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D&D General How Was Your Last Session?



Running Kingmaker conversion where the 4th level PCs are currently building a frontier barony full of fey. After narrowly defeating the goblin cannon fodder of the monstrous kingdom to the west (led by a troll king), and in doing so avenging the death of a PC who was disemboweled by their leader, the PCs had to deal with their High Priest refusing to heal dying men who fled in battle as they had made the State religion the Goddess of War in order to obtain political favors and venture capital to build stuff.

Because the army routed early on, the fight was on the muddy streets, and the hero of the town is their 3-legged mascot, a dog named Stumpy.

War is expensive, and they were forced to miss an invitation to a festival from their beleaguered neighbor to the east who is trying to subjugate centaurs, who were here a long time before anyone else, and discussing border trade and treaties. That's for another day.

Meanwhile, a kobold tribe they previously saved from annihilation has taken the opportunity to "grow strong" against the human threat. Ungrateful creatures! As they see it, humans will act nice for awhile then take your land. So, the kobolds acted first, grabbing land while the PCs were occupied with the monstrous kingdom and expanding their numbers by merging with another tribe. The PCs decided to deal with this threat, but their small militia army had routed and the kobolds had numbers anyways. They got an idea from a friendly gnome explorer whose people were being sniped on their travels by the emboldened kobolds. The gnome had never thanked them properly for once saving their lives and valuables, so he offered his "exploding powder" idea from a faraway land. The PCs offered tribute in the form of ale and seized goblin weapons to the kobolds, who happily accepted them and subtly insulted them, making it clear that everything on their side of the river was theirs...and perhaps more.

What the kobold chief didn't know is our PCs built a secret compartment under the weapon stash packed neatly with a large volume of exploding powder and a short fuse to be lit by the party's Quasit familiar (invisible at the time). Let's see what happens...

Big botta boom. This opened the door to explore the frontier a bit more, and we're currently in an ancient elven ruin where half of an ancient artifact weapon lies buried...and they already have the other half. They just don't know it, yet.

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We performed a stealth assassination, slaying the Mortal Queen (a half-find drow cleric of Lolth who had declared herself not only the ruler of the Underdark drow city of Overreach but of all drow) on the flagship of her spelljamming fleet, surrounded by the entire Overreach flying navy who could have whooped us good if they'd have known of our presence. But the combination of a teleport spell, a silence spell cast upon a dwarven barbarian who then hid inside a bag of holding held by the human sorcerer until after we'd teleported into the room, and the fact the Mortal Queen (a 20th-level cleric - we're all 12th-level, by the way) had been piloting her flagship (and thus couldn't cast spells for the next 24 hours) made her easy pickings. We took out her two bodyguards with ease and took her down without too much trouble (although the barbarian's player was rolling like crap all night), ending up with our human sorcerer stepping out onto the deck, throwing the Mortal Queen's severed head among her troops, and announcing there had been a change of leadership (we were allied with the Matriarch of the Second House of Overreach, the House in charge of the flying navy). Now there's a big civil war breaking out in Overreach, as the Second House is escaping on the spelljamming vessels (something about the impending destruction of the planet that we're prophesied to potentially stop), the members of the First House (the Mortal Queen's former House) have been reduced to slavehood, and the Third House (the one we had originally been slaves to and are now members of as free citizens) has risen to be the most powerful of the remaining Houses.

And to cap things off, we all leveled up to 13th as a result. (It turns out half-fiend drow 20th-level clerics are worth a butt-ton of XP!)

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DM stinker special combat.

Level 9 PCs they encountered a being immune to radiant and psychic. It was a flying incorporate psychic vampire feeding off drugged Drow hedonists.

I made it vulnerable to necrotic and force.

Almost got a tpk with two bleeding out on two failed saves and a third stunned senseless. Mindblast similar to illithid, synaptic static spell plus the mindblast effect recharging. Incoming 20d8 psychic damage+8d6+debuff+stun effects.

It also flew.

They seemed to have fun being pushed to the limits and one PC requested a look at my printed out sheet to see how I made it and formatted.
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41st lv DM
We were down a player this time (wich in a 3 player + DM PF game is significant), so we concentrated on things that didn't require combat.


