log in or register to remove this ad

 

D&D General How Was Your Last Session?

kenada

Legend
Supporter
We had a couple of hilarious moments with treasure. The thief was determined to dig up the yard in front of the building where they’d defeated some dark creepers. He knew the soil had been disturbed, so he figured there must be something down there. There was (a chest).

He gets the chest and starts checking it for traps. The barbarian comes over.

Barbarian: Here, let me help you with that. flips the top open of the unlocked chest

The chest had a ring, a bowl, and a rolled up parchment. The thief took the ring and started showing off how cool it was, and he gave the parchment to the priest (must have assumed it was a scroll).

Priest: reads parchment It’s a deed to a manor and the surrounding lands.
Thief: GODDAMMIT! You’re a duke now! You got the best treasure. This ring doesn’t even have any gemstones.
Barbarian: Actually, I think that would make you a count.
 
Last edited:

log in or register to remove this ad

Rough.

@darkbard and his wife's first Blades' Crew (Cult) ended (about 16 sessions) with one of the two PCs being cast into a Spirit Well to kill the demon that was possessing her (thus killing her as well). The other PC (they were at Wanted Level 4 now) went into Ironhook Prison as a life sentence right after that (Arrest result came up on Entanglements).

So they decided that they would start anew with the fiction that came from a Longterm Project (Downtime) whereby one of their primary Cohorts (Dreamghost) snuck into The Church/Orphanage of the Weeping Lady and absconded with a young child (arcane prodigy) that was going to be sacrificed by the Church to their dark goddess (the Governer of Duskvol from a long, long, long time ago) in effort to bring her back and have her reclaim Duskvol.

Dreamghost was in the Deathlands with the child when all hell broke loose with the Crew and this led to a huge rift between her and her twin sister Brokenmoon. So now, the remnants of the original Crew (The Cult of the Shrouded Queen - a Raven Queen like Death figure) were going to be one of the two primary rivals (along with the Church/Orphanage of the the Weeping Lady) of Dreamghost and Stella (the little girl that Dreamghost saved). The new Crew was going to be Vigilantes (Sean Nittner supplement).

Their first Score was to get another street urchin child (also an arcane prodigy) who was captured by the Church that captured Stella and was about to be sacrificed to the Weeping Lady (the capture happened in the prior game and the sacrifice Clock was going to start the first loop of this Crew's play).

Multiple action resolution results (including complications) during Information Gathering yielded the following:

* The sacrifice was going to take place in a haunted petrified wood off of a canal in Sixtowers (across the street from the old ruined courthouse which would have been a perfect location for an overwatch sniper if the Crew would have spent Coin to buy an asset!). This was haunted by a Magnitude 3 Ghost of the Wood.

* The sacrifice was actually going to be Stella's mother and not the child. Why would that be? Stella hadn't seen her mother since she was very little.

* The Tier 2 Church (this was punching well above the belt of the Tier 0 Crew...but its doable in Blades) had multiple assets there for the hanging; 3 machete-wielding adepts (there to deal with the Ghost of the Wood if it manifested), 3 laborers (with sidearms), and 1 Ritualist.


Well. First move in the Score went horrifically (they were assaulting via the canal). Dreamghost was using her Compel move to call out the Ghost of the Wood and compel it to service. 2 Stress for that. They did a Group move for this so they could deploy each of their 3d6 for Attune. If anyone gets a 1-3 result, the leader of the Group move eats 1 Stress.

Somehow...someway....they both couldn't get better than a 3 on either 3d6. 6d6 and nothing but 3 or less! So, this went from the possibility of:

* Magnitude 3 (higher than the Tier of their opposition) Ghost in their service.

* 2 Stress.

To:

* Desperate Complication.

* 4 Stress.

It literally felt like we all got sucked into the Event Horizon of a Black Hole where all hope for this brand new Crew and their burgeoning story would be lost to a singularity of suck.

And that is pretty much what happened. They both already had some stress from the Info Gathering Loop.

Its a trap; the mother being sacrificed was just to get Stella and Dreamghost to come after her (this was a complication from the last Info Gathering move when Stella was interfacing with some ritual glyphs at the site before the Score). The Ritualist pulled a long-gun with electroplasmic shells to stun Stella to re-capture her.

Dreamghost stressed out of the scene on a Resistance Roll against a machete-wielding adept tackling her to the ground and getting top position.

Stella stressed out of the scene trying to help Dreamghost.

So...the story of Stella and Dreamghost was very short-lived. Dreamghost killed. Stella sacrificed.

Yikes.

The next game we play will either be an Inspector game investigating child abductions and sacrifices in Duskvol (a True Detective vibe - Inspectors is also a Blades supplement) or perhaps The Between (or The Between but not set in Victorian London...rather using that ruleset for Duskvol to investigate these crimes as Inspectors). Or a 4e game. Or a My Life With Master game. Or something else. Unclear at this point.

We're all recovering from the Friday night gut-punch we endured!
 

ECMO3

Hero
Just as the title says, I want to hear about your latest session of DnD, or any other game really.

Be as detailed or as brief as you like!
Party of 4
4th level Tiefling Artificer
4th level Goblin Monk
4th level half Drow Warlock
1 Rogue/3 Rune Knight human (me)

The key take away from this is I had horrible attack and skill rolls, but I did not get hit at all and my 16AC is not that great. The rest of the party had more "normal" luck both hitting and getting hit more.

