log in or register to remove this ad

 

D&D General How Was Your Last Session?

29th session of my Dragon Heist/Deck of Many Things mashup. 6th level half-orc cavalier fighter, 6th level halfling swashbuckler rogue, and 6th level half-elf evoker wizard with one level of grave cleric.

Previously, they'd managed to murder a squad of city watch that had been sent to arrest them for a framed up murder. Oops. Fortunately, they had an artifact that could bring the dead back to life.

In this session, they broke into the mausoleum where the dead were lying in state, attended by an honor guard of clerics of Kelemvor. A recon by the rogue revealed that the clerics had been killed and their high priest was about to be sacrificed for a dark ritual. Looming over the priest was a hooded figure that was soon revealed to be a nemesis of the rogue -- a corrupt cop who had tried to frame the party for murder and tipped off the city watch in the encounter that went horribly awry. The cop works for an evil wizard responsible for the murder of the evoker's parents. Now, he was attempting to turn the dead city watch into undead, thereby making them impossible to resurrect.

The party managed to disrupt his ritual--so instead of the dead watchmen becoming undead, it was the clerics of Kelemvor. The fight that followed was brutal. The rogue went down, the fighter nearly went down, and it was only three consecutive fireballs from the evoker that allowed the party to triumph.

In the final round, the wizard brought the rogue back to consciousness with a healing spell. The rogue fired his hand crossbow at the corrupt cop and scored a critical hit on his sneak attack.

Game over.

Next session: What to do with all these bodies?
 
Last edited:

log in or register to remove this ad


Richards

Legend
In today's "Dreams of Erthe" session, the PCs:
  • Got their butts handed to them in the dreamlands, basically fighting King Kong (they're 4th level), so they had to abandon that dream victim to her fate and hope to come back later to rescue her when they're more fully trained on dream manipulations
  • Ordered some magic items that will be ready in about three days
  • Successfully rescued an innkeeper from her (quite literal) nightmare and brought her back to full wakefulness
  • Got involved in a street fight with a druid, a dire ape, an awakened ape, an awakened baboon (the latter two wearing magical collars that made them look like a heavyset villager and a large mastiff dog, respectively), and a swarm of spiders in a city where active spellcasting is forbidden
  • Tracked the druid and dire ape to their forest campsite, where they were also under attack from three awakened monkeys and a pair of bugbears who had tracked the druid down after he'd plundered the gravesites of some of their warriors
  • Killed the druid, killed the bugbears, killed the awakened monkeys (nasty little face-biters, those!), but let the dire ape go free
Johnathan
 

Faolyn

Hero
The hexblade finally revealed he could change the shape of his pact weapon. The party's gun-wielding investigator rogue decided that he would show the hexblade the ins and outs of the gun. Spirit bullets ahoy!
 

el-remmen

Moderator Emeritus
It was great. We completed a huge module that took 8 sessions of five hours each to play through and the party was awarded XP at the end, reaching 6th level.

The session began mid battle with the big bad, EXPLICITA DEFILUS, in her lair in a sunken temple in the middle of a huge sunken cavern. Where we left our heroes:

244417485_573139743932810_1743125889804032750_n.jpg

Nora Darhk the tiefling ranger/sorcerer critically wounded and facing off against the naga. The vile naga's human child shield bleeding out as collateral damage! (Not pictured, the druid's Air Bestial Spirit hovering above)

244160392_845679262653375_5945216135899439361_n.jpg

Sister Ottie, cleric/monk NPC ally of the party, also critically wounded and facing off against the troglodyte scouts.

244344640_1265517403910600_6384224478066717428_n.jpg

Thron Greenman, druid, waterwalking and fighting a crocodile

244341695_562607721464177_2713693370843839496_n.jpg

Rollo Snow, orc-descended barbarian standing over the corpse of the troglodyte mystic he just vanquished.

244179369_625905218817168_2339841165098658066_n.jpg
244344658_2921082601480473_2569389363841591757_n.jpg

And who is that lurking behind the pillars and considering rooting through the pile of treasure for something useful? Alston Turin, the gnome bard/wizard, who is very good of staying out of the scrum!

The fight began grimly, but the party turned it around and was about to quickly finish the naga when a dimension door followed by a readied action from where she hid behind a pillar, slowed the pace to something she could work with - esp. once when that readied action went off and the barbarian and bard found themselves face to face with a wall of fire.

