DDAL Jasper DMS Season 9 & Descent into Avernus Adventure League

jasper

Rotten DM
DDAAL09-17 Session

In The Hand

Or Picking on Dill

Day 29

PC Killed 7 Monsters Killed 360 Villains Captured 9 Villains Escaped 0

Gain A Level. 1,600 GP. 20 Down time days. If you want.

Start Time 5:58. End Time 10:11.

Magic Items Wand of the War Mage +3, Bag of Holding, Potion of Supreme Healing, Potion of Speed, Potion of Vitality, Soul Coin

No Story Award

I had an average group of four but it was border line strong. Randall Cleric 1 Wizard 15 with simulacrum. Dr. Feel Bad cleric 16. Dill Fighter 14. Shade Bard 15 with simulacrum. Thinking back, I should ran it as strong group.

Dara orders group to protect her while she recovers the command and control unit with Sir Rotger supreme leader. They spend an hour wandering the underground base before they figure out the room code. They enter a roughly seven-star shape room about (Cat is on the module). A Staff Sergeant in Hellrider uniform is at parade rest in the center of the room. Going clockwise around the star chamber are the following doors. White, Red, Yellow, Commander’s Exit, Green, Blue, and Purple. The Room signage has been partially destroyed. Some letters have been ripped off the room number. Purple has only a “N” stilled glued to the door. Other doors have one to four letters still attached. The missing letters are tossed randomly on the floor. A yellow line is five in front of the sergeant.

Sir Galwain, “I am Sir Galwain, you maggots. Why are your feet not on my yellow line? Can you not hear me you apes?”

Shade, “Un I have hooves.”

Sir Galwain, “The first words out your mouth with Sir. The last words out your mouths will be sir. Hooves, boots, feets, slime pods, tentacles, GET on my line. Dress right Dress! Move it.”

The next ten or so minutes the crew find out they are the second class of whatever this year is. They are class 2 of whatever year. Hellrider recruit training. For the next two-hour block of training, they will choose a room. Enter and complete the block of instruction. They will listen to and obey all instructions. Dr. Feel Bad is promoted to Private Idiot. The party discovers each door except for the entrance and Commander’s Exit are unlocked. The missing letters are clue to the task they have to complete in the room. (The players were working the word puzzle as I as yelling at the recruits. The two hours is a hard game time limit. I am not going to cover each room as that gives too much information away.)

After under 90 minutes they recover five passes. One No Go. A certain solar is asking me to not to train recruits any more. And Pvt. Idiot knows to tell the DM when He asking me a question, or tell me he asking the NPC a question. As Dill and Shade took damage the group took a short rest before graduation ceremony. (They cleared four rooms with straight role playing. One with little bit of combat. And nuked one instructor.)

Sir Galwain, “Having completed this 2-hour block of instruction successfully with five pass and one no go fail at the station, you are now temporary non paid interns of Hellriders. We will ride into hell and save those devils from themselves. You will clean yourself up. And go through the Commander’s Exit for your next block of instruction.” (Yes, Galwain is not totally present.)

They enter the Commander’s Exit and don’t fight anything because I forgot to highlight the combat. (Editor ‘What the writer means in the interest of time. He skipped a combat.’)

They enter another seven-pointed star chamber with seven tombs around the chamber. (Changed how the tomb open. The PC or ALLY had spend a full round using all their actions, bonus, reaction, no action, etc. to open it. The written ones are average to great. Some require you to complete a puzzle in combat. Some are skill checks. If combat is over, they have all the time in the world.) Suddenly Shade, Dill, and Dr Feel Bad/Pvt Idiot are nearly drowning as artic sea water falls from a trap door in the ceiling. Some horned devils and spined devils teleport in from teleportation circles in the upper part of star chamber. The room is trapped and waves of monsters are coming in.

Again, not going to give clues but since Dill flanked right (from my view point) and charged, he became the primary target. One he was the closes. Two he had the lowest hit points. Three between spells, counter spells, magical protection, and a band of berserkers it was hard to get to the other pcs and Dara. (Heck we forgot Dara was there to the last two rounds of combat.)

DM Notes. Skip most of the Dara introduction. Do the hard time limit on Part 1. This is first time the part 2 combat has lasted as long as they said was. Standard nitpick some of monsters were underpowered for tier 3.
 

