Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
The party is currently made up of: Cedric Eltorchul, a Human Warlock Mysridil, a Half Drow Rogue Sebastian Callahan, a Human Sorlock Throin Runecarver, a Dwarven Paladin
There are also 3 NPCs traveling with the party that escaped from the Drow prison of Velkynvelve with them.
You search the wilds to find the creature Loobamub described. You do find something, but it's a Leonin who doesn't know where he is, and doesn't know how he got here. Regardless, he proves helpful once the Grick Alpha is discovered and you all join together to kill it. You learn that it hits hard, but survive the lesson. You return to Neverlight Grove and bring Loobamub proof of your success. It grants you admittance to the Grove and introduces you to Sovereigns Basidia and Phylo the leaders of Neverlight Grove. Phylo invites you to stay for as long as you need, but asks you refrain from entering the Garden of Welcome as there is a grand surprise planned there for tomorrow. Sovereign Basidia then takes you on a tour to meet the various Circle Leaders. You sense that there are a few leaders it gets along with well and a few where the tension between them is quite obvious. Basidia takes you to a place where you can rest. It then asks you for your help. It is suspicious of Phylo as the last group of “softers” that Phylo granted rest in the Garden of Welcome have not yet returned, and it would like you to investigate. You agree and it gives you some potions and scrolls to assist you. It then suggests to go during Meld as no one will interrupt your activities during that time. You agree and go during Meld. You enter the Garden of Welcome and notice the heads of several buried creatures, most still bearing some semblance of life. One, a Drow female, begs you to put her out of her mercy. You oblige and notice the pile of gear in a corner of the garden. Suddenly, two Drow Spore Servants emerge from the fungal foliage and attack, along with a Myconidic monstrosity. You slay the two Drow Spore Servants, but two Quaggoth Spore Servants emerge. Sarith lets loose a blood-curdling scream as his head explodes and he turns into a spore servant himself. You put him down as the large fungal monster starts exploding the heads buried in the ground like acid bombs. Later, it uses the buried heads to heal itself. Prince Derendil goes down, but you heal him and he gets back into the fight. You finally slay the enemies and gather the loot you saw earlier. About this time a strange march rounds the corner of the massive mushroom tower in the center of the garden. You see three Duergar Spore servants leading two types of fungal creatures you've never seen before. You realize quickly, as they sing their marching tune, that they are in a trance and will ignore you if you get out of their way. You watch the macabre spectacle as the spore servants grab the body of the monstrosity you just slew and animate it like a puppet. You realize you are watching some strange and twisted wedding rehearsal when you are all suddenly swept away in a vision. In it, you see a towering fungal creature in in the tower in the center of the garden and the preparations being made for her. She suddenly opens her eyes and you feel your minds start to break. Most of you resist the demonic madness but not all. You come back to yourselves and flee the garden, looking for Sovereign Basidia.
The holy city of Elturel has vanished, swallowed up by Avernus, the treacherous first level of the Nine Hells. Avernus is also the main battlefield of the Blood War between Devils and Demons raging for millennia, and an utter wasteland. The souls of the Elturel's inhabitants are slated for conscription into Zariel's army and Baldur's Gate is next!
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party is made up of: Kiley Ashborne, a Halfling Wizard Dilea, an Aasimar Cleric Vàli Revans, a Human Paladin Bob the Blob, a Plasmoid Barbaian Seven, a Harengon Barbarian
Also traveling with the party is Lulu, an animal companion, of sorts.
