Overview In this adventure, there is no DM. Players will create one, two, or three characters and form a 3rdlevel party. Sourcebooks are restricted to PHB 2024 and DMG 2024 only. Each player will then solo play through the adventure and post their results in this game thread. If we get a good response, I'll consider posting all five Example Adventures from the new DMG. Good luck and PM me if you have any questions or suggestions on how to make things more fun.
Psudo-DM The role of the Pseudo-DM starts with managing the three top posts of this thread. Post #1 lists the campaign and character creation rules. Post #2 is the adventure outline with each encounter. Post #3 documents lore, locations, NPCs, Item Shops.
Running each Encounter As a DMless campaign, you will be the DM and the players. Start each encounter by choosing the type of approach that benefits the characters, then roll initiative, then start rolling for each character and each monster's actions. You can roll in the adventure log or us the forum dice roller. Once the encounter is over, you can search the area to find a "coin stash" equal to 25 copper pieces per XP earned. Tracking XP and gp this way will give you the opportunity to buy magic items at the shops.
Choose your Approach Default Approach: Choose a distance of 30, 35, 40, 50, or 60 feet from your target(s) and roll initiative. Stealth Approach: Roll Stealth to set a DC. Each monster rolls Perception against your DC. Then, roll initiative (surprised means disadvantage) Distance Approach: Roll Perception against the monsters’ Stealth DC (10+Stealth). Choose a range as far as 120 feet. Then, roll initiative. Creative Approach: Come up with something different, and we’ll figure it out!
Roll Initiative Roll initiative for your characters and any monsters.
Be the DM and the Characters A DMless campaign means that you are in charge of both your characters and the monsters. This means that you get to choose the monster's motivations and strategies. We encourage fairness and to respect the dice rolls. Some players will roll in the campaign logs and then post to the thread and others will use the forum dice roller. Feel free to choose, remember you are the DM.
Party Size Choose your party size of one character, two characters, or three characters. I'm open to the idea of four characters but these adventures aren't that hard and it's actually more fun to push the limits of play by reducing the party size, you also get more XP and GP with fewer characters.
PHB 2024 and DMG 2024 You can consider this as a "playtest" campaign. It's a place where players can test out their builds and experiment and learn the new rules.
Character Creation Starting with 900 XP at 3rd level (Alternatively, you can retain an exact XP amount from previous play) PHB 2024 and DMG 2024 rules only. 27 Point Buy Wealth, add background GP plus class GP or choose packages. Also add 500 gp or two potions of healing and one uncommon magic item. Crafting rules per PHB 2024 and DMG 2024
Posting You can find an example First Post #4 here For your first post, please include basic information for each character, a party or group name (if they have one), and an introduction to the characters.
First Character Name, Class, Origin Background, Origin Species, Optional info
Second Character Name, Class, Origin Background, Origin Species, Optional info
Third Character Name, Class, Origin Background, Origin Species, Optional info
Party name, group name, or organization name
A brief description of each character's background with specifics on how they met and formed a party.
Introduction The sun is just beginning to set over the Free City of Greyhawk, casting long shadows across the market square as merchants begin to pack up their stalls. The sounds of clinking coins, haggling voices, and shuffling feet gradually fade as people head home. Among the lingering crowd, a small figure catches your eye—a gnome with a sharp, focused look in his eye, fussing over a well-loaded wagon parked nearby. His gaze sweeps over you, lingering for a moment, before he approaches, his posture radiating a mix of determination and worry.
He clears his throat and begins, “Pardon me, good adventurers. I’m Nondy Barducks, a humble merchant with a penchant for well-prepared company.” He gestures toward the wagon, filled with tightly packed crates and bundles of goods. “I’m due to head out to Diamond Lake—a fair distance from here, and not exactly a stroll through the city gardens. Last trip, I…well, let’s just say I crossed paths with a few too many kobolds, and this time, I’m looking for more…seasoned travelers to accompany me.”
He glances around cautiously, lowering his voice. “What’s more, there’s word of a dragon’s lair cropping up nearby. I’m no fool, mind you, but I can’t afford to skip a trip out there. So I’ll make it worth your while—150 gold pieces for each of you, provided I make it there and back safely.”
Preparations Before you embark on the journey with Nondy, he gives you a quick but serious look. “Now’s the time to stock up, if there’s anything you’re lacking,” he says, nodding toward the market stalls just beginning to close up for the night. “Once we hit the road to Diamond Lake, there won’t be another chance for gear or rations until we’re safely there. And with those kobolds prowling…well, let’s just say I’d rather be over-prepared.”
