D&D General How Was Your Last Session?

James Gasik

We don't talk about Pun-Pun
With the main quest dealt with, the lost treasure returned to the good people of Sturnheim, the party decided to check out the few remaining side quests.

Sereetha Alcoris, a young noblewoman, came to Sturnheim about a year ago, along with the coffin of her dead father, Renit. She had him interred in the old cemetery, but now she'd decided to head to the next town over, having tired of the small town life. Before she goes, she wants to pay her last respects to her father, but during the recent troubles, rumors were spread about "ghosts and undead" and no one has wanted to escort her there through the North Forest.

Until now. The players were instantly suspicious of her despite accepting her mission. She's not only paying the party 250 gp (half up front, half on her safe return to Sturnheim), but she's decided to let them take her mother's last possession, the Silver Hammer of the Maximilien family (her mother's maiden name). Without a body, she'd originally left the hammer, a potent weapon against the undead in the tomb to represent her mother, but perhaps it would be better to have it wielded by "heroes" in the days to come.

Venturing into the forest, the party encountered a talking owl, Oohooroo, aka "Mousebane", who tested their compassion by feigning a broken wing, and offered to guide them to the cemetery. Along the way they ran into the magical Fountain of Mead, and three drunken and belligerent Dire Bears. Underestimating the speed and savagery of the bears, they failed to properly protect their employer, and she was seriously wounded...oh wait, she wasn't.

This raised warning bells to the party, who felt she should have been ripped apart by the bear, but she's not undead (at least, that they can tell- they still have suspicions), but instead apparently has an awful lot of hit points. Of course, in-universe, they don't really know what hit points are, and struggled to use that as a basis to accuse her. Insight checks and detect thoughts failed to find any holes in her story, so they continued, after deciding to sample the magical mead, which temporarily grants you resistance to bludgeoning, piercing, and slashing damage when at 50% or less hit points until your next rest, but imposes disadvantage on all Dexterity checks and saves!

After this, saw dead animals and tracks, which led them off the path to a cave occupied by a pair of owlbears!

"This is eminently logical! First you meet an owl, then bears, and now owlbears! Very logical, very logical. I could see this coming a mile away! You had better do something, since these chaps look rather hungry! Mind it's hug, it's an embrace you don't want to have!" -Mousebane

After fighting the owlbears, despite the fact it's really only their second encounter of the day, the party suddenly wanted to pitch their leomund's tiny hut and take a long rest, even if that means they have to sit around all day!

We'll see how that goes...I hear there's a Witch in these woods!

-----

GM Notes: I'm starting to see a problem. While the casters all have ways to protect themselves from attacks, via imposing disadvantage, shield, and other reactions, the Fighter lacks such abilities, and has been taking a lot of damage lately from melee opponents, to the point that he suddenly wants to keep his distance and use ranged attacks. This is what led to them almost losing Sereetha, and a melee combatant who doesn't want to enter melee is more than a little problematic.

I thought his +1 plate would help him avoid damage, but as they are moving into fighting Tier 2 enemies more often, who tend to have two or three attacks per turn, the value of armor is starting to wane.

Despite the player's griping that "I never miss them" (obvious confirmation bias, I had them track my hit/miss ratio last session, and out of 52 attacks made, 27 hit, 25 missed, and only one hit was a critical), the truth is, some of the enemies they've been up against hit like a truck , and being brought from above half hp to bleeding out isn't an unreasonable thing that can happen in combat.

While three characters can heal, it's not exactly something they're specced to do, and casting cure spells cuts into casting the kinds of spells they want to use. And they've been going through healing potions like water!

I may have to cut enemy damage down, and find ways to stymie ranged attacks more in order to get people into melee range, at least from time to time.

Next time!: a gang of Quickling robbers, a Hag, and an unexpected Mimic!
 

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Richards

Legend
In this afternoon's "Dreams of Erthe" session, the PCs:
  • Met up with a drow merchant who warned them of a hydra lairing in the area, occasionally attacking travelers (he also warned them of the gnoll raiders the PCs had taken down last adventure, and was pleased to hear the gnolls were no more)
  • Purchased some drow antitoxins and wine from the merchant
  • Met up with the (four-headed, as that's how many heads the plastic toy I bought at Michael's has) hydra some hours later, and the half-orc cleric/paladin controlling the wood colossus (from its attic/head) felt an attempt to dominate him from some unseen source
  • Had the elf sorcerer cast a sunburst spell at the hydra, dealing him some damage and permanently blinding not only him, but three of the four nagas who were "looking" through the four ruby necklaces it wore on its four remaining heads and casting spells through them
  • Saw a fireball spell come from the hydra (cast blindly, targeting by memory of where the PCs were when the hydra/nagas went blind), to burn the dwarf cleric, elf sorcerer, and three of their bonehead (pachycephalosaurus) mounts
  • Saw a lightning bolt spell (also cast blindly) burst from the hydra to knock three boneheads unconscious and slay their halfling guide's smaller dinosaur mount (RIP, Yellow-Belly!)
  • Killed the hydra with a chain lightning spell, and approached it to find a +3 frost brand greatsword sticking out of one of its five neck-stumps, and each remaining head wearing an extendable ruby necklace
  • Entered the cave it had been about to enter, while the half-orc piloted the wood colossus to right in front of the cave and then had it revert to building form, blocking the entrance
  • Fought a blind guardian naga, blind spirit naga, still sighted dark naga for a bit (the human bard/rogue slew the spirit naga), before the human spellsword convinced the guardian naga to stand down and explain why they'd been attacked
  • Learned the backstory: their three mates (and that of a now-blind water naga hiding in an underwater cave in a pool of water), as well as two other nagas, had been captured by a yuan-ti wizard who merged them into one six-headed naga abomination; he was unhappy with the result (the six heads fight for control) and would like to track the other four nagas down for another try, while the four nagas used the hydra (and its necklaces through which they can see and cast spells) to try to find some magic item that might help them track down the wizard and restore their mates
  • Agreed to aid the nagas, only to notice a Tiny viper had entered the cave - this turned out to be the wizard's familiar, who had finally unearthed the nagas' location
  • Had the half-orc restore the guardian naga's sight (he only had one restore blindness/deafness spell prepared - the water naga would have to wait until the next day), then reveal the Tiny viper was evil
  • Watched as the yuan-ti wizard teleported himself and the six-headed naga abomination into the cave, gleeful about discovering his next round of "test subjects"
  • Had the dwarf cleric, rather anticlimactically, cast an implosion spell at the wizard, overcoming his spell resistance and slaying him instantly before he could cast a single attack spell
  • Watched as the naga abomination, no longer under its master's domination, returned to its (their) senses
  • Stayed overnight so the next day the dwarf cleric could cast a miracle spell to revert the naga abomination back into its six original "test subjects"
  • On a pre-arranged agreement with the guardian naga - who had only joined forces with the evil dark naga and spirit naga to try to gain back his own mate - slew the newly-freed spirit naga and both dark nagas, ridding the world of that much more evil
Next adventure, they'll be back in the Dreamlands for a change of pace.

