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<blockquote data-quote="THEMNGMNT" data-source="post: 8411367" data-attributes="member: 6809274"><p>28th session of my Neverwinter campaign. 6th level half-orc vengeance paladin. 5th level drow evoker wizard. 5th level genie warlock.</p><p></p><p>In the previous session the players were on a boat on the Neverwinter River that got attacked by a kraken. The boat was destroyed. The wizard was carried off by the kraken. (None of this was part of my plan; it all occurred thanks to the dice.)</p><p></p><p>This session started with the wizard waking to discover that he was a captive in a strange, ovular room. He was held fast by a horrific creature -- a gibbering mouther, in fact. A nothic and a mind flayer asked him the same question over and over again: "Who else knows about the elder brain?" But the wizard himself didn't even know about the elder brain.</p><p></p><p>Meanwhile, the paladin and warlock pulled themselves from the wreckage and waded ashore. Using a local contact, they discovered the kraken was a legendary monster that menaced regional shipping. It resided in a lighthouse miles offshore called the Queen's Beacon or the Lady's Light. (I'm using a Pathfinder dungeon as visual inspiration for this adventure.)</p><p></p><p>After some discussion, the paladin and warlock decided they wanted to approach the lighthouse by air rather than by sea. I gave them the choice of trying to hire, persuade, or steal a ride from a griffon courier service, wyverns trained by dragonborn, or an airship invented by an unpredictable gnome. They chose the gnome. (This was all figured out on the fly.) I hammed up the gnome, Ichabod Zord, as a vain-but-insecure inventor convinced of his own genius. The players took to him immediately.</p><p></p><p>In the dead of night, they flew the airship to the lighthouse. A pair of miniature beholders called spectators guarded the aerial approach. There was a fierce battle that paralyzed the paladin. But ultimately the players prevailed.</p><p></p><p>Next session: Into the lighthouse!</p></blockquote><p></p>
[QUOTE="THEMNGMNT, post: 8411367, member: 6809274"] 28th session of my Neverwinter campaign. 6th level half-orc vengeance paladin. 5th level drow evoker wizard. 5th level genie warlock. In the previous session the players were on a boat on the Neverwinter River that got attacked by a kraken. The boat was destroyed. The wizard was carried off by the kraken. (None of this was part of my plan; it all occurred thanks to the dice.) This session started with the wizard waking to discover that he was a captive in a strange, ovular room. He was held fast by a horrific creature -- a gibbering mouther, in fact. A nothic and a mind flayer asked him the same question over and over again: "Who else knows about the elder brain?" But the wizard himself didn't even know about the elder brain. Meanwhile, the paladin and warlock pulled themselves from the wreckage and waded ashore. Using a local contact, they discovered the kraken was a legendary monster that menaced regional shipping. It resided in a lighthouse miles offshore called the Queen's Beacon or the Lady's Light. (I'm using a Pathfinder dungeon as visual inspiration for this adventure.) After some discussion, the paladin and warlock decided they wanted to approach the lighthouse by air rather than by sea. I gave them the choice of trying to hire, persuade, or steal a ride from a griffon courier service, wyverns trained by dragonborn, or an airship invented by an unpredictable gnome. They chose the gnome. (This was all figured out on the fly.) I hammed up the gnome, Ichabod Zord, as a vain-but-insecure inventor convinced of his own genius. The players took to him immediately. In the dead of night, they flew the airship to the lighthouse. A pair of miniature beholders called spectators guarded the aerial approach. There was a fierce battle that paralyzed the paladin. But ultimately the players prevailed. Next session: Into the lighthouse! [/QUOTE]
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