DDAL Jasper DMs Call of the Netherdeep

jasper

Rotten DM
Netherdeep Session 10

The Great Lizard Revolution

Quen’pillar 8, 0700 to Quen’pillar 10 Noon

PC Killed 0 Monsters Killed 57 Villains Captured 1 Villains Escaped 10

75 GP each. No Downtime. And NO level.

Hat of Disguise Toz?

Lifetime Band and 246 years from Luck’s Run

Story Award. Memorial Luck’s Run Billy Club.

Start Time 5:38 PM End time 8:50 PM.

For story reason some this stuff take place during at the same time as other sessions. Or you can say the DM mess up the calendar.

I had an average of five. Tarsim Cordinger Cleric 1 Clockwork Sorcerer 6. Gaisma Life Domain Cleric 1 Moon Druid 6. Poppy Echo Knight 7. Toz Twilight Cleric 1 Shadow Monk 6. Sir Oliver Untgat Barbarian 7.

The group being hearing the Vermillion Soul was either going to rob Luck’s Run or stop a robbery at the casino. The casino is so famous even Sir Oliver heard about it. It is in the Suncut Bazaar, just a little east of the empty hole where the Bone Garden Pawn shop use to be. The casino is three stories tall. High end windows with drapes block the view from the outside. Inside the casino, tables draped in crimson cloth fills the floor space, each location crowded with patrons trying their hand at one of the games of chance. Employees dressed in uniforms of dark gray and gold push through the throng while carrying trays of food, drinks, and coin between tables.

The main attraction is the vault. The vault is on the third floor. It is heavy steel requiring two keys to open it. But on the bottom is a glass steel sorting machine. On the hour it will drop a resupply of coins down to the other floor. Three tubes which twist around each other roll silver, gold and platinum down to small cash boxes on each floor. Thing one those charity funnels where your coin circles around before falling down the tube.

The casino is owned and run by Adima Shemsilver, a chaotic neutral, halfling noble who comes off as twice as tall. The floors have different games of chance. Lizard run called Quon a Drensal. Gambit of Ord is a three card draw bluff game. And Avendra’s favor a dice game similar to craps but only pays the roller on a 7 or 12. The group enters the casino and they wander the lizard floor for a while before they start betting at table seven. Each table small box with three racing lizards behind three gates. They race to end to be reward with food. Gaisma notices gate one is opening early. Thinking it is cheating she moves on to table six. About a half hour later table seven is declared a dud and everyone who bed on table seven is comped with free meals and drinks.

Mr. Shemsilver goes to approach Sir Oliver but Oliver brushes him off and slowly chases a person out of the casino. He picks up Toz as his side man. Outside Oliver insults the man who turns out to be his rival Esily. Esily shifts into his wereboar form and attacks. He is beaten down quickly and turned over to the Hands of Ord for assault.

Meanwhile Mr. Shemsilver has gotten to talk with Poppy with only messing up her name three times. Shemsilver does not trust the Vermillion Dream as they are always money hungry and working an angle. He agrees the group can also guard the casino and if they stop the heist, they would get the reward and so would the Cobol Soul faction. They agree and will return the day of the robbery.

The plan. Avoid crashing out the windows as they are just illusions. To get the full cut of the reward, quietly take out the fake guards of the Vermillion Dream and shove them into the workers wall lockers. The group will operate on different floors. Tarsim and Gaisma will take the first floor. Toz and Poppy will take the second floor. Sir Oliver will stand in front of the vault cash drop. His quasit will be inside the vault.

(I did team initiative. PCs, fake guards, and then robbers. I would then just go floor by floor as the action was taking place at the same time.)

Operation take out the fake guards started. But after she entered the casino Gaisma wild shaped into a running lizard and ran around on the first floor. Tarsim tried to keep up with her but lost her in the crowd casino. (Due to the crowds, it was difficult terrain for everyone.) Since running lizards come time escape the cages as they are switch out this is just a normal occurrence for the employees. She is caught and placed in table seven to race in pole position two. She takes two steps outside the gate and witnesses say made not nice gestures to the customers.

The Second Floor crew. Toz moves to stairwell number one and goes up half a floor so he can keep an eye on both Poppy and Sir Oliver. Poppy moves closer to the fake guard.

The Third Floor crew. Sir Oliver is angry. All these normals, and other lower-class folk are not bowing to him and not treating him with respect. Sir Oliver forgot he was supposed to be a lower caste employee when fake guard number three approached.