Mad Maggie is able to tell you the devil in the final dream where Zariel was transformed is Asmodeus, and the other devil was Bel. She tells you that you will need to find one of the “Fallen Three,” Bel, Haruman, or Olianthius. She suggests her cousin, Red Ruth, but Gargauth suggests the wizard Mordenkainen, and when Dilea asks Mad Maggie about other options, the hag confirms Mordenkainen as a possible source, and also suggests the Mirror of Mephistopheles. She cannot tell you where the second two are. As you prepare to leave she offers you gifts to repay the kindnesses you showed those in her care. You get some warnings about other Warlords, but also one that might be willing to help – Smiler the Defiler. She also provides you each with two weeks of rations, a slivered weapon, three Soul Coins, and a Devil's Ride. You leave Fort Knucklebone and start to head off in the direction you hope Mordenkainen is. Vàli Summons Steed, and gets a Nightmare! Kiley Finds Familiar and summons an Imp. Neither incarnations were planned. After what you think are a couple of days you are approached by Eliza, an Erinyes, who tells you she needs the Shield of the Hidden Lord Dilea has. She even offers to pay you 10 Soul Coins for it. You refuse to part with it. At that point, the invisible Hephaizal, an Orthon, shoots at you with a Bolt of Blinding. Battle ensues and and Vàli and Kiley go for the Hephaizal while the rest of you focus on Eliza. As Eliza takes more and more damage Bob moves to assist Vàli who is bloodied. Eliza calls for a truce to discuss terms as both she and Hephaizal are both badly wounded.
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Storm King's Thunder will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party is made up of: Ember Tailwind, an Owlin Sorcerer Faen Ath'Zair, a Shadar-Kai Artificer/Fighter Robyn Brightwind, a (not-quite-so) Human Warlock Salt Snaps, a Tortle Paladin/Warlock Silent Mist Hidden Mountain, a Tabaxie Rogue
You meet Harshnag on the River Mirar and he guides you into the Spine of the World. The first few days are uneventful, but your first night in the mountains proper proves exciting as four White Guard Drakes attack your camp. Mist and Faen are on watch and sound the alarm. Everyone wakes immediately, except Salt. As you fight you are a little awed at Harshnag's might, as he kills one of the drakes with two swings of his special Greataxe. It takes you a couple of people and several attacks over several seconds to take one down. After the battle, Harshnag is sure to compliment everyone who participated, pointing out something they did and extolling praise upon them for their prowess, except Salt who woke up too late to join the fight. A couple of days later, as you are making camp, a herd of stampeding Giant Elk run through the area. You are all able to avoid them with Harshnag grabbing Faen and getting her to safety while Grayzar wildshapes into a Giant Eagle and grabs Salt. Everyone else flew or climbed to safety. Ember puts up a Wall of Fire hoping to stop the herd, but they are too panicked and run through it, injuring all 20 of them. Mist picks out one of the weaker elks and shoots it. Fresh meat for dinner! The next day, as you pass an abandoned mine, you are attacked by a couple of Frost Salamanders. It takes a few moments to realize their breath weapons recharge when they take fire damage. Salt goes down and Faen rushes over to heal him. Robyn Banishes one of the Frost Salamanders while you kill the other. After spending a minute having tea with whomever Robyn sends them to to have tea, the creature is returned to its home plane. You rest. The next day you arrive at the Temple of Annam All-Father.
In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern.
PCs are currently level 7
Cost - $15.00 (USD) per session Dungeon of the Mad Mage will have characters playing levels 5 - 20 (meaning you will actually play a level 20 character).
The Dungeon of the Mad Mage is presented as multiversal game-show presented by Halaster Blackcloak, the Mad Mage, and the party are the releuctant participants.
The party, calling themselves the Göld Crüe, LLC., is made up of: Edge of the World, a Tabaxi Cleric Ely'thyl Duranc, a Human Artificer Layne, a Half-Elf Sorerer/Warlock Riva Juniper, a Cleric/Warlock Shadewin, Halfling, Cleric/Monk
The Göld Crüe retraces their steps back to Rizzeryl's part of the dungeon and checks out a couple of empty rooms. They make their way back through Trenzia's lab and eventually to the the Goblin Bazaar, where Edge buys a rat-on-a-stick. They exit the bazaar and head east and discover the ancient altar to Juiblex where they fight an Ochre Jelly disguised as melted gold. They dispatch it quickly and proceed only to discover the largest Gelatinous Cube anyone has ever seen (30-feet square). Our heroes eliminate that threat as they keep exploring and head to the second Xanathar's Guild outpost. Giggling. They are able to get by the sleeping Bugbears and run into Shunn "Spider Eyes" Shurreth. Our contestants don't even give Shunn a chance to greet them, instead attacking outright, with no warning whatsoever. More insane giggling.