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jasper

Rotten DM
DDAL00-10 Session

Trust and Understanding

Day 1 and 2

PC Killed 2.75 Monster Killed 23

Gain a level. 6,000 gp. 20 downtime days.

Magic Items Talisman of Ultimate Evil, Scroll of Antilife shell, Scroll of Geas, Scroll of Heal.

NOTE Dug and Lister Simons ONLY DIED ONCE EACH.

Story Award Favored of the Worm. You like worms and undead and they like you. If you been wormed, every morning DC 10 Con save. Fail and you have an automatic death save failure. This tier 4 so only a Wish can remove this.

I had a strong group of four. Baulder Cleric wizard with Iron Golem and simulacrum. Herkidi arcane trickster rogue. Lister Simons Cleric druid sorcerer soda jerk. Dug Paladin. The only changes I made were most monsters had max hit points. I had some drop in after starting and leave before the end of the game.

The group has been hired by Dae’lomdel to explore something. But they are trying to find him in a tower. Part of the tower leads to the Astral Plane. Other parts are blocked by wards. They can hear Dae’lomdel in their head but the signal is getting cut off by wards occasionally. They destroy the wards and meet Dae’lomdel who turns on them. He starts cough worms on them and attacking. Just as they kill him.

Dug, “WAKE UP. WAKE UP. WAKE UP.”

It was a dream but it wasn’t they did cast spells and take damage. They are half a day out from Almorel a small sea side town. Dae’lomdel is not where he is supposed to meet them. They split the party to discover his location. The rich upper-class inn only allows Baulder in. The rest check out other locations. (If this was homebrew the city key gave me enough seeds to run two sessions chasing down their boss). Lister and Dug hear the boss talk to the Reader before disappearing. They arrange a meet and Baulder is not allowed in due his wormy guts.

The Reader (always be wary when the NPC has a title for a name) forecasts Listers’ doom. The boss has went into the dwarven mine which is haunted. The group takes a long rest and arrives in the morning at entrance to the mine. A hasty barricade has been erected by someone. It is boulders of magical rock. Hizagkuur. (Not giving spoilers.) Lister sends out 24 summon wolf spiders to scout ahead. Only 9 come back reporting a little old ancient dwarf lady either smashed them with a hammer or frost rayed them. The wolf spiders are hugging Lister in fear. Think little kids or cats who are scared and attaching themselves to your leg.

As Lister is giving his report the corpse of a wolf spider flies over the barricade and smacks the iron golem in the face. (DM flavor text.)

Chief Coppersmite, “You meddling kids. Get off of my mine. What are you doing here?”

Baulder, “We are looking for our boss Dae’lomdel.”

Chief Coppersmite, “He was mostly undead breathing the last I saw him. But I ain’t telling where he was until you clean up the place a bit. Did the town sell you a tourist map of the first floor? If so, go to the smelting chamber and clean out the two south rooms. Then go to chamber of …Oh never mind the second the DM says it won’t be time.”

Enter the smelting chamber and with shenanigans they clear out four death knights and a mummy lord. As Chief Architect Ithunn Coppersmite is bringing them some cookies and milk for a job well done, Dug who swore an oath to find EVIL notices that the nice ancient lady is a LICH! He starts out insulting her. Then he insults Baulder for being evil. Granny Coppersmite is in Dug’s face telling this will be a battle between the good, the bad, and the ugly. (insert that’s movie theme). The Good Dug. The Bad Chief Architect Ithunn Coppersmite. The ugly due to worm rot Baulder. So, they throw down, (first time I seen a player enter PVP knowing he would be killed.) Granny cast one spell, Dig smites her, Baulder and his mob cleans up and burns the paladin to death. OUCH. (in the interest of time we skipped some rooms.)

After avoiding a trap, they meet their boss who again starts combat only to be killed by Herkidi.

They enter the mouth of the second level only to be ported to a sixty-foot chamber. A four-foot tablet floats four feet in the air. Every four seconds in turns to face a compass point. In Dwarven are the words choose one followed by six choices. (Not giving spoilers.)