Kobold Bandits (Encounter 1) The wagon creaks along the winding road as you travel through a wooded stretch, the leaves above form a canopy blocking out the sun. Suddenly, shadows dart from the trees on either side, and you find yourselves surrounded by eight small, scaly figures wielding humble weapons and armor. The largest of them barks, “Hand over the goods, merchant! By order of the Winged God!” Another kobold echoes, “Yes! For the Winged God! Fight to reclaim our home!”
8x Kobolds CR 1/8 (25 XP) Kobold Bandits Rewards (100 XP, coin stash 50 gp) If four of them fall in battle, the remaining kobolds will flee.
Kobold Supplicants Following the trail left by the fleeing kobolds, you wind through dense woods and rocky paths until you arrive at a hidden camp nestled among the trees. The camp bustles with kobolds—twenty or more—some watching you with wary eyes, others with an air of curiosity. Among them are older, more mature kobolds with impressive scaly wings, marking them as experienced members of their clan. "We don’t want to fight,” says and elder. “A dragon—young, but fierce—has driven us out of our volcanic cave, claiming it as her lair. We don’t stand a chance against it, but you… you might. We humbly ask for your help to give us back our home. In return we will give back all the stolen goods."
Chasing down the final four fleeing kobolds earns everyone the title, "Relentless"
Allowing the kobolds to flee and coming upon their camp after regrouping or resting earns everyone the title, "Merciful"
Volcanic Smoke (Encounter 2) The air grows warmer and thicker as you approach the entrance to the volcanic cave, the ground beneath you radiating an unnatural heat. Wisps of smoke drift from within, carrying the acrid scent of sulfur. The cave is dimly lit, with glowing embers scattered along the floor, casting eerie red shadows across the walls. As you step inside, you quickly realize you’re not alone. Near the entrance, a group of small, smoke creatures notices your arrival.
All together or broken up into two waves Wave 1, 1x Smoke Mephits CR 1/4 (50 XP each) Wave 2, 2x Smoke Mephits CR 1/4 (50 XP each) Volcanic Smoke Rewards (75 XP, coin stash 18 gp 7 sp 5 cp)
Volcanic Magma (Encounter 3) As you press further into the volcanic cave, the acrid smoke begins to thin, but the temperature rises noticeably with each step. The stone walls around you pulse with a faint red glow, veins of molten rock casting an ominous light on your path. Beads of sweat form on your skin, and the air feels thick, stifling with the intense heat.
All together or broken up into two waves Wave 1, 2x Magma Mephits CR 1/2 (100 XP each) Wave 2, 2x Magma Mephits CR 1/2 (100 XP each) Volcanic Magma Rewards (400 XP, coin stash 100 gp)
Dragon’s Lair (Encounter 4) After a relentless journey, you reach the final chamber deep within the volcanic cave. The air here is stifling, thick with the scent of sulfur and scorched stone. In the center of the chamber lies a small but fierce Red Dragon Wyrmling, its scales glistening like embers, each one a deep crimson that pulses with inner fire. The dragon rests atop a modest hoard of treasures—a pile of coins, fragments of gemstones, and scattered trinkets, each item scorched and blackened by the dragon’s fiery breath.
1x Red Dragon Wyrmling CR 4 (1,100 XP) Dragon's Lair (1,100 XP, coin stash 275 gp)
Guarding Nondy's Delivery to Diamond Lake With the dragon defeated and the kobold camp pacified, you retrieve the stolen crate of goods, securing Nondy’s delivery. The journey back to Diamond Lake is met with admiration and gratitude from Nondy, who, relieved and elated, thanks you profusely upon arrival. Nondy pays each of you 150 gp.
Bonus Rewards Each character has earned 1 point of Renown for their current party and a bonus 400 XP and 100 gp
Nondy Nondy Barducks may be a merchant (stats of a commoner, but he’s no stranger to adversity. Standing barely four feet tall, with a wiry frame and quick, assessing eyes, he carries himself with the resolve of someone who’s had to fight for every coin and cargo crate. His Lawful Neutral nature shines through in his practical and steady approach to life. To Nondy, agreements are sacred, and he values honor and fairness over sentimentality. He expects others to uphold their end of any bargain just as he does his own.
