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DDAL Jasper Dms Season 8 spoilers

jasper

Rotten DM
I got Waterdeep Heist Friday Sept 7. Pick up some figures. And just purchased DDAL08-00.
First impressions of the hardcover. As Adventure League DM WTF! Season 8 drops gold from the hardovers. It also eliminates most factions jobs unless your pc is a faction agent. Pages 14- 17 are reduced in importance. Why? What reason does a PC have to help out any faction now. Some quilds charge you money which you won't get. The Code League charges you money on page 222.
Question Page 6 dragonward hints that dragon type are not allow in Waterdeep does this apply to dragonborn.

DDAL08-00 Is interesting. You can play thru this 3 times by choosing a different flow chart. I suggest you pencil in some notes.
 

jasper

Rotten DM
Season 8 DDal08-00 review
Pc killed 0. Monsters killed 7. Villains captured 1?
I had two level four pcs for a very strong group. But I did tone combat down since I rolled 5 Nat 20 in the first combat.
Ok. I chose mastermind as the villain. With the noise from the game store, my group had some trouble picking up the clues. I also had some trouble remembering what to do in part one. I do suggest other dms mark up in pencil notes on the adventure print out. The group had fun with the laws of Waterdeep especially with owner of the brooms. I see this could be a problem in the future when I run the hard cover. Some good roleplaying, I had one player suggest to the broom owner to control his brooms. Which kind of bend the module.
The discussion of backstories fell kind of flat. But I was able to pull an ally out of their stories. But the broom combat left the group without the MacGuffin.
I also mess up 2C-1 and got the wrong NPC messed up. I do suggest the dm rereads the Scene 2 stuff a lot. The group had fun with the Baron Blood and searching the Mouse room. I did mess up the handbill clue. I threw in the ad-hoc performance for the pcs on stage from 27. This can cause problems for people who are not out going.
The cellar was easy and they off the Imp before it could leave.
The finale. Okay it was only 8 pm (under 2 hours of play) when the group got to the finale. I gave them plenty of game and real time to set up an ambush. I also separated the villain and Malleus. The classic one set of villains at the top of the alley, the other at the bottom. I threw in a weather effect of sleet so visibility was down to 60 feet. I gave advantage to nearly everyone to hide. Problem. Malleus rolled a Nat 20 which exposed the bard.
Problem two. Since they did not have the MacGuffin, the bard tried a deception on Malleus. He barely succeeded. Ok. Here is where I have a problem. It was 8:15 PM. logically if the Bard failed, it was GAME OVER. They minor villains would have tried to flee. And the mastermind would bolt if Malleus was not there. But the dice were nice for the moment. The mastermind arrived. (Note they supposed to arrive at ten bells but no times except midnight are given in the flyer). Then the dice hated the group. The Bard failed to deceive the mastermind. And the villains tried to escape. I gave the group notice if the villain moved about 200 feet it was a successful escape. Sleep spells and grapples were used to good effect. They stopped the villain with 30 feet to go.
 

pogre

Adventurer
Thanks for posting this and your forthright manner on difficulties you encountered when running the adventure. I will be following this thread with interest.
 

gyor

Adventurer
I got Waterdeep Heist Friday Sept 7. Pick up some figures. And just purchased DDAL08-00.
First impressions of the hardcover. As Adventure League DM WTF! Season 8 drops gold from the hardovers. It also eliminates most factions jobs unless your pc is a faction agent. Pages 14- 17 are reduced in importance. Why? What reason does a PC have to help out any faction now. Some quilds charge you money which you won't get. The Code League charges you money on page 222.
Question Page 6 dragonward hints that dragon type are not allow in Waterdeep does this apply to dragonborn.

DDAL08-00 Is interesting. You can play thru this 3 times by choosing a different flow chart. I suggest you pencil in some notes.
Yep, the AL really messed up the rules, I was expecting W: DH was going to be very compatible with AL rules, it isn't, like at all.

First off W: DH does not use Adventure or Treasure Check Points the way I was expecting it to from AL season 8 rules.

Secondly it does not require you to have the Faction Agent Background to be a member of a faction, it merely gives you ahead start, unlike AL season 8 rules.

Gaining renown in your Faction gives rewards, but gaining renown in any other background does absolutely nothing at all.

They cut back on the gold just when you can use the extra gold the most in this adventure. And that rule insures that there is exactly zero benefit to fixing up the Tavern Manor and using it as a Tavern! You can spend the Gold to do it, very costly at such a low level, but you can't keep the gold it generates, at best it can spend some of that gold on the maintainance I think, maybe if your lucky.

Honestly I'm shocked at how incompatible AL Season 8 rules are with running W: DH.

I think I will spin this off in to it's own thread.
 