They chose to fight an Aspect of Kyuss for the second game session in a row. The aspect remembers most of them. His special power is summoning back up during combat and eating the floor. (The group was immunity to fright so I swap a power.) His back up is Star spawn hulks, and star spawn larva mages. After TKOing Dug three times, Kyuss start going for kills taking out Dug (second death but it doesn’t count) and Lister (first death does not count), he is killed by Baulder and the mob squad. Just as they last star spawn falls, they are teleported (with out any rest. HA HA HA) to the boss fight.

The boss fight is a worm infested Dae’lomdel and two star spawn mages. Dae’lomdel opens with his ultimate evil trinket opening a chasm to hell under Lister. OOPS. No more Lister. (Second death counts.) Baulder cleans up and takes the body back to town.

DM Notes. I ran the whole module with both bonus objectives this was a mistake time wise. Run time was 5:45 to 11:08 almost curfew time. Part 2 has a choose your own path which is interesting. And time wise the suggested times in the module are nearly spot on. Still amazed at Dug for starting a PVP when he knew he would lose. Oh, forgot what the druid reincarnated him as. I also need to read up on Arcana Trickster.

This is season 0 module but I don't feel like creating a new thread
 
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jasper

Rotten DM
DDAL09-18 Session

Consequences of Choice

Dancing with the devils

Day 30

PC Killed 8 Monsters Killed 399 Villains Captured 9 Villains Escaped 0

Gain A Level. 1,600 GP. 20 Down time days. If you want.

Start Time 5:35. End Time 11:15.

Magic Items Oathbow, Potion of superior healing * 2, Blade Barrier Scroll, Soul Coin one each, Investiture of the Wind Scroll

Story Award Failed to protect Verwyyr the angel you rescued in 09-12 aka Beer Mug. Failed to protect Sgt Raskamedies who you rescued in 09-13. Failed to Protect Glanring Ironbelly dwarf you discovered in 09-09. Failed to protect Fai Chen. YOU killed in 09-11.

Story Award for anyone who gave away, trade, bribe, or used a soul coin A Stain Upon Your Soul. Note the number of charges used. Soul coins have 3 charges so if swapped a full one that is 3 charges used.

Story Award for Shade and Night Bane. Dance Card open. You owe the Duchess Qirozz one dance.

I had a strong group of five Night Bane paladin. Shade Bard Warlock with simulacrum. Ben Tennyson Warlock Sorcerer Druid. Cretin Paladin Warlock. Gnasher ranger.

Ironbelly and his troops which the party have be finding sleeping it off for the last three modules are happy to see daylight or close enough for government service. The platoon and party leave the sleeping caves to take fire or a fireball from the sky. Oh, what a wonder way to start a module. The group dust themselves off.

Ben Tennyson, “well it could be worse!” Suddenly the ground shakes and Hell moves. They pick themselves up off the ground. Dara looks around.

Dara, “WHO LEFT THE KEYS IN THE WAR MACHINES?”

Shade, “No me. I didn’t know they had keys?”

The party discovers someone has boosted their war machines. They did leave a note but it was on a piece of used toilet paper and no one want to read it. So, force march to find the Emporium. The group will march for five hours and only the good wimpy not really a paladin Night Bane will gain a level of exhaustion.

They defeat the tickling tar pits of Tallassee with only Ben Tennyson, Cretin, and Night Bane being trapped for some damage. They cross the Lava Lake with some help from Dalgro Carrionclaw. Some Soul coins are exchanged for some potions and an Oathbow. (Note. This module takes the results of various modules this season and you have consequences. This turned the Lave Lake into a social encounter.) They destroyed Yxxygirizeeg Mr. Smoothie stand. (What is with this group destroying refreshment stands?) They finally arrive at the Emporium. War Machines are up on blocks in a “U” shaped pattern facing out. The horde is coming. Mahadi has two missions for them. They can fetch some demon ichor for Elliach or go talk to the Duchess Qirozz to see if she would help. After they return from the fetch quests they can help out with the defenses.

(Note the results are determined by the results of the fetch quests and the defenses the pcs set up.)

Everyone passes on the ichor mission. Shade and Night Bane are not too happy to go visit the Duchess. They know she is still ticked off by them and their minions. They stole her favor beer mug a few days ago. Mahadi sweetens the pot by giving the group a bag of Twizzlers and a box of Thin Chocolate Mints Girls Scout Cookies made from real Girl Scouts. On the road to see the Duchess they eat most of the Twizzlers (I bought snackage for the group.) and after defeating one ambush they arrived.