The Free City of Greyhawk A sprawling, bustling metropolis at the heart of trade, culture, and intrigue in the world of Oerth. Known as the “Gem of the Flanaess,” it sits along the Selintan River, connecting it to many other lands and making it a hub of commerce. Its streets are alive with merchants from distant regions, peddling exotic goods and rare artifacts, while street performers, traders, and adventurers from every corner of the world fill the markets and taverns. You can buy any common, uncommon, rare, very rare magic item. With the right connections even legendary magic items can be found in Greyhawk.
Diamond Lake A bustling mining town with a lively trade, offering a variety of goods to adventurers and locals alike. The shops here are stocked with both common and uncommon magical items as well as practical, mundane supplies, making it a vital stop for those heading into the surrounding wilderness.
Gitra, Warlock, Acolyte, Goliath, Fire Giant Ancestry
Gwen, Druid, Scribe, Elf, Wood Elf lineage
The Kindred
When Gwen and Poe reunited in the Free City of Greyhawk, distant cousin, but close enough to be sisters. They picked up a tagalong warlock named Gitra who can't take a hint. Now they have a registered adventuring name "The Kindred." Over the past few months the party member have had each other's backs. Gitra has been healing the others with his Acolyte Training and favoring the elvish influence has taken the Pact of the Fey. Gwen is the rock of the group, her focus has been healing the Land and so she joins the druid circle of her ancestors, Circle of the Land and prepares spells from the Temperate Land. Poe is and has always been a Warrior of Mercy but now she has been initiated into the fold. This unlikely group now backs each other from adventure to adventure.
While shopping in the great market in the Free City of Greyhawk, Poe finds a Periapt of Wound Closure, Gitra picks up a Rod of the Pact Keeper +1, and Gwen finds a magical Pearl of Power. As the day is coming to an end the market begins to thin and a gnome approaches the group offering 150 gp for caravan duty. The Kindred accept.
Round 1 Gwen rushes out front to use thunderwave (9), catching KO3, KO5, KO7 KO3 Constitution Save DC 13 vs 12 KO5 Constitution Save DC 13 vs 8 KO7 Constitution Save DC 13 vs 11 Gitra casts taunting step without expending a slot. Teleporting adjacent to KO2, KO4, KO6 KO2 Wisdom Save DC 13 vs 16 or have disadv targeting anyone but Gitra KO4 Wisdom Save DC 13 vs 1 or have disadv targeting anyone but Gitra KO6 Wisdom Save DC 13 vs 8 or have disadv targeting anyone but Gitra
Round 1 Gwen rushes out front to use thunderwave (9), catching KO3, KO5, KO7 KO3 Constitution Save DC 13 vs 12 KO5 Constitution Save DC 13 vs 8 KO7 Constitution Save DC 13 vs 11 Gitra casts taunting step without expending a slot. Teleporting adjacent to KO2, KO4, KO6 KO2 Wisdom Save DC 13 vs 16 or have disadv targeting anyone but Gitra KO4 Wisdom Save DC 13 vs 1 or have disadv targeting anyone but Gitra KO6 Wisdom Save DC 13 vs 8 or have disadv targeting anyone but Gitra
KO3, KO5, KO7 all take 9 damage and die. KO4 and KO6 are taunted.
Round 1 (continues) KO1, KO4, KO6, and KO8 all disengage and flee. Poe starts to chase but then turns to the wagons and says, "We let them go and they will lead us to the stolen goods." Nondy agrees and stays with the wagons while the party follows slowly behind.
Kobold Bandits Rewards 100 XP, (33 XP each) coin stash 50 gp (16 gp 6 sp 6 cp each)
Kobold Supplicants After tracking the kobolds back to their camp they don't attack, instead they humbly plead for help. Upon hearing of the dragon, the party agrees to clear out the Volcanic Cave for the kobolds. "Merciful" title acquired.
Round 1 SM1 uses cinder breath on Gitra and Poe, Save or blinded Gitra Dexterity Save DC 10 vs 14 Poe Dexterity Save DC 10 vs 23 SM2 targets Gitra, claws Attack: 21 Damage: 5 SM3 targets Poe, claws Attack: 9 Damage: 4 Gwen longbow, Attack: 19 Damage: 9 Gitra casts [spell]sleep[/roll] hitting all three mephits SM1 Wisdom Save DC 14 vs 1 SM2 Wisdom Save DC 14 vs 10 SM3 Wisdom Save DC 14 vs 20 Poe unarmed1, Attack: 17 Damage: 4 Poe flurry unarmed2, Attack: 23 Damage: 7 Poe flurry unarmed3, Attack: 14 Damage: 9
Poe hits SM3 for 4, 7, 9, total 20. On the last hit Poe uses hand of harm to add 4 necrotic damage. SM3 leaves a death burst of obscuring smoke in a 5 foot square.