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Storm King's Thunder will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party is made up of: Ember Tailwind, an Owlin Sorcerer Faen Ath'Zair, a Shadar-Kai Artificer/Fighter Robyn Brightwind, a (not-quite-so) Human Warlock Salt Snaps, a Tortle Paladin/Warlock Silent Mist Hidden Mountain, a Tabaxie Rogue
You move past the pillars supporting the domed entry to the temple of Annam All-Father. Each pillar has it's own scene representing a type of giant. You notice footprints in the snow and light up ahead. You see the barbarians trying to force open the doors that are iced over. You approach with no light and surprise them but the barbarian Shaman casts a Hypnotic Pattern on you. It catches Grayzar who is out of the fight for a bit. You are able to kill the barbarians and the pet dragon wyrmling they had. You strip them of their valuables to to include an Amulet of Proof Against Detection and Location. During the fight you witness how much more devastating Harshnag is against humans. The friendly Frost Giant opens the doors and leads you into the main sanctuary of the temple. You see a massive 80-foot statue of Annam, the All-Father, and six smaller, 40-foot statues around him, each one representing the god of a type of giant (Frost, Fire, etc.). They are each presenting a weapon to Annam, except for Thrym, whose axe is missing. You check out the glowing archway, and notice the rune inlaid with mithral. You can enter the mist but walk into a wall several feet in. Deciding to look for the missing axe you head through the doors to the north and explore what looks like quarters for visiting giants. A couple of you go upstairs and find an abandoned giant's sack with several skulls and a shard of ice that has a glowing rune in it. Once you are all back on the main floor you continue forward. You inadvertently spring a trap as a boulder materializes from the wall and rolls down the hall. You all take damage and Robyn very nearly dies. Once it reaches the statue to the south the statue animates and starts to push the boulder back up the hall. You identify the shard of ice and learn it is the Shard of the Ise Rune, a powerful, giant-oriented magic item. You see the crack/tunnel in the wall of one of the quarters and decide to investigate.
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Session 12 recap - there are some spoilers here.
The party is currently made up of:
Cedric Eltorchul, a Human Warlock
Mysridil, a Half Drow Rogue
Sebastian Callahan, a Human Sorlock
Throin Runecarver, a Dwarven Paladin
There are also 3 NPCs traveling with the party that escaped from the Drow prison of Velkynvelve with them.
You search the wilds to find the creature Loobamub described. You do find something, but it's a Leonin who doesn't know where he is, and doesn't know how he got here. Regardless, he proves helpful once the Grick Alpha is discovered and you all join together to kill it. You learn that it hits hard, but survive the lesson. You return to Neverlight Grove and bring Loobamub proof of your success. It grants you admittance to the Grove and introduces you to Sovereigns Basidia and Phylo the leaders of Neverlight Grove. Phylo invites you to stay for as long as you need, but asks you refrain from entering the Garden of Welcome as there is a grand surprise planned there for tomorrow. Sovereign Basidia then takes you on a tour to meet the various Circle Leaders. You sense that there are a few leaders it gets along with well and a few where the tension between them is quite obvious. Basidia takes you to a place where you can rest. It then asks you for your help. It is suspicious of Phylo as the last group of “softers” that Phylo granted rest in the Garden of Welcome have not yet returned, and it would like you to investigate. You agree and it gives you some potions and scrolls to assist you. It then suggests to go during Meld as no one will interrupt your activities during that time. You agree and go during Meld. You enter the Garden of Welcome and notice the heads of several buried creatures, most still bearing some semblance of life. One, a Drow female, begs you to put her out of her mercy. You oblige and notice the pile of gear in a corner of the garden. Suddenly, two Drow Spore Servants emerge from the fungal foliage and attack, along with a Myconidic monstrosity. You slay the two Drow Spore Servants, but two Quaggoth Spore Servants emerge. Sarith lets loose a blood-curdling scream as his head explodes and he turns into a spore servant himself. You put him down as the large fungal monster starts exploding the heads buried in the ground like acid bombs. Later, it uses the buried heads to heal itself. Prince Derendil goes down, but you heal him and he gets back into the fight. You finally slay the enemies and gather the loot you saw earlier. About this time a strange march rounds the corner of the massive mushroom tower in the center of the garden. You see three Duergar Spore servants leading two types of fungal creatures you've never seen before. You realize quickly, as they sing their marching tune, that they are in a trance and will ignore you if you get out of their way. You watch the macabre spectacle as the spore servants grab the body of the monstrosity you just slew and animate it like a puppet. You realize you are watching some strange and twisted wedding rehearsal when you are all suddenly swept away in a vision. In it, you see a towering fungal creature in in the tower in the center of the garden and the preparations being made for her. She suddenly opens her eyes and you feel your minds start to break. Most of you resist the demonic madness but not all. You come back to yourselves and flee the garden, looking for Sovereign Basidia.