We actually started in the middle of combat with two Fey bug creatures (I think they are called meanlocks). They were damaged already, so was most of the party but I was at full. At the start I was using Giant Might already.

We finished the battle in 2 turns. On my turn I tried to grapple and failed rolling with advantage I got a natual 1 and a 4. I have a +7 athletics and still was beat. The rest of the party killed them before we I went again.

We were exploring a deserted town, explored a graveyard, a couple buildings. Found some loot and a magic ring and then we went to the main building.

This building had many rooms in it, we found some notes and journals which helped us understand what happened in the town. We also got in 2 more fights with a total of 4 more of the meanlocks, 3 in the first fight and a bigger one in the second. In the first fight I hit one with a thrown dagger on my first turn, that would be my only hit of the day. I was frightened on my second turn so I decided to skip fighting and light a lantern because these things hate light (we figured that out in the first fight). 2 of them attacked me and missed. We finished them off in a couple turns. I threw off my fear and went with an unarmed strike (I have unarmed fighting style and tavern brawler) and rolled a 3 which was an adjusted 8 with my +5. The other party members killed it.

We went methodically through all the rooms finding more clues as to what happened to the town. We ran into the big one upstairs. Uneventful fight. I rolled a nat 1 on my first attack, and then used giants might as a Bonus. Second turn I went pulled a Rapier and went in for a sneak attack and rolled a 2. The rest of the party killed it.

Our Artificer figured out what had happened and we think we need to leave and go to a mine. At this time we debated long rest or short rest. I had used all my runes (which come back on SR) and all my giants might (which come back on LR). The party eventually decided on a long rest. We barracaded ourselves in and set some traps and "rested". I put "rested"in quotes because most of us (3 out of 4) had nightmares and other things happened and actually awoke with a level of exhaustion. That is where we ended
 
Last edited:

TheAlkaizer

Game Designer
Party of four:
  • 4th level Human Warlock
  • 4th level Half-elf Rogue
  • 4th level Warforged Fighter
  • 4th level Halfling Sorcerer
Previous session
The previous session, they had arrived at the Temple of Tuurn. They were accompanying a scholar named Valora and were protecting her as she carried a mysterious golden egg in which she believed was something of great value. They met up with her superior; an old scholar named Master Kelran. He opened the golden egg and confirmed them they had the key to Labyrinth in their hands. It is an object that allows instant transportation to Labyrinth; the deepest and most secret part of the former headquarters of the Halls of Scholar that was destroyed in a world-ending cataclysm years ago. Rumors were that the grandmaster of the order had managed, through self-sacrifice, to safeguard it as everything else was turned to dust.

This session
It went very well!

The players spent the evening doing some downtime activities at the temple. The Halfling Sorcerer went walking outside and a voice spoke in his mind, warning him that someone was after him. The Half-Elf Rogue went to hide gold in a stash under a rock. The Warforged Fighter went to look through the travelers amassed around the temple for someone that would be willing to part with incense. The Warlock spent the night working with Valora and Master Kelran trying to solve the enigma of the Key.

The following morning, they were woken up by the clamor of people making their way outside of the temple. Guzrad the Eyeless, the most revered of the Nomad Clerics would give the morning prayer to the travel idol, Peregri. The Nomad Clerics made two lines to keep people out of his path. Guzrad, a hobgoblin, came out of the temple in a long white robe and slowly made his way through the crowd, shaking hands, meeting people, giving words of encouragement. As he passed by the party, he whispered words of things he shouldn't know about to each one.

He told the Sorcerer that this was a gift for his friend as he gave him two blocks of incense wrapped in cloth. He told the Rogue not to worry, that nobody saw her and that her gold was safe. He told the Warlock that the word she would look for would be KA.

He proceeded to the hill. Gave a sermon. Everyone felt the warmth of Peregri's embrace and for the party, it took the form of some dices of Bardic Inspiration.

A few hours after, they reconvened with the two scolars. Master Kelran exclaimed that he was one rune away from solving the enigma of the key but that he went through every scroll he had, he did not know the missing rune. The Warlock proposed KA as the appropriate rune. It worked and the key activated.

The players agreed to scout the Labyrinth in case of danger. Once made safe, the scholars would join them and would share some of the magic secrets of the Vault with the party as a reward.

They activated the key and were transported to Labyrinth. A series of tall rooms made of pale blue bricks with blue torches flickering. Glass windows gave view on the Astral Sea and the players quickly understood that Labyrinth was now a minuscule self-contained plane floating in the Astral Sea. They slowly explored through about a third of the dungeon; they found traces of books being burned, smeared with ink or torn to shreds. They also saw traces of unholy green flames and cracks running along walls and structural components of the Labyrinth. Finally, they found the place to be exceptionally clean and tidy even though no one is supposed to have visited it in over thirty years.

As they made their way back from one wing, they heard a clacking noise, and rushing to meet it, they came face to face with a Flameskull and two flanking Skeletons. The fight being in a corridor, it made the Flameskull very efficient with its Flaming Sphere and two Fire Rays per turn. They took alot of damage, but defeated the threat and agreed to take a short rest.

We'll resume the rest of the exploration in a few weeks.

Thoughts
Overall, it went very well. The last two sessions only had one combat encounter and the game leaned pretty hard towards travel and social encounters with a bit too much exposition. This changed the tone nicely to a good room by room crawl with plenty of mystery. It also ties nicely with hooks to two other storylines I have planned. I'm very much taking the approach of where I'm offering my players half a dozen hooks at a time and let them face these shorter and local quests instead of the usual world-saving epics. Also, the Labyrinth and its vault lends itself to some interesting rewards...