jasper

Rotten DM
Waterdeep Heist Chapter 1.
Pc killed 0. Monsters killed 20. Villainscaptured 1. Bad guys escaped 1.
Advancement Points 4. Treasure Points 4. Renown 1 Downtimedays 10.
Adrik has Waterdeep knowledge. Anything requiring a DC 10 orless about Waterdeep no need to roll.
I had four players with about a fourth level APL. So I wassometimes doubling monsters, adding hp, or other minor changes. Adrik leveltwo, Lafan level three, Drew and Rick were both level five. I am also using the city and weatherencounters from the Waterdeep Encounters.
The weather was sleeting with a chance of snow as ouradventurers met at the Yawning Portal. It was fight night. Krentz and the X guys(X-men was copyrighted in Waterdeep) against Yagra and the Zhents. I got tiredof trying to say Xanathar.
Rick a gnome was able to persuade the Zhents to stand down.Grr 19 on the dice and then some. Thegroup was spoiling for a fight when two trolls climbed out of the pit. Yes, Idiscovered this was way too much during the fight. Even with Duran shouting “NoFireballs” they were handling the first troll okay. Rick impress Lafan by sculpting a burninghands around him. Duran came in to save the day, aka covered the DM mistake.
Volothamp Geddram (think Harcourt Fenton Mudd) sinks theplot hook with tales of his Sprits and Fizzy Drinks of the Realms. And offersgold, mention in the foreword of the new book, and autograph copies.
The blood in streets the group notice some the bar fightersare dead in the street. Turning thecorner onto Fillet Lane the dwarf Adrik nearly shat himself as a Beholder waswatching the party. The party enters old Zoloft shop (Old Xoblob don’t know whyI messed there). This was fun. As I was describingthe room and color scheme Adrik asked Where is Barney. Thus, BARNEY is the nameof the stuffed beholder in Xoblob shop.
At the Skewered Dragon they discover the drunk sees twinsFloon and Renear Neverember. Again, this was fun and a DM can stretch the timeout here or shorten. Also. I see why the city map was proved. Most of thelocations and directions have street names attached.
First major what happen as I was drawing out the map ofhideout. Map 1.1 on page 26. The warehouse is described as two story. The mapsays lower level (yard level). Upperlevel (street level). But you are on Candle Lane directly across the warehouse.So, you are already on street level. It threw me. And first box text page 25. Before is “thekenku hide as describe above”.
The group use silence and fireball to kill the kenku.OOOPPPPPS. Find Renear. Find the USELESStreasure room. All AL DMS should just remove Z3. I had Renear do the info dump.Find the paper bird. Once I describe the paper bird abilities they startthinking to send a message to Floon and just follow it. So, I had the cops bustin. I do suggest dms read carefully thewhole of the Watch Arrives.
It was fun watching the dice go south on the group as theywere trying to the right sewer cover. The Xanathar Hideout made me go to my DMscreen. Torch Light has 20-foot radius. Lafan the monk casts pass with out atrace. So, some encounters were skipped. In the sleeping area they find Krentz,another bar brawl member, and a duergar. (told I was adding). This was fun.Bluff and counter bluff. Rick asked to join the X guys. Krentz counters sureshoot the faction agent Order of the Gauntlet Adrik. Think any action undercover cop. Beforeinitiative, we had Rick holding a fireball in his hand. Lafan trying to chokeRick. Adrik going for his weapons. I hadto call a time out and disallow some things. I would not all Rick to tell Lafanoff board that he could sculpt spells. The player had seen this earlier.(Beside it was more fun with the party about to drawn down on each other). KABOOM. And good rolls on the fireball and bad rolls on the dm ended thisencounter. Alas the poor grey ooze nevergot to be a hunk of hunk burning love.
I added hit points and extra intellect devourer. Spacing and positioning counted in this fight.The mind flayer tried to flee. And the group did not want to cast area ofeffect spells so not to kill Floon. The Nihiloor had to flee with his 3-inchstone eyeball orb by plane shift. The mage Grum’shar used misty step to thegetaway passage. But he did not get away. Lafan is at INT 3 and needs a Greater Restoration spell. I will have to admitthe group did think things out and did protect Floon during the fight.

The next morning, they awoke from their rooms to the soundsof EXTRA EXTRA. Captain Hyustus Staget rescues kidnapped noble Renear Neverember.Extra Extra Captain Staget in daring midnight kills Boss Grum’shar minor bossof Xanathar Guild.
 

jasper

Rotten DM
Season 8 DDal08-00 Brute review
I ran this on Sunday as pick up. The group was APL 3 when everything settled down. I was up to a table of 7 but the table split when we had more gamers arrive.
The Brute is a quick run. Even taking the time to introduce each other, and coming up with a victim. Milo the barber related to Milo the scattershot, related to Milo Something. Yes I took the fact of the players naming their characters the same and ran with it. Milo the barber had a deed for dear auntie Milo.
What was fun and which I forgot to do in last run. Dumping some npc into the pit, and the stage being on fire. This may split the party. As the group was a strong one, I added some brooms.
Scene 2 is still in the bar with a quick theatre of mind discussion with Silvermane the capo boss .
I set up the map with Urlon in a private booth near the stage and near the stairs of the second floor. The group chose to bluff Urlon about a hit being made on Manshoon. They succeed in the bluff. And combat started. I did give the group three end conditions. Death of Urlon, pcs and npcs leave thru front door, pcs and npcs leave thru the hallway door of the second floor.
Init was split pc, monsters, pcs. I allowed the bluffer to order the npcs. So they dashed up the stairs. And some of the party covered them. Others fought the hit squad.
The stairs became a problem for the hit squad as one player blocked it. And I just looked at map and discovered I drew wrong on Sunday. I did allow the npc to cast burning hands on Init 1. Which dropped 3 of the hit squad. Nearly had a kill/zero out. As Milo Scattershot used up all his movement to dash, but could not hit the win condition. I missed 3 times.
I move the hostage situation to outside back alley. They were low on HP. So I gave them a bluff chance. 5 over they got Milo the barber back and kept the deed. DC and over keep Milo but lose the deed. Under DC combat.
They are still wondering who wants the deed.
 