The Duchess is not happy they eat ALL of the Twizzlers (Dm only got four). But she lets them bribe her with some soul coins. They present her with the Girl Scout cookies. And she takes Gnasher’s pet companion a wide mouth frog as an extra dessert. (YES, the DM is just evil.) After a quick snack of frog and cookies, Duchess allows them to present their case on why she should help them and Mahadi. Ben Tennyson and Night Bane got Inspiration for their speeches. But she decides not to help them. (This was a combo of roll play with a DC 20 check and role play.) The Duchess dismiss them but promises Night Bane and Shade a dance in their future. But since the party did impress her with their backbone, they can keep them in their body. And no beatings which tick off her minions.

They return to Mahadi with the bad news and set up some pit traps. (The module lets the DM gives hints on some traps, defenses, etc. but make it plain it up to the PC. A formula exists on how long it takes to set up each type of defense. Some traps are worth victory points.)

The Cannon fodder wave arrives and some of them have explosive charges. (No guidance on how to use the charges. I had the monsters run on to the war machines and blow themselves and the machine up.) Ben Tennyson did throw up a fog cloud which helped with the defenses.

The Shock Troopers arrived before the party killed off the first wave. (BOO HISS. Why am I booing myself)? Barlguras and Vrocks who be the heavy hitters. Beating up Night Bane. Some of the monsters went long and got pass the defenses and into the important sections of the campground.

When Mathdokran a Glabrezu arrived, things got worse. (Hey a super smart boss who can order his troops to focus on the weak and low health.) Ben Tennyson nearly died twice. (Grr my dice like my house the rolls were all over the place. Ben being mostly dead was missed at least five times in a roll.) Mathdokran takes a shining to Gnasher and wants to hug him, and squeeze him, and slap him silly as he takes Gnasher into the air up up and away. Then Cretin shoots him in the buttocks which causes the fiend to drop Gnasher who had two death saves fails (oops.) Once the party takes out Mathdokran, Cretin cleans up the remaining monsters.

Dara used her True Resurrection on Gnasher to raise him. No cost or penalty to PC.

Notes. On page 13 go ahead and fill in all the possible victory conditions numbers turning the chart into five columns. The chart does have Fai Chen on it. The final battle has 15 + monsters on the board at one time so be prepared for this. I liked some of the victory conditions but the dm will have to make some judgement calls. The Duchess in Bonus Objective B brings this up to a five star module.

Pictures are Gnasher signing Skully and the Oathbow props.
 

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jasper

Rotten DM
I did feel slightly bad about killing Gnasher because he been shut in since the start of the lock up. he can't drive. He generally gets rides from his family for our Sunday games. But he could asked some of the players who were coming the other games. Also he was the only valid target in range.
 

jasper

Rotten DM
Oops. I going have to do a rewind and take away player agency. At the end of the session Night Bane gave his soul coin to Cretin. Which MAY make him get the story award Stain Upon Your Soul. I don't think Night Bane remembered or was told about the trouble of trading or doing business with Soul Coins. Looks like I going have to dig up his email.
 

jasper

Rotten DM
DDAL09-19 Session

Fang and Claw

Or Skye Breaks A Record.

Day 31-32

PC Killed 8 Monsters Killed 457 Villains Captured 10 Villains Escaped 1

Gain a level. 6,000 GP. 20 Downtime days.

Magic Items. 5 soul coins. +2 Shield

2 vials of Demon Ichor for ALil’Zeth.

Start Time 5:50 PM End time 10:44. Also 5 hours for 4 hour module. Dms take note combat can be a slug fest drag.

Note due how things ran. I will be changing the ending on the escape route. Some major details were buried in wall of text. Also, we ran out time.

Story Award Khemed Rein thanks. Due your actions he was able to escape. He may thank you later.

Story Award Ice Pack. General Everbleed is escorting you to recover the soul of Rotger de la Reue. You control him in combat but DM can overrule. If you leave the Nine Hells pact is broken. Someone grab a copy of Ice Devil write up and be ready to play him. Note He is an Ally but hates your guts if you played in the hard cover or any Tier 2+ Season 9 module. Meddling Morals is his catch phrase.