Fake Guard, “I know you. Aloysia described you well Sir Oliver. Why are you dressed as a guard too?” Sir Oliver explodes.

Sir Oliver, “Don’t address me peasant. You are just cow dung beneath my feet. You will. NOT. ROBBERING. THE. CASINO. TONIGHT.” The whole of the third floor goes quiet as everyone is looking at Sir Oliver and a mumble of robbery expands out of the crowd.

First Floor Crew. Tarsim bumps into fake guard and engages in small talk. Gaisma is shove into the rest box with the rest of table seven lizards. She hears. “Table Seven is a dud. All of last round bets will be treated as wins.”

Employee, “Tired little fellow. How did you escape in the first place? Well. Back to the rest cage and it is meal time for you.” Gaisma sees the “Employee Door” sign get bigger.

Second Floor Crew. Toz dashes upstairs to back up Sir Oliver. Poppy closes with the fake guard.

Third Floor Crew. Sir Oliver is making a scene yelling about peasants and a robbery. The crowd sees Toz knocking aside some customers. All the customers decide to start picking up their bets and leaving the floor.

First Floor Crew. Tarsim is chatting up the fake guard. Gaisma’s cage is opened and she is dump into a huge cage which has food and water for lizards. She loses it.

Laghairt, “See I was rest up and eating on some prime cabbage as the GODDESS appeared. She Killed Kenny, Kyle, Stan, Eric and Butters. She morphed into her human aspect bursting the cage and said be free. Run free. She then punched Perkins in the face. We scatter as our Gawd told us to do.” Tarsim heard a fake explosion from the kitchen area.

Second Floor Crew. Poppy engages fake guard as one the floor guards try calm the third floor customers and second floor customers. Poppy, “Let’s slide over to the break door. This is beginning to look bad.”

Third Floor Crew. Sir Oliver is now yelling at Toz, Fake Guard, and the other floor guards. He is ranting about them being peasants and something about a robbery. Except for employees the third floor is now empty. A guard and Toz escorts fake guard into the backroom. One guard takes the employee stairs to go get the boss.

First Floor Crew. Laghairt, “IT was glorious. We crashed through the employee’s door and scatter through out the floor. POWER TO LIZARD GAWD. DEATH TO THE CUSTOMERS. VIVA LA VOUTION.” The customers and Tarsim see an explosion of running lizards kick open the door. Gaisma has turned invisible and opened the employee’s door. “RUN FREE MY CHILDREN.” The first floor employees start trying to calm the customers down.

Second Floor Crew. Poopy calmly, “Dear people. There will be no robbery tonight. Those are just false rumors.

Crowd, “We are out here!” (Bad persuasion check). Poppy shoves the fake guard into the back room and tries to apply a chock hold.

Third Floor Crew. Toz has fake guard in the back room. Sir Oliver, “Go ahead. Shoot me in the face with that pitiful hand crossbow. I double dog dare you. SHOOT ME. But this vault will be guard from a ROBBERY by my ancestors.”

A WAY OF CHAOS BREAKS OVER THE CASINO. And the DM when and got his second hot dog and beef brisket plate.

First Floor Crew. Tarsim cast levitate on fake guard. Misses and gets Jim. Dropping the spell, Jim smashes into table four. A Shambling Mound of running lizards is approaching the office. The customers are leaving the building. Tarsim and fake guard agree to capture the Shambling Mound.

Laghairt, “Go Lizard Gawd. Go. Smite the small human.”

Second Floor Crew. Poppy is throwing gut punches and trying to pad the fake guard down. Employee, “Why are you trying to feel up that guard. I going to get the boss. Trouble on the second floor employee area.”

Poppy, “I am not feeling him up.” She pounds fake guard head against the floor. “I am looking for documents.” She pounds fake guard head against the floor.

Employee two, “Looks like you are grabbing his privates.”

The second floor closes down for business as all the customers start to flee.

Third Floor Crew. Toz, the guards, and fake guard are giving each other the evil eye. Two guards are aiming at Sir Oliver hoping the boss will show up. The other employees have secured their cash boxes and hiding on the side of the room.

First Floor Crew. Adima Shemsilver stares as a Shambling Mound of running lizards enter his office without knocking. He hears ALL the customers leaving in near panic. He hears two employees code wording about trouble on the second and third floors. Suddenly a box surrounds the monster.

THREE HOURS LATER.