jasper

Rotten DM
Waterdeep Heist Chapter 2.
Pc killed 0. Monsters killed 21. Villains captured 9. Bad guys escaped 1. C
Candy Corn 4, Treasure Points 4, Advancement Point 4. Downtime 10. Renown 1. Renown does not include renown gained from the small side missions.
Time Ches 21- Ches 30 Weather was partly cloudy and windy to thunderstorm. Weather played not affect during combat.
I had an APL 3 part and 3 returning Players. 2 players passed because they want to play in later chapters without leveling out. 1 new player was present playing a rogue.
The group was wary of Volo and his so-called special offer. But they gradually came around. They were understanding about the letter of credit aka I.O.U. instead gold. And they started looking at various ways to shorten the 12 days before opening. Each of the players joined a different guild to help with process. Poor Kenchi he got the dirty end of stick. He was the last one to chose so he is in the Dungsweepers. Adrek was able to work a few nights at the Steam and Still. The group did discover Milo Far Shot was the previous owner.
Volo surprised them with FREE CASK OF BEER from the Yawning Portal. Aka the IMP BEER. The group were very kind and put in the pantry. The first three nights they had dealings with Lif. He wrote on the walls and floors things like CLEAN YOUR ROOM, BRUSH YOUR TEETH, WIPE YOUR FEET, LIGHTS OUT, GOOD NIGHT. This was fun for me as I was writing out what Lif was saying on a white board and not speaking. Lif finally got his salary and then some. I think the party threw a total of 5 GP into the cash register. Of course, they had trouble opening the till. But they did find an IOU from VOLO worth 3 GP, they are current trying to figure out how much interest Volo owes.
The group took a side bet of whether they would live and stay in Trollskull manor which would get them 750 Gp in credit.
The first mission was interesting, the order of Gauntlet demanded Adrek Frost Beard to find out what the publisher of the Waterdeep Wazoo knew of the Black Viper. They had trouble with the words of three-man shop and kept demanding to speak with the writer of the broadside. Final Gaxly Rudderbust grabbed his umbrella and walked them around the block and then back inside. Since the Black Viper was the twin sister of Ammalia Cassalanter, they had problem. Two ten days ago two of pcs had gotten Ammalia arrested. They did not follow up on that case. So, they decide to split the party, the Dungsweepers would use the sewers to try to get into villa and the lookouts would try to bluff, go over the wall etc. Two problems. (Note I am using the Waterdeep City Encounters add on and have made the group roll percentile dice to pregen extra encounters). The Dungsweepers met Ammalia coming down from the sewer entrance. The look outs at the same time saw Ammalia exiting a coach and gripping about her sentence. The group discover the Black Viper was really a doppelganger.
The second mission was with Force Grey. NOTE. Text conflict in the book. Page 36 gives renown but the paragraph on page 37 states no renown is given. Give the freaky renown. The group was able to make athletics check to roll out to the ship wreck and dive on the wreck. NOx the wizard and Sky the rogue and new player decide to stay in the row boat. Zelifarn a young brass dragon decides to shake down the couple. Ok, I was mainly trying to get the new person into the play of the game. NOx offers up his magical ring and just as Zelifarn was about to eat the young rogue, Adrek embarrasses and shames the dragon. The group talks to dragon and gets one favor. Zelifarn will help the party out once if they are in harbor waters. (Hey if I can’t give out gold, I can do ad hoc story awards). NOx has a great idea which got him inspiration. He visited Corellon’s Crown and swapped out his potion of water breathing for five potions of healing. Sky got in on the deal too.
I decided to throw in another wandering encounter. Tally the carpenter ask the group to run off or capture some muggers. So, I threw eight thugs at the group. We did have a discussion of death by double maximum damage. I did five and then ten points of damage to Sky who only had seven. For sky deal from max damage would have been fourteen or more in one shot.
The final mission of the night was just roll play. Joseph a bard in the order of Harpers was task by Mattrim Mereg to try interview some doppelgangers. He flunked four of them.
Trollskull Manor opened in a ten day. Lif likes the group and will help run the bar. You have 370 GP left in your operating expense budget.
Guild contacts and other VIP. Broxley Fairkettle Fellowship of Innkeepers, Hammond Kraddoc Brewer’s Guild, Justyn Rassk Guild of Butchers. Ulkoria StoneMarrow Watchful Order of Magists and Protectors, owner of Trollskull Manor before Ollie Far Shot. Emmek Frewn owner of the Frewn’s Brew (a tavern) which is across from the book store (T6 on map). Savra Belabranta Order of Gauntlet contact. Mirt order of Harper’s contact. Vajra Safahr Owner of Blackstaff aka Force Grey a private security outfit. The Bent Nail is ran by Tally who sell wood canes, staves, shields. Steam and Steel Embric and Avi are the owners. They are the contacts of Smiths and Metalforgers. Contact for Armorers, Locksmiths, and Finesmiths. Fala owns Corellon’s Crown a potion shop.
Players notes. You own Trollskull Manor. Once you leave the hardcover you still can run the manor. You will have to spend 10 downtime days and then consult page 41 of Waterdeep Heist and page 129 of the Dungeon Master Guide on Running a business. It costs 60 GP per ten day in expenses. You can spend 1 GP to add 1 to your final result. If you are in the hole subtract 1 for every 1 GP owe.
Roll a d100 add 10 and consult the chart on page 129. Or here is the chart
01-20 Lose 90 Gp
21-30 Lose 60 GP
31-40 Lose 30 GP
41-60 Yea! You broke even. Lose 0 GP Gain 0 GP
61-80 Roll 1d6 * 5 = Profit.
81-90 Roll 2d8*5 = Profit
91 or higher 3d10 *5 = profit. Cousin Quark would be proud.
End of Chart.
Okay what does Shadow Quack mean? It in my notes but does not ring a bell.
Dm notes. Chapter 2 is very light on combat. Depending on your group you have excellent roleplaying hooks and activities. I recommend the dm keeps a book mark on the chapter to weave the npcs back into the story. However, you will have to roll with the group make up. The chapter is short and if you want to bulldozer through it you could get done in two hours.
 

jasper

Rotten DM
DDAL 08-01 The Map with No Names
PC Killed 0 Monster kills 28 Captured 11 Villains Escaped 1
APL 3 Group Advancement and Treasure points 2. Candy Corn 2. Downtime 5.
I HAVE A TREASURE MAP OF COURSE IT TOTALLY LEGAL. That was once quote from the barbarian.
I was running this as the 2 hour adventure. Some problems with the map, adventure, and my running occurred.
Since some of players were also running in Waterdeep Heist, I threw in TrollSkull Manor as a distraction. And let the players who owned the Manor interact as their pc with the table. The group was about to rumble with the TrollSkull Manor when I had to interrupt and tell them look for the house with ROUND windows. I suggest the dm mention this while giving out the map or add a note to the map. The combat happen within the house keeping the city watch out of it. Some smugglers died, some escaped, and the others gave up the clue.
The hawk man encounter went quickly as the group terrorized the owners and customers of the restaurant. I just called for an investigation rolls and went on. I was trying very hard not to have the city watch show up and bust the group.
The Three Daggers Alley was a walk over. I had the daggers fly the length of the party which allowed them to get a shot at them on their initiative. They discovered the chest and I forgot to give them the clue. (Note highlight all clues). The group got the wererat and surviving friend to surrender and I dropped the Baron Blood hint. Note the version I have on Playing the Pillars repeat the same information from the Soaring Delights. I would change this to drop more information about which painting they are looking for.
The Crypt Portrait needs some information. Unless I missed it. No where is there any clue or remark on what painting to look for. As I was unhappy with module and gave the group the option to skip the combat and end the game. They took it. I suggest the painting be signed by A Morlin.
 