Moderator Emeritus
Today was our 4th in-person session since post-vaccine. And it was a romp 'em stomp 'em

The PCs entered the swamp lair and what followed were a series of tough fights, starting with some lowly dominated caravan guards, one of which got swallowed by a confused giant toad in the next room when he ran to get help (the adventure says the sound of fighting would rile up the toads and confuse them). The fight with the toads (and the discovery of a seemingly forgotten treasure room) was followed by dealing with green slime and then fighting wave after wave of cultists. They were not hard individually, but there were 14 of them in three waves. Luckily some of them were in the PJs and only had a chance to grab up a shield for the fight. We ended the session after a very difficult fight with some cultist lieutenants - two of which were having a field day sneak attacking folks. The druid dropped as did their cleric/monk ally, but they were brought back to fighting shape.

They took two short rests in there as there were hurting and were going over their gear to see how many healing potions and goodberries they have left before continuing their raid. So far they seem to be going headfirst - trying to get surprise when they can, but after the first guards, everyone has heard them coming.

Fun! Fun! Fun! I wish we had gotten a little further because there is a magical great axe they are on the verge of discovering and this will be the barbarian's first serious magical item. His last axe turned out to be cursed and he has already used up his two javelins of lightning.
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Rotten DM
Did not level up. Travel 940 miles. Journey between three kingdoms. Spend 75 GP 1 copper for horses. Bard spend 124 gp 2 silver 5 copper on new armour. Traded with a Merchant name Joe cost us 28 GP 1 silver. Tavern fees were 37 gp 1 silver 5 Gp. Dungeon Entrance Fee was 15 gp 5 silver 1 copper. Only have 27 Gp left.

Did not allow the Taxbaxi to join our group. The Sage did not get by Alligator. Bard did sing to the gator. Did not loot the temple. Scoped out another temple. Not good loot there. Servants at castles did not clean castle.

Okay we went on vacation to Baton Rouge Louisiana. My wife nearly adopted a lynx mixed breed cat. Went the Tabasco Jungle Garden where our host got too near a gator. Wife took pictures. There was a Buddha statue on sight. Sunday went to our host’s church for services and came home. Number of laws broke NONE. But my rear hurts from 15+ hours of driving I logged.


Autistic DM (he/him)
Been awhile since I've updated my Eberron campaign's progress in this thread. I'll do a few posts in the relatively new future going over what has happened since then.

The party, now known as "The Fortunate Four" ventured to Xen'drik to learn the secrets of docents. At first they were debating on whether to simply gather enough docents to not have to buy/retrieve more in the future or to try and discover how to create docents, but they eventually settled on seeking how to recreate docents to prevent trips to Xen'drik in the future. The Fortunate Four bought a place on a boat that was heading to Stormreach and left on their expedition into the distant jungle continent.

When they arrived, they spent a week in the local bars and taverns, listening to whispers and rumors about Giants, Docents, and previous expeditions to Xen'drik. During this week of carousing, they managed to hear tales of a giant settlement on a volcano to the south east, Tempest's Spine, which was just north of Dread Lake. The rumors described a huge city named Cloudhold Keep, build upon the clouds and inhabited by Cloud Giants, with settlements below of Frost Giants (on top of the mountain) and Fire Giants (inside of the volcano), and they learned of a renown Cloud Giant historian that lived there, Mistress Azara Zephyros.

The party bought a rowboat, travelled through the Thunder Sea into the bay just north of Tempest's Spine, and landed on the shore, about three days travel to the mountain. On the way, they encountered a Wyvern, which they slew, a group of Ettin Hunters, whom York quickly befriended with the help of the Enlarge/Reduce spell, and a Half-Ogre that kindly pointed them towards a trail up the mountain. Just before sunset on the last day, the Fortunate Four got the top of the mountain, and found a settlement of Frost Giants that were strangely wearing clothing made out of vines, feathers, and cloth, instead of the typical Nordic-style armor. With a bit of persuading and gift-giving, they convinced the Frost Giant Chieftain to contact the Cloud Giants of Cloudhold Keep and get them to lower the drawbridge up to the floating city.

After walking up the giant-sized drawbridge that was made out of pure mithral, the party was met by a Cloud Giant courier that invited them into an apartment-sized leather bag (with airholes so that the party could breathe) who then took them across the giant city to the Halls of the Titans, where the party met with Azara Zephyros, the noble Cloud Giant that was intrigued by the adventurers and gladly pointed them in the direction of a Fire Giant that could help them with their goal of discovering how to create Docents, in exchange for a favor (they exchanged Sending Stones so that they could contact one another when the favor was ready).