Adima Shemsilver, “Ok. I have listened to each of your stories. I am splitting the pay out between the two factions. I don’t give a naughty word that one faction only sends three people to handle the problem and the other send five. Both factions have a ten day ban. You eight have a life time band, and then 246 years. Get out of my EMPTY PLACE of business.”

Laghairt, “GAWD what is a ban?”

End of Session 352
 

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jasper

Rotten DM
Netherdeep Session 11

Perilous Poppy Posse

Quen’pillar 10 Noon to Quen’pillar 25 0808

PC Killed 0 Monsters Killed 62 Villains Captured 1 Villains Escaped 10

170 GP 10 downtime days Gain a level.

Start 6:06 PM End 9:48

Magic Item. One Ruidium Dart for Jundis.

Story Award Mad Respect. The merchants, members, minions, mosquitoes, and others are mad at you at the Suncut Bazaar. Destroying two businesses and nearly bankrupting another will do that. Advantage on any social check in the Bazaar. Any merchant in town gives ten percent discount on non-magic items.

Story Award. Party Animals. The group is well known to party on the full moon. People will try to get on your next party.

Story Award. Beware. The town is in an uproar. What was thought to be just a rogue tiger escaped from a carnival was actually at weretiger. Last know location was a league outside the town walls.

Story Award. Busted. The Cops are waiting for you down stairs at the buffet.

I had a strong group of six. Tarsim Cordinger Cleric of Order 1 Clockwork Sorcerer 7. Gaisma Life Domain Cleric 1 Moon Druid 7. Poppy Echo Knight 8. Toz Twilight Cleric 1 Shadow Monk 7. Sir Oliver Untgat Barbarian 8, Jundis Jonstar Cleric 1 Sorcerer 2 Warlock 5.

With the full moon approaching the party hits the mattresses and hides. Well exactly Sir Oliver hits the mattress, furniture, paintings, and destroys his room for the cost of over 200 GP. The party is heard over the two top floors of the Lap of the Gods. Meanwhile Toz with Poppy and Jundis head out into the desert where he will not eat anyone one. He doesn’t. Just a camel which belong to an incoming merchant caravan. After this wearing time, they get a new mission from the Cobol Soul.

Jamil A’alithiya the CEO of the Cobol Soul asks them to nicely investigative the Consortium of Vermilion Dream current headquarters the First Eclipse. A high-end tavern in the Suncut Bazaar a block away from Luck’s Run. The Consortium has been sneaking ruidium out of Cael Morrow (under water city) under the noses of the Allegiance of Allsight. Ruidium when mixed with magic items causes them to cause wild magic effects or come to life. Sneak in quietly or pose as partiers. Acquire any documents and magic items. Please try not to get the Hands of Ord involved.

As the group walks into the fountain near the back door of the First Eclipse, two Ruidium Elephants appear near the Luck’s Run and charge toward them. Gaisma hears the back door lock. Before the elephants can stomp on more than a dozen town folks the group destroy the elephants. Jundis recovers about three ounces of ruidium ore dust and Sir Oliver acquires an Elephant Figurine of Wonderous Power. (Don’t recall if this was turned in.)

Being tick off the elephant stomped him into the ground twice, Sir Oliver picks the lock? (What the barbarian is being cool. Who are you and what have you done with Sir Oliver?) Opening the door quietly he is confronted by Khelkur the Gull an evil looking dwarf and Satzrak Runestrider a blue dragonborn.

Khelkur, “We are close for business. Leave now or I calling the Hands of Ord.”

Sir Oliver drawing his magical battle axe, “I going to axe you nicely not to do that.” (Oh, there the barbarian.) A few rounds later Khelkur has dimension door away. But the barkeep Satzrak and an earth elemental are dead. Some documents and no magic items are found. The major document talks about a rift to the Netherdeep is somewhere in Cael Morrow. An Aboleth is also present (at the mention of this Toz runs outside and pukes in the destroyed fountain.) The Consortium also has a spy in the Allegiance working in the city. Master Dendarron is named discovered also. Are they behind the Consortium?

In the morning the group discover the First Eclipse burned down to the ground. The Hands of Ord are looking to question the group. Jamil will be working with his drinking buddies of the Allegiance to get passes to Cael Morrow. It would be best if they hid in their rooms for about five to seven days.

