D&D General How Was Your Last Session?

Quickleaf

Legend
Last month I ran an online AD&D 1st edition one-shot of UK4: When a Star Falls. It's a good adventure! Some rough parts at the beginning (hook is weak) and end (surprise, it's dragons from out of nowhere), but the adventure sites are evocative and the idea of a recurring "dark rider" pursuing party was fun. Definitely could have used a 2nd session.

Players enjoyed themselves - said it felt very OSR and very D&D (for better or for worse), and that my GMing was what made it fun. I tried to include some of the interesting lesser used rules in AD&D – reaction rolls for negotiation, chases, siege – but party choices made it pretty much run like normal without those cool tidbits.

It was a good reminder that experienced players (at least the ones I played with) really want more from adventures than the standard fare. Even with UK4 being quite good, it still felt like they were ready for something more layered/engaging. The best part was when they took the adventure on a haaard left after charming the "dark rider" NPC, and getting him to spill the entire plot.

We ended on cliffhanger – party clinging to the meteorite "star" as red dragon flew off with the "star" (and the PCs).

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Sixteen sessions into my 13th Age campaign. Eyes of the Stone Thief expanded to cover all 10 levels. Five player characters now at 3rd level. I've not been posting regular updates, but we are playing on the regular. The characters have fought off a band of mysterious assassins who took over an entire town and summoned the Devourer (my name for the Stone Thief), all in an attempt to kill them. The players haven't quite figured out why. They survived being swallowed by the Devourer, exploring the Maw and escaping the Gizzard. They escaped with the help of an flight of wyvern riders sent to by the Elf Queen to rescue them. They traveled to Concord in hopes of discovering more about the Devourer. But the Grand Library was attacked by an airborne legion of the Crusader's shock troops, who kidnapped the Chaos Mage player character and teleported them to a fortress atop a koru behemoth called Ironshod. Summoning the Elf Queen's wyvern riders again, the characters are now on the way to Ironshod to rescue their friend.
 
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Richards

Legend
In today's "Dreams of Erthe" campaign, the PCs:
  • Were continuing their travels west across the continent of Talonia in search of the Forbidden Lands, when they found a group of six drow lumberjacks about to start combat with a forest dryad
  • Tried to intercede in the combat by having the dwarf cleric cast a calm emotions spell, but the drow all made their saves and so did the half-orc cleric/paladin PC, but his mount, an air element war horse, failed its save and became pacifistic
  • Saw a plant-based version of a pseudodragon get sent off for assistance, as the PCs quickly cast tongues spells to make themselves understood
  • Eventually got the two parties separated (with a wall of force, no less), but only after a giant eagle had been summoned, and the plant-pseudodragon returned with a nymph
  • Got the two parties talking, the lumberjacks stating they'd been commissioned to chop down trees from this specific grove, while the dryad argued the city elders knew this grove was off limits; that was when the nymph realized this was likely a distraction and rushed back to her grove...only to find the last of her caesano bulbs dug up
  • Heard the nymph's cries of anguish, left their NPC hirelings behind to keep the drow from cutting down any tress in the meantime, and went to go find out what was going on
  • Heard the nymph invoking a "vengeance of the forest" curse, which brought forth a zomok - basically, Swamp Thing if he were in the shape of a Gargantuan dragon
  • Fought off the zomok while a few of the PCs tracked down who had stolen the caesano bulbs - it was a drow rogue, who'd hired the lumberjacks to act as a distraction
  • Ended up being their own worst enemies when the elf sorcerer managed to blind the zomok with a sunburst spell, but also blinded the human spellsword and killed both plant-infused pseudodragons that were companions to the dryad and nymph, then summoned a Huge air elemental to pound on the zomok, giving it a direction in which to aim its breath weapon, which ended up killing the dryad
  • Killed the drow rogue, used a greater dispel magic (and a lucky high die roll) to dismiss the zomok, and returned the stolen caesano bulbs, but it was too late - after having the last one dug up, the tenuous link to the positive energy plane which had allowed the bulbs grown in that grove (and that grove only) able to produce elixirs of heal was severed, never to be brought back
  • Calmed down the nymph and promised to cast raise dead spell on the dryad and the two plant-infused pseudodragons the following day
It ended up being a short session, only about 3 hours, but blindness played a big role - my nephew's human bard/rogue ended up a victim to the nymph's blinding beauty effect after the drow rogue survived a blindness/deafness spell attack from the spellsword. But as atonement for having summoned forth a zomok in a fit of rage, after the PCs had only been trying to help, the nymph gave them each an elixir of heal from her personal stock.

