Overview In this adventure, there is no DM. Players will create one, two, or three characters and form a 7th 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. The response was great. This is the last of five Example Adventures from the new DMG. While I will be returning to my other PbP threads after this, I could be convinced to start up a new thread with either an older published adventure, converted for 2024, or even an original.
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 23,000 XP at 7th 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 5,800 gp or four potions of healing, four uncommon magic items, one rare 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 As twilight settles over the the Free City of Greyhawk, and as the first stars prick the velvet sky. Each of you notices a delicate, shimmering envelope materializing right before you, suspended in the air. Crafted from what appears to be frosted silver and sealed with an intricate crest of swirling snowflakes, the envelope exudes a soft, otherworldly glow.
Breaking the seal, you find an invitation written in elegant, flowing script:
"By the grace of the Baron of the Boreal Ball, you are hereby cordially invited to an evening of eternal enchantment at his illustrious ice palace within the heart of the Feywild. Prepare yourself for a night of unparalleled revelry, dance, and wonder. At the stroke of midnight, hold this invitation to the moonlit sky, and you shall be escorted to the festivities. Formal attire is admired but not required. May your spirits be as light as the winter's first snow."
As you read, a chill yet pleasant breeze brushes past, carrying with it the faint melody of distant music and laughter. The air around you sparkles momentarily with tiny ice crystals that vanish as quickly as they appeared. The opportunity is as enticing as it is enigmatic. What wonders might you witness? What secrets could you uncover? Whatever the reason, you choose to accept this invitation to the Boreal Ball.
The First Dance At the exact stroke of midnight, you hold the shimmering invitation aloft, allowing the moonlight to bathe it in a radiant glow. Instantly, a rush of cold air swirls around you, and the world shifts in a cascade of glittering frost. When the light clears, you find yourself standing in the grand ice palace of the Feywild. The scene before you is a breathtaking spectacle: magical creatures of every kind, from regal fey nobles to enigmatic otherworldly beings, mingle in dazzling formal attire. The hall is alive with vibrant colors and shimmering frost, lit by floating orbs of cold fire that cast a sparkling glow on the crystalline walls. A band of fairies finishes a rousing piece of music as a delighted cheer ripples through the crowd. As the band takes a brief pause before beginning a new melody, you sense the attention of the room shifting toward you. Whispers ripple among the guests, and several pairs of curious eyes linger on you and your companions, sizing you up as the newcomers to this enchanted affair. The weight of their gaze carries both intrigue and expectation—your presence at the Boreal Ball has clearly not gone unnoticed. A fun-loving Dryad approaches, introducing herself as Darisis, "Now, which one of you will accompany me on this dance?"
There are three dances before the night is done Each character can earn 1 renown point during each dance Each patron can give 1 renown to a different character during each dance At the end of the dance, tally up your renown points as a party.
The Second Dance As the music swells to its final, enchanting notes, Darisis, the graceful Dryad, smiles warmly at you, her emerald-green eyes sparkling with delight. "Thank you for the dance," she says in a lilting, melodic voice, her gratitude as genuine as her charm. With an elegant twirl, she steps back, her movements fluid and effortless, like a breeze through the trees. Her gaze sweeps across your companions, and she extends a delicate hand toward another party member. "And now," she says with a playful grin, "may I have the honor of this next dance?" The invitation hangs in the air, filled with a mixture of warmth and anticipation, as the magical band begins a lively new tune.
There are three dances before the night is done Each character can earn 1 renown point during each dance Each patron can give 1 renown to a different character during each dance At the end of the dance, tally up your renown points as a party.
Rude Interruption As the second dance concludes, the air in the grand hall shifts abruptly. A ripple of tension runs through the crowd, and the music falters as a booming voice echoes from the grand entrance. Standing in the doorway is a towering Hobgoblin Warlord, clad in dark, jagged armor that gleams under the icy glow of the palace lights. His piercing red eyes scan the room with disdain as he strides forward, flanked by his Captain and five heavily armed Warriors. The clatter of their boots on the crystalline floor is matched only by the murmur of shocked whispers from the other guests. Varka sneers, "This is what passes, as proper? In the Feywild? Inviting outsiders to taint our revelry?" His tone drips with contempt as he gestures sharply toward you. "Defend yourselves, if you dare!"
The Final Dance As the final blow lands and the last hobgoblin falls, a stunned silence hangs over the room for only a moment before the crowd erupts into cheers. The gathered guests clap and cheer, their voices filled with admiration and excitement. The tension of the battle fades as quickly as it arrived, replaced by the infectious energy of the ball. The magical band strikes up a lively tune, as if cued by the crowd's enthusiasm, and the dance resumes almost immediately. Elegant fey nobles and enchanting creatures swirl back onto the ice-polished floor, their movements as fluid and effortless as the music that fills the air. The blood and chaos of the battle are swept away like a forgotten dream, leaving only the glimmering grandeur of the Boreal Ball. Several guests nod to you with newfound respect, and a few even raise their glasses in your direction, acknowledging your victory. The revelry continues unabated, the memory of your triumph now a part of the evening's legends. The night carries on, and the attention on your group is greater than ever.
There are three dances before the night is done Each character can earn 1 renown point during each dance Each patron can give 1 renown to a different character during each dance At the end of the dance, tally up your renown points as a party.