On Quen’pillar 23, they get their next mission. They have newbie Allsight badges which allow access to Cael Morrow. They need to talk to the ruby red tiefling Professor Insight and gain additional insight on the following. How to enter the Netherdeep. Acquire a key to the Netherdeep.

Entering Cael Morrow is easy but the safety briefing from the guards at the top, the orc eating pie at the bottom, and the two guards at the real entrance is boring. No touching artifacts without a supervisor. Report to Professor Insight for insight of what are you going to be doing today. Remember to have your potion of water breathing handy and drink it before entering the water. No, you cannot breathe water. Do not break your tools. Do remember to bring your tools with coming and going. Getting eaten by monsters is not allowed. Beware of monsters wanting to eat you. Be out of Cael Morrow by 5 PM. Don’t break anything including yourselves.

One part of the tunnel has been recently flooded. Gaisma casts water breathing and the group hides their potions. Entering the tunnel, it is really a corridor of a castle. They proceed straight ahead and enter a room. The base camp is three story collection of rooms which free of water.

Professor Insight explains. Allsight has create water runes which keep out water. It acts like a force field. Please don’t destroy the runes on the doors or minor rune in any room. As Toz, Jundis, and Tarsim are not paying attention during the safety briefing she puts them under the supervision of Scribble the Kenku and Xot the blue goliath. They get packing duty until lunch. Meanwhile Gaisma is trading Drow lore with the Professor Insight for Cael Morrow and Netherdeep lore. She also gets a map of the airlocked sections of the site and some of the water sections. She misses the clue about Professor Insight missing friend.

During lunch the evil Toz and con man Jundis con Xot out of a magic ring and potion. Being bored Sir Oliver tries to pull rank and leave the base camp getting the group badges pulled for the day. Poppy and Gaisma talk Sir Oliver from just bashing down part of the underwater hallway. Tomorrow or the next day they will return. Poppy leaves a note for Maggie on the base camps bulletin board as the rivals are deeper into the complex. Meet up at Taco Bell at eight PM. They meet up but Ayo and Maggie are keeping some their mission hidden. But they confirm a ruidium weapon is need to enter the rift. The rivals will look for the rift tomorrow as they didn’t finish their mission. And they bring a map of what they discover.

On the morning of the twenty fourth the group looks for a blacksmith to make one dart out of the ruidium ore of Jundis. On the morning of the twenty fifth, a fellow Soul newbie delivers their dart.

Jasper, “Here is your dart. Beware the Hands of Ord are at the buffet waiting to question you.”

SUSPENSFUL MUSIC. Pause.

During the twenty fourth the rivals who have joined the Allegiance of Allsight. They discover the high elf Galeokaerda is double agent and bring her in alive. In the villa they fight a death embrace and a few swarms of sorrowfish. They loot a +1 greataxe of ruidium and a ring of shooting stars. During the night, they create a map for Poppy and her gang. On the morning of the twenty fifth they see the Hands of Ord enter in mass the Lap of the Gods. They withdraw a block.

Unpause.

Jasper, “Shall I tell the cops you will be right down.

End.

Note. Map of the city will be posted soon. So will some monster stats.

End of Session 354.
 
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jasper

Rotten DM
Netherdeep Session 12

Crushing Depth

Quen’pillar 25 0808 to Cuersaar 7 1000

PC Killed 0 Monsters Killed 69 Villains Captured 1 Villains Escaped 11

2,222 GP 2 SP 2 CP. 20 downtime days Gain two levels.

Start 6:00 PM End 9:55 PM

I had a strong group of six. Perilous Poppy Echo Knight 10. Gaisma Dream Druid 9 Life cleric 1. Toz Twilight Cleric 1 Shadow Monk 9. Jundis Jonstar Knowledge Cleric 1 Fiend Warlock 2 Draconic Sorcerer 7. Tarsim Cordinger Clockwork Sorcerer 9 Order cleric 1. Sir Oliver Ranger 2 Barbarian 8.

Magic Item. Ruidium Shield, Ruidium Shortsword, Brooch of Shielding or due to story reasons you can take a Ruidium Dart.

Story Award Fishy Ally. You talked and cleared up the insanity in the Aboleth. Cobol Soul and Alliance of Allsight members don’t get eaten by the Aboleth or Aboleth spawn while in Cael Morrow.

Story Award Your Days are Numbered. You have 14 days to find Alyxian you can kill, cure, or free him.

Story Award. Corellon’s Blessing. Jundis had a vision of Alyxian praying at the temple. Jewel of Three Prayers becomes Exalted.