244448109_4271965539577170_8266451414267922056_n.jpg
244446086_920335025241185_9045693636655386222_n.jpg


The tiefling even tried this badass thing where she jumped through the wall of flame counting on her dex and resistance to bare the brunt of it. The idea was to leap through and sink and arrow into the critically wounded naga. She jumped through and barely survived but even with a hero point (+1d6 houserule we use) she still missed! And then dropped from additional fire damage because I forgot the back side of of the fire wall was "cool." So much to remember sometimes - thankfully she survived and the party won the day. [I have since informed the party of my error]

After that there was a lot of clean up, reuniting with NPC captives they'd freed and having a minor encounter with a harpy who was a cursed woman tied back to the party's very first adventure - and they were able to free her and change her to human and bring her back to town with the others.

The session ended with XP awarded - but with the bombshell that the knight they defeated as part of a sidetrek encounter back in session #16 is the suitor of their friend, the girl in love with a singing troll! Now they have even more reason to try to get involved in her life despite her father's consternation at their interference!

Anyway, they hit 6th level and I am curious what choices folks will make.
 

Attachments

  • 244355549_1246837405787402_6170755534365716857_n.jpg
    244355549_1246837405787402_6170755534365716857_n.jpg
    1.1 MB · Views: 3

Esbee

Dungeon Master at large.
Chaos in the Forgotten Realms as my 1e group went treasure hunting.

Following the clues on a treasure map, they search the area they believe hides the hoard. They come across an ogre that is keen to join them and become an adventurer, but leaving the conversation to the uncharismatic dwarf provokes him into attacking, knocking one of the two Kensai into critical condition before dispatching it.

Clues on the treasure path indicate a possible name on a grave marker at a cemetery, but the group is unsure. After two days of trying to decipher the final clue they opt to finally retreat back to Arabel to reprovision and consult a sage.

En route they meet a minotaur in battle with a pack of gnolls. Sitting back and letting the two groups fight, the chaotic neutral fighter/thief spontaneously decides that she can solo the Minotaur after it has moved on from the gnolls. Using elven stealth she gets the drop with a full 4 segments of surprise (and tripled rate of fire as per 1e surprise rules) and peppers the Minotaur with arrows. Caught off guard, it flees after a morale check fails. One of the Kensai and the Dwarf fighter weren't about to let her go off alone, so they arrive for the assist. The Minotaur leads them on a merry chase, but they ultimately keep up forcing a confrontation. The Minotaur turns around and charges - missing the squishy elf. The Kensai does the same leaping in with double scimitar attack and a Ki strike for full damage on the main hand, dealing a massive 20 pts of damage finishing it off.

Back in Arabel, the group properly translates the clue as to the name on the grave marker where the treasure hoard is buried and immediately reprovisions to head out. At the location - they dig up dozens of sacks filled to the brim with platinum and electrum, the happy adventurers realize that even with two mules they can't carry it all back. Taking what they can, they re-bury 10k in electrum and mark the new location before heading back home.

Alas, a pack of 6 more ogres looking for their other friend arrives. With absolute glee the Chaotic Neutral dwarven fighter charges headlong into the pack while they charge at the team. He successfully engages 3 solo while the other 3 charge at the other PCs, killing one Kensai and the Ranger/Cleric.

The Dwarven assassin, being the chaotic evil that he is, uses the opportunity to take one treasure laden mule and slip away while everyone is busy.

4 ogres fall to the team, while the other two flee after a morale failure. The surviving Kensai has finally had enough of the Dwarf's crap, and stalks after him. After a brief standoff where the assassin wonders if he can take her, especially with the support of the fighter/thief, he opts to spout out a bull story about merely leading the mule to safety for the sake of preserving the group's haul. The Kensai warns that one false move means curtains for him, so he agrees to disarm and be bound at the insistence of the rest of the PCs. The bodies of the two fallen are buried and the loot they were carrying also hidden and marked.

During the night he attempts to sway the fighter/thief into freeing him that they might dispatch the goody-goods and take the loot for themselves, but she opts to not go that route.