jasper

Rotten DM
Waterdeep Heist Chapter 3
PC Killed 0 Monster kills 29 Captured 11 Villains Escaped 3
Ap 4 TP 4 Renown 1 Downtime 10 Candy Corn 14
I had a group of four with APL 4 so no adjustments were need. Jimmeh a somewhat chaotic beep. Um, let me just say he roleplaying an oath breaker well. I had three returning players who two were owners of the Trollskull Manor. I also am using the Liar’s Night add on. Also, all week I was half tracking on everything, so I was not on par to really pay attention to game prep and the game.
Lif was deciding on whether to toss the drunken paladin or call for back up with the rest of party came down for breakfast. Being Tarsahk 3 the kids were out trick or treating. 10 kids came asking for treats. Sky said she bake them a cake two kids with sticky cotton candy hands started dragging her to the kitchen. The paladin found out a bag of candy to just below the waist and above the knees will hurt. Adrek was nearly knocked out by an all-day sucker which kind had three days of fuzz on it. They group did not kill the kids but did kill the monster who was hanging out with them.
The kids fled when the Cleric summoned the Kissing Bandit. Then a huge explosion was heard on the south side of Trollskull Alley. The clues drove the group in various directions and a dm should be prepared to roll with it for a little while before telling the group which clue is a dead end
The paladin and the group some how got arrested. Most of the charges were Assaulting the Kids. The Paladin was arrested for looting the dead woman of her pants. Unlawful questioning of a ghost. And Hampering Justice. Some excellence role play was going on. And Sky (her second session) was poking fun at her dad’s pc. So, I just rolled with and arrested all of them. NOx was the only one who pled guilty and turned state evidence. Jimmeh background did help with this. Due to his background I gave him advantage on his persuasion rolls during the court case.
The speak with dead I pulled out my sand timer. every DM should have one. I played the Q and A with the dead in real time but occasionally needed to stop the timer for player to dm questions. The group did split up. Jimmeh when to check out Gralhund Villa. This is where I told the other three players to take a break. Some of them went to get take out. The Paladin was spotted by the forth precinct, who arrested him for hampering police stake out. I did the reserve and made the paladin player leave the group. The other three follow up false clues before I told them they were barking up the wrong tree.
Ok. The group was having trouble working together. And missing some of information I was giving them. I called a quick halt. Did a summary and got the group back on track. I advance the day and got them to the temple. Weather Mistake. I had prerolled heavy fog, which gives only 5 feet of visibility. Does not work well with the sparrow encounter. The group got the detector. Then had trouble on how to search the city. This where I should brought the dm’s city map with me. But the group decide on searching the North Ward first.
They discovered the Nimblewright assassin was in Gralhund Villa. The group splits three ways. The paladin goes to the back gate (ok there was some confusion here. As I could not find the map of villa early and was winging the description). The cleric goes to talk with the stake out city watch. The rest watch the front. While Adrek is talking with watch, Jimmeh decides to go over the back wall. He was spotted by the gardener and his two greyhounds.
Jimmeh gets back just in time to hear Jimmeh yelling about an assassin in the house to the gardener. (okay I was flipping back and forth between the two. And I thought for a minute the paladin was going to start a fight). Since the cops were with the group, they called back up.
The watched did discover Urstul Floxin and the Nimblewright got away. The Black Network had been holding the household hostage for a ten day. And this ending the chapter.
The group unlocks a necklace of fireballs. The city watch is ticked at Jimmeh and another court appearance will not go well for him.
 

jasper

Rotten DM
DDAL 08-02 Beneath the City of The Dead
AP 2 TP 2 Downtime 5 Candy Corn 12 I generally had a 5-person APL 3 group
PC Killed 0 Monster kills 53 Captured 11 Villains Escaped 3

The kids we still out treat or treating and on a dare; they decided to go into the City of the Dead and ask the grown ups for candy. That was until the EVIL Jimmeh remove his mask and started beating kids with the flat of his morning star. The kids fled in panic and called the City Watch. The group at this time decided to enter the crypt. But Jimmeh fled back to the Trollskull Manor. Ok my group split the table.
The group really really got a head with zombies. An arm and foot in mouth too to Grimm the fighter as one of the zombies started throwing body parts at the group who were stuck on the other side of the pit.
The Hero’s Tomb was very difficult and nearly resulted in wizard Aelar dying but the bard Erdan was able to save the day.
The Noble’s Tomb was also very difficult as the thief Smile Jack trip over some pottery and woke the armour suit. He then failed to safely remove the baton. So, he fled from the flying swords. The group fell asleep in the corridor next to the statue.
The group was able to make short work of bats and vampire mist but woke up the Baron of Blood. The baron was not happy another group of adventurers were trying to raid his snacks. And after bashing the goliath’s head against the ceiling the group surrendered. Ok, for other dms, most of the fights in this module are deadly with out access to healing magic. I suggest you downgrade the number of monsters.
 

jasper

Rotten DM
DDAL 08-03 Dock Ward Double-Cross session

AP 2 TP 2 Downtime 5 Candy Corn 2 Renown 1 due to playing 2 two-hour mods back to back. I had a 5-person APL 3 group
PC Killed 0 Monster kills 58 Captured 11 Villains Escaped 4

The group are now loyal minions of the Baron of Blood. He ordered them to buy him 5 gallons of lavender semigloss paint and get to the bottom of the fake maps. The only clue the had was the paper smelled of sea water. (Note to dms add an extra clue to get them to paper makers).
The paper maker was able to remember a red-haired bar maid bought the paper and gave a list of bars on the dock side of the dock ward. How ever no red hair maid was to be fought. The group did find another group of adventurers who got their map from a cobbler. The cobbler was not much help. But the city watch was able to direct them to the ship’s prow. Again, bad editing leaves this clue misplaced.
The group was able to get into the Ship’s Prow with no problem are being notice by the drow smugglers. The barbarian Ankan say something naughty to the red-haired bar maid. She got offended and shot him between the eyes, in the belly button, and took off part of his ear lobe with a hand cross bow which went BANG. This started the bar brawl. The group was able to take down five of the bar maid allies but she fled into the sewers. (yes, the module calls for you to remove the sewer access during a two-hour run but I thought it was a good plot escape.)
 