They made their way to a Fire Giant tinkerer that Azara directed them to, who was known for being kind to smaller races and often employing them to help with some of the finer details of his craft, that lived in the central volcano of the Fangs of Argarak. After multiple random encounters (like a weeping tree that was surrounded by impaled, decapitated skulls/heads that the party slowly and carefully backed away from, a Were-Panda that was happily munching on some bamboo in the jungle that the party entirely ignored, a squad of hobgoblins that were searching for a stolen ancient Dhakaani artifact that was taken to Xen'drik, and a battle between some Ezdari (homebrew wasp-folk) and drow were-spiders that the party also ignored), they made their way to the Fire Giant's lair and were able to convince him to direct them to a sentient, ancient Warforged Colossus made for the Giant-Quori War nearly 100,000 years ago named Xartohs the Hivemind.


Mod Squad
Staff member
We are doing a comedy of manners, mucking about with several couple's marriage prospects and local society papers, while likely needing to fend off a zombie-making mad scientist who really ought to be dead, and saving the solar system from international intrigue involving mind control research.

And we haven't even gotten to the dinner party yet.
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They chopped there way through a stinker of an encounter to link up with the Transcended. A small group of Drow monks.

They passed a variety of trials and convinced them to join their forces.

Since March they've rallied 3 factions of Drow the last survivors of Maemydra. They discovered a possible crack in the forces of Kurgoth Hellspawn.

Also Kossuths faith has no beef with Elistraee's. Kurgoth isn't a fan though.

27th session in my Dragon Heist/Deck of Many Things mashup. Three PCs of 6th level: half-orc fighter, half-elf wizard, halfling rogue. In the previous session, they violently resisted arrest by the City Watch in a noble's estate. When the orc killed his first watchman, the fight turned serious, and the wizard was slain.

This session opened in the middle of the battle. The rogue and fighter turned the tide against the Watch. The fighter simply hacked his way through them, dropping two at a time. The rogue finally decided to stop being clever and just get stabby. One sneak attack from the rogue nearly felled the leader of the Watch, a detective who is an antagonist of his. The detective used dimension door to escape with only 7 hp remaining.

The two surviving Watch were captured, questioned, and left alive by the PCs. The Watch had shown up unexpectedly at the noble estate -- filled with dead nobles the PCs did not kill -- after being tipped off by a mysterious source. The PCs think someone is trying to frame them. And they're right.

The PCs escaped to the mystical hideout of the rogue's thieves guild. In their possession is a magical artifact, the Silver Chalice of Siamorphe, which can bring back the dead. But they were unsure how to use it. Magically disguising himself, the rogue crossed the city to the home of an ally who could provide some insight. Along the way, he saw the Watch out in force and wanted posters going up all over the city.

They are now Waterdeep's most wanted men.

The remainder of the short session was working with the wizard's player to determine: 1) what he experienced while he was dead 2) how he is going to change when he comes back from the dead. We toyed with some ideas that got the player really excited. "Wow, I never knew getting killed could be so much fun!" said the player, a first time D&D-er. So that was cool.

Next session: Resurrection!
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Tonight's session got suddenly canceled at the last minute - the college-age son of two of our players (the son was a former player in our campaigns as well until he moved away to a town 45 minutes from ours a couple years back) broke his leg and was going into emergency surgery. I'll get the details from his father at work tomorrow, but in the meantime tonight's session will be postponed until next Wednesday.

So our next gaming session will be this Saturday, in our other campaign. (I DM our Saturday campaign and my youngest son DMs our Wednesday night campaign. The other family games with us in both campaigns.)



I have a major weakness as a DM: I'm not very good at planning combats.

Current campaign is D&D 3.5, and I'm currently DM (We pass the duty around, and it's my turn).

I've a little background in live theater, and I love the Role-playing part of the game, so all too often my games turn into a semi-soap opera, with plot puzzles and personality issues between characters and "important people" in the game world.

In our game world there's a plague. I swear, we started this well before Covid came along, but like it or not it's the major problem in the game world.

The city of Seacrest is in trouble, a major outbreak and the city literally closed: Plague flags at the ports warning off ships, and all the gates sealed. Foodstuffs can come in, but it's an airlock kind of deal: Farmers get paid and leave their wagons outside. People from inside come out and get the wagons. Empty wagons, scrubbed and cleaned, are left outside later.

