jasper
Rotten DM
Dragon of Icespire Peak Session 1
Arriving in Phandalin
Day 1 to Day 3
PC Killed 0 Monsters Killed 1 Villains Captured 0 Villains Escaped 0
Start Time 6:00 PM End Time: 8:28 PM
Take 10 down time days.
Magic Items. Hat of Wizardry, Pole of Collapsing, Clockwork Amulet
I had a very weak group of three. Zenith Paladin Human 1. Professor Paxton Wizard 1 Dragonborn. Calypso Wizard 1 Elf.
Professor Paxton, “I Professor Paxton know what I am doing. Just because this a late freeze, means I can go ice skating on the pond.” As he walks on to the ice, he falls thru and his two care takers spend a cold five minutes pulling him out. Both Calypso and Zenith are wondering why they took the escort mission to get this professor to Phandalin. Oh they are broke. A series of bad luck has been following them since they left Neverwinter.
DM Note. Tymora Goddess of Good Luck has turned her back on you. The first Nat 20 you roll in Combat weather crit or save gets rerolled. This flaw will go away at later random time.
Their bad luck continues as Zenith trips over a black cat.
As they top the rise to Phandalin, the town is new having just started to be built in the last 10 years as a minor gold rush in Sword Mountains. New paint and new log construction is an ongoing thing. Some the kids are looking at the adventurers weirdly. And they clear away the more times the Professor opens his month. They arrive at the Townmaster’s Hall. They knock. And knock.
Harbin opens the eye slot, “The adventurer Board is over at the corner. And.”
Calypso, “We are delivering the Professor Paxton.”
Harbin, “Oh. This is one who will be eliminating the dragon.”
Professor Paxton, “I am here to study the growth habits of young and adult white dragons.”
Harbin, “You are bait. But here are your coins.” The group see a coin slot at open at the bottom of the door. Silver and copper pieces fall into the slot. “You can get rooms at the Sleeping Giant or the Stonehill Inn. Bye.” The coin slot and eye slot slam shut. The mayor is afraid of the dragon.
As they approach the quest board, the three quest are blown into the wind. Zenith misses the first one and they chase the letters to Shine of Luck.
Sister Garele, “Oh dears. You are finally here. The lady Tymora send me a vision. Choose wisely.”
Calypso, “Choose what?” A flyer flies into her hand!
Holy music. Quest Accepted. Gnomengarde Quest. Tinker gnomes are inventing stuff. One of their Kings have went mad. See if their inventions will help against the dragon. Bring back something interesting you don’t want and the Mayor may pay for it.
With the quest accepted, they decide to go to the Sleeping Giant Inn to get rooms.
Zenith, “We should buy it and call it the Sleeping Giant.” The others give him the side eye. Arriving at the inn three things stand out. The evil looking table with four plaques with the seats leaned against the table. The female dwarf looked the correct size at the bar. The door in the center of bar line with the name Norkin.
The names on the table are Ander the mind flayer, Ross the human bandit, Grista She got better, Gromash Orc cleric. It glows occasionally with necromancer magic. The bar is built for dwarves, so the human at six foot four will be leaning over. Norkin’s door is sized for gnomes.
Grista, “Welcome. No beer, no wine, no booze. The owners bought the inn but have not set up a good supply line to restock. They show up. Buy my inn at an illegal auction and then go hunt mind flayers. And left no money to pay the liquor bill. I have coffee, tea, or hot chocolate.” The smart pcs order a tea and chocolate.
Paxton, “Coffee please.” The dwarf pour from the stove a very dark and over cooked coffee. She explains the table has become infamous for killing people. It was a family heirloom, but due to adventurer shenanigans they have use it kill me. It killed me. I got better since a cleric had revivify spell ready.
Zenith, “Can we get rid of it.” The dwarf replies you could try but the DM will need to work on that.
The next day they head out to the Gnomengarde. They arrive at the foot hills. The waterfall cascades down the mountain and a small bridge is cover in mists, and various entrances are scattered around the caves. But the small mushroom island catches their attention. Three different mushrooms are growing on two islands.
The paladin is voluntold to go get one of the green mushrooms. He enters the freezing water and does not slip beneath the stream but is chilled. He grabs the green cap and brings it back. Calypso remembers her alchemy class and it is a flour bread mushrooms. Seeing the red mushroom, the paladin is send back to gather the red shrooms. He climbs back out the stream with his lips turning blue. The red one is lamp oil shrooms.