Conclusion As the final dance draws to a close, a hush falls over the crowd. The air grows colder, carrying with it an otherworldly stillness, and the icy glow of the palace intensifies. The fey guests part, their attention drawn to the grand staircase at the far end of the ballroom, where a regal figure descends.
The Baron of the Boreal Ball is a striking sight, his tall, elegant frame clad in robes of frost and ice, shimmering with unearthly brilliance. His pale blue skin glows faintly in the ambient light, and his piercing, crystalline eyes scan the room with an expression of quiet authority. Each step he takes is deliberate, his presence commanding respect and silence.
If the Party has Earned 6+ Renown This Evening Stopping before your group, the Baron inclines his head slightly, his voice smooth and resonant as he addresses you. “You have danced with grace, mingled with charm, and shown bravery in the face of unwelcome guests. You have earned the favor of this court.”
He extends his hand, and delicate, icy sigils swirl into existence, forming shimmering charms that hover momentarily before drifting into each of your hands. “Accept this Charm of the Boreal Ball, a token of my esteem. Use it wisely, for its magic is fleeting.”
The crowd erupts into applause as the Baron steps back, his approval cementing your place in the annals of the Boreal Ball. Along with his favor, you feel a surge of experience and recognition, the trials of the night strengthening your resolve.
Reward The Charm of the Boreal Ball is a Supernatural Gift which allows each character who has it to cast the level 3 version of the Ice Knife spell. Once used, the Charm vanishes. Each character also earns a bonus 1,700 XP and 425 gp
Cannifer As the music swirls through the grand hall, a sharp, lilting voice cuts through the revelry. "Well, well, what do we have here? Newcomers at my ball?" Turning, you see a satyr stepping forward, his every movement exuding theatrical flair. Cannifer, the Revelmaster, is strikingly dressed in shimmering silks and adorned with golden jewelry, his horns polished to a gleaming finish. A sly smile plays across his lips, though his sharp eyes betray a hint of irritation.
One character per dance may earn 1 Renown from Cannifer by completing this challenge. One other character can use the Help Action to grant advantage but will not earn an additional Renown for this help. You get five tries to impress Cannifer. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Cannifer.
Cannifer (Persuasion DC 20, Hard) Subtly outmaneuver his ego by highlighting how much greater he seems when he is gracious to others.
Cannifer (Performance DC 15, Moderate) Offer a display of your own talents that rivals his level of flair by dancing, singing, or performing in another way
Cannifer (Deception DC 15, Moderate) Convincing him to drop his hostility requires stroking that ego and feeding him an endless stream of praise and compliments, no matter how over-the-top they may seem.
Darisis The gorgeous, friendly, fun-loving Dryad who wants to be seen dancing with all newcomers.
One character per dance may earn 1 Renown from Darisis. Unlike all the other patrons, this challenge cannot be assisted by others. You get five tries to impress Darisis. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Darisis.
Darisis (Acrobatics or Athletics DC 10, Easy) You manage to keep up with her graceful movements. Darisis beams with delight, her laughter ringing like soft wind chimes.
Darisis (Arcana, History, Nature, or Religion DC 10, Easy) You impress her with facts of Magic, History, Nature, or Fey gods.
Darisis (Constitution Save DC 5, Very Easy) You show no signs of fatigue during the dance.
Fidget A playful Pixie who is Indifferent and pesters the adventurers with pranks throughout the evening, without causing any actual harm.
One character per dance may earn 1 Renown from Fidget by completing this challenge. One other character can use the Help Action to grant advantage but will not earn an additional Renown for this help. You get six tries to impress Fidget. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Fidget.
Fidget (Slight of Hand DC 10, Easy) The playful instigator has dared you to pickpocket a clockwork amulet off of a wealthy patron.
Fidget (Medicine DC 10, Easy) She mixes several drinks together to make a nearly black concoction and asks you to drink it. You know it won't "kill you."
Fidget (Animal Handling DC 10, Easy) She introduces you to a Longtooth Shifter patron and wants you to charm him with your Animal Handling. If successful the patron will howl like a wolf and wag his tail.
Granny Snailtongue This patron is a Hostile Green Hag who sees the adventurers as potentially useful tools.
Each character can re-roll one failed check with Granny's help, but only one time per character.
Raxas Albrethin As he notices the adventurers, his lips curl into a sneer. “Ah, the mortals have arrived,” he says, his voice dripping with sarcasm. “How quaint. I do hope you’re enjoying your little foray into the Feywild. I wonder, will you manage to survive the evening without embarrassing yourselves? Though, I must admit, watching you fail might prove entertaining.”
One character per dance may earn 1 Renown from Raxas by completing this challenge. One other character can use the Help Action to grant advantage but will not earn an additional Renown for this help. You get five tries to impress Raxas. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Raxas.
Special Note: Raxas will lower each of his DC's by 5. He will change from Hostile to Friendly if the characters manage to gain 6 Renown before impressing him.
Raxas (Intimidation DC 20/15, Hard) Raxas Albrethin is not easily cowed. The drow mage exudes an air of confidence and power that makes him nearly impervious to intimidation. However, a sufficiently bold or commanding display might force him to reconsider his scornful attitude.
Raxas (Insight DC 15, Moderate) Raxas Albrethin’s arrogance and sharp tongue may seem impenetrable, but a keen observer can pick up subtle cues beneath his disdainful exterior. His body language, the occasional flicker of doubt in his eyes, and the way he keeps glancing at certain individuals in the room suggest that his hostility stems more from insecurity than genuine malice.
