D&D General How Was Your Last Session?

Richards

Legend
In today's "Dreams of Erthe" session the PCs came to the aid of another dreamer but this time it was an awakened black bear and in the process of freeing him from his dreams, the bear's ranger associate went off with his other animals to go help a pair of travelers who had been taken by "winged lions." In tracking down the ranger (he left a note), they encountered a tigress the bear identified as part of their group and she warned them they had fallen prey to an ambush and the ranger had been taken away, unconscious or possibly dead. So they ended up fighting and slaying the manticores who were working with a brother-and-sister elven team of slavers (he was a ranger, she was a wizard), who had been capturing humans as they blame humans for having taken over the continent over the centuries with their rapid breeding and warlike ways. It was a fairly long fight, but in the end both elves were slain and the remaining human slaves (and the ranger allied with the awakened bear) rescued.

Johnathan
 

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Mallus

Legend
We stopped fighting Satanist necromancers and started fighting Danish Christians in fake medieval Iceland.

(well technically we argued with the Danish Christians, then agreed to ally against the necromancers, but it’ll eventually come to blows, or my PC’s name isn’t Pontius Pilateson, Roman Viking priest of YHWH)
 

Musing Mage

Pondering D&D stuff
1st ed Cormyr, Team 'good' consisting of a 5th level Dwarf Fighter, 3rd Level Human Ranger, 1st Level Human Druid, and 1/1 Gnome Fighter/Thief and an NPC Elf, are in a smal farming community investigating some strange creatures.

The Scenario is the 'Advanced Adventures' title 'Pod Caverns of the Sinister Shroom.'

Investigating the cavern in a previous session, the ranger was almost killed by an infant Shambling Mound. Re-entering the cave after a few days, they continue to explore and discover a chamber with many plant 'pods' that have been opened, their contents unknown. Finding three pods that aren't open, they are attacked when a pod man emerges and wounds the dwarf before they can dispatch it. Opening the other two they find unformed masses of vegetation and destroy them.

Further exploring, they use speak with animals to ask a giant rat about other denizens of the caves, and learn a giant mushroom/man stalks and hunts the caves. They are later attacked by three of the pod-people and learn that while one was dangerous, three can be a nightmare... the mindless pod men savagely beat the ranger into critical condition and the dwarf almost follows, but the group prevails. Reviving the downed rangers with a healing potion, they escort the weakened warrior out to convalesce for a week. With better information on the danger, the locals are able to petition the lords for additional guards while the adventurers heal up and prepare for their next incursion into the caves to better understand the mystery of these pod men and the giant ambulatory mushroom man.
 

I got the chance to play my 17th level arcana cleric last session. It's a new experience playing at such a high tier, I've never had access to spell's like 'wish' before (although being a Genasi, I'm playing it that I only grant wishes to others due to the Efreeti bloodline).

We had a player drop out recently, and another had an injury and couldn't make it to the session, so there was only two players.

Having received a note asking us to come to Candlekeep, we headed off, bringing my Shield Guardian along for an adventure (he mostly gets left back at our tavern as a bouncer). We were attacked by an adult Red Dragon on the road and although we made pretty short work of the beast it recharged it's breath weapon after the first use and the Guardian was destroyed in the battle.

I figured I'd try Divine Intervention to bring the shield guardian back to life, and for the first time it actually worked, Mystra answered the prayer. Which was cool, and in a way quite fitting as we originally found the shield guardian in an old abandoned temple of Mystra.

After that we got to Candlekeep and started one of the higher level adventures from Candlekeep Mysteries, which was fun.
 

pogre

Legend
The PCs are chasing down a guy who turned against their monster hunting association and nearly killed another group with his treachery. The trail has led them to the South Seas and eventually to a ruined city with a large Ziggurat. They discovered an entrance in the top temple and started exploring down into the pyramid. They are learning the temple was dedicated to an evil god that probably was a sub-cult of a certain longtime PC enemy - a Demon Lord who shall not be named, but his common moniker is Graz'zt.

I have run several campaigns in my homebrew world and Graz'zt has made some sort of appearance of sorts in all of them. The hatred the players have for him is visceral - and deeply satisfying for this old DM ;)
 

Blue

Ravenous Bugblatter Beast of Traal
Played in our 1920s Pulp Call of Cthulhu last night. We have gone from "I think there are unexplained things happening in this world" through slow exploration - but recently due to bad rolls we got sucked into elsewhere and have been trying to find our way home.