Returning to town they untie the untrustworthy dwarf, but since his intent cannot be proven everyone splits the treasure evenly and the Kensai and Dwarven fighter permanently break off from the Assassin and Fighter/thief who head to their guilds. The Kensai's final words to the assassin warning never to cross her path again.

Thus the group of PCs splits into two. The Guild team being their own campaign alternating with the others.

Levels are made, training is done and the next chapter in the campaign begins in a few weeks.

Characters:
Team 1
Kyla - 3rd level Kensai (level duel pending, may revert to level 2 if she loses)
Feltuun - 4th level Dwarf fighter.
Arash - 1st level Human Ranger (was previously the 2nd Kensai)
Name TBD - 1st level human Druid. (Was previously the Ranger/Cleric)

Team 2
Lyra - level 2/3 Elven Fighter/thief.
Bob - level 4 Dwarven assassin
Shady - level 4 Half orc fighter (has been sitting out due to conflicting schedule, but player is finally able to come back)
Marie - level 1 human magic user. (New player joining game)

Good times - pure chaos!

DM note: Yes, this kind of backstabbing, chaotic conflict is welcome at our table. Players know the score. I am genuinely curious to see how team evil with the assassins' and thieves' guild jobs all plays out.

2nd DM note: In an odd turn of events, seeing the Kensai in action has prompted other players to want to make Kensai. It's possible that each team will end up with another Kensai or two as time goes on and other characters potentially die. Who knew?
 
Last edited:

The Lizard Wizard

Adventurer
I ran a game for some people from my work (past and present) over the weekend. A mix of people new to the game, from never played, played once to played one campaign.

I was trying to keep things simple, but ended up setting the game in a home brew city that is ruled by high sorcerers, a place where wild magic runs rife and the city motto is 'embrace the chaos'. The characters were hired to act as night watch in a quiet dock ward.

At night the streets of the city are illuminated by Will'o-the-wisps that pour into town from a magical forest at the cities edge. (In my world will'o-the-wisps are fey and generally good aligned) The adventurers start out watching the wisp's flying across a bridge and notice a pair of crazed Githyanki's begin attacking the Wisp's and rush to help. A Flumph also came help the wisps as well and after the fight hung around the party for the rest of the night. (I'm going to use the sidekick rules to have it level up)

After that it was a bunch of random encounters, a mix of roleplaying, combat and setting tourism, that were mostly just setting up hooks for future sessions. Overall everyone seemed to have fun and enjoyed their characters and the setting.
 

not-so-newguy

Adventurer
I always write a summary of the session and share it via group message. Then one of the players posts pics of her notes and, in this case, random session photos. Hope it makes sense. Here's the latest:

The marathon Whack-a-mole session

So, we didn't explore much because the battle went on for six rounds; our longest battle by far. Goblins kept pouring in from the room to the north. It didn't help that I was rolling plenty of nat 20s and Jigo missed... everything. Everyone dropped below 0hp with the exception of Jake. So it was pretty much everyone barely hanging on and dropping, only to rise again (Whack-a-mole).

You will be facing the dreaded Wolf Skull tribe next. You're doing this in order to save some guardsman that are loyal to the Duke. Be prepared for more goblins and Dire Wolves. Also there's something much more sinister going on. Malgor, Jura's friend, has something to say about the history of their fortress, Largat Lajak.

On the bright side, this'll probably be the last time you will face goblins for a long while.

Loot: A bunch of gold from the Orc's hidden compartment and the captured farmers. A scroll of purify food&drink and scroll of reincarnate

@ Can you post pics?

Reincarnate 5th level Spell

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.*

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

*I will probably use a home-brewed list of races

Pics
image3.jpeg
image1.jpeg
image2.jpeg
 

Richards

Legend
In our 3.5 "Raiders of the Overreach" campaign tonight, we fought a Gargantuan white dragon and four 4th-level frost giant barbarians in the dragon's lair, a massive cavern carved inside a glacier.

This was our first adventure after having just leveled up to 15th level. As her 15th-level feat, our sorceress (who already had the Empower Spell metamagic feat) chose Maximize Spell. So now she can cast a 2nd-level scorching ray spell (three rays, each doing 4d6 points of fire damage) in a 7th-level spell slot, causing maximum damage (3 x 24 = 72 fire) for the Maximize Spell feat and then half again as much (72 + 36 = 108 fire) for the Empower Spell feat.