Session 25 recap (contains spoilers)
The party is made up of:
Kiley Ashborne, a Halfling Wizard
Dilea, an Aasimar Cleric
Vàli Revans, a Human Paladin
Bob the Blob, a Plasmoid Barbaian
Seven, a Harengon Barbarian
Also traveling with the party is Lulu, an animal companion, of sorts.
Mad Maggie is able to tell you the devil in the final dream where Zariel was transformed is Asmodeus, and the other devil was Bel. She tells you that you will need to find one of the “Fallen Three,” Bel, Haruman, or Olianthius. She suggests her cousin, Red Ruth, but Gargauth suggests the wizard Mordenkainen, and when Dilea asks Mad Maggie about other options, the hag confirms Mordenkainen as a possible source, and also suggests the Mirror of Mephistopheles. She cannot tell you where the second two are. As you prepare to leave she offers you gifts to repay the kindnesses you showed those in her care. You get some warnings about other Warlords, but also one that might be willing to help – Smiler the Defiler. She also provides you each with two weeks of rations, a slivered weapon, three Soul Coins, and a Devil's Ride. You leave Fort Knucklebone and start to head off in the direction you hope Mordenkainen is. Vàli Summons Steed, and gets a Nightmare! Kiley Finds Familiar and summons an Imp. Neither incarnations were planned. After what you think are a couple of days you are approached by Eliza, an Erinyes, who tells you she needs the Shield of the Hidden Lord Dilea has. She even offers to pay you 10 Soul Coins for it. You refuse to part with it. At that point, the invisible Hephaizal, an Orthon, shoots at you with a Bolt of Blinding. Battle ensues and and Vàli and Kiley go for the Hephaizal while the rest of you focus on Eliza. As Eliza takes more and more damage Bob moves to assist Vàli who is bloodied. Eliza calls for a truce to discuss terms as both she and Hephaizal are both badly wounded.
Session 30 recap. Spoilers ahead:
The party is made up of:
Ember Tailwind, an Owlin Sorcerer
Faen Ath'Zair, a Shadar-Kai Artificer/Fighter
Robyn Brightwind, a (not-quite-so) Human Warlock
Salt Snaps, a Tortle Paladin/Warlock
Silent Mist Hidden Mountain, a Tabaxie Rogue
You meet Harshnag on the River Mirar and he guides you into the Spine of the World. The first few days are uneventful, but your first night in the mountains proper proves exciting as four White Guard Drakes attack your camp. Mist and Faen are on watch and sound the alarm. Everyone wakes immediately, except Salt. As you fight you are a little awed at Harshnag's might, as he kills one of the drakes with two swings of his special Greataxe. It takes you a couple of people and several attacks over several seconds to take one down. After the battle, Harshnag is sure to compliment everyone who participated, pointing out something they did and extolling praise upon them for their prowess, except Salt who woke up too late to join the fight. A couple of days later, as you are making camp, a herd of stampeding Giant Elk run through the area. You are all able to avoid them with Harshnag grabbing Faen and getting her to safety while Grayzar wildshapes into a Giant Eagle and grabs Salt. Everyone else flew or climbed to safety. Ember puts up a Wall of Fire hoping to stop the herd, but they are too panicked and run through it, injuring all 20 of them. Mist picks out one of the weaker elks and shoots it. Fresh meat for dinner! The next day, as you pass an abandoned mine, you are attacked by a couple of Frost Salamanders. It takes a few moments to realize their breath weapons recharge when they take fire damage. Salt goes down and Faen rushes over to heal him. Robyn Banishes one of the Frost Salamanders while you kill the other. After spending a minute having tea with whomever Robyn sends them to to have tea, the creature is returned to its home plane. You rest. The next day you arrive at the Temple of Annam All-Father.