Finally, I'm planting a seed for a later reveal. We might never get there. But this is the first time my players are exploring it; they will not find any trace of the Grandmaster that allegedly sacrificed himself. But he's secretly dormant in a secret room. Loneliness and despair over thirty years turned him to madness. He's only part way through a ritual to attain lichdom (which I decided takes some time). If they come again later, they might catch him outside of his secret room. I'll give hints of decay (falling hairs, gaunt, pale skin) that may increase with each meeting. If we get to higher levels, I will most likely homebrew a lower CR lich.
 

Attachments

  • 20211101_002210.jpg
    20211101_002210.jpg
    5.2 MB · Views: 12
Last edited:

Party of Two duo Campaign: Both of my buddies, first time DND players now with like three or four weeks under their belts since starting. One Elven(Dark Elf) Warlock and one Half-Elf Ranger. Both now level 4 after leveling up at the end of the session before.

I'm skipping the prior session before, because for now I wanted to talk about the one highlight of yesterday's session that involved a flashback of my buddy's Warlock character. Short PDF version of the session before that was, two major fights, the Ranger scoring a Crit Hit kill on a Warg boss after it hit the Ranger pc for 20 hp/half his overall total, and a whole situation involving fending off a zerg rush of bandits while covering an Arch-Druid NPC who had to cast a ritual to clear the field.

Context: Anywho, said prior session before the current one yesterday ended with a Flashback sequence which explained how the Ranger and his Panther animal companion met.(he's a revised ranger beast conclave.) So my buddy who played the Warlock, was kinda saddened he didn't get a flashback sequence. So I rectified that by having yesterday's session start off with a full on flashback sequence for the Warlock. The Ranger player "guest starred" in it by playing the role of a Sidekick/Survivor stat block NPC. That way both players wouldn't feel left out or one just sat there watching me and warlock player rp some.

So the scene started off with the Warlock character in the hall of his Arcane Society's library, studying and crap. Then one of the more well known and tenured Arch Brothers of his order, Merrimus, stopped by and had a light chat with the Warlock player and role playing insured. The Sidekick/Survivor npc came in and a small rivalry/competition played out between the Warlock pc and said npc. Of course the Warlock won and my buddy managed to score a high enough roll on his Persuasion roll to be able to convince Merrimus to take the Warlock pc as his apprentice. The DC was set at 25. My bud rolled an 18+4(proficient in Persuasion+the 3 point bonus that was auto added on because Merrimus held the Warlock pc's skills in high regard. He hit EXACTLY 25 after all bonuses and what not were calculated.)

The entire thing was one big wholesome moment between a student and master with a great amount of respect between both characters. So Merrimus agreed to let the Warlock pc to join him in his main studies later in the day to continue the discussion, but that it's probably best that everybody get some food to eat. Merrimus leaves the room. The Warlock pc then proceeds to follow him out the closed door that leads out of the library.

Upon doing so, the Warlock pc found himself in an absolute blackness and "falling" down into a deep abyss.


I play up the resulting moment and visuals up to the hilt: Alien language that sounded distant and keeps on growing louder and LOUDER as the Warlock pc just keeps spiraling downward and downward and how the absolute chaos of madness is drilling through his skull. My buddy is just staring at me flabbergasted as his look continues to go "uh......whhhhaaat" as I go on describing everything. Finally, the Warlock pc stops "falling" and finds himself standing before a Black Pyramid, which layed upon a Sea of Diamonds as a truly unearthly/bizarre Pink/Purple alien sky is above this alien scene. And then, right before the end of it all, the Red Eye of the Black Pyramid opened and stared at the Warlock pc.

It is at this point, he woke up from his dream as the character had fallen asleep/tranced during his turn on watch at the duo's campsite.

I then tell the Warlock player, this has not been the first time this dream/vision has happened to him. As a Halloween "treat" and a result of the dream, the Warlock pc gained the UA Arcanist feat. The Ranger pc, as his Halloween "treat" got the Dual Wielder feat since his fighting style is two weapon fighting. modified it a bit by allow it to give a +1 to Dex while swapping out the last part of the feat with the last part of the Revenant Blade feat.

On the car ride home afterwards, my buddy(Warlock pc) just couldn't stop talking about how much it was such a curveball from the left field and how he loved absolutely every minute of it. And that he can't wait to see how this whole Black Pyramid turns out.

Editor's Note: my buddy is playing as a Great Old One Warlock.

The rest of the session afterwards was standard fare: They reported an investigation result back to the Marshal, they got gold (650 and 670 after splitting and a bonus roll) and some exposition on what will be happening next from there. Both pcs also gained the use of the Adventuring Company concepts/submechanic from the Iron Kingdoms: Requiem 3pp setting and both players just loved that. Four points total were gained due to the events of the prior session before.

Next session is probably downtime and gold spending with rping until the week is up: that's when the group skill challenge event will happen.
 