And since white dragons and frost giants are vulnerable to fire, they each take half again as much (108 + 54 = 162 fire) when the sorceress hits with all three rays (and in the case of the dragon, overcomes its spell resistance).

Which she did.

Repeatedly.

It was a bad day for them to pick a fight with us.

Johnathan
 

30th session of my Dragon Heist/Deck of Many Things mashup. By now we are waaaay off track. Previously, the 3 player characters had chopped down a dozen members of the city watch and become Waterdeep's most wanted. Realizing this was bad (a classic case of too little, too late) they decided to break into the mausoleum, steal the watchmen's corpses, and bring them back to life with an artifact procured in a previous adventure.

It's times like this I love this game.

As this session opened, the PCs had the corpses in their portable hole. They took the bodies to a warehouse obtained by the rogue's underworld associates. There they conducted a dozen rituals and slowly brought back to life each of the watchmen. The PCs drugged them to ensure they woke up later, after the ritual was complete and the PCs had time to escape.

It was right about this time that the rogue's player had a notion. He was worried that one of their enemies might sneak in after they left and murder all the watchmen -- again -- thereby keeping the PCs on the wrong side of the law forever. My DM brain thought: "What a great idea! Yoink!" In truth, I'd been looking for the right moment for one of the campaign villains to try one last screw job, and this was it. So the PCs made a big show of leaving the warehouse, then doubled back. The rogue and wizard hid in the warehouse. The fighter donned a disguise and circled the street outside.

After an hour, an imp manifested inside the warehouse. This imp belonged to an evil mage of the Arcane Brotherhood, one of the major antagonists of the campaign. As the PCs watched, the imp conducted a brief summoning ritual. For some reason, they did not try to stop it. Eventually, a glabrezu demon sprang forth. With truesight it quickly spotted the rogue and wizard. Initiative was rolled. The rogue won. The first thing he did was run outside to alert the fighter, leaving the wizard to face the demon alone.

Outside, a cadre of boggles ganked the fighter. They were attempting to steal the artifact that powered the resurrections -- a silver chalice blessed by the demigod Siamorphe. The evil mage desires this artifact because reasons. The fighter used action surge and dropped several of the boggles. But one boggle managed to steal the fighter's backpack. It teleported to the roof to flee. The fighter slipped through the boggle's own portal and fought it for control of the backpack. With backpack in hand, the fighter jumped through a skylight into the warehouse.

The rogue finished off the remaining boggles, then slipped back inside.

Meanwhile, the wizard had been locked in solo combat with the glabrezu. I decided that the glabrezu would use melee attacks to kill the wizard, saving its spells for the tougher fighter and rogue. Unfortunately, I was rolling terrible, and most of its four attacks per turn were missing. The wizard (with two levels of cleric) critted on an upcast inflict wounds and bloodied the glabrezu in a single hit. Soon both of them were in single digit hit points.

The fighter missed his attack, then was incapacitated by power word stun. Confusion caused the rogue to attack the downed fighter while the wizard lost all actions for a turn. As the final round started, the initiative order was rogue, demon, wizard, fighter. Whoever got in the first hit would score a kill. The rogue got a lucky roll to shake off the effects of confusion. He fired his crossbow at the demon -- miss. He used a bonus action to strike with his short sword -- hit. The demon fell.

All of this was witnessed by the watchmen, returned to life, roused from their drugged slumber. As one, they stood and applauded the heroes.

Next session: The Arcane Brotherhood!
 
Last edited:

Esbee

Dungeon Master at large.
1e Mini-session.

Kyla the 3rd level Kensai, whose level-challenge duel was still pending, cannot make the regular session this week so we resolved her duel in a mini session to see if she keeps her level or reverts to 2.

For those unfamiliar - 1st Ed Kensai have a 10% per level of being challenged upon achieving a new level. IF the challenger appears, the stakes for the duel are the Kensai's new level - a loss meaning they go back to the beginning of the previous level.

Kyla had already lost her level 2 challenge and reverted back to the beginning of level 1, but the last adventure's haul was so bountiful she skipped right back up to level 3. So we rolled the % and she was challenged again.

