight up, so when he touched the floor (curiosity got the better of him), the spheres hovered about a third of the way down from the ceiling
  • Noticed the spheres kept coming, and their accumulated weight kept pushing them lower and lower into the chamber, and they were starting to take on the shape of a triceratops
  • Climbed back up to the room above, where the bard/rogue figured out the puzzle that shut down the wall of force
  • Had a flurry of readied spells from the mirror images cast at them (fire storm, thunder strike, fireball), which knocked out their NPC bard (the bard/rogue PC's girlfriend), the half-orc, and Derrok
  • Got them revived with a mass cure critical wounds spell cast by the dwarf cleric
  • Took out the mirror images, smashed the mirror, dealt with a bunch of spell disk constructs being sent into the room, and entered a puzzle room on the other side of a secret door
  • Figured out the puzzle (involving the names of 10 gods in the pantheon), which activated a set of secret stairs down further
  • Healed up, went down the stairs, and found another Venn diagram set of overlapping circular rooms, the furthest of which was laden with tons of treasure
  • Had the dwarf cast detect magic, saw the floor was magic, and the spellsword deactivated the illusory wall spell on the floor, revealing a 30-foot-deep pit with an unmoving beholder at the bottom
  • On a hunch, had the spellsword cast a shroud of undeath spell on himself, then cross the wall of force floor (which had been just under the illusory wall), without activating the stasis guardian beholder, and he made it to the treasure room
  • Had the dwarf cast a horizontal wall of stone over the wall of force, then everybody hustled into the treasure room and started scooping up loot into extradimensional storage while the sorcerer cast overlapping walls of force each round to keep the beholder busy (it had to disintegrate its way through the wall of stone, then antmagic ray its way through a new wall of force each round)
  • Piled everyone into their extradimensional lamp, which the dwarf cleric then picked up and used ethereal jaunt to exit the dungeon, where they split the loot with Derrok (whose mother immediately grounded him for life)
It was a fun session; I thought the players might like an old-fashioned "dungeon crawl" for a change of pace.

Johnathan
 

Back to "Unknown Lands"-

This week, we were missing our Cleric thanks to GenCon. Two players were late- one slightly late, one 45 minutes late. Annoying, but at least they showed up, right?

The party had acquired a side quest to go fetch some rare herbs from a centaur-infested forest. The apothecary normally could get them herself, but the centaurs had become inexplicably hostile to the townsfolk, but nobody really seemed to know why.

Armed with some keys that could activate the mysterious portal that had brought them to this world, they first opened a portal to the City of Waterdeep, allowing their NPC ally, Tregar Bittertooth, to go home. The Changeling thought it would be fun to interfere with this process, souring the Dwarf's already sour disposition. He dipped in short order, with no kind words for the party.

A few seconds after he left, however, the portal re-opened in a flash of light, depositing Two-Six, a Warforged Cleric of Kelemvor, apparently sent by "her" God to aid the party. Having taken a vow to preserve all life, they learned she would refuse to harm any creature that wasn't a Construct, Fiend, or Undead (but was extra effective against those types of foes), but she would happily provide healing, easing the burden on the Druid.

The other keys provided some rations (it is a multiple-use item, conjuring one day's rations every day- not terribly useful), +1 studded leather, a +1 crossbow, and a legendary weapon, The Wonder Blade!
Wonder.png

Seemingly made from glowing blue crystal with gold inlay, this +2 dagger has seven charges, recovering 1d6+1 charges daily. As an action, it could produce a random magical effect, similar to a Wand of Wonder.

But it also performed this feature automatically without expending charges any time a natural "20" or "1" was scored. The Fighter weighed the pros and cons the weapon versus his short sword, and in the end, was enticed by it's chaotic properties (much to the horror of his allies).

At this point, a trio of centaur warriors appeared and demanded the party follow them to their village. Their, they were met by the chief, Heeerhah, who explained the reasons for their aggression-

Bandits had attacked their village and during the fray, a smaller group had plundered their treasure. One of the attackers had warned the centaurs to stay away from the town of Sturnheim, leading them to believe the humans of the town were in league with the bandits.

The party protested that this was a lie, but the chief couldn't be certain they were trustworthy, but offered them a chance to prove their honor in a trial by combat against their champion, Neerhah.

Neerhah was a massive ripped centaur, but was perfectly happy to take on the Fighter in a wrestling match. Unfortunately, Neerhah was too strong to defeat. Fortunately, he was impressed enough to make the battle a draw, but only after wowing the mares with his might!

Having gained some measure of trust, the party explained what was going on, but the chief was still worried about the bandits. The party offered to deal with said bandits, in exchange for access to the "sacred" herbs. They left accompanied by the chief's daughter, Halee, who proved to be a Wizard (an unusual profession for her kind, to be sure).

The actual location of the bandit camp was unknown, but the party had a fairly good idea where to start looking. On the way back to Sturnheim, they discovered evidence of a vicious flying predator. Having already dealt with a Wyvern, they managed to sneak up to the lair of a Manticore.

They caught the creature napping and successfully snuck up on it, leaving it surprised- which proved to be a mistake. Despite being a CR 8, it was stunned before it could make it's first action on the second round, and at the top of the third round, it only had 30 hit points left, with three PC's going before it. I declared a TKO and let them have the win.

Lucky jerks. The spoils of war included a Wand of Fear, a magic item called the Choker of Eloquence (imbuing anyone wearing it with at least 3 intelligence and the ability to speak and understand Common- by attuning to it, you could gain the ability to speak three additional languages of your choice, and read all of these languages). Obviously, this item was intended for animal companions or the like, but surprisingly, the party quickly asked if they could use it, having recently found a magical book that could increase Constitution by 1 point- but it was written completely in Dwarvish!

And finally, another oddity, the Helm of Levitation. Once per rest it allows the wearer to use Feather Fall. With attunement, it granted 10 rounds of 20 foot fly speed (recharged with a rest) but only up or down, not horizontally! For now, the Druid put it on for the Feather Fall (he belongs to a flying race, and figured it could save him if he ever got knocked prone in mid-air, something they did to the Wyvern they'd fought).

A few days to the west, in the hills, they managed to track the bandits to their camp, where they found 15 bandits, their leader, a female Half-Elf, and the former Captain of the Militia, Valdar, who they have a grudge against.

I called it there, giving me two weeks to attempt to create a tough encounter that won't turn into a four-hour meat grinder, lol.
 

Session 61 and 62 of my Neverwinter/Sword Coast campaign. Drow evoker wizard, human genie warlock, half orc vengeance paladin at 11th. These two short sessions were an extended battle sequence against the minions of the sinister nobles that have seized control of the paladin's home town.

Unfortunately...this campaign now appears to be on indefinite hiatus. Real life happened for 2 of the 3players. Maybe we'll restart this campaign later, maybe we won't.

I'm both sad and relieved. I've realized that I personally don't enjoy when campaigns last longer than 3 years, which is about 40-60 sessions. I do have a group that plays religiously nearly every Friday. We've completed a 1-20 level 122 session campaign. But that's the exception, not the norm.
 

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