Raxas (Deception or Performance DC 15, Moderate) Successfully pretend to fumble or err in a way that feeds Raxas’s sense of superiority without truly undermining your own standing.
Borag, Wizard Sage Orc with the shield spell cantrips, Acid Splash, Frostbite, Mind Sliver, Toll the Dead, True Strike always prepared 1st, Evocation Savant Chromatic Orb, Magic Initiate Shield prepared 1st, False Life, Mage Armor, Magic Missile, Sleep, Thunderwave always prepared 2nd, Evocation Savant Scorching Ray prepared 2nd, Arcane Vigor, Misty Step prepared 3rd, Blink, Fireball, Haste, Summon Fey prepared 4th, Blight, Evard's Black Tentacles Uncommon: Cloak of Protection, Periapt of Wound Closure, 2x Wand of Magic Missiles Rare: Bracers of Defense
Rak, Barbarian Guard Orc with a Greataxe Uncommon: Cloak of Protection, Greataxe +1, Periapt of Wound Closure, Winged Boots Rare: Vicious Greataxe
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The Orcs
These two Orcs are as different from each other as two Orcs can be. One is a disciplined an studied Wizard the other a wild and chaotic Barbarian. They relied on each other's skills in many adventures of the past and as this latest adventure comes to an end, they pause in the streets of Grehawk as the gentle falling snow stops for a moment and the clouds roll by, showing a full moon.
At the exact stroke of midnight, you hold the shimmering invitation aloft, allowing the moonlight to bathe it in a radiant glow. Instantly, a rush of cold air swirls around you, and the world shifts in a cascade of glittering frost. When the light clears, you find yourself standing in the grand ice palace of the Feywild.
The First Dance A fun-loving Dryad approaches, introducing herself as Darisis, "Now, which one of you will accompany me on this dance?"
"Madam, may I have this dance?" Borag eagerly says before Rak even notices the beautiful Dryad and they are off dancing while Rak scans the room.
Darisis (Acrobatics or Athletics DC 10, Easy) Borag attempts to keep up with his dance partner, Acrobatics DC 10 vs 3
Darisis (Arcana, History, Nature, or Religion DC 10, Easy) Borag and that's the real reason it's call "Mage Armor", Arcana DC 10 vs 10
Darisis (Constitution Save DC 5, Very Easy) Borag says, "I'm really not tired at all" Constitution Save DC 5 vs 18
Rak, "Me want meat." He mumbles under his breath as he searches for food and refreshments.
Fidget (Slight of Hand DC 10, Easy) Rak says to Fidget, "I get you amulet, I not afraid," Slight of Hand DC 10 vs 20
Fidget (Medicine DC 10, Easy) Rak says, "Smells fine to me." Then drinks. Medicine DC 10 vs 2
Fidget (Animal Handling DC 10, Easy) Rak greets the noble Longtooth, "Are you a puppy?" Animal Handling DC 10 vs 15
Borag attempts to keep up with his dance partner, Acrobatics DC 10 vs 3 Borag and that's the real reason it's call "Mage Armor", Arcana DC 10 vs 10 Borag says, "I'm really not tired at all" Constitution Save DC 5 vs 18
Three attempts and two successes.
Darisis (Acrobatics or Athletics DC 10, Easy) Retry "I'm really a much better dancer. Let me try again", Acrobatics DC 10 vs 9
Rak says to Fidget, "I get you amulet, I not afraid," Slight of Hand DC 10 vs 20 Rak says, "Smells fine to me." Then drinks. Medicine DC 10 vs 2 Rak greets the noble Longtooth, "Are you a puppy?" Animal Handling DC 10 vs 15
Three attempts and two successes.
Fidget (Medicine DC 10, Easy) Retry Rak says, "I can't drink it. Maybe just a finger." Medicine DC 10 vs 11
This post has potentially manipulated dice roll results.
With two patrons impressed, the party has earned 2 Renown.
The Second Dance "And now," she says with a playful grin, "may I have the honor of this next dance?" The Dryad says as she takes Rak's hand onto the dance floor.
Darisis (Acrobatics or Athletics DC 10, Easy) Rak seems uneasy on his feet until he notices that the steps are familiar to a dance from his Barbarian Tribe. Athletics DC 10 vs 13
Darisis (Arcana, History, Nature, or Religion DC 10, Easy) Rak notices flowers growing in Darisis' hair, "I know Black Eyed Susan." Nature DC 10 vs 18
Darisis (Constitution Save DC 5, Very Easy) Rak says, "Dancing fun!" Constitution Save DC 5 vs 14
Fidget (Slight of Hand DC 10, Easy) "You are a naughty little pixie!" Slight of Hand DC 10 vs 4
Fidget (Medicine DC 10, Easy) "Do I have to drink this?" He smells the drink. Medicine DC 10 vs 2
Fidget (Animal Handling DC 10, Easy) "I mean no disrespect but may I pet your fur?" Animal Handling DC 10 vs 16
Rak seems uneasy on his feet until he notices that the steps are familiar to a dance from his Barbarian Tribe. Athletics DC 10 vs 20 Rak notices flowers growing in Darisis' hair, "I know Black Eyed Susan." Nature DC 10 vs 12 Rak says, "Dancing fun!" Constitution Save DC 5 vs 8
Three attempts, three successes, 1 Renown earned.