jasper

Rotten DM
Waterdeep Heist Chapter 4 Part 1 Session
AP 4 TP 4 Candy Corn 4 Renown 1 Downtime – 10 that negative 10.
PC Killed 0 Monsters Killed 76 Villains Captured 12 Villains Escape 4
APL 5 strong group with 5 players. Bonus all the pcs were owners of Trollskull Manor.
THE LAW SUCKS
The group decide to meet with a MS Istrid Horn a beardless dwarf in the City of Dead. It seems Horn needed a resting place as the City Watch found out about her unauthorized duplicates of dragons. And her loan Bulette operation. The 10 pp up just for meet up came in handy later that night. They agreed to put her up in the attic bed room. As a ten day has pass they got to roll on the business table. They rolled a 28 which caused them to lose money.
Roll a d100 add 10 and consult the chart.
01-20 Lose 90 Gp
21-30 Lose 60 GP
31-40 Lose 30 GP
41-60 Yea! You broke even. Lose 0 GP Gain 0 GP
61-80 Roll 1d6 * 5 = Profit.
81-90 Roll 2d8*5 = Profit
91 or higher 3d10 *5 = profit. Cousin Quark would be proud.
End of Chart.
The next morning as Joseph and Aukan were walking down to breakfast, Aukan suddenly stopped. In the hall they saw Milo the barber cutting a well dress if out of fashion suit gentleman’s hair. Lif had set a mismatch pure silverware set in front of the gentleman. Joseph had to push Aukan forward to get moving. Joseph was not comfortable when the gentleman call Aukan a minion and demand he be called Mr. Morlin. A couple of the other owners were not happy to be woken up by Lif and made to come downstairs. The group will great reluctance agreed to let Baron Blood Morlin stay in the spare second floor bedroom. They also would leave his luggage in the beer cellar alone. Rick the wizard got a little mouthy but finally bit his tongue. Or did the Baron suggest he would bite Rick’s tongue.
As the lavender paint and the painting crew arrived, word came to the group about the location the Nimblewright. They found the Nimblewright in one of the Dock Ward alleys. They destroy it in under two rounds. As they were investigating the remains, Officer Bobby arrive with 5 other city watch. Just as Bobby was suggesting the group come down to the ward station for questioning; Drew’s Angry Ally Cat attack which let the group flee. The bard was able to snack a map. (I love this the player threw down the certificate like it was a trump card. She got the cert last week the local con.) The group escaped into the heavy rain and read the map.
The map took them too Grinda Garloth place. As they approach, four bandits led by a Norska who left forearm had been replaced by heavy crossbow were trying to break into Grinda’s house. 3 different leveled Sleep spells made short work of the bandits. The barbarian was making short work Norska when the merrow sprang from the water harpoon Rick and dragged into the water. From the Kraken’s Folly sprang 10 bandits to back up Norska. Joseph stuck his head in the water to call for Zelifarn a young brass dragon.
Ok did they fire off two shatter spells and fireball spell. Or one shatter spell and one fireball spell. When Zelifarn appear after the combat was over 14 bandits were dead, a merrow was dead, Grinda’s house was on fire, which was being put out by the heavy rain. The stern of Kraken’s Folly was in ruins and had to collapse on the docks. Office Bobby with fresh cat scratches on his face arrived having heard the shatter and alarm bells ringing. Seeing 14 citizens floating in harbor, the charges were filed.
14 Counts of murdering a citizen with justification.
Arson of Grinda’s house.
This would be all but Rick had to open his mouth and offer the watch free beers at Trollskull Manor. When the Bobby reminded attempted bribery was illegal. Rick kept talking. And digging himself deeper. It did not help the widow and child were crying about daddy not coming home to the watch.
Addition Charge against Rick Attempted Bribery.
Judgement was immediate. 14 Counts of murdering a citizen with justification. Guilty. Fine 250 GP paid to the families. Exile of 1 year suspended for Joseph, Aukan, NOx, Drew, and Rick.
Arson charge dropped.
Attempted Bribery 12 Gp for the beer. But. Rick. Exile for 1 year. 3 days to settle outstanding debts before exile. Before Rick could be taken back to the mansion to pack, suddenly Joseph’s ally cat attacked the watch! Again, toss on the table like the Ace of Spades.
Which let group flee with the key to Grinda’s family crypt. They discover a silver key by a dead rat and were attacked by some Duergar. The key belongs to Volkarr Kibbens who lives in an old windmill in the South Ward.
Ok the group only hit two of the encounters out ten but we all had fun. They have disguised Rick with makeup and other stuff. The check is 16 perception to beat. The whole group is making up various plans to hide or get around the exile. We shall see.
 

jasper

Rotten DM
CCC-Tarot-01-07 Seat of Ruler Session
PC Killed 1 Monsters Killed 89 Villains Captured 12 Villains Escaped 4
Candy Corn 4 Treasure Points 4 Advancement Points 4 Renown 1 Downtime 10
I had a 7 person table which was a strong group. For a hook, all the pcs had been naughty in Waterdeep and their sentence was to solve the problem in Thentia. The group decides to take on the Keilo (2B) and Joanna (2a) mission. Ok, reread the module I did make multiple mistakes with the armbands but my players broke the rules to begin with.
They decide it is easier to pick up the winery folks and warders in one get go. I added 2 extra thugs instead of a spy due it being a spy. The group split into two. Four causing a distraction and three rushing the door. It kind of work. The group pulls all the bandits into combat and discover thug pack tactics hurt. However the evil smart Druid Bambi has Healing Spirit in his spell list. The three want a be thieves fail their stealth rolls rather badly which pull two of thugs off the distraction team. Smiling Jack grinned as he popped the lock on the doors. But suddenly discovered he was bleeding out from four dagger (really mace damage) holes. The Soothsayer and Mongo protect Jack until the combat team finish of the bandits. Grim pulls out his first potion of healing to save Jack. I missed the fact that Kielo was a noble. But I gave the couple AC 12 HP 15. Thumper the face of group talks her into going to pick the Warder Sir Joanna first. Ok combination of good rolls and me rolling with it. This causes the group to skip one combat encounter. With healing spirit the group was up to almost full on hit points.
They get to Warder party house but discover they have to win a contest before Sir Gaston (oops name change). Since the module need not talk into account of those pc who cannot be poisoned, I talked with the player. It was decide he rolled with advantage on the constitution bouts and got one free pass if he failed. This is a skill check and lot of dice rolling encounter. I even started cutting some bouts short to save time which did not help. I suggest in the interest of time if you have five or more players, choose the best three or four. While the various conditions it a fun set up for later but this is a time waster. Phase 4 the dice game I allowed players to use a DC 15 sleight of hand to change a die roll once. I think only two players took me up on it.
The group groaned, whimpered, whine, and stagger back to their horse. Soothsayer had been poisoned by all the drinking but the Yuan-ti Thumper used his paladin abilities to remove the condition. They quickly killed the blue arm banded bandits in the street attack blocking the gate. (Ok now back to 2b encounters). The priests of the Great Python (No not Yuan-ti) shook the group down for some gold. They picked up 6 thugs (again adjust the encounter) but could not lose them. The drunken Soothsayer fell through a bar’s window when he missed a turn and started a bar room brawl which flowed out into the streets. However he was able to use drunk logic to keep the party out of it.
As they neared the Golden Balance 8 thugs in Orange stop them. The group decided to charge through them. (Yea! I got to use all 12 of my tact tiles) the win condition was to move about 180 forward to end the fight, this basically turning the corner into plaza. The lose condition was if was a dead npc at the end of it. Now we Orange team up in front with 8 thugs who were attacking Kielo and 6 thugs in blue in the far back attacking Sir Joanna. Soothsayer and another pc charge forward around the outside of the ambush. The air is filled with crossbow bolts. Keilo drops, her husband Arno is wounded, and Sir Joanna laughs as the bolts bounce off her armour. Grim potions up Keilo. Thumper and Bambi make a hole up the front. The group tries to move forward some fleeing for their lives, others just advancing forward while keeping a look out on the VIPs. Sir Joanna laughs as she breaks thru her line of thugs. Keilo flanks the thugs, and Arno goes up the middle. Both are nearly killed. Soothsayer is able to cure Keilo and she turns the corner to safety. Grim doubles back and potions up Arno as Sir Joanna turns the corner. Arno dashes for safety as Grim tries to protect him with his horse and body. Just as Arno reaches safety Grim is shot out of shot out the saddle. I don’t remember who healed Grim. But as he climbs back into the saddle and tries to get away, more crossbow bolts knock out the saddle. As he tries to crawl to safety, the last thing he sees is a boot to the face. (Ok the player had some amazing luck before he die. Some of the thugs were a long distance with disadvantage. Some were at short range. The player agreed since he was the only one left in combat and the group had ticked off all the thugs. The thugs were going to get back at the party. Grim died in just forty feet from safety.)
However Soothsayer was able to use his acolyte background to raise dead at half price.
I had to call the game at this point as we had hit the three and half hour point and the store would close before we did movement 3 ( the final act). Healing spirit spell really help the party. But sometimes the dice when against them. If a DM plays this with a time limit I suggest not adjusting for party strength and shorting any skill challenges.
 