Gwen longbow, Attack: 19 Damage: 9
Gwen readies her attack on SM1 or SM2, the first to not fall asleep.
Fiendish Vigor Prerequisite: Level 2+ Warlock You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
Gitra gets highest roll for false life, so 12 temps. The party takes a short rest to regain pact spells and monk focus.
Round 1 MM1 uses fire breath to deal 4 fire, hits Gitra and Poe both. Recharge 6 (1) for next round Gitra Dexterity Save DC 11 vs 10 Poe Dexterity Save DC 11 vs 8 MM2 uses fire breath to deal 11 fire, hits Gitra and Poe both. Recharge 6 (4) for next round Gitra Dexterity Save DC 11 vs 4 Poe Dexterity Save DC 11 vs 12 Gitra casts hex on MM1 then eldritch blast Attack: 25 Damage: 7 Gwen casts sleep on both targets MM1 Wisdom Save DC 13 vs 3 MM2 Wisdom Save DC 13 vs 8 Poe unarmed1 Attack: 20 Damage: 7 Poe flurry unarmed2 Attack: 21 Damage: 4 Poe flurry unarmed3 Attack: 23 Damage: 9
Round 1 MM2 uses fire breath to deal 11 fire, hits Gitra and Poe both. Recharge 6 (4) for next round Gitra Dexterity Save DC 11 vs 4 Poe Dexterity Save DC 11 vs 12 Poe unarmed1 Attack: 20 Damage: 7 Poe flurry unarmed2 Attack: 21 Damage: 4 Poe flurry unarmed3 Attack: 23 Damage: 9
Poe hits MM1 for 7, 4, 9, total 20 damage. Using hand of harm for additional damage 9 and MM1 dies MM1 uses death burst when it dies hitting Poe and Gitra for 5 fire damage. Poe Dexterity Save DC 11 vs 17 Gitra Dexterity Save DC 11 vs 11 MM2 deals 11 fire damage to Gitra and 5 damage to Poe. Gitra takes 11 damage to temps. Gitra (24/24, 1 temp) Poe takes 5 damage. (19/24)
MM1 uses death burst when it dies hitting Poe and Gitra for 5 fire damage. Poe Dexterity Save DC 11 vs 17 Gitra Dexterity Save DC 11 vs 11
Poe and Gitra saves and takes half of 5 (2) damage each. Gitra takes 1 damage to temps and 1 damage from hit points. Gitra (23/24) Poe takes 2 damage. Poe (17/24)
Poe hits MM2 for 9, 9, total 18 damage and it dies. MM2 death burst hits both Gitra and Poe for 7 fire damage. Poe Dexterity Save DC 11 vs 8 Gitra Dexterity Save DC 11 vs 16
Poe hits MM3 for 7, 7, 6, total 20 damage. MM3 (2/22) Gitra moves hex to MM4, eldritch blast at MM4, Attack: 21 Damage: 13 Gwen uses the magic action Land's Aid, hitting both MM3 and MM4 for 8 necrotic damage and healing one ally 6
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The Winged God (Adventure Example DMG 2024)
Overview
In this adventure, there is no DM. Players will create one, two, or three characters and form a 3rd level party. Sourcebooks are restricted to PHB 2024 and DMG 2024 only. Each player will then solo play through the adventure and post their results in this game thread. If we get a good response, I'll consider posting all five Example Adventures from the new DMG. Good luck and PM me if you have any questions or suggestions on how to make things more fun.
Psudo-DM
The role of the Pseudo-DM starts with managing the three top posts of this thread. Post #1 lists the campaign and character creation rules. Post #2 is the adventure outline with each encounter. Post #3 documents lore, locations, NPCs, Item Shops.
Running each Encounter
As a DMless campaign, you will be the DM and the players. Start each encounter by choosing the type of approach that benefits the characters, then roll initiative, then start rolling for each character and each monster's actions. You can roll in the adventure log or us the forum dice roller. Once the encounter is over, you can search the area to find a "coin stash" equal to 25 copper pieces per XP earned. Tracking XP and gp this way will give you the opportunity to buy magic items at the shops.
Choose your Approach
Default Approach: Choose a distance of 30, 35, 40, 50, or 60 feet from your target(s) and roll initiative.
Stealth Approach: Roll Stealth to set a DC. Each monster rolls Perception against your DC. Then, roll initiative (surprised means disadvantage)
Distance Approach: Roll Perception against the monsters’ Stealth DC (10+Stealth). Choose a range as far as 120 feet. Then, roll initiative.