Johnathan
 


James Gasik

We don't talk about Pun-Pun
"Maximilien's silver hammer?" Beatles fan, I take it? Did the players pick up the (slightly modified) reference?

Johnathan
One did, lol. I couldn't resist. It's kind of a tradition to slide a subtle reference here and there into campaigns. I still remember the encounter with the Pirate Captain Friedrich von Cinnabar!
 

el-remmen

Moderator Emeritus
One did, lol. I couldn't resist. It's kind of a tradition to slide a subtle reference here and there
My old homebrew had a nation named "Pepperland!" How's that for a subtle Beatles reference? ;):ROFLMAO:

Eventually, I renamed the nation (or rather, gave it an "official" in-game name) and left "Pepperland" as its nickname among sailors and merchants, given that spices was one of its main exports (or at least that's how I retconned it).
 

James Gasik

We don't talk about Pun-Pun
My old homebrew had a nation named "Pepperland!" How's that for a subtle Beatles reference? ;):ROFLMAO:

Eventually, I renamed the nation (or rather, gave it an "official" in-game name) and left "Pepperland" as its nickname among sailors and merchants, given that spices was one of its main exports (or at least that's how I retconned it).
Is it bordered by a Sea of Green?
 

Richards

Legend
Funny - my very next "Dreams of Erthe" adventure is called "Bleedover," and it involves dream remnants from other universes "bleeding" into the dreams of my campaign world. The PCs, as dreamwalkers, will need to fight Jigglypuff and Wigglytuff in one dreamscape; Gyaos, Mecha Godzilla, and Varan in another dreamscape; a pair of giant Rabbids in a third...and in the fourth and final dreamscape, they'll be facing down a small army of Blue Meanies, Apple Bonkers, Snapping Turtle Turks, and the Dreadful Flying Glove in Pepperland.

Johnathan
 

James Gasik

We don't talk about Pun-Pun
So this session, one player had to be late and could only make half the session. Two other players didn't bother to show at all. I mean, it's their loss, if they have better or more interesting things to do with their time, but the fact they can't even be bothered to make an excuse or contact anyone is annoying. I can't help but wonder if the problems I want to address has made them want to leave the game.

All I can say is, it's hard to improve you aren't given input...

---

A group of Quicklings snuck up on the party, armed with special sacks that trap whatever enters them into a pocket of the Feywild (henceforth dubbed "Santa sacks"). The party failed to notice their approach, and poor Sereetha was abducted (a Dex save is involved, and if you fail it by 5 or more, they can shove you into a sack, instead of a valuable item!).

The thieves didn't have much in the way of hit points, so they retreated, taking not only the NPC but one of the player characters with them!

Following after, they came upon a clearing. On one end was a large straw and thatch hut. In the center, a massive bubbling cauldron, and talking to the Quicklings, a large-sized ugly female with green skin and hair- "Grandmother", a special Hag!

With only three players, even turned down, the Hag and her "cauldron" (actually a large-sized Mimic disguised as a cauldron!) proved to be quite tough- Grandmother had various control effects themed after her control of the local vegetation, and Mimics are grappling beasts!

The Mimic had a special weakness to cold, and found out Armor of Agathys is bad the worst possible way, so after a lengthy struggle, they got the Hag to retreat and were able to continue their escort quest...
 

PCs in my dragonlance game levelled up to 4.

I have a house rule that allows max hp for the first three levels, to allow for a more heroic feel game and less swingy fragility at lower level. So this was the first time we’d rolled hp in the campaign.

Five PCs no less than three of the rolled the maximum possible. Sigh. It ain’t gonna help them against the adult red dragon outside their window though…
 

EzekielRaiden

Follower of the Way
Well, we very nearly bit the dust when nearly everyone failed DC 17 ongoing Int saves against stun....while two mindflayers worked VERY hard to eat the brains of our front-liners (which, for the record, causes instant death at 0 HP). Thankfully, between a few of us getting very lucky, an NPC revealing the enemies' weakness, and another NPC getting a crit that exploited that weakness, we managed a pretty dramatic turnaround and nobody actually died. Our Fighter/Rogue got within 6 hit points of death though!

As Hussar said, "boo, NPCs shouldn't get the killing blow," but given how much the enemies had messed us up...it was probably for the best.
 

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