As is often the way, PCs have business in the city. They're on good terms with the young Duke (his father died in a pirate raid on the city), having helped him resolve a few small rebellions.

Okay, they weren't really rebellions. One was a group of pirates that had taken up residence in a border area military port that had been abandoned. The Duke hadn't had the troops or ships to take them head on, in their very defensible base, so the party went in to negotiate. Long story short, pardons were offered by the new Duke, and were accepted, approved by the King.

Another military base, a fortress in the northern mountains, controls a key pass, and thus trade with the north. Things didn't go quite so smoothly there. The man in charge doesn't trust the Duke.

Party used Scry and Divination to find out who had killed the fort commander's brother, a key factor in his rebellion. They had just captured a lot of men who tried to raid the town again, when it was weak. That was the same modus operandi of the last raid, timed to hit while the plague was running rampant.

They found that the captain of the ship where the commander's brother was killed was the "Commodore" (i.e. the now-pardoned pirate captain mentioned earlier.)

They're still trying to find a way to crowbar this situation into something they can use: They can't invite the northern commander to oversee the Commodor's execution because he can't be executed for his past crimes. He has a full pardon and is now in command of a part of the Ducal fleet, while the northern commander is still, technically an outlaw.

I'm thinking I need a nice combat-type encounter to shake them out of that fixation.

Party is six or seven PCs, 12th level or so, so swarming them with pirates, bandits, Rogues etc just doesn't work. They're head and shoulders above any mundane troops any government or rebel group can bring to bear.

I need to rationalize how/why they could encounter a group that can actually challenge them. Then, of course, I have to come up with such a group.

After that, actually running the scene is easy.


Tonight's session got suddenly canceled at the last minute - the college-age son of two of our players (the son was a former player in our campaigns as well until he moved away to a town 45 minutes from ours a couple years back) broke his leg and was going into emergency surgery. I'll get the details from his father at work tomorrow, but in the meantime tonight's session will be postponed until next Wednesday.

So our next gaming session will be this Saturday, in our other campaign. (I DM our Saturday campaign and my youngest son DMs our Wednesday night campaign. The other family games with us in both campaigns.)

Update: the son broke both leg bones just above the ankle after taking a fall from a longboard. (Apparently his entire foot was turned around - not good!) And since his bedroom in the apartment house he shares with two roommates is in the basement (down two flights of 7 stairs each), his parents took him back home to their place yesterday where he can heal up for the first week. So they've canceled tomorrow's game session and I would be very surprised if they don't cancel next Wednesday's game session as well, given when they drive him home on Wednesday (as planned) it likely won't be until after the dad gets off of work. So our next session will likely be on Saturday, 31 July.

Bummer, but I can't argue the priorities. The game will still be there when we're all available. And I'll take dealing with a postponed couple of sessions over a double-broken leg any day.


After a random encounter coincided with Tiamat's Vengeance Day, resulting in a massacre and all the Dragon cultists fleeing, our game was upended last session. This session, after preparing for the team to follow the fleeing cultists (once the guard let them go), they instead decided to ride straight to Waterdeep and wait for the cultists there.

The guard captain was one of the contestants at the tournament they competed in a couple of months ago, so he recognized the heroes. Although hesitant to trust him at first, they decided to tell him how they knew about the cultists when nobody else did. He decided to let them go, but not the rest of the wagon train, just in case not all of the cultists fled, so they are able to get a decent head start.

Also, the half-orc talked him into paying them for any information they dug up about the cultists, so now they have two people paying them for the same info.

Along the road, they picked up our newest player, who just happened to be a cousin to the first group of captives we saved way back at the dragon caves. (Unlike the guard captain, I didn't plan this. As I was looking through previously known NPC's, though, for the guard captain, I saw that their last names were the same, so I decided to tie them together.)

This was the longest session we've been able to play in a while, now that our ADD player left (not that it was his fault -- ADD is ADD), and it made a huge improvement on how everybody felt during the session.

26th-ish session of my Neverwinter campaign. Currently at three players: half-orc vengeance paladin, drow evocation wizard, human genie warlock. We're going to add a fourth player in the coming weeks. Characters are 5th level going on 6th.