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jasper

Rotten DM
Waterdeep Heist Chapter 4 Part 2 of 2
AP 3 TP Downtime 3 days 2 Pm Tarsahk 10 to 8 AM Tarsahk 12 4 hours before Rick has to leave town.
PC Killed 1 Monsters Killed 107 Villains Captured 13 Villains Escaped 4
I had four players Joseph Bard 5, NOx Wizard 6, Aukan Barbarian 5 and Yaar Druid 1. Average group but still over powered.
After getting out their quick sentencing from destroying low income housing, setting some docks on fire, murder with a good excuse; our heroes pick up Yaar. One of Baron Morlin’s street urchin shows the group where the Stone of Golorr was last seen. In the sewers again. NOx makes a quick shopping trip to a buy a scroll and away the group goes.
In the sewer they find the Necromancer Losser Mirklav’s lair. They make short work of twelve of his skeletons but Yaar is injured to TKO twice. First level druids should not lead the charge. The group then slowly and quietly enters the main lair to hear Mirklav being shaken down by some Kenku. The group does something smart. They turn Aukan invisible and he sneaks up to mage. The whole group watches as a fight breaks out between Kenku, Skeletons, and a Mage. Aukan gets majorly upset twice when a Kenku stomps on his toes twice. (Ok I made him rolled an opposed check not to be discovered since he did not want to leave the square the Kenku wanted to be in.) The mage wins only to be nearly killed by Aukan. He surrenders only to have Yaar try to stone him to death. One fireball later by the mage, most the party is hurt. The mage is out cold and placed in the beer keg that was suppose to be for Rick. The group returns to Trollskull Manor.
Yaar is not to happy staying inside and Aukan gets him to sleep on the roof. Yaar notices he did not get the full tour and knows someone is sleeping in the attic. Aukan turns Mirklav over to Baron Blood. One afternoon snack later the Baron tells the group the Kenku got away with the stone but his people will look for it. He also requests room service pick up his empty and deposit it in the cellar. Aukan waits to closing to do so. As he explores the cellar he notices a six-inch hole leading to the sewer. Rats pour out the sewer, dismember the body of Mirklav. They both dine on him and take parts away for second snackage. Yaar does learn of this.
Tarsahk 11 8 AM in the morning Yaar has a nice breakfast with Baron Blood and the rest of awake adventures. A blind man could see something is up with the Baron. Morlin informs the group the current location of the stone is in Old Mage Tower. As the group approaches two street urchins (who the group beat up before and stole their candy) go to approach the group but are scared. Yaar calms them and discover that Squiddly was snatched by a Kenku, who fled up the tower. (Ok, they broke the DM during the next part). Yaar discovers a potion of Healing Flight on the second landing.
The group confronts the Kenku who is holding Squiddly out the window with a 40-foot drop. The group trades the potion for the kid, but as the kid reaches for the potion. The group attacks. Aukan snags the stone out of Kenku’s hand. NOx whips out his spell scroll of FINGER OF DEATH. It fails. The Kenku dodges the next series of the attacks. His back up arrives. Three Gazers. The Barbarian misses his attacks. NOx casts FIREBALL! Fireball in an old wooden tower. The good part only the bad guys and barbarian are in the blast area. Bad part. Tower is on fire. And the group knows if the cops catch them, they are done for. (yes, there was some out of character discussion about the scroll and fireball. So, I just kept initial going. I picked two different dice shapes which were a blue d12 and purple d10. No one saw the dice I chosen. The die result would be the watch response time. NOx chose blue.)
Joseph turn invisible and started for the window. Aukan fled downstairs and out the tower, yelling Squiddly was safe. Yaar drunk the Healing Flight potion and flew out the window. The top of the tower was in flames. Joseph casted fly and flew away toward the manor. NOx jumped out the window and casted feather fall. The whole group escaped in four different directions. NOx fled out the South Gate of Waterdeep. (Told the player he could sneak in and do the Mad Mage which I got last night).
The keys to the vault are. A brass dragon scale. Zelifarn wants twenty percent of the haul. Istrid Horn a female dwarf wants ten percent of haul. I let the guy playing NOx choose the other key, which was a Drunken Elf. Yaar an elf stated he is not getting drunk. So next chapter they going to kidnap someone from their bar.
 

jasper

Rotten DM
DDAL 08-04 A Wrinkle in the Weave
AP 3 TP 3 Downtime 5 days
Pc Killed 1 Monsters Killed 109 Villains Captured 5 Villains Escaped 4 4 hours completed in 1 hour 50 minutes.
I had a weak party. Three first level, Tiny a third level assassin and Three dots a mute Eldritch Knight who was the most talking mute I have ever met.
I told the group to think about Quantum Leap tv show. I also told they could change time or not. If you die back then you may die in the present. The group leaps into various nobles’ bodies. They are next in line to talk with Shoon III and are hearing grumblings about trouble between the King and the Prince. They meet Hilather a strange Mage thinking about building a strange building called a cloud scraper. It would have seven levels for elves, seven levels for gnomes, seven levels for humans, seven levels for halflings, and seven levels for dwarves. Since the players are all nobles and people, he has to get permission from for various parts of building supplies, he wants to meet them in the library in an hour. But wander around the garden till then.
In the garden Tiny notices, the Captain Mercenary Artor Morlin looks the great whatever father of Baron Blood. The whole group feels the strange Quantum Leap affect as Yaar leaps into the body of one the King’s guard. The group talks with Captain Morlin and finds out the Prince maybe trying to assassinate the King. Also, it appears a higher number of the Prince’s guard are wandering the grounds. Anwin does find two secret doors in different parts of the garden.
The group talks to the mad Hilather about various parts of construction. Anwin Lord of bricks thinks he can not supply all the bricks need for the cloud scraper. Mute Three Dots uses message a lot to talk with Hilather giving the appearance of a mad man talking to the air. The library is still a mess as the King and people are still unpacking crates of books and stuff. Yaar discovers in one of the Prince’s shipping boxes a lock box which has been partially pulled out. No one in the group could open it. So Hilather Knocks it open alerting everyone in the house and grounds.
They discover the note from Memp the seneschal of the Prince. The group decides to split the party. Tiny and Yaar will find Captain Morlin and then get Memp into the library for questioning. Three dots will hit the throne room to talk with the King. Flint and Alwin will go upstairs to find the Prince or King.
Ok I just had each group rolled a group initiative. Captain Morlin is found and gets Memp and two of the Prince’s guards to follow him to the library. Yaar is not to happy with the Private who suddenly needs to hit the bathroom. Anwin and Flint have trouble with the stair guard and can not talk their way pass him. Three dots are be given the shifty eye by two guards in the throne room.
The questioning of Memp does not go well resulting in a fight breaking out. The two guards are killed by the group and Captain Morlin. Some of the King’s guard are either put to sleep or hit with subdual damage. The group turns Memp over to the King, and change the time line.
Okay, the time travel and not changing history plot seem to put the group off its game. I could think of no logically reason to not change the time line. Once I told the group about the cook book in the library, they all agreed it was stupid idea. Going back to kitchen for a favorite sauce pan was thought to be more reasonable.
 