Last edited:

ECMO3

Hero
Party of 4
Human Divine Soul Sorcerer 13
Kobold Swashbuckler 13
Elf Swashbuckler 8/Bard 5
Goblin Rogue1/Fey Wanderer Ranger12 (me

Started off near the entrance to a Dragon's lair, a pile of Dragon minions around us, low on spells and about half on hit points. We had just defeated the minions and driven the Dragon off along with his Elf rider (they went into a pool and escaped) at high cost. We decided to forgo a short rest while we searched the rest of the layer looking for the dragon (we did not want the Dragon to heal). I did use my 100 goodberries left over from last night to heal the party completely, but we were still nearly tapped on spells.

We eventually found the Dragon and Rider and the fight started again. He breathed poision, which unfortunately does not work with Absorb elements or Evasion. In 2 turns he took down the Kobold and the rest of us reeling. We hit him pretty hard though too and he fled, as in left the lair. We divied up his hoard which was dissapointing considering his size, the DM gave some excuse about having multiple Lairs and this was only one. We freed some of his captives.

At this point we were concerned about being ambushed on the road by the Dragon and we made the captives agree to fight with us. I did not trust them so I cast detect thoughts on the leader (telepathic feat). based on his thoughts it turns out they were more scared of the dragon than us and would join with the dragon out of fear if he fought us on the road. I telepathically messaged the Kobold and asked if I should kill one of them to make an example and ensure they are more scared of us than the Dragon. He said no, so we let them live. Turns out we did not get ambushed anyway.

Then we leveled to the levels shown above. I took 12th level in Ranger and picked up gift of the Gem Dragon feat, putting Fizban's Treasury to good use less than a week after release and boosting my Wisdom to 18.

We went to talk to some council we are working with and they gave us two options, go to Thay as an emmisary or go try to rescue a deserter from the bad guys. We chose the latter and ended up in a town with a maze and a tower. We have to go through the maze to a tower. We tried flying over the maze but that did not work, it is magical and we needed to go through it.

As we entered the Maze I cast speak with plants to try to get their advice and they did not talk back to me at all. So we started wandering aimlessly through this maze. We found several interesting areas. First a pool with a gem (Garnet?) in it. The sorcerer mage-handed out of the pool and 4 lobster looking things attacked. My comment was "these look easy" and they were not too tough but they did do quite a bit of damage. If they hit they grappled with no save and then you had to save or be poisioned and paralyzed on your turn. I was lucky I was only hit twice. The first time I made my save and misty stepped out of it, the second I used telekinetic reprisal (yes Fizban!) and broke the grapple as a reaction. Other party members fared worse.

After the Lobsters we found a Doa cooking tea on a rock. He trappled us and then started to poision us with gas. I used summon fey to charm him and convince him to let us go. We got another gem of some sort there.

Next we found a path with plants on each side with pearls in them. We waited unitl we were on the oter side and then mage handed one of the diamonds away. The plants came to life and attacked. The Kobold and Sorcerer fled, then the plants went and even though we were already through the path they could reach the Rogue/bard, they grappled him with a tentacle, stunning him in the process. On my turn I cut the tentacle, grappled the bard and dragged him out of the area.

Next we found an area with some cyclops and goats. I used speak with animals to ask the goats how to get to the tower. They had no idea. The cyclopses did not know either. They wanted to engage us in a rock-throwing competition. They threw a boulder, my Goblin has a girdle of Giant Strength so I picked up a boulder and threw it, but it did not match their throw. Then I drank a poition of growth to increase my size and threw it again with the sorcerer helping with mage hand and we beat them. We got another gem of some sort.

The last place we came to before the session ended wqas a place with 4 animated suits of armor. They went down easy, but as they went down they spawned more. After 4 or 5 turns we had like 13 we were fighting and we startd searching for 2 rounds looking for other answers. In the end we got near the exit and just decided to make Custer's stand after a few more turns one of the suits was defeated and another gem appeared. I Nimble escape disengaged grab the gem and ran, others followed.

That is where we ended the session, we are hoping eventually we grab enough gems and that gets us out of the maze.
 

ECMO3

Hero
Just as the title says, I want to hear about your latest session of DnD, or any other game really.

Be as detailed or as brief as you like!
Party of 6
7th level shifter Genie Warlock
7th level Elf Diviner Wizard
7th level Human Paladin
7th level Goliath Dervish Barbarian
7th level Tiefling Assasin Rogue
5/2 level Half Elf Scout Rogue/Twilight Cleric (me)

We started in a town that had just been destroyed by a Rampaging Dragon. We killed the Dragon last session saving some (a few?) townspeople. The Dragon had been ravaging the countryside and destroyed 6 other towns before getting to this one.

We promptly left to go to another town the Dragon had previously been where our Warlock owns a tavern. This other town is also governed by an evil cult and our purpose was two-fold. Check on the business and townsfolk and eliminate the cult and kill its ruler. We got to this second town and it was about half destroyed. On the good side the keep where the cult lived was leveled, the Dragon apparantly solved our cult problem. Luckily the tavern escaped damage and the townsfolk that survived were huddled in the tavern. After checking them out our wizard cast arcane eye and had it go check out the cultist keep, entering through the dungeon below. He found evidence that the leader escaped but many of the cultists were dead inside along with several townspeople.

With no leads we daprted, getting in a boat and sailing across the lake to a river head in search of a treasure we heard about before all the unpleasantness with the dragon sidetracked us. We got to the mouth of the river and got into a fight with some Harpys, a Water Wierd and a Slaad. The fight was not too dificult.