Last session we took the planar traveling zeppelin that we had liberated from some future Nazis and attempted to pilot back to our Earth and timeline. The zeppelin had been damaged already in a battle in the ether, and we quickly learned that we also were just about out of diesel.

We were able to decode some instrumentation and put it together with maps we found to go to what we believe is our Earth. We arrive in the middle of a fierce storm and even our thrill seeking fearless aviator can't keep the damaged zeppelin afloat. When we realize we are above the sea, we abandon the idea or avoiding any lights because it's likely the local future Nazi base and instead dock on a small island. But explorations show that it was hastily abandoned, with operational material gathered and burned. And signs of a shoot out at a set of docks - though only one side was shooting, the other was toppling gantries from pure strength.

We found a yacht but ti looks like it was started but no one got to it and it ran out of gas and the battery ran down. So we're trapped on this island and need to explore to try to find a way off, with something that killed all of the inhabitants potentially still lurking about.
 

doctorbadwolf

Heretic of The Seventh Circle
I’m running the adventure I wrote for kids for my sister and her two kids (6 and 12), and my wife.

My niece (6) is playing a tabaxi fighter with a greatsword and a fluffy dress, modeled initially after Princess Peach. She’s a Princess of a small kingdom whose king and queen have been missing since she was a small kitten. Her name is Lizzie.

My nephew (12) is playing an elf barbarian with a greataxe. He’s from a warm/temperate coastal forest that turns to brackish swamp as it goes west. His name is Moglu.

My sister is playing a custom “Tree Grung” fighter with a sword and shield, loosely modeled after Glenn from Chrono Trigger. She may switch to a different class as she gets a feel for the game, the important thing being that she is a knight. She’s from the western coastal swamp adjacent to the elf’s home forest. We named him Sir Fernando.

My wife is playing a water genasi from the same swampland, who is a (eventually spirits) bard. Swamp witch vibes, with a very Stevie Nicks aesthetic. She is called Ondine.

The adventure starts in a cantina looking out over the coastal cliffs on the southeastern coast, in the port city of Firenz, in the province of La Sombra, which is the southernmost province of the Skjaldbakr Archipelago, often called The Turtle. The Turtle rests at a great crosswinds, where ships from across the known world come and rest on their journeys.

As such the islands of the Turtle, and especially its main island, and most especially its three great port cities, are awash with the folk of every part of the world, both visiting and living permanently.

So too, Maria’s Cantina, when it’s busy. At the start of our story the place is quite busy, so much so that four travelers find themselves at a table together, having never met one another, eating their spiced porridge with tropical fruit and drinking a local breakfast drink made of coffee, chocolate, spices, and nut milk. (I always describe the food and drink in a place in my games, as well as the local flora and fauna and topography)

They are offered a job, which involves swearing an oath of silence on the particulars of the job, especially should they choose not to continue employment. Their new employer leads them to the Mercado in the center of town, and I describe to them the revelry of the Festival of The Nine Moons which happens once a few decades, which is a mix of pre-christian wintertime holiday traditions and day of the dead traditions, with masks and painted faces and costumes, honoring of the dead, going round to the houses of the wealthy singing songs and being treated as honored guests if the wealthy host doesn't want trouble, and other stuff. Also, a lot of "bastards" are conceived during the festival as normal boundaries of class and culture are undone while everyone is masked.

In the Mercado, Diego (the employer) begins to explain the job, describing a vault under the city, as well as describing the political situation in La Sombra, and the Turtle as a whole, the two rival empires that have laid claim to parts of the archipelago and their very different natures, and how precarious the independence of La Sombra really is.

The job is to recover a legendary weapon known as The Silver Spear from a vault at the center of a great labyrinth. To do so, they need to aquire three keys, one of which is already in Diego's possession. As he shows them the key, a long silver feather, it is suddenly snatched from his hand by the beak of a enormous black swan! The mercado is awash in white geese that seem to be following the giant swan, and stealing whatever they can get their beaks on, taunting shoppers and sellers alike, chasing passersby, and generally sowing chaos. Initiative!