Creative Approach: Come up with something different, and we’ll figure it out!
Roll Initiative
Roll initiative for your characters and any monsters.
Be the DM and the Characters
A DMless campaign means that you are in charge of both your characters and the monsters. This means that you get to choose the monster's motivations and strategies. We encourage fairness and to respect the dice rolls. Some players will roll in the campaign logs and then post to the thread and others will use the forum dice roller. Feel free to choose, remember you are the DM.
Party Size
Choose your party size of one character, two characters, or three characters. I'm open to the idea of four characters but these adventures aren't that hard and it's actually more fun to push the limits of play by reducing the party size, you also get more XP and GP with fewer characters.
PHB 2024 and DMG 2024
You can consider this as a "playtest" campaign. It's a place where players can test out their builds and experiment and learn the new rules.
Character Creation
Starting with 900 XP at 3rd level (Alternatively, you can retain an exact XP amount from previous play)
PHB 2024 and DMG 2024 rules only.
27 Point Buy
Wealth, add background GP plus class GP or choose packages. Also add 500 gp or two potions of healing and one uncommon magic item.
Crafting rules per PHB 2024 and DMG 2024
Posting
You can find an example First Post #4 here
For your first post, please include basic information for each character, a party or group name (if they have one), and an introduction to the characters.
PM me if you need a join link.
The Winged God
Introduction
The sun is just beginning to set over the Free City of Greyhawk, casting long shadows across the market square as merchants begin to pack up their stalls. The sounds of clinking coins, haggling voices, and shuffling feet gradually fade as people head home. Among the lingering crowd, a small figure catches your eye—a gnome with a sharp, focused look in his eye, fussing over a well-loaded wagon parked nearby. His gaze sweeps over you, lingering for a moment, before he approaches, his posture radiating a mix of determination and worry.
He clears his throat and begins, “Pardon me, good adventurers. I’m Nondy Barducks, a humble merchant with a penchant for well-prepared company.” He gestures toward the wagon, filled with tightly packed crates and bundles of goods. “I’m due to head out to Diamond Lake—a fair distance from here, and not exactly a stroll through the city gardens. Last trip, I…well, let’s just say I crossed paths with a few too many kobolds, and this time, I’m looking for more…seasoned travelers to accompany me.”
He glances around cautiously, lowering his voice. “What’s more, there’s word of a dragon’s lair cropping up nearby. I’m no fool, mind you, but I can’t afford to skip a trip out there. So I’ll make it worth your while—150 gold pieces for each of you, provided I make it there and back safely.”
Preparations
Before you embark on the journey with Nondy, he gives you a quick but serious look. “Now’s the time to stock up, if there’s anything you’re lacking,” he says, nodding toward the market stalls just beginning to close up for the night. “Once we hit the road to Diamond Lake, there won’t be another chance for gear or rations until we’re safely there. And with those kobolds prowling…well, let’s just say I’d rather be over-prepared.”
The wagon creaks along the winding road as you travel through a wooded stretch, the leaves above form a canopy blocking out the sun. Suddenly, shadows dart from the trees on either side, and you find yourselves surrounded by eight small, scaly figures wielding humble weapons and armor. The largest of them barks, “Hand over the goods, merchant! By order of the Winged God!” Another kobold echoes, “Yes! For the Winged God! Fight to reclaim our home!”
Kobold Bandits Rewards (100 XP, coin stash 50 gp)
If four of them fall in battle, the remaining kobolds will flee.
Following the trail left by the fleeing kobolds, you wind through dense woods and rocky paths until you arrive at a hidden camp nestled among the trees. The camp bustles with kobolds—twenty or more—some watching you with wary eyes, others with an air of curiosity. Among them are older, more mature kobolds with impressive scaly wings, marking them as experienced members of their clan. "We don’t want to fight,” says and elder. “A dragon—young, but fierce—has driven us out of our volcanic cave, claiming it as her lair. We don’t stand a chance against it, but you… you might. We humbly ask for your help to give us back our home. In return we will give back all the stolen goods."
Allowing the kobolds to flee and coming upon their camp after regrouping or resting earns everyone the title, "Merciful"
The air grows warmer and thicker as you approach the entrance to the volcanic cave, the ground beneath you radiating an unnatural heat. Wisps of smoke drift from within, carrying the acrid scent of sulfur. The cave is dimly lit, with glowing embers scattered along the floor, casting eerie red shadows across the walls. As you step inside, you quickly realize you’re not alone. Near the entrance, a group of small, smoke creatures notices your arrival.