This is where we ended for the evening.
 

doctorbadwolf

Heretic of The Seventh Circle
Party of 6
7th level shifter Genie Warlock
7th level Elf Diviner Wizard
7th level Human Paladin
7th level Goliath Dervish Barbarian
7th level Tiefling Assasin Rogue
5/2 level Half Elf Scout Rogue/Twilight Cleric (me)

We started in a town that had just been destroyed by a Rampaging Dragon. We killed the Dragon last session saving some (a few?) townspeople. The Dragon had been ravaging the countryside and destroyed 6 other towns before getting to this one.

We promptly left to go to another town the Dragon had previously been where our Warlock owns a tavern. This other town is also governed by an evil cult and our purpose was two-fold. Check on the business and townsfolk and eliminate the cult and kill its ruler. We got to this second town and it was about half destroyed. On the good side the keep where the cult lived was leveled, the Dragon apparantly solved our cult problem. Luckily the tavern escaped damage and the townsfolk that survived were huddled in the tavern. After checking them out our wizard cast arcane eye and had it go check out the cultist keep, entering through the dungeon below. He found evidence that the leader escaped but many of the cultists were dead inside along with several townspeople.

With no leads we daprted, getting in a boat and sailing across the lake to a river head in search of a treasure we heard about before all the unpleasantness with the dragon sidetracked us. We got to the mouth of the river and got into a fight with some Harpys, a Water Wierd and a Slaad. The fight was not too dificult.

This is where we ended for the evening.
Hey, I enjoy reading these recaps, but you don’t need to quote me every time. I prefer to catch up on this thread every once in a while.
 

31st session of my Neverwinter campaign. Three 6th level characters: half-orc vengeance paladin, human genie warlock, drow evoker wizard. Previously, they'd thwarted a mind flayer and wrecked his hideout. In this session they needed to decide what to do next. There were several plot threads which I dangled in front of them.

Ultimately, they decided to rob a noble's manor. The warlock is part of a thieves' guild, and her player is eager to go a heistin'.

This particular manor once belonged to the adoptive family of the paladin. That family was murdered under mysterious circumstances. The paladin is now discovering that his family's holdings in Neverwinter have been taken over by another noble family. He wants to learn who these nobles are and what they're up to.

I was unsure the direction the session would go, so I hadn't prepared yet for this scenario. I asked to pause for ten minutes, consulted my notes, pulled a map from Dragon Heist, and came back with a plan.

The manor has become the party pad of the noble's Paris Hilton-like daughter, so the characters entered into a debauched house party -- the D&D equivalent of Baz Luhrman's Great Gatsby. They interacted with the noble daughter, reconnoitered the manor, and lifted some valuables from the cloak room.

Short session and I called it there.

Next session: Breaking the law!
 

el-remmen

Moderator Emeritus
It was another great one. November was looking dicey for us actually scheduling a session, but we found four hours to play a shorter session yesterday (normally we play 5 hour sessions).

The entire session took place outside a troll hole. A place Wendall the Singing Trolls unwelcome relatives were holed up, that also served as the short cut to where the PCs had figured out their friend (the sage that hired them for their first adventure and whose letter drew them back to this area) was hiding out - having gone there to hide from the cultists in town, but then getting trapped there by the trolls.

We left off with the PCs trying to sneak past the opening to find a place to hide and rest until dawn, when they figured the knightly suitor and his men-at-arms would arrive and could be coaxed into fighting the trolls. Unfortunately, Rollo the barbarian botched his stealth check and a troll came out to investigate. The party scattered and hid, using the shadow of trees and ducking behind cliffs. What followed was a cat and mouse game, as the bard/wizard used minor illusion to create a panther so the troll might think an animal had made the noise. The troll quickly figured out it was not real. When it disappeared and another appeared ten feet over, the troll got paranoid that a wizard was about, so he called his brother out of the hole. Thron the druid then wildshaped into a panther and ran out, causing confusion. The trolls were sure it was a trick and ignored the third panther, considering it was an illusion too, but then bickering when one insisted that unlike the others, this one actually smelled like a panther.

This allowed the druid to slink away, hoping to draw them off. But by now the trolls were close to the trees where Rollo was hiding, and smelling him turned as if to attack, though one was sure it had spotted the party ranger/sorcerer who had climbed up to an overlooking bluff.

The wild fight that ensued got off to a rocky start as the players seemed unable to roll higher than a 6 and the druid pounced at a troll in panther form, only to get grappled, rended and bitten - changing back to human form. This also happened to the barbarian, but luckily both were able to break free before getting ground to paste.

Keep in mind these are all for whom a campaign like this is a first, so they didn't even know what a troll looks like, let alone its vulnerabilities! After Rollo did a sick amount of damage to a troll and its wounds started closing they got worried, but when Alston cast a flame bolt, the trolls got really mad, which gave them a clue that fire was the key EXCEPT it also drove the trolls into a rage.

Eventually, they killed one of the trolls, but the other one made it back into the cave entrance and the party did not want to follow it in there, so instead they found a place to hide, try to take a short rest, and wait for either more trolls to emerge or the knight and his men to arrive. Eventually dawn arrived without more trolls, but first the girl who was in love with Wendall the singing troll shows up, ahead of the soldiers, explaining that when she found out her potential suitor was hunting the trolls and the PCs, she came out into the fens - but when she ran into Wendall (who she has never seen before) she freaked out at how big and scary he looked, which made him feel like he was being being made fun of, so he started chasing her, just as the soldiers arrived to see it. The girl took off and felt regretful. Soon after the knight and his men arrived, having driven off Wendall and there was something of a standoff outside the trollhole.