"You are a naughty little pixie!" Slight of Hand DC 10 vs 3 "Do I have to drink this?" He smells the drink. Medicine DC 10 vs 15 "I mean no disrespect but may I pet your fur?" Animal Handling DC 10 vs 3
Three attempts, one success. Only two tries remain.
Fidget (Slight of Hand DC 10, Easy) You are going to get me into real trouble here. Slight of Hand DC 10 vs 15
Fidget (Animal Handling DC 10, Easy) How about behind the ear? Animal Handling DC 10 vs 18
With two more patrons impressed, the party has earned 4 Renown and is on the way to successfully completing this loony adventure.
Rude Interruption A ripple of tension runs through the crowd, and the music falters as a booming voice echoes from the grand entrance. Standing in the doorway is a towering Hobgoblin Warlord,
Round 1 Rak begins to rage as a bonus action then charges Varka in the lead position Rak reckless adv, vicious1 Attack: 25 Damage: 17, frenzy +2d6 (6 Rak reckless adv, vicious2 Attack: 22 Damage: 16 Rak reckless adv, cleave3 Attack: 21 Damage: 9
Borag uses a bonus action to gain 3 temp hit points from Adrenaline Rush Borag casts Evard's Black Tentacles, it hits the hobgoblins but Rak is just outside of reach. Strength DC 15, on fail take 14 bludgeoning damage and become [conditions]restrained[/conditions] Varka V1 Strength Save DC 15 vs 19 HC2 Strength Save DC 15 vs 16 HB3 Strength Save DC 15 vs 17 HB4 Strength Save DC 15 vs 7 HB5 Strength Save DC 15 vs 18 HB6 Strength Save DC 15 vs 3 HB7 Strength Save DC 15 vs 4
Round 1 Rak reckless adv, vicious1 Attack: 25 Damage: 17, frenzy +2d6 (6 Rak reckless adv, vicious2 Attack: 22 Damage: 16 Rak reckless adv, cleave3 Attack: 21 Damage: 9
V1 takes 17, 6, total 23 damage. V1 (74/97) cleave3 hits HC2 for 16 damage. HC2 (23/39) V1 uses a reaction to parry. AC 20 becomes AC 23. This makes the second attack miss.
HB4 Strength Save DC 15 vs 7 HB6 Strength Save DC 15 vs 3 HB7 Strength Save DC 15 vs 4
HB4 takes 14 damage and dies. HB6 takes 14 damage and dies. HB7 takes 14 damage and dies.
Borag is crit by a lucky shot! Borag loses his 3 temps and takes 22 real damage and must make a Constitution Save DC 11 or lose his Black Tentacles. Borag (29/51) Borag Constitution Save DC 11 vs 13
Rak also gets crit for half of 23 (11) damage. Rak (57/68) The other two attacks miss
HB5 longbow, Attack: 21 Damage: 9
Borag takes another 9 damage. Borag (20/51)
Round 2 Rak reckless adv, vicious1 Attack: 27 Damage: 33, frenzy +2d6 (5 Rak reckless adv, vicious2 Attack: 18 Damage: 22 Rak reckless adv, cleave3 Attack: 26 Damage: 8
V1 will get crit (that's three crits in one post!) frenzy crit will add another +2d6 damage (4) cleave3 will hit HC2 for 8 damage. HC2 (15/39) The second attack misses V1
V1 Wisdom Save DC 15 vs 20 HB5 Wisdom Save DC 15 vs 14
Borag also uses adrenaline rush to gain +3 temp hit points HB5 becomes incapacitated.
Round 3 Rak uses his last adrenaline rush to gain +3 temp hit points Rak reckless adv, vicious1 Attack: 17 Damage: 14, frenzy +2d6 (10) Rak reckless adv, vicious2 Attack: 22 Damage: 14 Rak reckless adv, cleave3 Attack: 19 Damage: 14
Rak uses adrenaline rush to gain +3 temp hit points Borag sees an opportunity to drop a fireball onto the dance floor except there is Rak in the way, Darisis will also get caught in the blast as well as some others. Borag uses sculpt spell to give three patrons and Rak auto success on the fireball and take no damage on a save. Borag casts [spells]fireball[/spell] for 33 fire damage, Dexterity Save DC 15 take half (16.5) Varka V1 Dexterity Save DC 15 vs 21 HC2 Dexterity Save DC 15 vs 15 HB3 Dexterity Save DC 15 vs 14 HB5 Dexterity Save DC 15 vs 20
Round 3 Rak reckless adv, vicious1 Attack: 17 Damage: 14, frenzy +2d6 (10) Rak reckless adv, vicious2 Attack: 22 Damage: 14 Rak reckless adv, cleave3 Attack: 19 Damage: 14
V1 uses parry so the first attack will miss but the second attack hits for 14 and 10 frenzy damage. V1 (5/97) HC2 will also take 14 cleave damage. HC2 (1/39)
Borag casts [spells]fireball[/spell] for 33 fire damage, Dexterity Save DC 15 take half (16.5) Varka V1 Dexterity Save DC 15 vs 21 HC2 Dexterity Save DC 15 vs 15 HB3 Dexterity Save DC 15 vs 14 HB5 Dexterity Save DC 15 vs 20
V1 takes 16 damage and dies HC2 takes 16 damage and dies HB3 takes 33 damage and dies three times over HB5 takes 16 damage and dies
Rude Interruption Rewards Party Renown +2 3,500 XP (1,750 XP each) coin purse 875 gp (437 gp 5 sp each)
The party has earned 6 Renown. Hoping to earn more.