This short session was a transition episode as the PCs left Phandalin -- where their adventures had started -- and travelled to Neverwinter by foot. Several days into the journey they came across a campsite that had been attacked. A dozen men wearing the livery of Waterdeep were dead, apparently ambushed the previous night. A cave bear threatened the sole survivor.

The paladin shouted and the bear charged. Then two hill giants emerged from hiding atop the surrounding bluffs. A trap! The giants rained boulders down on the paladin and warlock. The wizard dropped a fireball on one giant and then trapped it in a sphere of magical darkness. The warlock unleashed a fireball of her own. The paladin clambered up the bluff to smite the other giants. A few rounds later, the giants and their pet cave bear were dead.

(I'm planting the seeds for an eventual adventure in Grudd Haug, the hill giant stronghold from Storm King's Thunder.)

The warlock was surprised to discover that the survivor was one of her relatives. Her background is a Waterdhavian noble. She's left her family behind and is now a thief in Neverwinter who steals from the rich. I kicked it over to her to decide who the relative was...and she decided he's a slimy ne'er-do-well cousin named Chadian. Then it was my turn. Chad's antics have caused the family to threaten disinheritance. To get back on the family's good side, he's been sent to Neverwinter to establish an alliance with that city's Queen...and to arrange a marriage for the warlock.

The warlock didn't like the sound of that. So she bargained. What would it take to get Chad in her pocket? He agreed to help her case the estates of Neverwinter's nobility in return for 10% of the take, which should grant him financial independence.

What could possibly go wrong?

Next session: The PCs arrive in Neverwinter!

My current campaign is set in a modded FR, where psionics hasn't worked for 400 years. It's on the rise again though as Orcus and Ilsensine has made a pact, masterminded on the material plane by an undead elder brain nesting in a hollow asteroid in wildspace. The Zhentarim are spreading and selling a new drug, secretly produced by a Zhent region wizard in league with the Illithids. Unknown to the Zhent the drug is slowly eroding the users psyche, sending it to Alhoon-controlled psychic batteries in The Spine of the World for transport via Spelljammer to the elder brain.

Anyway. My players have been noodling around Secomber for 20-ish sessions, doing side stuff and Miami Vice:ing their way towards a local Zhent drug lord that finally got caught last session. Since my players still was in no hurry I had to move stuff this session. So, I let mind controlled Bulettes raze part of the Secomber Garrisson at night as a diversion while the drug lord was freed, right after the party was attacked by Shadow Assassins in their room at The Knee. In the aftermath a Squid Ship was seen against the starlit sky traveling north. That got the players finally packing and moving towards Waterdeep to do some research.

My aim for this campaign was to let the players re-discover Spelljamming for some space action. But as my table as usual are taking their time and enjoying their roleplaying it will be a very long time before they (hopefully) leave Toril. Never the less, much fun is had and all is well.


I messed up and introduced an element designed to lure the PCs to an NPC that I wasn't planning on introducing until later. Now I have to find a way to finesse them away from aforementioned elaborately described and slightly home-brewed element. Being that it's a scrying orb with a save they all willingly failed based on a recommendation from an NPC traveling with the party and that appears to asking to be followed, and since they're in a canoe, I may just have them do athletics checks to try and keep up until it peters out after 10 minutes. It would eventually leave them a bit lost in the middle of a wide lagoon in The Mere and I'm hoping they won't find that too annoying. They've already had a number of encounters and are chomping (champing?) to get to their destination.

Pretty good but short. There are dangers with incorporating 1 PC into the main story too much even if all players agree to the idea in session 0. 1 player who was linked to the main story could not make it meaning when the rest of the party got to the point were advancing the story would be awkward with out him we called it for the night. If you are going to make a plot around a specific blood line of one of the PCs, probably make 2 of the players family members so you can progress even when one is absent.

Other then that we had a solid combat and a bit of exploration. I have a hard time tempting my PCs with magic gear. There was a shop selling magic items made from necromancy, such as unliving leather armor and an undead insect monster turned into an acid thrower, and the only one player showed any interest in any of it. I even had a remote control mummy you could transfer your own mind into, no body was interested.


Ravenous Bugblatter Beast of Traal
Haven't played in August. Was supposed to run finally yesterday - and two players had forgotten about our "we're all back and playing" date and couldn't make it.

(Among my players in that group are two couples - so if we're down, we're usually down two and we don't play down two.)

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