Fixes. Patrick has his armour melted to his body. A Remove Curse fixes this. Page 78 of Descent. Tiny Mini Skye is around somewhere. HA HA HA. (DM don’t laugh out loud.) Did we ever figure out how the barbarian was able to rage inside of plate armour or did the player pull a fast one?

I had a strong group of six which should have been treated as very strong due to builds and simulacrums. Baulder Cleric Wizard 19 with simulacrum. Shade Bard 15 Warlock 2 with simulacrum. Patrick Barbarian 18. Bankshot Warlock 13 Fighter 4, Rogue 3 Trident of Warning. Skye rogue 6 monk 14. ALil’Zeth Warlock 17 Bard 1 Sorcerer 1.

The Emporium had pulled out three hours earlier. Skye and ALil’Zeth missed chow call, so it was Dara not a real angel, Horst Atheraice war priest, and Sir Gidor knight giving the morning briefing while fake Fai Chens are serving breakfast to the party. (GRR 09-11 my group killed ALL the Fai Chen but no other module cares.) Suddenly the tent flap closes. Suddenly Fai Chen’s head explodes. Shade slips and falls in Fai Chen goo. Two chain lightning spells hit the party. Dara goons dog pile her. Suddenly Fai Chen’s head explodes. Some invisible monsters have dispel magic cast on them. Two or three Blue Abishai are attacking the party. One is shooting laser mind beams out one eye. Shade is target but his mind is a blank so nothing happens. The eye beam hit the barbarian but he is stupid and it didn’t hurt much. A wall of force took the mind beam out of combat and then the clean up happen. (My players love the opening combat. If your Fai Chen died in 09-11 either give the pcs that played in 09-11 no meat shield Fai Chen. Or drop the Fai Chen. If Strong or better I would go with no Fai Chen in the tent.) With only Shade’s simulacrum being killed no real damage was done and the group took a long rest. (Player feedback say strong group should skip the long rest.)

The next morning, they set out to find the walking House of Gore. It is hard to miss, some say it looks like their exes. A two hundred foot high walking stone fort. They follow the demon ooze in their war machine. Spending some time (Not giving hints to people who have not played) they see some war machines off roading through the ichor. Once a war machine cleans off a cadaver collector, and takes the cadavers to front of the House of Gore. One of hands is loaded with bodies, then the bodies are popped in the mouth of the beast. Lots and lots patrols with lots Armanite gallop around the House. A few Nalfeshnee are hang out in the crown on top of the House.

The party has a cunning plan which works well because the DM forgot the (redacted) has (redacted). Between true polymorph on the Baulder’s simulacrum, fly spells, and invisibility spells; they attack the head of the house. After killing lots of rutterkins, Nalfeshnee, skulls of flame, and Sibriex the group gains control of the entrance. (Who gave the Barbarian a vorpal weapon. That is not fair. Yeah. The players were smart in the first assault. But they didn’t know they tripped the first alarm.)

They gained control of one the Nalfeshnee due to the Helm of Devil Command Shade was wearing. (DIA page 223-234 remember the 20% summon chance. It is not a story item or problem item.) Since the floor is covered in dead bodies it was while before the group discovered two stairways into the belly of the beast. The controlled Nalfeshnee discovered the prison cells before the summoned critter killed it. (DM being a pill.) The polymorph Simulacrum discovered the summoning chamber and beat feet back to the group. (What? Very great tactics. That puts a BIG DENT in the module. What to do? Inspiration and alarm two triggered.)

The group decides the summoning chamber is not the boss fight and goes attack the summoning. Which was finished before the got there. OOPS! Between wall of fire, lots of spells, and Skye and Patrick being meat shields they defeat not the boss fight. (Skye breaks a record here. The player shows up every three months at my table and I kill his pc. Not tonight but I did get his pc down to the single digits and would have killed it. If someone and I not mentioning names Baulder. But some one, Baulder, threw a ward around Skye at the last moment. As the hit would have TKO him.) Strangely the portal does not close. But Patrick playing in the demon ichor has his armour melted to his flesh. Skye has a tiny version of himself running through the house.