Wave 1, 1x Smoke Mephits CR 1/4 (50 XP each)
Wave 2, 2x Smoke Mephits CR 1/4 (50 XP each)
Volcanic Smoke Rewards (75 XP, coin stash 18 gp 7 sp 5 cp)
As you press further into the volcanic cave, the acrid smoke begins to thin, but the temperature rises noticeably with each step. The stone walls around you pulse with a faint red glow, veins of molten rock casting an ominous light on your path. Beads of sweat form on your skin, and the air feels thick, stifling with the intense heat.
Wave 1, 2x Magma Mephits CR 1/2 (100 XP each)
Wave 2, 2x Magma Mephits CR 1/2 (100 XP each)
Volcanic Magma Rewards (400 XP, coin stash 100 gp)
After a relentless journey, you reach the final chamber deep within the volcanic cave. The air here is stifling, thick with the scent of sulfur and scorched stone. In the center of the chamber lies a small but fierce Red Dragon Wyrmling, its scales glistening like embers, each one a deep crimson that pulses with inner fire. The dragon rests atop a modest hoard of treasures—a pile of coins, fragments of gemstones, and scattered trinkets, each item scorched and blackened by the dragon’s fiery breath.
Dragon's Lair (1,100 XP, coin stash 275 gp)
The Dragon's Hoard
Guarding Nondy's Delivery to Diamond Lake
With the dragon defeated and the kobold camp pacified, you retrieve the stolen crate of goods, securing Nondy’s delivery. The journey back to Diamond Lake is met with admiration and gratitude from Nondy, who, relieved and elated, thanks you profusely upon arrival. Nondy pays each of you 150 gp.
Bonus Rewards
Each character has earned 1 point of Renown for their current party and a bonus 400 XP and 100 gp
Nondy
Nondy Barducks may be a merchant (stats of a commoner, but he’s no stranger to adversity. Standing barely four feet tall, with a wiry frame and quick, assessing eyes, he carries himself with the resolve of someone who’s had to fight for every coin and cargo crate. His Lawful Neutral nature shines through in his practical and steady approach to life. To Nondy, agreements are sacred, and he values honor and fairness over sentimentality. He expects others to uphold their end of any bargain just as he does his own.
The Free City of Greyhawk
A sprawling, bustling metropolis at the heart of trade, culture, and intrigue in the world of Oerth. Known as the “Gem of the Flanaess,” it sits along the Selintan River, connecting it to many other lands and making it a hub of commerce. Its streets are alive with merchants from distant regions, peddling exotic goods and rare artifacts, while street performers, traders, and adventurers from every corner of the world fill the markets and taverns. You can buy any common, uncommon, rare, very rare magic item. With the right connections even legendary magic items can be found in Greyhawk.
Diamond Lake
A bustling mining town with a lively trade, offering a variety of goods to adventurers and locals alike. The shops here are stocked with both common and uncommon magical items as well as practical, mundane supplies, making it a vital stop for those heading into the surrounding wilderness.
When Gwen and Poe reunited in the Free City of Greyhawk, distant cousin, but close enough to be sisters. They picked up a tagalong warlock named Gitra who can't take a hint. Now they have a registered adventuring name "The Kindred." Over the past few months the party member have had each other's backs. Gitra has been healing the others with his Acolyte Training and favoring the elvish influence has taken the Pact of the Fey. Gwen is the rock of the group, her focus has been healing the Land and so she joins the druid circle of her ancestors, Circle of the Land and prepares spells from the Temperate Land. Poe is and has always been a Warrior of Mercy but now she has been initiated into the fold. This unlikely group now backs each other from adventure to adventure.
While shopping in the great market in the Free City of Greyhawk, Poe finds a Periapt of Wound Closure, Gitra picks up a Rod of the Pact Keeper +1, and Gwen finds a magical Pearl of Power. As the day is coming to an end the market begins to thin and a gnome approaches the group offering 150 gp for caravan duty. The Kindred accept.