Session 18 recap (contains spoilers)
The Dungeon of the Mad Mage is presented as multiversal game-show presented by Halaster Blackcloak, the Mad Mage, and the party are the releuctant participants.
The party, calling themselves the Göld Crüe, LLC., is made up of:
Edge of the World, a Tabaxi Cleric
Ely'thyl Duranc, a Human Artificer
Layne, a Half-Elf Sorerer/Warlock
Riva Juniper, a Cleric/Warlock
Shadewin, Halfling, Cleric/Monk
The Göld Crüe retraces their steps back to Rizzeryl's part of the dungeon and checks out a couple of empty rooms. They make their way back through Trenzia's lab and eventually to the the Goblin Bazaar, where Edge buys a rat-on-a-stick. They exit the bazaar and head east and discover the ancient altar to Juiblex where they fight an Ochre Jelly disguised as melted gold. They dispatch it quickly and proceed only to discover the largest Gelatinous Cube anyone has ever seen (30-feet square). Our heroes eliminate that threat as they keep exploring and head to the second Xanathar's Guild outpost. Giggling. They are able to get by the sleeping Bugbears and run into Shunn "Spider Eyes" Shurreth. Our contestants don't even give Shunn a chance to greet them, instead attacking outright, with no warning whatsoever. More insane giggling.
Session 31 recap. Spoilers ahead:
The party is made up of:
Ember Tailwind, an Owlin Sorcerer
Faen Ath'Zair, a Shadar-Kai Artificer/Fighter
Robyn Brightwind, a (not-quite-so) Human Warlock
Salt Snaps, a Tortle Paladin/Warlock
Silent Mist Hidden Mountain, a Tabaxie Rogue
You move past the pillars supporting the domed entry to the temple of Annam All-Father. Each pillar has it's own scene representing a type of giant. You notice footprints in the snow and light up ahead. You see the barbarians trying to force open the doors that are iced over. You approach with no light and surprise them but the barbarian Shaman casts a Hypnotic Pattern on you. It catches Grayzar who is out of the fight for a bit. You are able to kill the barbarians and the pet dragon wyrmling they had. You strip them of their valuables to to include an Amulet of Proof Against Detection and Location. During the fight you witness how much more devastating Harshnag is against humans. The friendly Frost Giant opens the doors and leads you into the main sanctuary of the temple. You see a massive 80-foot statue of Annam, the All-Father, and six smaller, 40-foot statues around him, each one representing the god of a type of giant (Frost, Fire, etc.). They are each presenting a weapon to Annam, except for Thrym, whose axe is missing. You check out the glowing archway, and notice the rune inlaid with mithral. You can enter the mist but walk into a wall several feet in. Deciding to look for the missing axe you head through the doors to the north and explore what looks like quarters for visiting giants. A couple of you go upstairs and find an abandoned giant's sack with several skulls and a shard of ice that has a glowing rune in it. Once you are all back on the main floor you continue forward. You inadvertently spring a trap as a boulder materializes from the wall and rolls down the hall. You all take damage and Robyn very nearly dies. Once it reaches the statue to the south the statue animates and starts to push the boulder back up the hall. You identify the shard of ice and learn it is the Shard of the Ise Rune, a powerful, giant-oriented magic item. You see the crack/tunnel in the wall of one of the quarters and decide to investigate.