Story Award Helping Hands. You are Allies with Hand of Ord. Unless you start something, they will back you up.

Story Curse. Ruidium Corruption. If you are carrying anything made of Ruidium, DC 12 Charisma Save each morning. Fail gain a level of corruption. See page 10 of the book.

Story Effect. Water sucks. Sight distances are half due to pressure, things floating in the water, etc. I would say underwater combat rules are in effect but you have a swim speed Toz.

Jasper, “Shall I tell the cops you will be right down.”

Poppy, “Yes tell them.” Most of the group decide to take the stairs down to the buffet but Toz jumps out the window to enter from the front door. As he makes a three-point landing, he sees Private Pyle waving over the crossbow he has zeroed on him. Sgt Carter lets them eat breakfast before the squad of Hand of Ord escorts them to headquarters.

At headquarters Lt Needlemire publicly yells at them for destroy the pawn shop, burning down a tavern, and letting elephants be in the room. After he closes the door, he questions them about their activities. He thanks them in getting rid of the fencing operation. He also extends a helping hand to the group.

When they return to Lap of Gods, Team Ayo is there but is missing Irvan. Team Ayo nearly lost Irvan due to some the fish life in a villa in Cael Morrow. Irvan did lose an arm but an artificer is working on replacing it. Ayo has stolen some regular explorer badges out of the Alliance goods. They also give them two copies of a map with locations they been to.

The next day the high curator Jamil gives them a mission to contact the Aboleth in Cael Morrow. Kill or make friends with it. He reissues them their newbie badges from the Allsight. They thank him and tuck the badges away.

As they head of Cael Morrow, they swap out the badges and make plans. They buy a pie for the Orc at the entrance. Listening in to conversations at base camp, they wait until Professor Insight leaves for an upper floor before walking through base camp. They pretend to do some clean up at the Royal Guest House before entering the water at the library.

Poppy is possessed by an orc ghost and Gaisma is nearly possessed. These ghosts were royal librarians in Cael Morrow when Alyxian and Gruumsh battled. They died when Gruumsh speared the library. Only the clay recipe books about pies survive. If they group get the books to safely, they can pass on. The group agrees to the request. The orc ghost mentions the temple is nearby.

Team Mayhem do mayhem to the statue of Corellon. Well actually the group let the barbarian have fun. As they enter the temple, they get a vision of Alyxian in despair. Jundis touches a glowing red ruidium shard and gets a second vision. And the Jewel of Three Prayers powers up. As they turn to leave the temple evil crabs and Aboleth Spawn attack the group. While the Alyxian Aboleth does color commentary but does not attack. Seeing the critter which killed his ma and pa Toz attacks which makes Alyxian Aboleth retreat. After getting an insight from the gawds, Poppy stops Toz. Gaisma talks the Aboleth out his madness. (Note I handled getting friendship clues badly.)

The madness has the Aboleth occasionally think it is Alyxian. Also, the madness has him assuming that he is the villain in Toz’s tragic past. After a half a day of talks, Abe Aboleth agrees only to eat members of Vermillion. But he can not stop the other critters from free nibbling.

The group leaves and reports in. (And levels up twice due milestone markers.) On Cuersaar 7, the enter the Netherdeep for the first time. Team Ayo is a day ahead of them. Some of the Netherdeep critters attack. They died but the Netherdeep pressure crushes Toz, Poppy, and Tarsim. They retreat back to Cael Morrow and talk with Abe Aboleth. He gives the needy adventurers the ruidium they need.

(Note you can take the ruidium weapons. Or just take a couple of ounces in a pouch. Study up on underwater combat and the limits of the Three Prayers thingy. I will make a story award Three Prayers to get around the attunement problem.)

End of Session 355
 

jasper

Rotten DM
Call of Netherdeep Session 13

Memories

Cuersaar 7 1000 to Cuersaar 8 0800

PC Killed 0 Monsters Killed 89 Villains Captured 1 Villains Escaped 11

Start 6:00 PM End 10:00 PM

I had an average group of four Jundis Jonstar Cleric 1 Sorcerer 7 warlock 2. Gaisma Live Cleric 1 Dreams Druid 9. Poppy Echo Knight 10. Toz Twilight Cleric 1 Shadow Monk 9.

Long rest at N8. It is important to take notes. Things you do in the waters will affect you and the adventure. I am not tracking the stuff.