At first no trolls emerged, but Alston cast fog cloud above the gulch to help block out the sun enough to draw the trolls out, which worked - but Uncles Feester and Fooster turned out to a single giant two-headed troll! The other troll also eventually came out.

It was a mess of the fight, but in time the men-at-arms were all killed, the knight surrendered and was knocked out - and the party killed both trolls with some healthy applications of fire bolt, chromatic orb, and melf's acid arrow. It took 15 rounds total.

We left it there.

What the above description misses out on was all the fun climbing up and around the bluffs surrounding the troll hole, including pushing people off to fall (this happened to two men-at-arms and the party ranger - the barbarian also jumped down from 20 feet up onto someone, which was cool - taking damage in the process) and the near drowning of the half-plate garbed knight (which led to his surrender).

Below are a couple of pics of the DIY scenery I set up. . . . I think the next session should mostly be wrap-up and traveling back to Saltmarsh.

254636421_1279006675899673_774920343059023768_n.jpg
252995575_409721970648619_1328669627801187769_n.jpg
 

ECMO3

Hero
Brand new game with 2nd level players

Dragonborn war cleric
Dwarf Fighter/Ranger
Gnome Wizard
Human Life Cleric
Glasya Tiefling Rogue (me)

We came upon a destroyed town, the people were gone. The town is surrounded by a palasade and a moat with a tower on each side of the moat. A church bell was ringing. Looking into the town we saw a couple of wargs feating on a human body. I snuck across the drawbridge and into the tower once on top of it the Dwarf made some noise to alert the Wargs and draw them out across the draw bridge. They came. I sniped with a short bow from the tower. The Dwarf got chomped pretty good and pulled into the moat by one of the worgs. After the Warg died I went down from the Tower and pulled the dwarf out by the beard.

The chuch bell was still ringing, we found some Goblins inside the church and killed them. Throughout the rest of the town we fought more Goblins, capturing one Goblin and interrogating him. He told us some of the people were kidnapped, some were killed and there is a woman still hiding out in the town.

We eventually found the woman. She was rather cagey, turns out she has allies, they showed up to town said there was a band of orcs and a band of elves on their heels and they would be to the town in the morning. It was early afternoon at this time.

The Human started working on dinner while the rest of us explored the town. We expelled the other Goblins we found and picked up some mundane loot.

When we left off we were getting ready to explore the town's keep.
 

Esbee

Dungeon Master at large.
The further adventures of my 1st ed team in Cormyr...

Kyla the 3rd level Human Kensai, and Feltuun the 5th level Dwarven Fighter were joined by Ersey, 1st level Gnome Fighter/Thief and Ry-Lee, 1st Level Human Druid. Arash, the group's 3rd level Ranger is absent today.

It's the month of Nightal, and the new year approaches. Food prices have skyrocketed due to the harvest being reduced by an unnatural blight destroying farmland. Kyla and Feltuun have made the acquaintance of a Druid and Gnome, and are making plans for the future. News reaches the group that the town of Eveningstar has put a bounty of no less than 5 Golden Lions per head on kobolds due to the recent invasion of a tribe in the area. Feeling that such a prospect is easy money, the group packs their things and heads out of Arabel along the Kingsroad.

Along the way, they encounter a group of halflings, twenty-five strong, approaching. As they near, the group quickly learns that these are in fact Goblins, dressed in halfling garb. The leader of the goblins approaches with a big, friendly smile. He is well spoken and charming, which throws the group off. He speaks of his business as a merchant and desire to make many human customers. The group is suspicious but hears him out. When he proudly breaks out the wares - 4 elves, 2 halflings, a dwarf and a gnome - the group smiles in his face and asks him to hold that thought. They pull their own wagon off the road and immediately launch a volley of missile fire at the goblins, initiating combat.

Though the numbers seem like a lot, Feltuun is well armoured and eager to butcher goblins... he rushes forward hacking like a maniac while Kyla flanks another group. With a well placed entangle spell from the Druid, and 8 attacks per round between the two warriors, the goblin ranks are thinned rather fast. A force of them flee into the fields, allowing the team to rescue the prisoners. The Druid makes some opposition about killing the helpless goblins stuck in the entangle, but the incensed Dwarf and Gnome ignore him.

The other force of goblins recover their morale and return in formation, but their slings are no match for an armoured dwarf's raged, and he rengages, dispatching another batch quite handily. The final half dozen flee, never to return.

The captives are grateful to have an escort to Eveningstar where they can find shelter from the winter and humanoids preying on people in these times of trouble. That night by pure chance, a randomly rolled force of Dwarves arrives. The rest of the trip is quite uneventful.

Leaving off in Eveningstar, the group settles in as the winter weather grows colder and they make plans for their next step... with eyes on the fabled Haunted Halls of Eveningstar, where the kobolds are rumoured to have laired.
 

Smackpixi

Explorer
Today my players learned that Mephits explode when you kill them and they did not react intelligently instead they crowded them even more. Also tried to attack with fire on a steam mephitic, a being they already knew was composed of water and fire (thank you Level Up MM for roll table of what players might know about creature) and learned beings made of fire can’t be hurt with fire. I DM for new players, nice to see them discover how world works Since this quest will have more Mephits.
 