I've run this several times before, so this time I added a bit with the Black Swan where she is revealed to be an archfey. The swan and geese have always been polymorphed quicklings playing a prank, but this time they are lead by a powerful and ancient power. Ondine had thrown quite a few insults and taunts in the fight, and was also the first to realise what they were actually dealing with, which meant she was quite worried about how her insults would be taken. The Swan Queen ran on the air up to her face, her black hair making a shadowy cowl around their heads, removed her black wooden mask, whispered something for Ondine's ears alone, and kissed her, laughing and running to the top of a nearby wall in a blur. Then the quicklings revealed that they bore gifts for those who took the prank with grace, after fighting back, which meant the PCs and assorted unnamed NPCs. Each was given a golden apple that "when eaten will fill your belly, heal your hurts, and lift your spirits", with a silver acorn where a stem should be, that "when crushed in your hand will emit true daylight as a First Dawn. Lastly, they received a riddle that seems to hold clues to their mission. We ended there, and I announced that they gained a level.

Everyone had a great time. My neice was hilarious and figured things out very quickly. Her brother had watched a lot of dnd content before, so he had anidea of what to expect, as did my sister.

Each of them had really funny moments of characterization and responded "seriously" to the notion of being these characters in this world. Hopefully the next session won't be too far away!
 

Richards

Legend
Saturday's "Dreams of Erthe" session involved the 5 PCs heading into the stable heart of the Dreamlands to try to observe the dreams of the only two dreamers they haven't been able to save from their dream comas. To do so, their moogle dream guides gave them the appearances of moogles themselves, as they'd be traveling into "The Land of the Wild Moogles" (the name of the adventure). They encountered zoogs (mole-faced primates with a nasty bite), nightgaunts (faceless gargoyles) and eventually a mated pair of wild moogles who attacked them since by that time the PCs' moogle disguises had been negated by the sudden appearance of a figure long since believed to just be a myth: the Nightmare King. Then, after defeating the wild moogles, they encountered a hypnalis viper, whose fangs and venom had been altered such that its bite in the Dreamlands could affect those in the Mortal World. The Nightmare King had already destroyed the means of scrying upon others' dreams, but they now know the cause of the dream-plague that's been going across the continent. All they have to do now is figure out why the Nightmare King is doing this and how to stop him....

Johnathan
 

33rd session in my Dragon Heist/Deck of Many Things mashup. 7th level half-orc fighter, halfling rogue, and half-elf evoker wizard/grave cleric.

In the last session, all of the characters had been brought to 0 hit points by a CR13 dire troll who was an enforcer for the Xanathar's Guild. In this session, they woke up in the Xanathar's fish bowl. Of course, they didn't know that's where they were -- it took the entire session to realize that they had literally become fish food.

This is the premise behind a great little AL adventure called "Underworld Speculation" and I'm so glad I had the opportunity to weave it into this campaign organically.

The characters awoke in a dark cave. There was a pool of water with a submerged tunnel leading out. They were at half hit points but with the benefits of a long rest. All of their gear was gone. Forever.

(I'm actually going to have their gear show up again in an entirely different campaign with a different set of players -- different except for one guy, who'll immediately grok what happened when I do the reveal.)

In the cave was a glowing orb that communicated with them telepathically. It gave them a few ambiguous cues about where they were and what it is. This orb contains the soul of a wizard that ties into other parts of the plot. I'm likely to make it a permanent, powerful magic item. But for now it's kind of dopey and sounds like HAL 9000.

The wizard cast alter self and began to explore the network of submerged tunnels leading out of the cave. Eventually he emerged from the tunnels into what seemed like a tropical ocean. There was a castle with a portcullis, a kelp forest, and a whale-sized fish with the same colors as a goldfish circling ominously overhead.

Around this time, the wizard's player began to realize he was trapped inside a goldfish bowl and was only 1 inch high.

He swam over to the glass and cast thunderwave and magic missile. The glass cracked. The bowl shattered. The world titled and then tumbled.

The characters found themselves on the floor of a massive room. They trekked out of the wreckage of the fish bowl and began to explore. They found a second, much larger fish bowl. Odd. They saw a silvery mirror engraved with runes. And they discovered a treasure chest -- the rogue was small enough to climb through the keyhole.

I ended the session by show showing the players the cover of Xanathar's Guide to Everything, which depicts the beholder gazing into the fish bowl.

Next session: The Xanathar's Lair! I've been rereading this chapter from Dragon Heist and it's a wonderfully weird place filled with stuff I would not have come up with. Should be lots of fun!
 

jasper

Rotten DM
Unplanned pot luck. I cancelled it due not enough people voting yes on the survey. Dirty Santa with 16 prizes with one person sending 4 entries and having his coworkers pull for him. About 2.5 hours of the Tortle Package and then home to wife on the porch because she had her own Christmas party to go to but left her keys on the dining room table.
 

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