Kobold Bandits (Encounter 1)
Gitra init 17, Gwen init 22, Poe init 6, kobold KO1 init 15, KO2 init 12, KO3 init 14, KO4 init 11, KO5 init 3, KO6 init 11, KO7 init 4, KO8 init 15
Gitra casts false life a few times using his fiendish vigor, 9, 6, 6, 7
Gwen (24/24), Gitra (24/24, 10 temps), KO1 (5/5), KO2 (5/5), KO3 (5/5), KO4 (5/5), KO6 (5/5), KO7 (5/5), KO8, Poe (24/24), KO5 (5/5)
Round 1
Gwen rushes out front to use thunderwave (9), catching KO3, KO5, KO7
KO3 Constitution Save DC 13 vs 12
KO5 Constitution Save DC 13 vs 8
KO7 Constitution Save DC 13 vs 11
Gitra casts taunting step without expending a slot. Teleporting adjacent to KO2, KO4, KO6
KO2 Wisdom Save DC 13 vs 16 or have disadv targeting anyone but Gitra
KO4 Wisdom Save DC 13 vs 1 or have disadv targeting anyone but Gitra
KO6 Wisdom Save DC 13 vs 8 or have disadv targeting anyone but Gitra
KO3, KO5, KO7 all take 9 damage and die.
KO4 and KO6 are taunted.
Round 1 (continued)
Gitra casts true strike on KO2, Attack: 24 Damage: 8
Gwen (24/24), Gitra (24/24, 9 temps), KO1 (5/5), KO2 (dead), KO3 (dead), KO4 (5/5), KO6 (5/5), KO7 (dead), KO8, Poe (24/24), KO5 (dead)
Round 1 (continues)
KO1, KO4, KO6, and KO8 all disengage and flee.
Poe starts to chase but then turns to the wagons and says, "We let them go and they will lead us to the stolen goods."
Nondy agrees and stays with the wagons while the party follows slowly behind.
Kobold Bandits Rewards
100 XP, (33 XP each)
coin stash 50 gp (16 gp 6 sp 6 cp each)
Kobold Supplicants
After tracking the kobolds back to their camp they don't attack, instead they humbly plead for help. Upon hearing of the dragon, the party agrees to clear out the Volcanic Cave for the kobolds. "Merciful" title acquired.
Volcanic Smoke (Encounter 2)
Gitra init 12, Gwen init 9, Poe init 10, smoke mephit SM1 init 21, SM2 init 10, SM3 init 7
Round 1
SM1 uses cinder breath on Gitra and Poe, Save or blinded
Gitra Dexterity Save DC 10 vs 14
Poe Dexterity Save DC 10 vs 23
SM2 targets Gitra, claws Attack: 21 Damage: 5
SM3 targets Poe, claws Attack: 9 Damage: 4
Gwen longbow, Attack: 19 Damage: 9
Gitra casts [spell]sleep[/roll] hitting all three mephits
SM1 Wisdom Save DC 14 vs 1
SM2 Wisdom Save DC 14 vs 10
SM3 Wisdom Save DC 14 vs 20
Poe unarmed1, Attack: 17 Damage: 4
Poe flurry unarmed2, Attack: 23 Damage: 7
Poe flurry unarmed3, Attack: 14 Damage: 9
SM1 (22/22), Gitra (24/24, 9 temps), Poe (24/24) SM2 (22/22), Gwen (24/24), SM3 (22/22)
SM1 attempts to blind the front liners but they save.
SM1 fails the first save and becomes incapacitated
SM2 fails the first save and becomes incapacitated
SM3 passes
Poe hits SM3 for 4, 7, 9, total 20. On the last hit Poe uses hand of harm to add 4 necrotic damage.
SM3 leaves a death burst of obscuring smoke in a 5 foot square.
Gwen readies her attack on SM1 or SM2, the first to not fall asleep.
SM1 (22/22, inc), Gitra (24/24, 9 temps), Poe (24/24) SM2 (22/22, inc), Gwen (24/24), SM3 (dead)
Round 2
SM1 Wisdom Save DC 14 vs 16
SM1 snaps out of the sleep and Gwen hits it for 9 damage. SM1 (13/22)
Round 2 (continued)
Gitra casts eldritch blast, Attack: 26 Damage: 9
Poe unarmed1, Attack: 10 Damage: 6
Poe bonus unarmed2, Attack: 25 Damage: 11
SM2 Wisdom Save DC 14 vs 18
Gwen longbow, Attack: 19 Damage: 4
Gitra crits SM1 for 9 damage. SM1 (4/22)
Poe also crits for 11 damage. SM1 (-7/22)
SM2 snaps out of sleep
Gwen pegs SM2 for 4 damage. SM2 (18/22)
SM1 (dead), Gitra (24/24, 9 temps), Poe (24/24) SM2 (18/22), Gwen (24/24), SM3 (dead)
Round 3
Gitra casts eldritch blast, Attack: 26 Damage: 9
Poe unarmed1, Attack: 9 Damage: 5
Poe bonus unarmed2, Attack: 19 Damage: 5
Gitra crits again but only for 9 damage. SM2 (9/22)
Poe hits for 5 damage and deals an additional [roll]1d6+3[/roll[ from hand of harm
Volcanic Smoke Rewards
75 XP (25 XP each)
coin stash 18 gp 7 sp 5 cp (6 gp 2 sp 5 cp each)
6
Fiendish Vigor
Prerequisite: Level 2+ Warlock
You can cast False Life on yourself without expending a spell slot. When you cast the spell with this feature, you don’t roll the die for the Temporary Hit Points; you automatically get the highest number on the die.