As the final blow lands and the last hobgoblin falls, a stunned silence hangs over the room for only a moment before the crowd erupts into cheers. The gathered guests clap and cheer, their voices filled with admiration and excitement. The tension of the battle fades as quickly as it arrived, replaced by the infectious energy of the ball. The magical band strikes up a lively tune, as if cued by the crowd's enthusiasm, and the dance resumes almost immediately.
Last Dance Borag asks Rak if he will try to impress Raxas, while he helps from the sidelines. Rak agrees, "Whacha mean Imp Press?"
Raxas (Intimidation DC 20, Hard) Rak, slack jawed and meanacing, does his best with advantage Intimidation DC 20 vs 14
Raxas (Insight DC 15, Moderate) A little easier, Borag helps Rak truly understand the plight of the wealthy mage. Advantage Insight DC 15 vs 13
Raxas (Deception or Performance DC 15, Moderate) Without trying Rak falls and smashes a table. Advantage Performance DC 15 vs 18
Rak, slack jawed and meanacing, does his best with advantage Intimidation DC 20 vs 14 A little easier, Borag helps Rak truly understand the plight of the wealthy mage. Advantage Insight DC 15 vs 13 Without trying Rak falls and smashes a table. Advantage Performance DC 15 vs 18
Raxas lowers his DC's by 5 once the Party has gained 6 Renown. This means two successes and only one failure
Raxas (Intimidation DC 15, Moderate) "No really, me scary!" Advantage Intimidation DC 20 vs 20 "This is my scary face!" Advantage Intimidation DC 20 vs 18 Granny Snailtongue pretends to be scared, earning one reroll without advantage, Intimidation DC 20 vs 2
Although Raxas has become a friend, he is still unimpressed with your attempts to make a stronger impression.
Conclusion As the final dance draws to a close, a hush falls over the crowd. The air grows colder, carrying with it an otherworldly stillness, and the icy glow of the palace intensifies. The fey guests part, their attention drawn to the grand staircase at the far end of the ballroom, where a regal figure descends.
The Baron of the Boreal Ball is a striking sight, his tall, elegant frame clad in robes of frost and ice, shimmering with unearthly brilliance. His pale blue skin glows faintly in the ambient light, and his piercing, crystalline eyes scan the room with an expression of quiet authority. Each step he takes is deliberate, his presence commanding respect and silence.
If the Party has Earned 6+ Renown This Evening Stopping before your group, the Baron inclines his head slightly, his voice smooth and resonant as he addresses you. “You have danced with grace, mingled with charm, and shown bravery in the face of unwelcome guests. You have earned the favor of this court.”
He extends his hand, and delicate, icy sigils swirl into existence, forming shimmering charms that hover momentarily before drifting into each of your hands. “Accept this Charm of the Boreal Ball, a token of my esteem. Use it wisely, for its magic is fleeting.”
The crowd erupts into applause as the Baron steps back, his approval cementing your place in the annals of the Boreal Ball. Along with his favor, you feel a surge of experience and recognition, the trials of the night strengthening your resolve.
Reward The Charm of the Boreal Ball is a Supernatural Gift which allows each character who has it to cast the level 3 version of the Ice Knife spell. Once used, the Charm vanishes. Each character also earns a bonus 1,700 XP and 425 gp
Boreal Ball (Level 7 Adventure Example DMG 2024)
Overview
In this adventure, there is no DM. Players will create one, two, or three characters and form a 7th 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. The response was great. This is the last of five Example Adventures from the new DMG. While I will be returning to my other PbP threads after this, I could be convinced to start up a new thread with either an older published adventure, converted for 2024, or even an original.
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 23,000 XP at 7th 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 5,800 gp or four potions of healing, four uncommon magic items, one rare 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.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Boreal Ball
Introduction
As twilight settles over the the Free City of Greyhawk, and as the first stars prick the velvet sky. Each of you notices a delicate, shimmering envelope materializing right before you, suspended in the air. Crafted from what appears to be frosted silver and sealed with an intricate crest of swirling snowflakes, the envelope exudes a soft, otherworldly glow.
Breaking the seal, you find an invitation written in elegant, flowing script:
"By the grace of the Baron of the Boreal Ball, you are hereby cordially invited to an evening of eternal enchantment at his illustrious ice palace within the heart of the Feywild. Prepare yourself for a night of unparalleled revelry, dance, and wonder. At the stroke of midnight, hold this invitation to the moonlit sky, and you shall be escorted to the festivities. Formal attire is admired but not required. May your spirits be as light as the winter's first snow."
As you read, a chill yet pleasant breeze brushes past, carrying with it the faint melody of distant music and laughter. The air around you sparkles momentarily with tiny ice crystals that vanish as quickly as they appeared. The opportunity is as enticing as it is enigmatic. What wonders might you witness? What secrets could you uncover? Whatever the reason, you choose to accept this invitation to the Boreal Ball.
At the exact stroke of midnight, you hold the shimmering invitation aloft, allowing the moonlight to bathe it in a radiant glow. Instantly, a rush of cold air swirls around you, and the world shifts in a cascade of glittering frost. When the light clears, you find yourself standing in the grand ice palace of the Feywild.
The scene before you is a breathtaking spectacle: magical creatures of every kind, from regal fey nobles to enigmatic otherworldly beings, mingle in dazzling formal attire. The hall is alive with vibrant colors and shimmering frost, lit by floating orbs of cold fire that cast a sparkling glow on the crystalline walls. A band of fairies finishes a rousing piece of music as a delighted cheer ripples through the crowd.