Oops. Forgot the Lore dumps for the short rest and I give you bonus lore for Long Rest.

Short Rest Lore scene A child is born, eerily silent, and the midwife refuses to hold him. “Look. Even he knows.” She rasps to his mother as she clutches the baby, trembling. “His little soul prepares for the dread omens that will haunt him the rest of his life.’

Long Rest Lore Scene. Two parents place a baby in front of a priest of Pelor and beg a blessing. The priest makes a gesture over the infant’s head, then recoils. “There will be no help for him here. Don’t be foolish. There is no cure for the mark of the red moon.

Lore dumps will occur every rest.

Alyxian, “Welcome to my head. Sorry I peed in the bed. Think you can do right?”

The group swims forward into the second chamber. Suddenly they are kid sized and their armour has the form of pajamas. They are in Alysian’s childhood bedroom. A teddy bear and rocking horse are at the foot of their bed. They peep out the window at the fight in the front yard. Seeing Alysian’s parents being mobbed by torch bearing townsfolk they attack. Beating off the town’s folk, they are return to the watery chamber. The bear and rocking horse came with them.

Entering another chamber red halos appear above their heads. They are outside a village. About two hundred yards they see a band of shadow warriors attacking the remaining villagers. Curiously they can hear the conversation of the warriors, and the warriors can hear them.

Jundis, “You is ugly and you got your Captain bars at West Point” The Captain orders a villager killed. The group charges and is able to save seven people. They return to the watery chamber and a secret door opens. In the secret chamber is a pound puppy in shape of a moorbounder and floating fig which shines red and white. Alyxian remembers the dog and it briefly morphs into a real moorbounder. Poppy takes the puppy and Gaisma grabs the fig which is absorbed into her soul. A secret door opens.

In the next chamber a red curtain blocks the next door. An altar of Gruumsh and Torog is in center chamber. A saying appears above the altar. Poppy solves the riddle.

Entering the next chamber, they are thrown back into the pass during the Calamity. It is one battle for Betrayers’ Rise. They are now fighting off waves of enemies. Good use of a polymorph spell takes out the living huge tank. But Toz is not happy with having to clean up his bag of holding after words. All his stuff is now waterlogged. (This was fun battle. And the tank redecorated the bag of holding.) They are returned to the present after the battle is over and two exits open.

Taking the center exit Gruumsh pins them to floor with his spear. They (spoilers not telling) defeat Gruumsh and take a long rest. You can go forward or back track to places you skipped.

End of Session 358.
 

jasper

Rotten DM
Call of Netherdeep Session 14

Poppy, Ayo, Alyxian Sitting under a Tree.

Cuersaar 8 0800

PC Killed 0 Monsters Killed 96 Villains Captured 1 Villains Escaped 11

Start 6:19 PM End 9:38 PM

Gain 13th level. 30 downtime days. 15,000 GP

Story Award. Take a Supernatural Gift which is good for a Tier three PC. I will allow you to transfer this over to another legal Adventure League PC. Because I don’t think this campaign will ever be legal again.

Magic Items 4 potions of Greater Healing, Wand of secrets.

All Ruidium turns into a +1 magic item without the ruidium effects.

I had an average group of five Jundis Jonstar Cleric 1 Sorcerer 7 warlock 2. Gaisma Live Cleric 1 Dreams Druid 9. Poppy Echo Knight 10. Toz Twilight Cleric 1 Shadow Monk 9. Oliver Barbarian 8 Ranger 2.

After a long rest the group opens the door on the center door. A portal opens to the first chamber. They can only go forward by going back. The group backtracks to the Betrayer’s Rise room and find a secret door. Following single file which the dungeon and DM liked, the find a fragment. Jundis absorbs the fragment of Pity. Gaisma has the fragment of Despondence. Both feel a slight pull to the center of the plane. Leaving by the center door they enter a huge room with a Ruidius Moon with two hammer head sharks orbiting it. The sharks decide the group will be midnight snacks but that is not going to happen.

Note instead of giving North South etc. directions, I just told the group the exit would be on Toz or Poppy side of the table. After the battle the group goes to the DM side of the plane. The corridor has dips and ups and downs. Think crazy plumbing.

Enter the chamber it is breathing as if alive. Vents of boiling

Oliver, “I smack the chamber floor!”. Vents of boiling water open on all areas of the chamber. A bloodfin and swarm of sorrowfish attack Oliver.

