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.
 

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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
 

Gathering Storm: A Trip To The Library

(Context since I don’t post most sessions) Previously…

Two years ago: the heroes known in the papers as The Storm Breakers attended a Day of Mourning memorial that turned into a terrorist attack by an aberrant Dragonmarked mutant. The mutant ended up being the old assistant of one Brenn Ir’Gadden, a Brelish noble who some members of the party had saved from an Emerald Claw necromancer’s plot on the Day of Mourning itself.

The heroes sprang into action and saved the city from an Eldritch machine that could have temporarily turned off the manifest zone levitation powers in the city, potentially turning the city of Sharn into a pile of rubble. They were given a large townhouse and a pile of money as reward, and went on to work with Brenn on several other jobs protecting regular folks from chaos, including a heist done during a Great Tourney held in Sharn, and a counter-heist on the Lightning Rail.

1 year ago: the team encountered a cult of aberrations with a semi-controlled chuul-drake matriarch in a tower off the coast of Sharn. The tower was ancient and intricately designed with floors and stairs that could be moved and rearranged, and swarms of dolgaunts, chuul-drakes, corrupted plant monsters, and aberrant dragon cultists. Once cleared out (a very fun puzzle-battle-chase) the tower was revealed to have belonged to the draconic master of the kobold wizard, and then to the dragon that killed said PC’s mentor.

This lead to a thread that brought them to Karrnath, where the Karrnathi Blood of Vol Vryloka Paladin found that her little sister was acting as a secret operative for King Kaius I, a vampire. Before this could be resolved they found Emeral Claw agents and fought them, leading to a very complex puzzle-ritual to stop the leader’s body from exploding in a necrotic nuke.

Lots of research and investigation and weird puzzle adventures later, they have realized that the Lady Illmarrow is Erandis Vol, and that she is working with an ancient red dragon obsessed with using the delkyr (and necromancy) to break The Prophecy and become the progenitor of a new world, and that he may be the father of Erandis Vol, and somehow the Mark of Death is involved.

Present day: The team got an airship, and a target on their backs, as this is one of the first generation of non-elemental airships, running instead of magic energy called aether that is collected and channeled through Syberis crystals. On their first outing, heading to the Library of Korranberg, they are beset by marauders on flying wingsuits, flying mounts, and small two person flying craft, and an epic 3d battle ensued. They won the day, using some mechanics for airship combat that I adapted from SW5e mixed with 5e ship combat and some of my own ideas, it was great fun, and they finally made it to the library.

Things go well, they are researching under the watchful eye of staff, when alarms go off and they are enlisted to help stop a group of vandalous thieves who end up being some sort of cultists tied to necromancy and a red dragon (sound familiar?)

The thing I’m most proud of was managing four PCs all researching their own things without anyone getting bored, and…

The fight! I had very few stats for the enemies, and didn’t even have a set number of them. The group is level 11, they had one NPC as backup, and faced a dozen or so enemies. The main one, The Witch, was loosely based on a CR 8 IIRC Death Cultist, but with legendary actions, and the ability to kill her followers in order to heal. Her lieutenants were two “dragoons” with hp and other stats of a similar cr Knight off DDB, but with a Dragoon Leap, Lay on Hands, and Smite. Then there were regular knights, a clutch of archers, and assorted assassins. I had hp, damage, etc, but the fight was almost entirely improvised beyond the basics, and it was WILD. Several PCs came with a good Smite or Death Ray of dropping and would have without proactive healing and great tactics and rolls, and every was totally locked in every turn as things unfolded.

Oh! And I had a sort of rhyming motif in the session. During research one party member kept making perception and investigation checks to keep tabs on librarians and track potential points of egress in case they needed to make a fast exist, and this lead to them finding out very quickly as each check on their turn got them more aware of some sort of bad situation unfolding and got them into the fight before all the enemies were in the library.
Then during the fight the Paladin caught something off about the witch, and subsequent insight checks and a perception check clued her in that the witch was action the monk’s sister, which lead to the monk keeping her from being killed by the party.

Overall, it was great. We lost track of time, everyone got their cool moments, and tension was high.

Oh! And the wizard used Feather Fall on a falling Dragoon, leading the second Dragoon to fall onto the first, and both took 30 falling damage. It was fantastic.

I love when the PCs hit me out of nowhere like that.
 


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