Johnathan
 

James Gasik

We don't talk about Pun-Pun
Absolute Chaos. But this time, it was expected.

The PC's scouted the bandit camp in the hills. It was situated on a large bluff. Three sides were rough terrain, as the hill sloped upwards, and could even necessitate climbing. They attacked at night.

Three bandits were on watch, two by the firepit and one in a sniper's next on the roof of the leader's cabin. The group split up, slowly moving towards the camp. The three bandits on watch were humans, without darkvision, so they could only see about 60' away from the campfire normally, with disadvantage beyond that.

The bandit leader is a 7th level Wizard equivalent. When setting up the camp, I asked myself what a 7th level Wizard could do to defend the camp. I might have went a little too hard.

*Alarm cast on the cabin. As the spell is a 20' cube, this basically meant anyone trying to enter or anyone who got onto the roof, would awaken the leader.

*Tiny Hut cast inside the cabin. Never came up.

*Glyph of Warding on the cabin door. Never came up.

*Random stones with Glyph of Warding cast on them, strewn around outside the camp save for the main path. The trigger condition excluded anyone wearing a special copper earring that all the bandits wore. I assessed a 1 in 6 chance for a player to step on one of these when moving in these areas.

Aside: I think this spell is broken. At the cost of a 3rd level spell slot, you can create a land mine that will persist until it is triggered, even after you've recovered the spell slot. But the blast glyph is the tip of the iceberg.

The spell glyph lets you cast another spell into the glyph, which the glyph triggers. This spell slot also can be recovered. When it goes off, concentration does not need to be maintained on the spell effect, which lasts it's whole duration. Warning flags here, but I decided to go ahead anyways- I figured having seen it in action, the players would have a frame of reference if/when there's a discussion to nerf the spell.

The blast glyph would have been pretty terrifying and probably would have gotten the PC's to retreat, so instead I went with hypnotic pattern. This would maybe slow down the PC's, but at the very least, the momentary lightshow would alert the guards.

Multiple PC's actually triggered glyphs, who had, for some reason, split up into groups of two to assail the camp from different directions. Despite this, almost everyone made the Wisdom save, leaving only one character stupefied.

From there, the fight was on.

(I wasn't sure how the players would react to this, whether or not they'd find it unfair. To my surprise, they were more annoyed at themselves for not thinking there could be magic defenses!).

In round one, the archer on the cabin used a handbell to rouse the camp while the other bandits fired some ranged attacks. I decided that the rest of the bandits wouldn't come out until turn 2. A couple bandits didn't come out until turn 3 (a bugbear lieutenant needed to finish getting his half plate ready, the Wizards had spells to cast first, and the Warlock needed to cast their darkness).

The players decided to use fog cloud and darkness to hide their movements and give the enemies no initial targets to attack. This proved to be somewhat of a double-edged sword as it limited their attacks.

There were three basic bandit types, archers with shortbows, "dragoons" armed with short swords and hand crossbows, and a pair of alchemists, who had some alchemical bombs.

Then there was Fitch, the 3rd level Wizard, who was a coward who wanted to avoid combat, armed with sleep, web, and magic missile.

Sergeant Crusher, the Bugbear, armed with a halberd. "Cambion" the Warlock, using the darkness/devil's sight combo with eldritch blast. Cambion's Imp familiar, Fargaz.

Valdar, an Eldritch Knight and rival of the PC's, and Corrina, the Bandit Leader, the 7th level Wizard. The encounter was deadly*, even with four allied NPC's, but there likely wouldn't be any more fighting to be done today.

The Manticore had proven that 1 big enemy was never going to make an impact on the party. Lots of enemies make for long fights, but I hoped to avoid the misery of the Duergar encounter by letting the PC's know mostly what they were getting into and make a plan. Said plan fell apart almost instantly, lol.

Still, with all resources online, most attacks on PC's elicited a reaction of some kind, and a buff that lasts 1 minute basically will last the whole fight. I keep telling myself this is a good thing, but it's a little frustrating, lol, when you get lucky and get a hit in, only to get told "well actually...". Lol.

The bandit archers and dragoons started getting picked off in short order. Moonbeam makes it really hard to engage in melee when you're forced to move to avoid being fried!