Last edited:

cbwjm

Hero
Since Auckland went into lockdown, our standard game has been on hiatus and ove been running some old modules from the old BECMI Thunder Rift setting. All I've been doing is subbing in 5e versions of the monsters in the adventures and it's been great, and sometimes totally bonkers! The very first adventure, Knight of Newts, could have seen them up against a water elemental, suicide in any edition.

Although I've toned down the power of some items (+1 weapons were just magical, +2 weapons were a 5e +1 weapon, I've otherwise not cut back the treasure, even creating unique items in DnDbeyond like a mace that also deals lightning damage in a way similar to a flame tongue (they got this at level 2). We finished the last adventure and, the PCs hit level 4, and they have a heap of magical items and thousands of gold each. I opened up the stores so that they could by some common magical items.

These adventures are a lot of fun as they focus more on going into the dungeon and killing the bad guys more than much in the way of role-playing. Since these are throw away characters, they've had fun with them. One player rolled a 5 and created a loxodon rogue, we're pretty sure his stealth works because no one wants to talk about the elephant in the room. The others are playing a playing a verdan warlock, known as Stupid Sexy Flanders; a dwaaarf (not a spelling mistake, that's how this character pronounces dwarf) cleric who is a not so smart parish priest with Dougal from father Ted as their avatar; Wee Jock Jock, a fighter whose race is my homebrew pixie race that he has modelled of Terry Pratchett's wee free men; and Bob, an ordinary human ranger.

We've been playing on roll20 which I had to learn to use but which has also ended up working out fairly well and then we just connect via zoom, have a few drinks, and have a bit of fun. Great times. Next session we'll be taking a DnD break and playing in my friends 5e based Sci Fi game which everyone is keen on. I'll be playing as Ratchet from Ratchet and Clank.
 

4th session of Monte Cook's 3E Banewarrens campaign run with Shadow of the Demon Lord on Owlbear Rodeo.

Five player characters at level one:
  • Dwarf Warrior. Heir to a lost kingdom -- in this case, Dwarvenhearth, deep beneath Ptolus. His trinket is half of a treasure map.
  • Elf Magician. Outcast from elven lands, raised in Ptolus, keeper of a dark secret. His magical traditions are Arcana and Teleportation.
  • Goblin Magician. Responsible for the destruction of his tribe. Specialized in the Necromancy and Forbidden magic traditions.
  • 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.
The Elf Magician's and Human Priest's players were absent, so we only played for about 2 1/2 hours.

The characters continued to explore the Broken Seal, which is the first section of the Banewarrens. They discovered an enruned, enchanted door that seemed to lead to another part of the dungeon, but was impenetrable to them.

They also discovered the bodies of the missing expedition the Church of Lothian sent them to find -- along with a half dozen monstrous creatures of varying types, from an ogre to a harpy to mongrelmen. These creatures had the same strange bone rings that they'd spotted a few sessions back. It looked like both parties had annihilated each other.

The characters looted the bodies, recovering a few weapons and tools to supplement their meagre resources.

As they searched the ogre, he sudddenly came to life and attacked -- even though he was flat on his back with his entrails spilling forth. SotDL has ogres that are...shall we say...distinct. As in they have the distinct ability to vomit acidic bile as a reaction whenever they are damaged. It was an amazingly raw and grotesque fight as the ogre tried to eat the dwarf whole while puking all over the party multiple times. It was also a fun way to put the players up against a powerful creature yet ensuring it didn't kill them all.

Exploring further, the characters came across the lone survivor of the Church's expedition, Brother Heth. The paladin told them of how his expedition met its end. He also revealed that one of the creatures had used a magical scroll to lower the warded door and enter deeper into the dungeon -- a woman with the lower body of a serpent. Heth sealed the door again...but it's clear the creatures seek something within.

The characters brought Heth back to the Grand Cathedral. They met with their apparent patron, Sister Mara, who asked them to return to the dungeons when ready. She gave them each a gold coin.

Afterward, they traveled to the bookstore of the Elf Magician's wizarding mentor, Flavius. Previously, they had given Flavius the severed hand of a boggle that had a bone ring. Flavius had requested a few days to research the strange ring. Now he ushered them into his private chamber to share what he had discovered...

Next session: The mysterious Jevvica Norr!
 

Faolyn

Hero
Well, my players managed to piss off Rahadin, Strahd's main hench-elf. Did a metric ton of damage before he could get away. Now I get to figure out the repercussions from that.
 

The Lizard Wizard

Adventurer
One of the players in our group has taken on the DM’s chair for the first time recently. We’re 3 sessions in, it’s a real down to Earth idea he had roughly based on ancient China. One player could no longer make it so we’re down to 3 people playing.

The party is made up of a barbarian, fighter and bard, which has added to a low magic feel and has been working well.

Last session we were conscripted to defend the Wall of Civilization from the invading hordes in the wastelands beyond. We traveled out to where the endless rains turned to snow. With an army made of mostly untrained commoners, we were told we were there as a deterrent, mostly a show of force.

In the night the wall was attacked, a large battle broke out as we tried to hold back invading orcs and goblins led by an Ogre mage. In the morning we went beyond the wall on a scouting mission.

Something about the simplicity of the setting has really added to immersion. The same group has been going in another campaign for a couple of years, which is now at level 16, so I think everyone is having fun getting back to basics a little bit, as well as just a change of scenery, new characters, etc...
 