The mini-session opens up with Kyla sparring with Vargim, the kensai who had previously defeated her in a level challenge. Their fight was respectful and they formed a friendship subsequently. They mourned the loss of Dastan, (the other Kensai PC), and he advises her on the new challenger: A dual-wielding dagger fighter names Saoirse who comes from a philosophy where deathmatches are the only fights of any worth. Vargim warns Kyla that letting her live with the disgrace of a lost duel means she will return with her compatriots to harass her until she agrees to a rematch to the death.

Kyla thinks about it then decides, to the hells with it, and agrees to fight Saoirse to the death.

They start the duel 11 squares apart on the grid. Kyla immediately declares charge, while Saorise declares missile. Tied initiative! Kyla barrels in with a KI strike, takes a hit from the thrown dagger, causing 7 of her 16 HP, but subsequently misses her charge attack. They are now engaged in melee.

Second initiative, Kyla wins, misses her first attack (she has two this round) and uses up her 2nd of 3 KI strikes, Saorise also misses both strikes. Kyla makes her second attack and final KI strike, this time scoring a Natural 20. 11 damage to Saorise. Palpable hit.

3rd Round, Saoirse now has two attack routines (4 attacks as she's dual-wielding) to Kyla's one. Bad news for Kyla who is down to 9 hp. Saorise misses both on the first pass, Kyla counters with a successful hit for 7 more damage. Soarise's final two strikes also miss!

4th Round, Kyla wins initiative and strikes rolling a 19 for a hit, dealing 8 damage, putting Saoirse at exactly 0 hp - and winning the duel.

Kyla now has a choice. 0 hp means Saorise will wake up, and while she's lost it might mean she gathers her friends and harasses her for not following through. Being Lawful Neutral, Kyla follows the duel agreement to the letter and finishes off her opponent rather than letting her live to fight another day.

Kyla earns double the XP for defeating another Kensai in a duel, and keeps her level.

Up next on Saturday, the other regulars resume . Kyla will sit out and heal up from her duel, (while her player sits out because she has to work).
 

Session 1 of my next D&D campaign. The Banewarrens for 3E by Monte Cook using the Shadow of the Demon Lord system from Robert Schwalb. Five players starting with Level 0 characters. Technically these characters started only with an ancestry, not a class. But this is the direction they went when they leveled up halfway through the session:
  • Dwarf Warrior. Heir to a lost kingdom -- in this case, Dwarvenhearth, deep beneath Ptolus. His trinket is half of a treasure map. This player always goes for support characters, so I'm intrigued to see him play a warrior.
  • Elf Magician. Outcast from elven lands, raised in Ptolus, keeper of a dark secret. His magical traditions are Arcana and Teleportation. This player is a natural leader and often ends up as the party face. He played a paladin in our last 5E campaign so it'll be fun for him to take on a wizard.
  • Goblin Magician. Responsible for the destruction of his tribe. Specialized in the Necromancy and Forbidden magic traditions. This player likes to play social outcasts taking on the rich and powerful. He's good with voices. This character was an instant hit at the table -- basically Danny DeVito as a goblin sorcerer with the grossest spells imaginable.
  • Changeling Magician. An awesome background: Outcast by her "adopted family" and looking for her "sister"--the child she replaced. Her magical themes are light and darkness, using the Celestial and Shadow traditions.
  • Human Priest. Cleric of Lothian, the core god of Ptolus. His wife was murdered and now he seeks answers. This player wasn't present for the session, but he's already done some "off camera" roleplaying as a fervent evangelist. Should be a hoot.

This group are all old friends. We're scattered across the US (and beyond). We haven't seen each other in person in a long, long time. So, properly vaccinated, we rallied here in LA for a weekend of roleplaying. There was less roleplaying and more drinking than anticipated, but we still managed to kick off this campaign in proper fashion...

Everyone is digging the rich character creation of SotDL and most already have a firm grasp on their characters from the moment we started playing.

Because Banewarrens was originally designed for 6th level 3E characters and we're instead starting with 0th level SotDL characters, I had to change the beginning. I will also be making numerous tweaks as we go to tie together the character backstories with the adventure. But the spine should remain intact.

We opened in scene with the characters all aspiring adventures seeking to gain fortune and glory in the dungeons beneath Ptolus. Unfortunately, they lacked weapons, armor, or the funds to purchase either. They discussed options and agreed the best way to get cash was hunt ratlings in the sewers for the bounty money.