The alchemists were bothersome, but friendly fire was constantly a problem. The Eldritch Knight was built to be a hard to kill melee opponent, but found himself facing a highly mobile character who wanted to be in ranged combat. After his sleep spell failed (he had no way of knowing the PC was immune, being of a fairly rare species), he was reduced to casting magic missile.

The level 3 Wizard got pinned down and only managed to get off a web before retreating into a hut, with a goblin barbarian hot on his heels. He got off a magic missile, but things aren't looking good.

The level 7 Wizard dispelled a Moonbeam and got two PC's in a Slow, but only for 1 turn. The PC Warlock was very annoyed with Slow, which he called a "caster killer" spell. He's not wrong, but in the end, thanks to misty step, he avoided most of the consequences.

The Bugbear came in and did some damage, as he was able to charge into a group of three NPC's allies and none of them seem too happy about being the first to provoke.

The real problem children were the Imp and the Warlock. Being able to strike from invisibility and being difficult to track meant when the Imp would attack, the PC's usually had forgotten it was around. But the Warlock was probably too much- I'd made them a Feral Tiefling with a 30 ft. fly speed, devil's sight, at will darkness, and the eldritch spear invocation so they enjoyed very long range on their eldritch blast.

While the PC Warlock also has devil's sight, they are on the other side of the battle map, giving the players no real way to deal with them at the moment.

When we called the session for time, the fight was not yet completed. 5 bandits were dead. Most of the rest were wounded, but the most dangerous foes are untouched. The level 7 Wizard keeps getting stupidly lucky with her blink spell (the PC's howled with dismay hearing it has no concentration!), but what they don't realize is that it's prevented her from employing counterspell.

I admit to a "bad DM" moment where I took joy in being able to use the PC's tactics against them, when they attacked the Eldritch Knight and, when they finally got a hit on him, I grinned and said "shield!".

I mean, they're constantly reacting to my attacks, so it's only fair, right?

Maybe not. We'll see what happens if I get a chance to use silvery barbs on them.

*Even with four NPC allies, the xp award if they win will be truly massive, something like 1175 xp! What I should have done is had less bandits and no NPC's to make this go faster, but it's hard to take a bandit gang of only seven guys seriously. The adventure called for 15 bandits and a leader, so they got 15 bandits and a leader (and a familiar, and an eldritch knight who they'd failed to kill before). The good news is, there won't be another fight this size until the next adventure, which opens with...

A bandit attack. Yay!
 

Richards

Legend
During today's "Dreams of Erthe" campaign session, the PCs:
  • Met with a wistful drow woman who missed her daughter, who'd just been hired on as a personal assistant to Lord Djuduran Gambrosini, one of the richest and most powerful drow in the city; she's worried that those who go to work for Lord Gambrosini on his island are never seen again
  • Flew to his private island in the middle of the lake (with the half-orc cleric/paladin invisible, air walking, and holding the extradimensional lamp in which the other PCs were hiding - good thing, too, because they all bypassed the four gargoyles that way)
  • Snuck into the manor via the half-orc's gaseous form spell, after which they all climbed out of the lamp and started exploring
  • Made a lot of noise slaying Small and Medium monstrous spiders and rat swarms, which had infested a closed-off part of the manor, which brought the goliath butler to go check on them; the pseudodragon put him to sleep with its venom and the PCs tucked him back into bed, hoping any memories he might have when he awoke would be attributed to a strange dream
  • Ran into three drow housemaids, determined they weren't evil (nor were they under a charm/domination effect), and let them be; they told him the four new hires were "downstairs" with Lord Gambrosini
  • Went downstairs, through two air-sealed doors, and discovered the four new hires performing (singing to flute accompaniment) for Lord Gambrosini in the entertainment hall (which was much larger than it needed to be)
  • Got into it with Lord Gambrosini, hid the drow women in an obscuring mist spell effect and attacked the Lord with a spell effect that fizzled off his fairly high spell resistance
  • Watched as Lord Gambrosini turned into a thrice-crowned king (three-headed gorynych dragon variant from Pathfinder that was obviously patterned after Godzilla's foe Ghidorah; I used a Ghidorah figure to represent him in his dragon form)
  • Had a bunch of PCs move in to attack, only for him to use his triple electricity+force breath weapon against them
  • Boxed him into a corner with an east-to-west wall of stone and a north-to-south prismatic wall
  • Explored the rest of the downstairs level, where the dwarf earth cleric turned the Huge air elemental, the human spellsword and human rogue/bard opened the vault and slew the Gargantuan crab guardian, while the elf sorcerer (the only one who could cast through his prismatic wall) tried no less than six times to tag Lord Gambrosini with a prismatic spray spell, failing to overcome spell resistance 4 times, hitting him once with electricity (to which he was immune), and hitting him once with a poison effect (which caused a little bit of Constitution damage)
  • Finally used a control winds spell (there was a gap at the top of the prismatic wall spell through which the air walking half-orc could cast) to push the Lord (who had returned to drow form to negotiate after all his attempts to dispel the magic walls had failed) through the prismatic wall, finally killing him
  • Raided his vault, returned the four recent young drow women hires to their families
The players were convinced they were up against a vampire: he only came out at night (but then he's a drow), there were often flying creatures seen around his manor house at twilight (those were his gargoyles), there were tons of rats about for summoning in the sealed off section of the manor, and the recent hires had seemed dazed after having been chosen (they were under the effects of a lesser geas spell, but the players were convinced that they'd been dominated). The look on the dwarf cleric's player's face was priceless when her high turn undead rolls did absolutely nothing against Lord Gambrosini was priceless!