Gitra gets highest roll for false life, so 12 temps.
The party takes a short rest to regain pact spells and monk focus.
Volcanic Magma (Encounter 3)
Gitra init 10, Gwen init 10, Poe init 23, magma mephit MM1 init 7, MM2 init 13
Round 1
MM1 uses fire breath to deal 4 fire, hits Gitra and Poe both. Recharge 6 (1) for next round
Gitra Dexterity Save DC 11 vs 10
Poe Dexterity Save DC 11 vs 8
MM2 uses fire breath to deal 11 fire, hits Gitra and Poe both. Recharge 6 (4) for next round
Gitra Dexterity Save DC 11 vs 4
Poe Dexterity Save DC 11 vs 12
Gitra casts hex on MM1 then eldritch blast Attack: 25 Damage: 7
Gwen casts sleep on both targets
MM1 Wisdom Save DC 13 vs 3
MM2 Wisdom Save DC 13 vs 8
Poe unarmed1 Attack: 20 Damage: 7
Poe flurry unarmed2 Attack: 21 Damage: 4
Poe flurry unarmed3 Attack: 23 Damage: 9
Poe (24/24), MM2 (22/22), Gitra (24/24, 12 temps), Gwen (24/24), MM1 (22/22)
Poe hits MM1 for 7, 4, 9, total 20 damage. Using hand of harm for additional damage 9 and MM1 dies
MM1 uses death burst when it dies hitting Poe and Gitra for 5 fire damage.
Poe Dexterity Save DC 11 vs 17
Gitra Dexterity Save DC 11 vs 11
MM2 deals 11 fire damage to Gitra and 5 damage to Poe.
Gitra takes 11 damage to temps. Gitra (24/24, 1 temp)
Poe takes 5 damage. (19/24)
Gitra hits MM2 for 7 damage. MM2 (15/22)
Gwen hits MM2 with sleep. It falls under [conditional]incapacitated[/conditional]
Poe and Gitra saves and takes half of 5 (2) damage each.
Gitra takes 1 damage to temps and 1 damage from hit points. Gitra (23/24)
Poe takes 2 damage. Poe (17/24)
Poe (17/24), MM2 (15/22, inc), Gitra (23/24), Gwen (24/24), MM1 (dead)
Round 2
Poe unarmed1 Attack: 23 Damage: 9
Poe bonus unarmed2 Attack: 22 Damage: 9
MM2 is incapacitated, Wisdom Save DC 13 vs 4 or fall asleep
Gitra moves hex on MM2 then eldritch blast Attack: 11 Damage: 10
Gwen longbow Attack: 18 Damage: 11
Poe hits MM2 for 9, 9, total 18 damage and it dies.
MM2 death burst hits both Gitra and Poe for 7 fire damage.
Poe Dexterity Save DC 11 vs 8
Gitra Dexterity Save DC 11 vs 16
Volcanic Magma (Encounter 3)
Poe init 23, Gitra init 10, Gwen init 10, magma mephit MM3 init 2, MM4 init 6
Wave 2 (Round 3)
Poe unarmed1 Attack: 17 Damage: 7
Poe flurry unarmed2 Attack: 16 Damage: 7
Poe flurry unarmed3 Attack: 19 Damage: 6
Poe (17/24), MM2 (dead), Gitra (23/24), Gwen (24/24)
Poe takes 7 damage. Poe (10/24)
Gitra takes half of 7 (3). Gitra (20/24)
Poe (10/24), Gitra (20/24), Gwen (24/24), MM4 (22/22), MM3 (22/22)
Poe hits MM3 for 7, 7, 6, total 20 damage. MM3 (2/22)
Gitra moves hex to MM4, eldritch blast at MM4, Attack: 21 Damage: 13
Gwen uses the magic action Land's Aid, hitting both MM3 and MM4 for 8 necrotic damage and healing one ally 6