The group decides on knock over the prison next. Again, good tactics help the group. Why Skye decided to release ALL the prisoners during combat, I don’t know. But as the party is fighting Gnoll Flinds, General Everbleed tries to escape. Some Nabassus try to charge down the center and out the door Bankshot and Baulder are standing in. The party murders them. (I heavily hinted the Nabassus were wanting to leave. The murderhobos want to up the kill count. Also, I forgot to up the damage output on those monsters.) They capture General Everbleed.

(Note it was pass 10:30. Some players want to find the last room. Some want to flee. They chose flee.)

Dara mentions with the capture of the General Everbleed they now have the general and the soul of Rotger. OOPS. The soul was taken from him just after the first alert. The soul was use to open the portal. The group must go through the portal to find Rotger’s soul which they do.
 

jasper

Rotten DM
The rutterskins are there just to soak up spells and resources. +4 to hit meant two pcs were untouchable except for Nat 20s. I dropped the zombie hordes due to time and they are a speed bump. The scouting surprise me. The stand in the door tactics are standard when two players show up. Effective but boring. I did like the maps the ceilings are generally the same size as the rooms. I boosted the demon ichor to DC 18. Bankshot rolled 11 crits during the night taking out some monsters by himself. The helm would have been more of a problem if the player had read his notes. Lowest hit point was 123 highest was 322 which may have been a D&D beyond glitch. We are checking out the barbarian's AC with +1 plate and +2 shield. I think it was just player error on his raging in armour.
Some time was wasted on debating on how much time to spend scouting. I needed a hard answer before I would give information and they were trying to trick me into spilling info. And they tried to come up with a perfect plan which took time. I had to push them for an plan due to time limits.
 

jasper

Rotten DM
DDAL09-20 Session

When Devils Fear to Tread

Or Where Demons Flee PCs

Day 33

PC Killed 8 Monsters Killed 487 Villains Captured 10 Villains Escaped 1

Gain a level. 6,000 GP. 20 Downtime days.

Start Time 6:01 End Time 9:58 ran Bonus Objective A but did call it early. See Below.

Magic Items. Deathshield +3 defender Greatsword, Potion of Flying, Potion of Longevity, Scroll of Gate, 3 Soul Coins, Rod of Pact Keeper +3

Story Award Bolo’Schle Enemy of Elisande. You attacked Elisande. The Chosen of Cyric will not forget.

Story Award ALL Thanks of Illmater. You attack the Demons. When you get to 20th level get either the boon of Immortality or Boon of Planar Travel. If you take Travel Boon you can go to Brightwater the realm of Illmater and Sune in the Seven Heavens of Celestia.

Story Award IN EFFECT. STAIN UPON YOUR SOUL. You traded in soul coins. HA it going to bite you tonight. (Players agreed the effect was minor for Tier 4).

I had a very strong group of four. Baulder Cleric Wizard 19 with Simulacrum. Quintosis Decimus Sorcerer Rouge 19 with 2 simulacrums due to twin spelling the Simulacrum spell (I am going to double check this.) Shade Bard Warlock 18. Bolo’Schle Barbarian Fighter 17.

Note okay so that is 8 characters on the board. And then the gang true polymorph, or polymorph the simulacra into Pit Fiend, Amnizu, and Pit Fiend. They skipped bring familiars (thanks). Only Bolo and Baulder walked due to the grass is razors, everyone else flied. I count 66 scrolls and 666 potions of healing but I could miss some.

Thanks for those who turn was coming per rolled the damage and to hit. While Dara and General Everbleed were supposed to be present, the group agreed they didn’t need them. So, play wise not there, story wise they are present. Thanks for playing your madness flaws. (this did affect game play).

The group entered portal to find the wandering soul of Rotger De La Reue, who was toss into the portal last week. The sun is burning overhead. They are on the high grass land plains. The scent of decay they been dealing with the last thirty days is gone. The air feels clean, refreshing, crisp, and EVIL. What plain is this? The Death Dells. Yeenoghu’s Home. Yeenoghu’s Lair. (Due to the module and group’s power I would use the Regional and Lair abilities of Yeenoghu as necessary.)