And at the end of the session, everyone leveled up to 17th level. We now have only 20 more adventure sessions to go in this campaign.

Johnathan
 

Vaalingrade

Legend
Playtesting where I'm one of the players rather than DMing.

The DM is a Tohou fan, so the boss fight is a lady throwing trains at us from a dimensional rift. They appear from on rift, then disappear into one across from it Portal style.

I caused problems by openly wondering what would happen if I teleport into one of said trains as a held action. Instead, I taunted one of her minions into the path of the trains.
 


AK_Ambrian

Explorer
DMed a session at a local game shop earlier today. A short homebrewed wilderness adventure set in the High Forest near the Sword Coast. The players (five adventurers, all third level) were ambushed by mimics in an abandoned cottage. They rescued a wood elf from his goblin captors. And finally destroyed a nest of giant hornets. Only one near-death, the rogue got stung by the queen hornet and failed a saving throw to resist the venom. Everyone seemed to enjoy themselves.
 

jasper

Rotten DM
Good, Bad, and Ugly. I had a group of four and they could seem to get into questioning the npcs instead of getting the data dump. One of the players started getting into with one pc. And the second combat was slow even if was only one monster.
 

James Gasik

We don't talk about Pun-Pun
It's funny. When last session ended, with the bandit camp fight in progress, I was sure the battle had reached the tipping point. I had an NPC ally lined up to appear to help the PC's after a certain number of rounds, and not all the bandits were really inclined to fight to the death.

But instead, the battle continued for another four hours, until I finally called it because I was tired of rolling dice.

Having many enemies, NPC allies, different types of enemies with different abilities, and four spellcasters was a real pain for me to run. Which, I knew it would be a big battle, but nothing like this!

One of the big mistakes I made, I realize now, was deciding to use the player's tactics against them. Usually if I launch an attack, it feels like there's a half dozen possible reactions to it to make me wish I hadn't bothered rolling the dice, lol.

But when I had NPC's use the very same tricks, suddenly the players were not only unhappy, but they were suddenly really struggling to survive when enemies were living longer than expected!

Right before the moment the tide of battle turned, one player was so demoralized I thought they were going to get up and leave!

As it is, some loot was lost as two important enemies managed to escape. Apparently, PC tactics are simply too good to be used against them, so I'll need to re-evaluate that. I'd been using a lot of 3rd-party monster design, as a lot of 5e enemies are fairly lackluster...but apparently that was somehow more than the group could handle, despite the fact that in most encounters, they cast a bunch of wacky spells and most of the enemies implode, lol.

Especially with forced movement. One of my players is a Warlock, and they've been very successful at punting enemies into allied spell effects. I tried doing that one time this session, and immediately got hit with a lot of nonsense about "moves" =/= "enters" when it comes to spells- the whole exercise hurt my head, so never again!

I certainly wasn't trying to murder my players- that would be counter-productive (and in fact, no one died at all, despite the overwhelming forces), but there were several turns where a player found themselves unable to do anything, then having to wait half an hour for their next turn, which really wasn't fun for anyone.

The players made their desires known however. They want shorter combats with less moving parts. And I'm going to have to figure out how to give them just that, without making battles a cakewalk.
 

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