As the band takes a brief pause before beginning a new melody, you sense the attention of the room shifting toward you. Whispers ripple among the guests, and several pairs of curious eyes linger on you and your companions, sizing you up as the newcomers to this enchanted affair. The weight of their gaze carries both intrigue and expectation—your presence at the Boreal Ball has clearly not gone unnoticed. A fun-loving Dryad approaches, introducing herself as Darisis, "Now, which one of you will accompany me on this dance?"
There are three dances before the night is done
Each character can earn 1 renown point during each dance
Each patron can give 1 renown to a different character during each dance
At the end of the dance, tally up your renown points as a party.
As the music swells to its final, enchanting notes, Darisis, the graceful Dryad, smiles warmly at you, her emerald-green eyes sparkling with delight. "Thank you for the dance," she says in a lilting, melodic voice, her gratitude as genuine as her charm. With an elegant twirl, she steps back, her movements fluid and effortless, like a breeze through the trees.
Her gaze sweeps across your companions, and she extends a delicate hand toward another party member. "And now," she says with a playful grin, "may I have the honor of this next dance?" The invitation hangs in the air, filled with a mixture of warmth and anticipation, as the magical band begins a lively new tune.
There are three dances before the night is done
Each character can earn 1 renown point during each dance
Each patron can give 1 renown to a different character during each dance
At the end of the dance, tally up your renown points as a party.
As the second dance concludes, the air in the grand hall shifts abruptly. A ripple of tension runs through the crowd, and the music falters as a booming voice echoes from the grand entrance.
Standing in the doorway is a towering Hobgoblin Warlord, clad in dark, jagged armor that gleams under the icy glow of the palace lights. His piercing red eyes scan the room with disdain as he strides forward, flanked by his Captain and five heavily armed Warriors. The clatter of their boots on the crystalline floor is matched only by the murmur of shocked whispers from the other guests. Varka sneers, "This is what passes, as proper? In the Feywild? Inviting outsiders to taint our revelry?" His tone drips with contempt as he gestures sharply toward you. "Defend yourselves, if you dare!"
1x Hobgoblin Captain' CR 3 (700 XP)
5x Hobgoblin Warriors' CR 1/2 (100 XP each)
Rude Interruption Rewards (Party Renown +2. 3,500 XP, coin purse 875 gp)
As the final blow lands and the last hobgoblin falls, a stunned silence hangs over the room for only a moment before the crowd erupts into cheers. The gathered guests clap and cheer, their voices filled with admiration and excitement. The tension of the battle fades as quickly as it arrived, replaced by the infectious energy of the ball.
The magical band strikes up a lively tune, as if cued by the crowd's enthusiasm, and the dance resumes almost immediately. Elegant fey nobles and enchanting creatures swirl back onto the ice-polished floor, their movements as fluid and effortless as the music that fills the air. The blood and chaos of the battle are swept away like a forgotten dream, leaving only the glimmering grandeur of the Boreal Ball. Several guests nod to you with newfound respect, and a few even raise their glasses in your direction, acknowledging your victory. The revelry continues unabated, the memory of your triumph now a part of the evening's legends. The night carries on, and the attention on your group is greater than ever.
There are three dances before the night is done
Each character can earn 1 renown point during each dance
Each patron can give 1 renown to a different character during each dance
At the end of the dance, tally up your renown points as a party.
Conclusion
As the final dance draws to a close, a hush falls over the crowd. The air grows colder, carrying with it an otherworldly stillness, and the icy glow of the palace intensifies. The fey guests part, their attention drawn to the grand staircase at the far end of the ballroom, where a regal figure descends.
The Baron of the Boreal Ball is a striking sight, his tall, elegant frame clad in robes of frost and ice, shimmering with unearthly brilliance. His pale blue skin glows faintly in the ambient light, and his piercing, crystalline eyes scan the room with an expression of quiet authority. Each step he takes is deliberate, his presence commanding respect and silence.
If the Party has Earned 6+ Renown This Evening
Stopping before your group, the Baron inclines his head slightly, his voice smooth and resonant as he addresses you. “You have danced with grace, mingled with charm, and shown bravery in the face of unwelcome guests. You have earned the favor of this court.”
He extends his hand, and delicate, icy sigils swirl into existence, forming shimmering charms that hover momentarily before drifting into each of your hands. “Accept this Charm of the Boreal Ball, a token of my esteem. Use it wisely, for its magic is fleeting.”
The crowd erupts into applause as the Baron steps back, his approval cementing your place in the annals of the Boreal Ball. Along with his favor, you feel a surge of experience and recognition, the trials of the night strengthening your resolve.
Reward
The Charm of the Boreal Ball is a Supernatural Gift which allows each character who has it to cast the level 3 version of the Ice Knife spell. Once used, the Charm vanishes. Each character also earns a bonus 1,700 XP and 425 gp
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Cannifer
As the music swirls through the grand hall, a sharp, lilting voice cuts through the revelry. "Well, well, what do we have here? Newcomers at my ball?" Turning, you see a satyr stepping forward, his every movement exuding theatrical flair. Cannifer, the Revelmaster, is strikingly dressed in shimmering silks and adorned with golden jewelry, his horns polished to a gleaming finish. A sly smile plays across his lips, though his sharp eyes betray a hint of irritation.
