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General How Was Your Last Session?


Really good.
Curse of Strahd: The Ruins of Berez.

The battle with Baba Lysaga and her hut/scarecrows worked out amazingly well. Everyone had a cool moment(s) in the battle.
Honestly, the entire adventure has been amazing. The heroes are have my lots of fun and are basically terrified every session.

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My very last session was actually a family affair with my husband GMing an OSRish game he created. My daughter, son and 10 year old grandson were also playing. My grandson created an elf wizard, who actually looks like a dwarf(don't ask me why😂). It was fun letting him make decisions. He was freaked out by the undead and then so excited when we defeated them. He has made friends with a goblin bard, and can't wait to play again
My son is planning to GM Magical Kitties for all of us next, and grandson has his cat ready to go.

Urriak Uruk

Debate fuels my Fire
Last session was tuesday. Started in a dungeon from ToA, the only "puzzle" was that they had to walk through carrying someone piggy-back. Despite my hints they ended up over-thinking it which led to them getting shocked, flamed and sliced multiple times (leading to them over-thinking more).

They got through it, were ambushed by goblins when exiting, and managed some clever shenanigans to avoid their tracker getting executed.

Hilariously, they then walked into the jungle, and their first random encounter were three giant scorpions which almost killed one of them.


For D&D, our last session was probably over a month ago (we have a mix of adults and teens, and with them starting school, we're on a short break).

I'm running Reclaiming Blingdenstone. They had already accomplished 3 of the 6 tasks before that session, and this session was mostly role playing and problem solving, which was a nice contrast to the previous session when they fought a wight and his minions. For this particular session, they took some svirfneblin supplies to trade for weapons and other gear to help them prepare for being able to defend themselves once they've reclaimed their underground home area.

Non D&D related, we had a great game of Warhammer 40k between Space Marines and Death Guard chaos marines. It came down to the last couple of models remaining before the battle was won, and it was pretty intense.
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In my Eberron campaign the players ventured into the Mournland for the first time. With the new Eberron sourcebook still a couple of months out, I've homebrewed my own rules for Living Spells. Casters roll 1d20 whenever they cast a spell, and on a natural 1, after the spell takes its normal effect, it comes to life, acting with malicious intent until slain.

Living spells have AC equal to 10 + spell level + caster's spellcasting modifier. They use the caster's spellcasting modifier to their saves, and have 1d6 + spellcasting modifier hit points per level (cantrips just get the modifier). The only action they can take is to re-cast themselves.

Three spells went live during the course of the game. The first was a Word of Radiance cantrip which caused some minor issues. The second one I rolled - it was a Lightning Bolt blasted out by a Glyph of Warding trap. Could have been very nasty if not for a timely Dispel Magic.

The last one was in a fight between the party and a pair of stone golems - already a nasty fight at their level. The cleric cast Spiritual Weapon at 4th level, and it went live.

With six potential targets (including the golems) I rolled randomly for the spell each round - and it ended up attacking the paladin every single time. He was the only character to drop to 0 hit points that encounter.

All things considered, successful field test.


Jedi Master
Awesome! First session of Dragon Heist with three players brand new to TTRPGs playing after hours at work on a Friday. Everyone used D&DB for their character sheets, which really helped everyone reference what their characters could do quickly and kept the game moving and focused on the action.

Had a couple of nail biting fights, a extremely tense moment when the Tabaxi Monk decided to steal a trinket from a shopkeeper (and was successful on a great roll), and ended by taking a Gazer hostage with the intent of ransoming it back to get more information on the quest.

The new players had an amazing time and a couple of other people who just watched the first session now want to play in the second!


In the words of one of my players...

Craziness: illusory ape, running in the dark, running into a mirror, gnolls and more gnolls. and then more gnolls. gnolls fighting afformentioned illusory ape, fighting in the dark, spider climbing, flaming sphere/spears, albino apes (real but undead), a pc becoming king of the undead (for a minute), giant otter pelt (2400gp valuation), mad scientist medical instruments (8100gp value).

oh and brains. brains in jars. and one talks and casts spells, and may or not be evil.

I messed up some of the rules for illusions, but my mess up ended up resulting in a ridiculously fun session... so all good. It comes close, if not beats the love potion / giant lizard session.


Ravenous Bugblatter Beast of Traal
The last session I attended was a Session 0 for a Cyberpunk-ish Nigh-Apocolyptic Supers game. It's intended to be tactically heavy, using Champions Hero System 6E which no one has played though we have some Champions vets around. (I was running Champions in '83, but haven't played in well over a decade. Most of my experience was as a player usign the Big Blue Book.)