Gaisma, “How high are the ceilings. Hm. Okay. Part Water.” The bloodfin is pushed back against the chamber wall as the swarm of sorrowfish still try to eat Oliver. Poppy saves Oliver by slamming him so hard she knocks him out the swarm while the rest of the group take care of bloodfin. Suddenly everyone is walking like they are Egyptian as the parted waters fall back and bring boiling water with them. The group flees to Poppy side of chamber some taking damage twice due being slow.

Note I started keeping them in initiative order after this. This could have been a mistake.

Entering the next chamber, they see a light devourer suddenly being attacked by party. A small current was pushing the party and still using control water Gaisma pushes the party toward the fish which is blended into a nice fish smoothie in one round. How two currents are now pushing into the room. It pushes some of the group into the various corals around the chamber, the group pushes on to the next room. Where two huge jelly fish are doing a mating dance, the group quietly does not disturb them and heads of the other open hallway.

Red seaweed covers various statues near the walls. The statues are warriors they seen in their visions. They are surprise by three serpent maws and evil red seaweed. As they finish off the maws they flee toward the other opening.

Entering the hallway Poppy stops. A sign in Ayo writing reads, “Resets after two.” The rest of group swim pass her and continue into the crypt.

In the crypt, they see more statues of from their visions, incased in ruidium amber. The characters are in pain.

Group, “Moving on.”

The group enters a huge chamber with a Ruidium appendix or other type organ throbbing in the center.

Poppy, “I still can’t figure out what resets after two means.”

Ayo, “It means love. The room trap resets after two minutes. Why don’t you group take a short rest and we girls catch up.”

The group knows Gaisma and Jundis want to enter the heart.

DM Notes to group and readers. Ok. At this moment the group has two fragments and a pc needs a fragment to enter the heart. This will take them into Chapter 7 which is the climax. They can continue to explore. Or some members of Team Ayo will give up their fragments and two of the team will enter with them. Team Ayo is friendly toward the party. If they go to the climax, Poppy will choose who gets what fragments. I will control Team Ayo members. Some discussion about up coming weekends and work schedules are brought to the table. Team Mayhem and Team Ayo enter the heart.

Toz has the fragment of Rancor. Jundis the Fragment of Pity. Oliver Fragment of Loathing. Poopy Fragment of Abhorrence. Gaisma has the Fragment of Despondence. Ayo and Dermot are tier three and their fragments fell out the book on the way to the car. (Note the party is entering serious under leveled for the fight.

Enter the heart they are free falling with a parachute into an open ocean with four islands coming up fast. They splash into the ocean which turns into a jello bouncing them back to the surface. A statue of Alyxian waves at them to come closer as his water walking spell takes effect.

Alyxian, “At last we meet face to face. Sorrow, I could only contact you through dreams. You have experienced my life. You are my judges you can free me or condemned me.”

Gaisma and Oliver sense a trap but the others want to discuss things. Jundis asks some good questions as Oliver breaks in.

Oliver, “Swear Fealty to me and my kingdom and you got my vote.”

Alyxian, “What a god in fealty to a small tiny kingdom. Which I never heard of until you enter my dreams. What gives you the arrogance of.”

Oliver, “ Swear or stay. You are nothing.” Alyxian snaps his finger and removes Oliver werebear curse.

Alyxian, “See. I can.”

Oliver screams in rage and just gets red in the face. “I am just a commoner now! I vote no.”

Gaisma is still upset about having dreams for the pass quarter of the year. “ I too vote no.”

The rest of party vote yes and so do Team Ayo.

Alyxian the Absolved, “Thank you all of you.” He leans over and whispers into Oliver’s ear. “Gods can mind naughty word you. You never lost anything.” Suddenly the plane trembles and breaks open into the Netherdeep.

DM, “ nope. Nope. Not going to the cheesy escape from the collapsing building scene.” The god and his temples rises peacefully to the surface. Poppy joins Team Ayo.

The End.
 

jasper

Rotten DM
Things learn. Don't allow PC to run were races even with giving them resistance instead of immunity to non magic. Do adjust the cash and magic items.
Let the dice stand. Session 14 they missed all the secret doors either due to bad dice rolls, or thinking they are being pushed.
Recon a little.
Know when to push and know when to let the players come to an agreement.
If necessary tell the players flat out they are barking up the wrong tree. Or see subplots were there ain't any.
Running a book with an Adventure League group which is steady is heaven.
 

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
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