One character per dance may earn 1 Renown from Cannifer by completing this challenge. One other character can use the Help Action to grant advantage but will not earn an additional Renown for this help. You get five tries to impress Cannifer. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Cannifer.
Cannifer (Persuasion DC 20, Hard)
Subtly outmaneuver his ego by highlighting how much greater he seems when he is gracious to others.
Cannifer (Performance DC 15, Moderate)
Offer a display of your own talents that rivals his level of flair by dancing, singing, or performing in another way
Cannifer (Deception DC 15, Moderate)
Convincing him to drop his hostility requires stroking that ego and feeding him an endless stream of praise and compliments, no matter how over-the-top they may seem.
Darisis
The gorgeous, friendly, fun-loving Dryad who wants to be seen dancing with all newcomers.
One character per dance may earn 1 Renown from Darisis. Unlike all the other patrons, this challenge cannot be assisted by others. You get five tries to impress Darisis. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Darisis.
Darisis (Acrobatics or Athletics DC 10, Easy)
You manage to keep up with her graceful movements. Darisis beams with delight, her laughter ringing like soft wind chimes.
Darisis (Arcana, History, Nature, or Religion DC 10, Easy)
You impress her with facts of Magic, History, Nature, or Fey gods.
Darisis (Constitution Save DC 5, Very Easy)
You show no signs of fatigue during the dance.
Fidget
A playful Pixie who is Indifferent and pesters the adventurers with pranks throughout the evening, without causing any actual harm.
One character per dance may earn 1 Renown from Fidget by completing this challenge. One other character can use the Help Action to grant advantage but will not earn an additional Renown for this help. You get six tries to impress Fidget. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Fidget.
Fidget (Slight of Hand DC 10, Easy)
The playful instigator has dared you to pickpocket a clockwork amulet off of a wealthy patron.
Fidget (Medicine DC 10, Easy)
She mixes several drinks together to make a nearly black concoction and asks you to drink it. You know it won't "kill you."
Fidget (Animal Handling DC 10, Easy)
She introduces you to a Longtooth Shifter patron and wants you to charm him with your Animal Handling. If successful the patron will howl like a wolf and wag his tail.
Granny Snailtongue
This patron is a Hostile Green Hag who sees the adventurers as potentially useful tools.
Each character can re-roll one failed check with Granny's help, but only one time per character.
Raxas Albrethin
As he notices the adventurers, his lips curl into a sneer. “Ah, the mortals have arrived,” he says, his voice dripping with sarcasm. “How quaint. I do hope you’re enjoying your little foray into the Feywild. I wonder, will you manage to survive the evening without embarrassing yourselves? Though, I must admit, watching you fail might prove entertaining.”
One character per dance may earn 1 Renown from Raxas by completing this challenge. One other character can use the Help Action to grant advantage but will not earn an additional Renown for this help. You get five tries to impress Raxas. If you fail a check you can try again. If you complete a check, you may not repeat it. You must have three successes to earn 1 Renown from Raxas.
Special Note: Raxas will lower each of his DC's by 5. He will change from Hostile to Friendly if the characters manage to gain 6 Renown before impressing him.
Raxas (Intimidation DC 20/15, Hard)
Raxas Albrethin is not easily cowed. The drow mage exudes an air of confidence and power that makes him nearly impervious to intimidation. However, a sufficiently bold or commanding display might force him to reconsider his scornful attitude.
Raxas (Insight DC 15, Moderate)
Raxas Albrethin’s arrogance and sharp tongue may seem impenetrable, but a keen observer can pick up subtle cues beneath his disdainful exterior. His body language, the occasional flicker of doubt in his eyes, and the way he keeps glancing at certain individuals in the room suggest that his hostility stems more from insecurity than genuine malice.
Raxas (Deception or Performance DC 15, Moderate)
Successfully pretend to fumble or err in a way that feeds Raxas’s sense of superiority without truly undermining your own standing.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
cantrips, Acid Splash, Frostbite, Mind Sliver, Toll the Dead, True Strike
always prepared 1st, Evocation Savant Chromatic Orb, Magic Initiate Shield
prepared 1st, False Life, Mage Armor, Magic Missile, Sleep, Thunderwave
always prepared 2nd, Evocation Savant Scorching Ray
prepared 2nd, Arcane Vigor, Misty Step
prepared 3rd, Blink, Fireball, Haste, Summon Fey
prepared 4th, Blight, Evard's Black Tentacles
Uncommon: Cloak of Protection, Periapt of Wound Closure, 2x Wand of Magic Missiles
Rare: Bracers of Defense
Uncommon: Cloak of Protection, Greataxe +1, Periapt of Wound Closure, Winged Boots
Rare: Vicious Greataxe
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
At the exact stroke of midnight, you hold the shimmering invitation aloft, allowing the moonlight to bathe it in a radiant glow. Instantly, a rush of cold air swirls around you, and the world shifts in a cascade of glittering frost. When the light clears, you find yourself standing in the grand ice palace of the Feywild.
The First Dance
A fun-loving Dryad approaches, introducing herself as Darisis, "Now, which one of you will accompany me on this dance?"
"Madam, may I have this dance?" Borag eagerly says before Rak even notices the beautiful Dryad and they are off dancing while Rak scans the room.
