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<blockquote data-quote="Blue" data-source="post: 8123853" data-attributes="member: 20564"><p>I've had three different "last sessions" in three different campaigns recently.</p><p></p><p>I ran my "teaching campaign" with my kids and niece & nephew. They are exploring an fey "dungeon" designed to honor a contract to "keep my babies safe" from a dragon who hasn't returned for several centuries (was killed). The fey kept to the word - the dragons are safe, and are still babies. They are also feral and have forgotten anything about how to speak or the like that the mother dragon had taught them. Oh, their lifespan is still ticking, they just are staying babies. And this is from the "good" court of fey. (One of the characters is an Eladrin, and really into the fey, so showing some of the true Grimm's Fairy Tales sort of darkness. Oh, but the fey magic is fading (due to player actions), and the dragons will end up trapped and starving.</p><p></p><p>All of this made more fun because the dungeon doesn't attack Eladrin, and the magical defenses are somewhat confused about the half elf and the drow. And there's a dragonborn that the defenses try not to hurt and instead try to corral back to where the dragons should be. Which makes a high-threat dungeon just about right for the party of 3rd level characters. Amazing that.</p><p></p><p>Much fun, and they just found the three Brass wyrmlings. And fell in love. Hard. Now to try to get them out.</p><p></p><p>The other two weren't as good.</p><p></p><p>In our regular Ancient Greece campaign, we finally got a line on where to go to do what we want to do next, finally were able to start directing ourselves instead of baseless wandering, and then at the beginning of the session we come across a hook we can't ignore, and it's for a whole different plot thread (or at least not the one we're currently pursuing even if they connect later) so we can't actually follow up on what the players are interested in even though we FINALLY got enough put together to know where to go next, and it turned into 90% of the session was one huge sloggy combat that isn't finished and will carry over to next session with new villains we don't care about. With half an hour between actions.</p><p></p><p>Don't know what went wrong. The DM is normally much more on point than this, and we've never had a comabt that slow. 8-10 minutes before you action comes back around is about the limit with this group (we're 10th) and often it's quicker than that. Also the monsters were sorta naughty word. For example our sorcerer, badly hurt, jumped overboard and swam down 15 feet, heading down and explicitly not looking back up. (My cleric casts Waterbreathing every morning - I'm in heavy armor for a seafaring Act of this campaign, it's worth the slot.) There was some sort of Medusa (from Theros?) that without save can compel you to look at them, and then you get your normal chance to save vs. petrification. So the sorcerer, who declared he wasn't looking up, was no-save forced to look up and meet it's gaze, and then failed the save and started turnign to stone - while 15 feet underwater in the sea.</p><p></p><p>Sorry, I don't mind them getting turned to stone. It was that there was no save to force them to look even though they explicitly weren't that annoys me.</p><p></p><p>And the last was a friend who is practicing 5e DMing. It's a practice run with pre-gens, but the world was pretty interesting. But it was a bit of RP that couldn't change anything, and a bunch of combats vs. solo monsters with high ACs. Just bland.</p></blockquote><p></p>
[QUOTE="Blue, post: 8123853, member: 20564"] I've had three different "last sessions" in three different campaigns recently. I ran my "teaching campaign" with my kids and niece & nephew. They are exploring an fey "dungeon" designed to honor a contract to "keep my babies safe" from a dragon who hasn't returned for several centuries (was killed). The fey kept to the word - the dragons are safe, and are still babies. They are also feral and have forgotten anything about how to speak or the like that the mother dragon had taught them. Oh, their lifespan is still ticking, they just are staying babies. And this is from the "good" court of fey. (One of the characters is an Eladrin, and really into the fey, so showing some of the true Grimm's Fairy Tales sort of darkness. Oh, but the fey magic is fading (due to player actions), and the dragons will end up trapped and starving. All of this made more fun because the dungeon doesn't attack Eladrin, and the magical defenses are somewhat confused about the half elf and the drow. And there's a dragonborn that the defenses try not to hurt and instead try to corral back to where the dragons should be. Which makes a high-threat dungeon just about right for the party of 3rd level characters. Amazing that. Much fun, and they just found the three Brass wyrmlings. And fell in love. Hard. Now to try to get them out. The other two weren't as good. In our regular Ancient Greece campaign, we finally got a line on where to go to do what we want to do next, finally were able to start directing ourselves instead of baseless wandering, and then at the beginning of the session we come across a hook we can't ignore, and it's for a whole different plot thread (or at least not the one we're currently pursuing even if they connect later) so we can't actually follow up on what the players are interested in even though we FINALLY got enough put together to know where to go next, and it turned into 90% of the session was one huge sloggy combat that isn't finished and will carry over to next session with new villains we don't care about. With half an hour between actions. Don't know what went wrong. The DM is normally much more on point than this, and we've never had a comabt that slow. 8-10 minutes before you action comes back around is about the limit with this group (we're 10th) and often it's quicker than that. Also the monsters were sorta naughty word. For example our sorcerer, badly hurt, jumped overboard and swam down 15 feet, heading down and explicitly not looking back up. (My cleric casts Waterbreathing every morning - I'm in heavy armor for a seafaring Act of this campaign, it's worth the slot.) There was some sort of Medusa (from Theros?) that without save can compel you to look at them, and then you get your normal chance to save vs. petrification. So the sorcerer, who declared he wasn't looking up, was no-save forced to look up and meet it's gaze, and then failed the save and started turnign to stone - while 15 feet underwater in the sea. Sorry, I don't mind them getting turned to stone. It was that there was no save to force them to look even though they explicitly weren't that annoys me. And the last was a friend who is practicing 5e DMing. It's a practice run with pre-gens, but the world was pretty interesting. But it was a bit of RP that couldn't change anything, and a bunch of combats vs. solo monsters with high ACs. Just bland. [/QUOTE]
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