Having no way to track Rotger, they promptly got lost. (Like the tracking conditions variety.) Baulder and Bolo’Schle find out about razorgrass. And everyone else decides to fly, even if they think if six feet is too high to fly. They walk for about an hour and see a nice pond a few hundred feet ahead. Three rocs with drivers are diving on them. Three fiend Shoosuva are charging them. They confuse one who flies off like a drunken sailor. One retreats before getting into combat. They rest are killed quickly. Due to the heat, the pollen, and not being on the material plane; some of the group gain exhaustion. (I think DC 13 is too low for Tier 4).

The group continues on after finding the trail of Rotger. About two hundred feet away, they see about six humanoids duck down into the high grass. They call out that they friendly.

The halfling Odalle replies, “Friendly by the hair of my grand mums chinny chin chin.”

Bolo’Schle, “Yes friendly you scum sucking meat bag.” (language clean up. Plus, player is playing his new flaw.)

Odalle, “You are walking with three fiends. Pull the other one!”

Quintosis, “Well Actually, they are simulacrums and are ourselves.” (Persuasion 30+)

Bolo’Schle, “No. They are our slaves. We beat them up and took them. Just like…” (And role playing cuts the other player off at the knees.”

The other five of Odalle’s party have been low crawling away from the group. Odalle, “yea right” She starts low crawling off. The only reason she was not killed is the group muzzled the barbarian.

They take a short rest and nice to get Bolo to learn to talk nice to people. Baulder tries to cast Tiny Hut but it does not work. And he gets a nasty recorded message from Mr. Y. (Okay made that up but it ticked the pc off which is what I wanted. Plus, there was no encounter coming so the spell would done nothing anyway.)

As they are breaking down the camp site, a blind goat wanders into camp followed by a thin starving girl. Baulder and Quintosis are kind of confused. Elisande was on the prime material plane the last they seen her. She was also well fed. This Elisande is thin. Elisande tells Bolo to quit eying her goat it not for dinner. Bolo starts back talking Elisande. Elisande gets a wild look in her eyes. Everyone else takes three steps back except for Bolo’Schle. Words are exchanged. Insults are exchanged. The barbarian swings on the goat kill it, and then swings on Elisande ONLY WOUNDING her. Elisande steps into the dead goat’s shadow. Everyone gets a thump on the ear from her. Well Bolo gets four daggers into his back as Elisande steps out his shadow and hits him for over 80 points of damage. She giggles and disappears into the barbarian shadow. (I wonder if she is still there?)

They pick up the path of Rotger. Cresting a hill, they see a pack of gnolls chasing Rotger’s soul up a hill. A small demon lord name Yeenoghu rips the ghost in two. And sucks out the life force like a crawdad. BING. Begin fight at the start of wave 2.

Yeenoghu and fiends attack the group. Mainly concentrating on Bolo because he was the nearest and on the ground. Yeenoghu after being forced cage remember he promised to make his mom Seven Up Cake and teleported away. (Note I kept the lair actions in play due it is Mr. Y home plane and the very strong group.) After a long fight of four waves only Bolo’Schle was serious hurt. (I think I did around 56 to another pc, the rest were not touched. Or it didn’t matter. I dropped wave 5 due to time.)

The group returned with the soul to the portal. They are in the moving fortress from last week. But it is not moving. They make the way to the mouth of the fortress. They see the armies of devils and demons fighting. The armies are stalemated. On the right are the demons. On the left are the devils. On the far left is Mahadi’s Emporium. Far center the demons are trying to take a port on the River Styx. (Here is where the players trying to get more information from me which I did not have) They have four choices. Go to the Emporium for resupply. Attack the Demons. Attack the Devils. Go home. (I made them cast silent votes. And they mess it up.)

They choose to attack the demons after some debate. The first wave is four rocs with riders with 7 evil mages per roc. (WHAT THE. GRR. I really hate this layout. REMEMBER TO HIGHLIGHT). The rocs are a big problem. The seven mages. (Should been 28 mages with 22 HP) were not a problem. Due to time I skipped the second part of the final battle.

(Okay I just reread the mage stat and write up. This could been a worse fight. Long and drag on fight but it could have been a decent fight.)

Thanks to players who help track hp and monsters.
 

jasper

Rotten DM
Grr I getting really tired of how the information layout in the modules are this season. This is another time I missed information buried in a wall of text. Evil mages had fire resistance. And could you imagined 28 magic missile spells being cast on ONE PC.
 

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