It's odd - the DM normally likes very narrative games as a player, and the highly tactical game came from them as a surprise. I hope this isn't just a short term "scratching an itch".

The world borrows from Altered Carbon and some other late-cyberpunky settings. If you recognize any others, please don't spoil it for me. Put it in a spoiler tag. People basically screwed the Earth up big time, is on an irrevocable (?) course for disaster. Basically (and we have little information about exactly how - I expect it to be a plot point) an AI stepped in and united the nations. During that time the technology advanced so that what made a person them could be recorded and transmitted to different bodies. Allowing resurrection, and "resleeving" (a la Altered Carbon) yourself into different bodies. Mankind basically created colony ships that will take a century to get anywhere, filled with our best and brightest in cryosleep, who would set up receivers at the far side for the rest of humanity living on doomed Earth to join them.

Also as part of this, supers emerged at some point in the past, before the AI, but they were ill equipped to fix the real problems (racism, greed, climate change, etc.) and basically went underground.

At a point after the colony ships were launched, the AI went dark. It was mother to everyone and all of the distribution systems and everything started to break down. It also controlled our ability to speak to the colony ships.

In the 20 years since that happened a lot of things like have/have-not divide, warlords, heck just widespread violence, have come to the forefront after being mostly suppressed during the AI-lead century.

So heroes are beginning to emerge again, and we're among them. The best and brightest have left, the stabilizing societal influences have broken down a generation before, the best of humanity, along with untold amounts of resources, have been poured into the colony ships that we can no longer talk to, and the Earth is already dying.

Flexor the Mighty!

18/100 Strength!
As a referee they were able to defeat the evil white dragon Hoarfrost, recover the staff of the North and the last of the 5 swords for a tribe of the Ice Barbarians, and help overthrow the weak Jarl and his false shaman. They have helped free Vatun from his prison and one player converted to his worship. The old shamen they helped then was able to show them an ancient teleport circle and they went though the ritual to activate it...though the old shaman coughed during the recital and who knows if they are on target as they hurtle though the etheral towards their original destination.

In the backup campaign I play in we are near the end of the Tome of Annihilation. We are kind of stuck after
destroying the soul monger and slapping Ascerack around. Like Demogorgon in the OofA campaign I ran, he was kind of a joke and we slapped him around with 8th level PC. So I hope that was just a run up to the real end fight. But we are still stuck and must have missed something. We have some plans for next week to try and finish the campaign.
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The Smurfiest Wizard Ever!
The morning air was clear and crisp as the party set out from Penin, City of Marvels, on their trek to the ancient ruins of Forl, capital of the Kingdom of Agdarm during the Time of Titans, over a thousand years ago. Their first goal was to find Torknot, the Elder Treant who was thought to know the path to Forl.

A winding road snaked through the towering forests, swaying limbs dancing in the embrace of a strong wind from the north. They followed the signs to Torknot for several days, each one growing colder and shorter, until one night the silence was broken by the roars of a vicious pair of chimeras!

With decided speed, the dragonborn, Fang, rushed forth with hands in rapid motion, his golden tongue reciting practiced words, the powerful energies unleashing a wave of calming and friendly force. The chimera's heads bowed and twisted, roaring and growling in protest, trying to resist the druid's will. But slowly the monster fell before the mystical strength of the dragonborn's charm.

Shield held fast and sword bright, the barbarian, a champion of Penin, Lady Laziakka, sprang into action to face the second chimera. A she dashed ahead, the chimera spread its forelegs in defiance, the dragon-head unleashing a blast of fiery death. With her braced shield and strong legs, the high-elf leaped upwards, twisting in the air and escaping most of the searing-hot flames. She landed lightly with a balance earned by hours of practice in the trees of her homeland. Her sword darted and sliced, drinking the creature's blood with eagerness and feeding her rage. The lion-head snapped at the fighter, but her shield pushed it aside with a strength hidden beneath her delicate, elven frame. Distracted, Laziakka was unable to defend as the goat’s horns pierced her side and lifting her from her feet, drawing blood for blood.

A companion of decades, bonded in sisterhood of their race, moved to support the brave warrior. Thera, trained in the arcane traditions that mixed magic and war, pulled from the folds of her cloak a tiny glass rod entwined with fur string. Her hand reached high, elbow turning, as she pulled it down in a zig-zag, and from her dulcet lips rose the memorized chant, linking her to the elements. As her hand thrust forward, the glass rod shattered, the fur sparked, and a stroke of lighting split the darkness of night, the roar of quick thunder shaking the nearby trees. The bolt slammed into the side of the chimera, tearing into its wings and nearly slashing one asunder, burning its hind-quarters and rear legs.

