D&D General How Was Your Last Session?

Our last session we concluded a campaign using the Peterson Games "Planet Apocalypse" setting. This is a setting where the lost plane of UNDERHELL returns and the ArchLords Of Underhell open portals and start invading other planes. Through other sessions we had fought our way through to the ArchLord's throne room and this session was the big boss fight.

Only three of us, my Illrigger, a Paladin, and a Warmage remained. About halfway through the fight we lost the Paladin, but I used my Die On My Command power to hold him from death. The last round, the Warmage got hammered, but I got in a final blow with my battleaxe Ghe'orhey'wo and managed to kill the Archlord which caused the portal he was using to invade to collapse. My Illrigger used his inherent STEP power to step back to his home in the City of DIS with the Paladin and Warmage.

As a reward, my Illrigger was made Lord Commander of the 1117th Iron Legion of Dis and the Paladin and Warmage were returned to Waterdeep.

I don't know if the DM plans to do a large scale wargame for the next game with the Underhell invading Hell, or if we will start anew with a new low level campaign since the survivors are all very high level now but most of the group has dead characters.

One thing this session did show is that when you have high-level Feats, Features, Powers, Actions, and Abilities all in play, combat can drag. I got in a critical hit, and the ArchLord made his save. Then one of my features came into play and forced him to roll a die and subtract from his save. Then an Action/Ability of his came into play and made the save automatic. We had several rounds of stacking things on top of each other in order to resolve combat. Just dragged a little.
 

log in or register to remove this ad

In today's "Down to Erthe" campaign session, the PCs:
  • Were introduced to their mongrelfolk adept's new familiar, a feral junkyard rat named Scruffy
  • Overheard the owner of the boardinghouse where they stay rent free (after having saved her son in the campaign's first adventure) complaining that for the third time in as many weeks, a guest snuck out in the middle of the night without paying
  • Determined all three missing guests had been staying in the same room
  • Searched the room and found a section of floor that could be raised up like a modern day ceiling tile, revealing rungs leading down into darkness
  • Went down the rungs and fought a crocodile (which they suspected was being used as a lair guardian) in a closed-off room
  • Went through the only door from that room, stepping out onto a ledge along the city sewers
  • Had the human scout fight off a shriek spider that glided down from its web-lair along the sewer ceiling to attack her
  • Were also attached by a near-invisible flotsam ooze that eventually attached itself to the human monk and had to be killed before they could extricate it from him
  • Turned the corner, and the fox hengeyokai wu jen opened a door, revealing a meenlock sentry, which she quickly dispatched with a sleep spell before it could telepathically warn the others in its group
  • Went further into the meenlock nest, finally discovering a trio of meenlocks involved in a ritual that would eventually turn the (unconscious and bound) missing guest into another one of them in a matter of hours
  • Fought the three meenlocks, but not before the wu jen was rendered catatonic with fear for 7 rounds, and a swarm of allied sewer rats was called to help fight off the intruders
  • Had to deal with the meenlocks' rend mind mental attacks and paralysis-inducing claws; at one point, the human scout, changeling rogue, and mongrelfolk adept were all paralyzed (overlapping with the time the wu jen was catatonic), leaving the human monk the sole one dealing with the last two remaining wounded meenlocks and the rat swarm happily feasting upon the paralyzed scout
  • All breathed a sigh of relief when the wu jen's catatonia ran its course, leading her to kill the weakest of the two remaining meenlocks, which was enough to convince the sole remaining meenlock to vamoose with a dimension door spell effect
  • Brought the kidnapped guest back up to her room to heal up (she'd had all of her stats reduced to 1), then went down to the cellar to investigate the "ugly puppy" the guesthouse owner's son had ben talking about
  • Found out the "ugly puppy" was an osquip that had burrowed through a cellar wall, and fed it chunks of crocodile meat until it was convinced they were friendly
  • Had the three male PCs/NPC move out of their room and into the one with the trap door to the sewers, not only to "protect" the boardinghouse owner from having anything nasty come up from the sewers, but also because it made for a nice way for them to leave the building unnoticed or have members of the thieves guild the two male PCs are associated with contact them unobtrusively
  • Considered allowing some mongrelfolk NPCs they'd recently allied with, and who had opted to leave their hidden lair inside the city dump due to an infestation of dregworms from the Underdark, to live in the former meenlock nesting area, after they'd cleaned it up a bit
Our female player stayed home due to illness, so her scout PC was run first by her husband, then by my son once his wu jen PC got hit with 7 rounds of catatonia (and then, when the scout became paralyzed, I passed him over the mongrelfolk adept NPC's folder so he could run him for a while).

Johnathan
 

In tonight's "Middle of Elsewhere" campaign session, the PCs:
  • Interrogated the fiendish humans from the outpost we helped rescue from Abyssal orcs (and a one-armed babau) last session, and found out the fireball protection stems from a shrine nearly 600 miles away
  • Got them to draw us a map on how to get there, and were given four fiendish light horses as riding mounts
  • Traveled for weeks to get to the shrine, and found it without any trouble
  • Upon arriving, saw some dirt being kicked up that alerted us there were invisible creatures nearby
  • Converged on the area (my mounted fiendish human on one side, the human shadow druid, fiendish orc fighter (and his dire fell fox), and celestial human witch (and her celestial owl) on the other), and were attacked by a human fighter in full plate mail
  • Heard an invisible male spellcaster casting enlarge person on the fighter and a female voice singing in an unknown language, indicating at least two more invisible foes
  • Had my cleric summon a fiendish monstrous scorpion (to detect the invisible foes via tremorsense), while the others attacked the now-giant-sized human fighter
  • Knocked him out, then focused attention on the fiendish human illusionist when he became visible after casting a scorching ray spell at the witch, which missed
  • Thought the female singer was a succubus when she became visible after attacking, but she ended up being a winged half-fiend human bard
  • Took out the illusionist, then got the bard to confess they had been sent there by her fiendish father (a nalfeshnee demon) to destroy the shrine responsible for the fireball protection, a plan no longer possible (as it turned out there were two layers of protection around the shrine, one keeping out demons and the other keeping out those of any fiendish nature, which is why they brought along a non-fiendish human to destroy the shrine)
  • Killed the bard (you're welcome, Snarf!) since she knew the exact location of the shrine, and we didn't want that information getting out
  • Used a sending spell scroll to summon a group of higher-level folks from Elsewhere to learn all they could about the workings of the shrine (as we're only 3rd level at this point)
  • "Looted the stiffs" - a proud D&D tradition in most campaigns
And we're now less than 200 XP from attaining 4th level, which we'll no doubt accomplish at the end of the next game session in one week.

Johnathan
 

Remove ads

Top