At that point, they noticed the strange figure seated in the corner of the tavern. Cloaked, hooded, and dripping blood onto the floor. They approached and struck up a conversation. The figure was a boggle (I'm leaning into the 4E version because they're awesome) with a severed and bandaged hand. It wanted to be left alone and offered them silver coin if they kept away the curious. Then the door banged open. Two orc bounty hunters entered. They immediately zeroed in on the boggle: "Come with us and don't give us any trouble."

The players didn't pick up the silver on the table, but the dwarf warrior told the orcs to take their trouble outside. They ignored him. He leaned in. They pushed back. A fight started.

Simultaneously, a bloodcurdling scream arose and was cut short just outside the tavern. A streak of blood splattered the window. The door was smashed to splinters. Standing in the frame was an undead knight clad in ancient armor, eyes burning blue. Behind the knight were a half-dozen shambling corpses. They were fresh. Anyone who got in his way was cut down, it seems, and returned to life as undead. He pointed his finger at the boggle and in a dead language declared, "Return what you have stolen."

At this point it was a three way fight -- undead vs orcs vs boggle -- with the characters caught in the middle. The dwarf took a hit from an orc that nearly dropped him. The boggle teleported into the elf, took control of his body like a puppet, and attacked an orc. The orc struck back. The boggle teleported outside. The goblin tried to flee, stopped to loot one of the corpses, and got bit when the corpse came back to life. Then he ran off to find help from the watch.

Eventually, the other characters grabbed the barkeep and fled out the back. Regrouping later, they learned that both orcs were slain, several commoners were killed, and the boggle and undead vanished into the city.

After this first encounter, they leveled up from 0 to 1.

Following up on a clue overheard from the boggle, the characters investigated an abandoned house in Oldtown. It appeared to be a base of operations for monstrous creatures -- who were now the animated dead that followed undead knight. The characters weren't quite able to put the pieces together yet, but the creatures breached the Banewarrens, recovered the body of the knight, and brought it back to their safe house to loot and examine. It then came to life and killed them.

In the house they also discovered the severed hand of the boggle. On it was a strange ring made of bone. Again, they're not yet sure what this means. But they should be able to discover later that the boggle is one of the Pactlords bound by the ring. It fell under the sway of a bane -- an evil, enchanted item -- which compelled it to cut off its own hand so it could betray its companions.

Finally, there was a hole in the floor that led to the sewers. Ratlings had come up from the sewer and were in the process of looting the house. A fight ensued. Five characters against three ratlings and a rat swarm. The fight culminated in a highly memorable use of the Hateful Defecation spell.

The characters searched the house and were able to recover a few coin and some basic equipment. They descended into the sewers, explored, and eventually found a side tunnel, freshly dug by some sort of huge creature. To go in or not to go in? Hmmm....

That's where we ended.

Next session: Enter the priest!
 
Last edited:

doctorbadwolf

Heretic of The Seventh Circle
1e Mini-session.

Kyla the 3rd level Kensai, whose level-challenge duel was still pending, cannot make the regular session this week so we resolved her duel in a mini session to see if she keeps her level or reverts to 2.

For those unfamiliar - 1st Ed Kensai have a 10% per level of being challenged upon achieving a new level. IF the challenger appears, the stakes for the duel are the Kensai's new level - a loss meaning they go back to the beginning of the previous level.

Kyla had already lost her level 2 challenge and reverted back to the beginning of level 1, but the last adventure's haul was so bountiful she skipped right back up to level 3. So we rolled the % and she was challenged again.

The mini-session opens up with Kyla sparring with Vargim, the kensai who had previously defeated her in a level challenge. Their fight was respectful and they formed a friendship subsequently. They mourned the loss of Dastan, (the other Kensai PC), and he advises her on the new challenger: A dual-wielding dagger fighter names Saoirse who comes from a philosophy where deathmatches are the only fights of any worth. Vargim warns Kyla that letting her live with the disgrace of a lost duel means she will return with her compatriots to harass her until she agrees to a rematch to the death.

Kyla thinks about it then decides, to the hells with it, and agrees to fight Saoirse to the death.

They start the duel 11 squares apart on the grid. Kyla immediately declares charge, while Saorise declares missile. Tied initiative! Kyla barrels in with a KI strike, takes a hit from the thrown dagger, causing 7 of her 16 HP, but subsequently misses her charge attack. They are now engaged in melee.