jasper

Rotten DM
DDAL 08-03 Dock Ward Double Cross Second Play through.
AP 2 TP 2 Downtime 5 days. Play time 90 minutes
Pc Killed 1 Monsters Killed 112 Villains Captured 5 Villains Escaped 4
I had the same players with one pc swap out Yaar was replaced by Geth and the group was an average.
The pcs all got engraved gold leaf invitations to me a Mr. Morlin in the lavender room of Trollskull manor. It appears due to a lot of false maps of Mr. Morlin’s rest has been disturbed. He will take the group into his service if they solve the map situation. However, Morlin is generally uneasy as he seems to remember most of their faces but can not place where he has met the group before.
The only clue they have is the paper came from some where in the Dock Wards. The group discover the paper maker. His clue is not too helpful. Just how many red-haired bar maids are in the Dock Ward, are blonde hair bar maids more common, what about brunette serving girls. (and with this comment a dm should add a very detail description of the maid.) The group is assaulted by three drow wanting the map. The fight starts after one of drow gets mad and shoots the drunken monk’s wine bottle and shatters to pieces. They take down the drow and disappear into the night to avoid the watch.
At the Hanging Man bar three thugs mention the fact they got their map from the cobbler. The cobbler gives the location of the bar maid. The Ship’s Prow.
I did set up a big bar with lots of bystanders. But the group decided to persuade the bar maid to end the con job. They did not want to be cut in. No, they would not tell the city watch. But they would tell the Baron of Blood who was behind the false maps. The drow agreed very quickly to end operations. (Ok this could be a fight but the group did not want one. So, a persuasion roll with an advantage gave them a 19. I rolled 5. I think the thought of a ticked off vampire trumped a pistol any day.)
 

jasper

Rotten DM
Waterdeep Heist Chapter 5
If you are going to railroad, bring a bigger train.
AP 3 TP 3 Downtime 5. People remember you get 1 renown every 4 AP, so check your previous sessions. APL 4.
PC Killed 1 Monsters Killed 121 Villains Captured 5 Villains Escaped 4
Magic Item Unlocked Ring of Mind Shielding.
My group was having a pot luck dinner at the store (thanks Visions), so I rushed some stuff, and dropped some stuff.
The Group got a brass scale from their friend in the harbor. Istrid Horn a female beardless dwarf agreed to go along for a cut. But a drunken elf what to do. Aukan and Joseph as co-owners of the Trollskull Manor decide to post flyers. “Notice to all elves. Which of you can handle the IMP beer. Winner gets part ownership in Trollskull manor. Note must sign a waiver and contract to hold Trollskull Manor owners and operators non-liable.” Yes. They got a bunch of elves drunk. The winner Frank of Stein was happy and blurry eyed as he signed the papers. He did not notice the new paperwork said he first had to enter the vault unknown and survive.
Except for the black pudding and Brick the Kenku barbarian taking a fall the group entered the vault. The vault is actually a lair. The lair of ADULT Gold dragon Aurinax. Aukan starts to suck up to dragon. Yaar who turned in a sugar glider start dripping down the back of Joseph shirt. Frank starts talking about what big eyes the dragon has. SNAP! CHEW! CHEW! No more Frank! Aurinax thanks the party for the snackage. The party is just now worried. They discovered Lord Neverember did deposit a few, a bit, just a tiny whiny amount of gold pieces. Such beautiful, glistering, soft singing gold pieces. Um. Yes, Lord Neverember did leave the small amount of 500,000 GP in the dragon’s care. And he cares very much about it. The group does not have the correct password to release the gold. What to do? Other than to leave now or become second snackage. Aurinax was mad too. He had to paid to have the vault keys rekeyed.
What to do? What to do? The group is discussing this as they leave the vault. BOOM! Brick closes the vault door which locks with a huge CLICK. Such a huge click which covers Xanathar’s gang of 6 bugbears, a gazer, and minion dwarf thug Norska, are able to surprise the group. Five minutes later they are in ropes and shackles. Thirty minutes later the druid makes his move. Fog cloud appears covering the arrival of the cleric Salaz Soothsayer. They win the fight easily. But what to do/
They have three choices. Find the HQ of Xanathar. Wait until Xanathar attacks the manor. Go to authorities. Then they remember Renear Neverember owes some of them a favor. So they decide to talk to the dragon again. Now aided by Renear, Salaz the goblin cleric of Bahamut (who is wearing a bucket of butter on his head), and new keys they enter the dragon lair. Ok here I gave one the players an information dump on Renear, so he could play the noble. I played the dragon. The bard Joseph did the talking mostly for the party. They did talk the dragon out the deposit. But are left holding the bill to replace the walkways they broke on the way in.
The group told the authorities who recovered the gold. As a reward, they dropped all charges and all sentences against all people who help recover the gold. This include others who were not present at time. So everyone is pardoned. Well except for Rick. He has to serve out his sentence.
The bard rolled 86 on the manor money chart. So Trollskull Manor Operating Money 340 gp. Two days before the Mr. X and his boys come calling.

I have two more modules to run and post in this thread.
Problems. Ok. I did not have one player sit through the whole book. This did lead to some problems of me trying to remember details of the adventure which should been passed on to other players. I could see no legal way of making explore Chapter 5 fully after they defeated Xanathar’s goons.