Percy moved like Thera's lightning bolt! The human's speed was astounding as he leaped in bounds over the broken ground to join Laziakka in facing the remaining chimera. With a shout to focus his inner strength, Percy flew sidelong into the beast, his foot like a spear. The goat-head caved under the blow; its skull shattered. He landed and sprung, flipping backwards, his other foot plowing into the lion-head, forcing it up and backwards. Somehow, before he landed his flip, as his hands came around two quick jabs, striking the beast in the shoulder and left-front leg. The enormous, wicked creature nearly collapsed as its leg buckled.

The chimera lurched, the dragon-head facing mighty Laziakka and the lion-head eyeing the powerful monk. Even such a stupid monstrosity saw its death in those that stood before it. It had not heard its mate tearing their prey apart; no roar of flames, no roar of pride, only silence. With a deep inhale, the chimera turned and launched itself into the night sky, thinking to escape while it still had enough strength to fly.

But these heroes knew the evil of chimeras and would not suffer to let one escape. Dropping her sword, Laziakka pulled a javelin from the sheath on her back. Her figure turned as she threw it, propelling it with blazing speed. It speared the monster's belly and it bellowed in pain. Before the first has struck true, a second shaft flew after the first, lancing the chimera's lightning-charred hind-leg.

The beast wavered; its injured wing barely able to support the strong one in keeping it aloft. Thera was too far back now for her lightning to reach, so she invoked a far simpler spell, an incantation known to her since she first began her studies in the elves Fabled Hall in Kanen. But she place the power of her strongest magics into the spell, her fingers tapping the air before her, motes of green energy forming. They flew in flashes of light, bursting in a barrage of tiny explosions at the chimera nearly a hundred feet in the air above, tearing its wing from its back!

The broken monster fell, plummeting to the ground, as thousands of pounds of flesh, muscle, and bone spilled out. The black ichor of the chimera's blood wilted the grass, turning it black as the night sky above. The heroes turned as a roar reminded them of the other chimera to be dealt with, but their grimaces turned to grins as they saw the robust Fang sitting astride the creature's back. He smiled at the three of them, "What took you so long?"

(This was just a random encounter... what happened when we reached the ruins would be a couple chapters.)


Last session was this past Sunday. The PCs are DEEP in Dungeon of the Mad Mage. I won't spoil it, because it is a published campaign, but on the whole it has been an absolute blast. We play every Sunday for four hours and I would say we're a couple of sessions from finishing.

It's kind of like seeing the end of your favorite T.V. series coming up. You cannot wait to see what happens, but are a bit sad it is going to be over.

Last night, in the penultimate session of my son's two-year 3.5 Wednesday night campaign, our 19th-level PCs stopped a group of cultists from opening a portal to the Nine Hells that would have allowed the pit fiend known as the Hope Ender to lead a devil army into the mortal world. We all gained enough XP to get us to 20th level.

Next Wednesday, to close out the campaign, we open the portal ourselves after sufficient time has passed so we can take down the Hope Ender. This is of particular importance to my PC, who has a two-year-old daughter named Hope who's one of only two remaining members of a bloodline whose existence prevents the Hope Ender from being able to open portals to the mortal realm at will.

I'm writing up the "Durnhill Conscripts" Story Hour session update and will probably post it this weekend.

And then, the week after we close out "The Durnhill Conscripts," we'll have a PC creation session on a Wednesday night to roll up the PCs for the next campaign, in which we'll all start out as slaves to the drow. I'm planning on running a lizardfolk named Jhasspok, taking levels of barbarian, ranger,and fighter once I pay off my three-level lizardfolk debt.



Prodigal Member
It went pretty well. We finished an adventure, and also managed to perform a magic ritual to rid the goblin PC of demonic possession that was causing him to go berserk and attack the elf wizard PC on sight. The wizard had to go around using an illusion to disguise himself as a human, until he got jealous of the attention people were paying to his own alter ego and switched illusions. :rolleyes: Anyway, that's over and we're off to the Big City!


So I have to report on the session I ran last night.
Back up to 1989, when I first tried DMing. I couldn't get a regular group together, so I ran solo adventures for my sister.
Last night my fiancée and I hosted my sister and her teenaged kids (and one of their boyfriends) to play D&D. My nephew keeps asking me "when can we play Dungeons & Dragons?" Well, after a bunch of setbacks including family illnesses and deaths, we were finally able to bond over the game.
My nephew got the old Starter Set (with Lost Mines) as a present back for his birthday, so I ran some of that for them. They had a blast. The boyfriend had never played before, but ended up texting his mom to see if he could stay out later to play.
I love this hobby.