32nd session in my Dragon Heist/Deck of Many Things mashup. 7th level half-orc fighter, halfling rogue, and half-elf evoker wizard/grave cleric.

TL;DR TPK

In this session, they arrived at the shuttered scriptorium once owned by the wizard's family. He knew that a magical artifact that was his birthright could be found in the crypts below the scriptorium. Unfortunately, all of the players forgot that the last time they were at the scriptorium they locked a troll inside.

What does a troll eat when locked up for a month? Itself. What happens to the body parts that it eats? They regenerate. How does that effect the troll? It becomes a dire troll.

So the 7th level PCs walked face first into a fight with a CR 13 dire troll gone insane from pain and isolation. I knew this would be an exceptionally difficult fight and could go either way. I've used dire trolls once before and they are wrecking machines.

The fight was awesome. The cavalier fighter used unwavering mark to keep the troll focused on him, then action surged. Over two rounds he did about 70 points of damage. When the troll ripped up the fighter, he used his orcish trait to stay on his feet with one hit point. Next round, he was down.

The troll then turned his attention to the wizard, who had used up most of his spell slots before entering the scriptorium. The troll took him out in a single turn.

The heavily wounded troll then charged the rogue. The rogue had been playing it safe, holding back and plinking from a distance with his non-magical crossbow. That turned out to be the wrong approach. He came within a single hit of bringing down the troll but missed his final strike. The troll, with only four hit points remaining (!) dropped the rogue.

Total party kill.

Right?

Nah.

That would be boring.

Especially when the troll is an enforcer for the Xanathar's Guild.

Next session: One of my favorite AL modules: "Underworld Speculation".
 

5th session of Monte Cook's 3E Banewarrens campaign run with Shadow of the Demon Lord on Owlbear Rodeo.

Five player characters at level one:
  • Dwarf Warrior. Heir to a lost kingdom -- in this case, Dwarvenhearth, deep beneath Ptolus. His trinket is half of a treasure map.
  • Elf Magician. Outcast from elven lands, raised in Ptolus, keeper of a dark secret. His magical traditions are Arcana and Teleportation.
  • Goblin Magician. Responsible for the destruction of his tribe. Specialized in the Necromancy and Forbidden magic traditions.
  • 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.
To my surprise, this session was almost entirely roleplaying. And a lot of exposition. A lot. I probably dropped too many plot hooks in this session but the players kept investigating and the clues kept coming.

To recap, they met Jevvica Norr, a sorcerer who revealed that the alliance of monstrous creatures they faced are called the Pactlords of the Quaan. They want nothing more than the destruction of civilization. If they have entered the Banewarrens, that's bad news. The Pactlord masterminds appear to be a mind flayer named Yuinthiu and a gorgon called Szethea.

Jevvica equipped the characters with potions and a magical means of tracking down a lead on a missing boggle who was once a Pactlord. Basically, she animated the boggle's severed hand, Addams Family style. So the goblin magician now has an animated hand for a pet.

She also revealed that their contact at the Church of Lothian, Sister Mara, is the head of the Inquisition. Mara's husband was once an Inquisitor, too, but succumbed to a corrupting evil and vanished.

The players traveled to Delver's Square and learned that countless adventurers are now seeking the bounty on the murderous barrow wight they fought in the very first session. They soon realized they have information all the other adventurers lack -- they know the wight came from the Banewarrens. They decided to keep that to themselves so they could get an edge on the competition.

They learned of a manic street preacher who appeared in the wake of the wight's attack, preaching life after death. They think the preacher might be promising transformation into undead. The priest wants to follow up on this lead.

Finally, they ran afoul of another group of adventurers -- a burly orc named Ziraj, a gnome alchemist called Skeemo Weirdbottle, and a dwarf warrior named Astrid Nightstone. (For those in the know, I'm borrowing inspiration from the Doom Raiders in Dragon Heist.) Upon spotting the changeling player character, Astrid tried to attack her. The dwarf player character intervened. From this confrontation two things emerged: 1) Astrid blames the dwarf's family for the fall of their ancestral home, Dwarvenhearth. 2) The changeling has the appearance of a mysterious woman she saw on the street long ago -- and that woman is the patron and employer of Astrid's crew.

Next session: Return to the Banewarrens?
 
Last edited:

Richards

Legend
We finally got to play today after five weeks of various scheduling issues. The 5 PCs (4th level) fought their way through a ward in a city where an infusion of necromantic energy had turned the entire city's population into undead. They finally hunted down the necromancer who'd kidnapped the sleeping rogue they'd been sent to waken. After slaying the evil wizard, they bound the rogue found the magic tome that would allow them to teleport back to the city they'd left last session, and once back at the temple of the God of Death and Undeath they performed the ritual to enter the rogue's dream, fighting off a giant skeletal cat that had been chasing him through his unending nightmare. Then they left him to the mercies of Father Bones, the lich leader of the temple. He soon folded, revealing the method of releasing the sacred scrolls he'd stolen from the temple at the behest of the necromancer the PCs had slain.

At the end of the session, everyone leveled up to 5th and their signature items (the bard's lute, the fighter/wizard's bastard sword, the cleric's warhammer, the cleric/paladin's shield, and the sorcerer's jade cooshee) also gained in power, after being imbued with mystical energy infused from the Dreamlands by the Queen of Dreams herself now that they've each had one or more dreamstones embedded into them by a talented elven gemcutter.

Johnathan
 

Level Up!

An Advertisement

Advertisement4

Top