As GM who does adventure league. DON'T RUN THIS BOOK! With the season 8 changes of not awarding treasure at all, the game has reverted back to my old bad habits. AKA. LISTEN YOU BEEPING PLAYERS THIS IS TONIGHT'S ADVENTURE! YOU CAN PLAY IT MY WAY! OR I CAN GO HOME EARLY! YOUR CHOICE.
 

jasper

Rotten DM
DDal 08-05 The Hero of the Troll Wars
AP 4, TP 4, Downtime 10 Renown 1
PC Killed 1 Monsters Killed 122 Villains Captured 5 Villains Escaped 4
A 4 hour dungeon done in 2 hours 9 minutes. Strong APL 4 group.
This late post since I was on vacation and Red Dead Redemption 2 Bunny rabbits are evil and quick.
Ok. I used the Quantum Leap tv show bit again to drop them into Summer 940. The group meets again Malcar Gost from the last episode. How and why he is still alive is never explained. I guess becoming a vampire thrall makes you quit aging. He is only there to say go to Waterdeep young pcs. The adventure is there.
The Eladrin Tomb was interesting and we all disagree with the official solution. So I let the solution the group thought best work. Boy were they unhappy with breaking the ward.
The Gnome crypt was a waste of time. As stated in the module a wild shaping druid beats this riddle. A good roll got the group the first ward.
The harbor and wererat lair was laugh. It is just a roll to find stuff and remember stuff. The group found most of the stuff but then failed by toss all the loot into the drink. (Why was this suppose to take an hour?)
The sisters of mercy/ Mimoar's Hold was interesting and they talked to the monster instead of combat. The cleric burned all his spells healing up the unconscious to their feet. So the group got 2 wards giving them 3. The two sisters were added to the group as back up
The final episode was going to be a walk over. especially since this was the ONLY COMBAT. So I bumped the troll to max. Move the troll next to the spell caster. It was pass or fail. If the spell caster goes down, the ritual fails. The group used good tactics and spells to lock down the troll and protect the caster. In three rounds it was over.
The wrap up is silly.
 
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jasper

Rotten DM
DDAL 08-06 Purging the Blood
Avg group AP 4. TP 4, Downtime 10 Renown 1
5 person group with 2 first levels the rest third or higher. Runtime almost 4 hours. Lots of off topic table talk.
PC Killed 2 Monsters Killed 139 Villains Captured 11 Villains Escaped 7
cloak of protection table f unlocked.
As half the group fails through time they are join by two new people. The group means the Vampire Lord Artor Morlin and Lord Ahghairon the ruler of Waterdeep in that year. Morlin gives them orders to find rival vampires and their noble minions.
The group enters the Helmfast Estate. Head Cook Ms Miggledy thinks they are the extra day helpers and puts Murkov to work chopping onions. Miggledy tells if they want to talk to the nobles they need to go to trade ward which they do. Entering the shop they scared the nobles into fleeing. The chase was fun as the group was strung out over 150 feet. But Flint was great as he slid underneath an apple cart cutting off Mrs Helmfast escape route. Murkov and Ukbuk did upset the apple cart. The group was able to beat down and capture the Helmfast crew. After a toothpulling scene they got some information.
Joy Hulmark was the only Noble home at the time the crew investigated the Manor. Joy was flirting with Mukov why the group got clues to the Shar Temple was holding 4 "guests" in the basement. The group goes to check out the temple. Since Mukov was making the moves on Joy and did not want to tag along with the group, I said he will not be allowed in combat to round 3. Shadow Fist open palm the front door and rushes in. Then starts beating up a cultist.
As he looks around he notices 3 other cultists and a priest are visibility upset with him. All 4 cultists beat down the monk. The group panics as the priest casts marvelous magical microwave spell. Or spirit Guardians. (It is bad when the dm has never used a spell, then laughs). The fighter tries to halt his rush into the temple and can not decides to attack or save the monk. He finally attacks taking out a cultist. (Ok this where everything went south. The group could not decide where to attack or flee. The monk failed his death save on his next round. Mass confusion.) The group is finally able to defeat the villains on the first floor and a blood sucking beagle named Snoopy before they retreat with the monk's body.
The next day during the talk with Elsa Gost they go to help her sick Uncle Malcar Gost. Her Uncle Malcar Gost who is a Vampire Spawn. After shattering windows and destroying the black out curtains they defeat Gost and arrest Elsa.
The party talks to the Tespers who lead them into the Forest of the City of the Dead. They come to a strange looking tree which has a Quantum Leap vortex. But spy the ambush in time. They stay at medium range and defeat the cult and destroy the tree. (I did give the tree saving throws against spell damage.) They then leap back to the present.
 

jasper

Rotten DM
DDAl08-01 Map with not names Pickup game second run thru. 2 hours.
AP 2 TP 2 Downtime 5+ days or 5- days.
I was dm with just under 40 hours of not sleeping. But I have found the holy drink from Magic City Con 2017. After keeping it in secret. It was discovered to be a Starbucks Triple Mocha Frappuccino. I was partaking of this potion while dming the Mad Mage and this session.
The group was very weak and only four players. Shawn the cleric was running his second pc and this was his second session also.
The group was given the code legal and map on same sheet. The group goes enter house near Trollskull manor. Max tries to bribe Bill the kid out with an Apple. Billy tells the group mom would have the rent at the end of the ten day. The group gets their foot in the door literally. Beats up and captures two of the thugs in the basement. They drag Andy and Opie to the officer of the Watch Barney. Joshua and Shawn admit to breaking and entering, and assaulting the fine citizens of Andy and Opie. In the spongebob narrator voice "10 downtime days later."
It was pass opening night at the Big Bird diner. After waiting an hour for a table, they were seated. While eating they notice they were not in the correct room. The Noble no name was able to get his staff (the rest of the party) into the kitchen to help with the dishes and discover the second clue and the silver daggers. They then finish up the job and gripe about not getting any tips.
Dagger Alley was done quickly. I rolled low on initiative and lightly damaged the party. Josuha the Barbarian Ranger ripped off the sewer lid and entered. The group saw the secret door. Secrets offend Joshua, he kicked in the door spring the crossbow trap. Taking a bolt in the belly button. The group starts searching the various rooms while Shaun kept look out. Max did not discover anything. Joshua was upset when he found a empty treasure chest bolted to the floor. He ripped off the floor and threw into the next room. Shattering the chest and card table in the front room. Discovering the clue the group decides to leave. They were in and out so quickly, they missed the combat part of the encounter.
The art studio was fun. No name wizard was talking up with the owner while everyone else was look over the paintings or keeping out for town watch. They notice one painting has the three landmarks in it. (Ok it does not. But it made sense to my brain at the time.) The Noble no name wizard asks to buy the painting and. I called time on the session. Hey it was 10:30 PM.
 

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