The group decides to enter the cave complex. As they get into the hallway, they hear two gnomes in gnomish talking about ideas.
Fibblestib, “I think my sanity ray will work it needs more testing.”
Dabbledob, “My hugging jacket is better. And I have already tailor it for King Korboz’s madness.” Entering the inventors workshop the group start talking about what they are here and why each one has pro and cons.
Paxton, “Have you tested your sanity ray on a human yet. Or any one?”
Fibblestib, “No.”
Calypso, “Hey let’s practice on the human.DM what are the effects?” DM DEER IN HEADLIGHTS.
Dm, “Ahem. Um. DM Conference. Take five people.” DM goes to other table, “I need a DM conference!” The whole table stands up. Use the madness table. Use the wild magic table. Make it exploded for 10d10 if malfunctions. “Okay. Thanks.”
The dragonborn grabs the sanity ray gun, fires and misses. “Take off your amour Zenith.” He does and the second ray is fired. The wizard is teleported to the outside and nothing happens to the paladin. A few minutes later the straight jacket is approved.
The group go to kings’ bedroom and start trying to get in. A series of skill checks is started.
Paladin, “I am a great noble and here to help. Persuasion 17” DM 2.
Elf, “Open the door or I will kick it in. Intimidation 19” DM 2.
Professor Paxton, “The dragon is at the front of cave, you are needed. Deception 18” DM 15.
The door slowly opens and King Gnerkli lets them in. King Korboz is super glued to a chair and the pcs talk Gnerkli into using the straight jacket. Korboz is mumbling about a Shapechanger hiding in the treasury.
Entering the treasury after few minutes the mimic finds them. Guiding Bolt and another spell take it out. Note they did over 40 HP before the Paladin turn.
Book, “Hey you forgot about the wild magic thingy.”
DM, “oops. Was having too much fun with the players.”
The kings award the group with one item out the treasury. (They take two). And a hat of wizardry.
We will take this back up at the inventors’ room G11.
DM Notes. The dragon moves when you arrive and disembark from a location. Dragon Location map is on page 11. Territory map is on page 5. I will try to post one to the page so everyone can view it.
Drunk dwarf at Inn Sebastian, Mule is Sarah.
Remind to pull the magic item cards during setup.
End of Session 587.
Arriving in Phandalin
Day 1 to Day 3
PC Killed 0 Monsters Killed 1 Villains Captured 0 Villains Escaped 0
Start Time 6:00 PM End Time: 8:28 PM
Take 10 down time days.
Magic Items. Hat of Wizardry, Pole of Collapsing, Clockwork Amulet
I had a very weak group of three. Zenith Paladin Human 1. Professor Paxton Wizard 1 Dragonborn. Calypso Wizard 1 Elf.
Professor Paxton, “I Professor Paxton know what I am doing. Just because this a late freeze, means I can go ice skating on the pond.” As he walks on to the ice, he falls thru and his two care takers spend a cold five minutes pulling him out. Both Calypso and Zenith are wondering why they took the escort mission to get this professor to Phandalin. Oh they are broke. A series of bad luck has been following them since they left Neverwinter.
DM Note. Tymora Goddess of Good Luck has turned her back on you. The first Nat 20 you roll in Combat weather crit or save gets rerolled. This flaw will go away at later random time.
Their bad luck continues as Zenith trips over a black cat.
As they top the rise to Phandalin, the town is new having just started to be built in the last 10 years as a minor gold rush in Sword Mountains. New paint and new log construction is an ongoing thing. Some the kids are looking at the adventurers weirdly. And they clear away the more times the Professor opens his month. They arrive at the Townmaster’s Hall. They knock. And knock.
Harbin opens the eye slot, “The adventurer Board is over at the corner. And.”
Calypso, “We are delivering the Professor Paxton.”
Harbin, “Oh. This is one who will be eliminating the dragon.”
Professor Paxton, “I am here to study the growth habits of young and adult white dragons.”
Harbin, “You are bait. But here are your coins.” The group see a coin slot at open at the bottom of the door. Silver and copper pieces fall into the slot. “You can get rooms at the Sleeping Giant or the Stonehill Inn. Bye.” The coin slot and eye slot slam shut. The mayor is afraid of the dragon.
As they approach the quest board, the three quest are blown into the wind. Zenith misses the first one and they chase the letters to Shine of Luck.
Sister Garele, “Oh dears. You are finally here. The lady Tymora send me a vision. Choose wisely.”