Heretic of The Seventh Circle
We were in the port and fishing town of Caer Mach to meet with my characters older sister (gnome family, she is 120ish and my char is 36) who is more like an aunt. She is a Watcher, which is like a mix of park ranger, coast guard, and sheriff, in the remote mountain communities of our home, but also maintain the lighthouses.
Anyway, we are seeing her to get her support at the AllThing, where we are going to try to convince the people of the north to form a war council and hunt down a fiendish cult and the dragon-lead criminal organization that is working with them.

So, we pop in to the local tavern for a meal and to see if Meriel was in town or on patrol, and bring some injured folks we saved from a peryton attack. During our meal, we notice that the humans in the corner have rings identifying them as members of the criminal organization, called the Dargon Gul.
We scout out an empty warehouse, and my wife’s Goliath ranger/Druid Thumi turns into a raccoon, steals one guy’s keys, and lured them to us. We bonk the humans on the head, throw them into a big barrel, and Thumi carried them on her shoulder, to the lighthouse.
So, that’s how we meet up with my sister Meriel, who I’ve not seen since the funeral for our Uncle who was captain of my ship, 3 years ago, saying at one point, “this is not the weirdest thing I’ve ever come home with in a barrel.” We interrogate the prisoners, learn there are 20 or so more on their ship.
We investigate the ship, find signs that a rival criminal organization lead by a Medusa already killed the Dargun Gul crew on the ship, and a letter written on shark skin. Meriel reads enough Sahuagin to recognize that it’s an agreement to attack the town, and “retreat” after a mock battle, set up to make the dargun Gul look like heroes.

We alert the town, and stand on the docks as the first line of defense. It’s a tough fight, we all take some good hits, but we ultimately prevail.

And then...I get a wild idea, as the surviving Sahuagin are in retreat, taking their dying Baron with them. (We don’t auto kill monsters at 0hp, they use the same dying rules as PCs) My character is always looking to recruit new allies, even from the ranks of those we have fought, and he has traded with Sahuagin before, years ago. Mostly just for safe passage. So he runs after them, and yells at three that are pulling away one that was stuck in the crown paladin’s challenge effect, indicated that he had a trade for them.
Persuasion at disadvantage. 14. 1 female Sahuagin swims closer, curious. She speaks no common, but a little Gnomish. I yell at the healers to heal the dying enemies and let them go. She sees this, and I explain that the dargun Gul betrayed them. I call for a trade. Parlay.
Persuasion. 24.
She calls to her allies who bring the baron, and I yell at my friends to heal him. “Please just trust me!” They do it. He agrees to meet with me again at a time and place far enough off to recover, agreeing that I’ve provided already a suitable trade, and we will be negotiating his side of the trade. He leaves with about half the force he came with, and new information. Last dealings indicate that he will honor the agreement, and provide good value in trade when we meet again.

So, now I just gotta figure out what I want from a Sahuagin Baron and his people...


Nothing too interesting, except when our party cleric tried to tap my PC's ass. That came out of nowhere, and the DM told him to roll attack which missed, and i promptly step back and cast Firebolt in his face. I was so hoping that it was a crit.

I always knew the cleric player was kind of a tool, constantly looking for hookers, trying to bone every female NPC (and recently my PC, since she's the sole female in the party who just joined). He even said that his character wanks during downtime. But this is just ridiculous.

I am a little worried that the next time my PC goes down in a fight, he would cast a touch spell on me by touching inappropriate places.


Awful. It was supposed to be the culmination of a six-month campaign (AL season 4 with medium-to-heavy reworking for a home table). The BBEG won, thanks mostly to a too-powerful charm ability that I should have spotted when reading the statblock, but somehow didn't. So the two heaviest hitters were charmed very early in the fight and the remaining three limped along for about 10 more rounds, doing very little damage and taking turns going down and reviving each other, until the boss finished her goal and left them there.

Have been kicking myself ever since for not realizing that a 24-hour charm without a saving throw every round was something I should have changed or at least planned for. I don't think the players minded losing, but it was unfun, and that's totally my fault. Let all who read this heed my example and watch for pitfalls like this in your games.

We're supposed to have a meeting on Saturday to discuss future plans for the game, so I'm planning to offer the group a couple of options to recover from this disaster. I can't leave it here.

I would change that on-the-fly. There is nothing forcing you to stick with a broken mechanic once you discover it during play (especially if you have 10 rounds to adjust and it is that important, being detrimental to a story finale)... I wonder why you did.
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Halloween Horror For 5E