Second initiative, Kyla wins, misses her first attack (she has two this round) and uses up her 2nd of 3 KI strikes, Saorise also misses both strikes. Kyla makes her second attack and final KI strike, this time scoring a Natural 20. 11 damage to Saorise. Palpable hit.

3rd Round, Saoirse now has two attack routines (4 attacks as she's dual-wielding) to Kyla's one. Bad news for Kyla who is down to 9 hp. Saorise misses both on the first pass, Kyla counters with a successful hit for 7 more damage. Soarise's final two strikes also miss!

4th Round, Kyla wins initiative and strikes rolling a 19 for a hit, dealing 8 damage, putting Saoirse at exactly 0 hp - and winning the duel.

Kyla now has a choice. 0 hp means Saorise will wake up, and while she's lost it might mean she gathers her friends and harasses her for not following through. Being Lawful Neutral, Kyla follows the duel agreement to the letter and finishes off her opponent rather than letting her live to fight another day.

Kyla earns double the XP for defeating another Kensai in a duel, and keeps her level.

Up next on Saturday, the other regulars resume . Kyla will sit out and heal up from her duel, (while her player sits out because she has to work).
Wow! I forget how tied into the world 1e mechanics were, with stuff like this making your class and level very strongly a part of the world and your place in it.

It kinda makes me want to build a world where all those mechanics are assumed in the worldbuilding, even though I play 5e. Like, in this world, your class and/or subclass (players choice but at least one of the two) is what you are in the world, and people know your level.

Anyway, very interesting stuff, and sounds like a fun mini session.
 


Richards

Legend
Last night we took out the third of ten Writhing Gates so they can't be used by the Dying One, a slain illithid Elder God who's being reborn in the Far Realm (fortunately, that process will take ten years) and who will destroy the world if he tries using them to return. To do so we had to journey to Maugfjell "("evil mountain" in the Giant tongue, apparently), where we fought first a frost worm, then a rime hound and two winter wolves dropped out of stasis as lair guardians, and finally a mind flayer who'd been in stasis himself - and he wasn't just any mind flayer, mind you, but one of the "Saints" who had been responsible for the creation of the Writhing Gates in the first place.

We decapitated the Saint and cast a gentle repose spell on his head so we could question him the next day via a speak with dead spell. That's helped us track down a few of the other Writhing Gates we'll need to destroy.

Johnathan
 

29th session of my Neverwinter campaign. Three PCs of 5th and 6th level: evoker wizard, genie warlock, vengeance paladin. Aided by an NPC using the Archer stat block.

In the previous session, the wizard was captured by a cabal of aberrations and taken to a lighthouse for interrogation. The warlock, paladin, and NPC traveled via airship to the lighthouse--which looks like a giant statue of a woman bearing a torch--to free the wizard.

In this short session, they fought their way into the heart of the lighthouse. They battled a pair of chokers, a gauth, and got a glimpse of the illithid mastermind behind the cabal. The chokers went down easy but the gauth was a challenge.

Next session they should finally free the wizard -- and face the illithid!
 



el-remmen

Moderator Emeritus
Just played my remote "Revenants of Saltmarsh" game, we are three sessions in Danger at Dunwater - a module I hated when I first tried to run it as an inexperienced teenaged DM, but absolutely love now.

The three PCs and their two NPC allies are exploring the lizardfolk mound in what is essentially a skill challenge to befriend and make an alliance with the strange lizard people and learn what has gathered a council of different sea and coastal non-humans.

Things got tough when koalinth ambassadors (if you can call them that) were insulted at the presence of land-dwellers and a sea elf and there was nearly a fight. Since the PCs gave up their weapons as good guests, they would have had a hard time against the other not as good guests who kept theirs. But cooler tempers prevailed and the worst that happened was that the koalinth left in a huff.

The PCs also got to teach some other lizardfolk some dice and card games and examined their dungeon (and were scared of the sibilant-voiced prisoner in a dark cell, so left without talking to him).

We left off with the PCs entering a barracks, where one lizardfolk who does not realize one of the PCs can understand him, is making an argument for killing and eating the PCs rather than risk an alliance with landdwellers.
 


Level Up!

An Advertisement

Advertisement4

Top