Calypso, “Choose what?” A flyer flies into her hand!
Holy music. Quest Accepted. Gnomengarde Quest. Tinker gnomes are inventing stuff. One of their Kings have went mad. See if their inventions will help against the dragon. Bring back something interesting you don’t want and the Mayor may pay for it.
With the quest accepted, they decide to go to the Sleeping Giant Inn to get rooms.
Zenith, “We should buy it and call it the Sleeping Giant.” The others give him the side eye. Arriving at the inn three things stand out. The evil looking table with four plaques with the seats leaned against the table. The female dwarf looked the correct size at the bar. The door in the center of bar line with the name Norkin.
The names on the table are Ander the mind flayer, Ross the human bandit, Grista She got better, Gromash Orc cleric. It glows occasionally with necromancer magic. The bar is built for dwarves, so the human at six foot four will be leaning over. Norkin’s door is sized for gnomes.
Grista, “Welcome. No beer, no wine, no booze. The owners bought the inn but have not set up a good supply line to restock. They show up. Buy my inn at an illegal auction and then go hunt mind flayers. And left no money to pay the liquor bill. I have coffee, tea, or hot chocolate.” The smart pcs order a tea and chocolate.
Paxton, “Coffee please.” The dwarf pour from the stove a very dark and over cooked coffee. She explains the table has become infamous for killing people. It was a family heirloom, but due to adventurer shenanigans they have use it kill me. It killed me. I got better since a cleric had revivify spell ready.
Zenith, “Can we get rid of it.” The dwarf replies you could try but the DM will need to work on that.
The next day they head out to the Gnomengarde. They arrive at the foot hills. The waterfall cascades down the mountain and a small bridge is cover in mists, and various entrances are scattered around the caves. But the small mushroom island catches their attention. Three different mushrooms are growing on two islands.
The paladin is voluntold to go get one of the green mushrooms. He enters the freezing water and does not slip beneath the stream but is chilled. He grabs the green cap and brings it back. Calypso remembers her alchemy class and it is a flour bread mushrooms. Seeing the red mushroom, the paladin is send back to gather the red shrooms. He climbs back out the stream with his lips turning blue. The red one is lamp oil shrooms.
The group decides to enter the cave complex. As they get into the hallway, they hear two gnomes in gnomish talking about ideas.
Fibblestib, “I think my sanity ray will work it needs more testing.”
Dabbledob, “My hugging jacket is better. And I have already tailor it for King Korboz’s madness.” Entering the inventors workshop the group start talking about what they are here and why each one has pro and cons.
Paxton, “Have you tested your sanity ray on a human yet. Or any one?”
Fibblestib, “No.”
Calypso, “Hey let’s practice on the human.DM what are the effects?” DM DEER IN HEADLIGHTS.
Dm, “Ahem. Um. DM Conference. Take five people.” DM goes to other table, “I need a DM conference!” The whole table stands up. Use the madness table. Use the wild magic table. Make it exploded for 10d10 if malfunctions. “Okay. Thanks.”
The dragonborn grabs the sanity ray gun, fires and misses. “Take off your amour Zenith.” He does and the second ray is fired. The wizard is teleported to the outside and nothing happens to the paladin. A few minutes later the straight jacket is approved.
The group go to kings’ bedroom and start trying to get in. A series of skill checks is started.
Paladin, “I am a great noble and here to help. Persuasion 17” DM 2.
Elf, “Open the door or I will kick it in. Intimidation 19” DM 2.
Professor Paxton, “The dragon is at the front of cave, you are needed. Deception 18” DM 15.
The door slowly opens and King Gnerkli lets them in. King Korboz is super glued to a chair and the pcs talk Gnerkli into using the straight jacket. Korboz is mumbling about a Shapechanger hiding in the treasury.
Entering the treasury after few minutes the mimic finds them. Guiding Bolt and another spell take it out. Note they did over 40 HP before the Paladin turn.
Book, “Hey you forgot about the wild magic thingy.”
DM, “oops. Was having too much fun with the players.”
The kings award the group with one item out the treasury. (They take two). And a hat of wizardry.
We will take this back up at the inventors’ room G11.
DM Notes. The dragon moves when you arrive and disembark from a location. Dragon Location map is on page 11. Territory map is on page 5. I will try to post one to the page so everyone can view it.
Drunk dwarf at Inn Sebastian, Mule is Sarah.
Remind to pull the magic item cards during setup.
End of Session 587.