Darisis (Acrobatics or Athletics DC 10, Easy)
Borag attempts to keep up with his dance partner, Acrobatics DC 10 vs 3
Darisis (Arcana, History, Nature, or Religion DC 10, Easy)
Borag and that's the real reason it's call "Mage Armor", Arcana DC 10 vs 10
Darisis (Constitution Save DC 5, Very Easy)
Borag says, "I'm really not tired at all" Constitution Save DC 5 vs 18
Rak, "Me want meat." He mumbles under his breath as he searches for food and refreshments.
Fidget (Slight of Hand DC 10, Easy)
Rak says to Fidget, "I get you amulet, I not afraid," Slight of Hand DC 10 vs 20
Fidget (Medicine DC 10, Easy)
Rak says, "Smells fine to me." Then drinks. Medicine DC 10 vs 2
Fidget (Animal Handling DC 10, Easy)
Rak greets the noble Longtooth, "Are you a puppy?" Animal Handling DC 10 vs 15
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Three attempts and two successes.
Darisis (Acrobatics or Athletics DC 10, Easy) Retry
"I'm really a much better dancer. Let me try again", Acrobatics DC 10 vs 9
Three attempts and two successes.
Fidget (Medicine DC 10, Easy) Retry
Rak says, "I can't drink it. Maybe just a finger." Medicine DC 10 vs 11
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
With two patrons impressed, the party has earned 2 Renown.
The Second Dance
"And now," she says with a playful grin, "may I have the honor of this next dance?" The Dryad says as she takes Rak's hand onto the dance floor.
Darisis (Acrobatics or Athletics DC 10, Easy)
Rak seems uneasy on his feet until he notices that the steps are familiar to a dance from his Barbarian Tribe. Athletics DC 10 vs 13
Darisis (Arcana, History, Nature, or Religion DC 10, Easy)
Rak notices flowers growing in Darisis' hair, "I know Black Eyed Susan." Nature DC 10 vs 18
Darisis (Constitution Save DC 5, Very Easy)
Rak says, "Dancing fun!" Constitution Save DC 5 vs 14
Fidget (Slight of Hand DC 10, Easy)
"You are a naughty little pixie!" Slight of Hand DC 10 vs 4
Fidget (Medicine DC 10, Easy)
"Do I have to drink this?" He smells the drink. Medicine DC 10 vs 2
Fidget (Animal Handling DC 10, Easy)
"I mean no disrespect but may I pet your fur?" Animal Handling DC 10 vs 16
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Three attempts, three successes, 1 Renown earned.
Three attempts, one success. Only two tries remain.
Fidget (Slight of Hand DC 10, Easy)
You are going to get me into real trouble here. Slight of Hand DC 10 vs 15
Fidget (Animal Handling DC 10, Easy)
How about behind the ear? Animal Handling DC 10 vs 18
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
With two more patrons impressed, the party has earned 4 Renown and is on the way to successfully completing this loony adventure.
Rude Interruption
A ripple of tension runs through the crowd, and the music falters as a booming voice echoes from the grand entrance. Standing in the doorway is a towering Hobgoblin Warlord,
Rak init 23, Borag init 17, Varka V1 init 5, Hobgoblin Captain HC2 init 5, Hobgoblin HB3 init 15, HB4 init 17, HB5 init 2, HB6 init 2, HB7 init 9
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Initiative Order
Rak (68/68), Borag (51/51), HB4 (11/11), HB3 (11/11), HB7 (11/11), Varka V1 (97/97), HC2 (39/39), HB5 (11/11), HB6 (11/11)
Round 1
Rak begins to rage as a bonus action then charges Varka in the lead position
Rak reckless adv, vicious1 Attack: 25 Damage: 17, frenzy +2d6 (6
Rak reckless adv, vicious2 Attack: 22 Damage: 16
Rak reckless adv, cleave3 Attack: 21 Damage: 9
Borag uses a bonus action to gain 3 temp hit points from Adrenaline Rush
Borag casts Evard's Black Tentacles, it hits the hobgoblins but Rak is just outside of reach. Strength DC 15, on fail take 14 bludgeoning damage and become [conditions]restrained[/conditions]
Varka V1 Strength Save DC 15 vs 19
HC2 Strength Save DC 15 vs 16
HB3 Strength Save DC 15 vs 17
HB4 Strength Save DC 15 vs 7
HB5 Strength Save DC 15 vs 18
HB6 Strength Save DC 15 vs 3
HB7 Strength Save DC 15 vs 4
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
V1 takes 17, 6, total 23 damage. V1 (74/97)
cleave3 hits HC2 for 16 damage. HC2 (23/39)
V1 uses a reaction to parry. AC 20 becomes AC 23. This makes the second attack miss.
HB4 takes 14 damage and dies.
HB6 takes 14 damage and dies.
HB7 takes 14 damage and dies.
Rak (68/68), Borag (51/51), HB4 (dead), HB3 (11/11), HB7 (dead), Varka V1 (74/97), HC2 (23/39), HB5 (11/11), HB6 (dead)
Round 1 (continued)
HB3 leaves the difficult terrain
HB3 longbow, Attack: 23 Damage: 25
V1 leaves the difficult terrain without provoking
Varka V1 longsword1, Attack: 29 Damage: 8, martial advantage (15)
Varka V1 longsword2, Attack: 14 Damage: 5
Varka V1 longsword3, Attack: 13 Damage: 5
HC2 leaves the difficult terrain without provoking
HC2 uses leadership to grant +1d4 to all ally attack rolls and saving throws
HB5 leaves the difficult terrain
HB5 longbow, Attack: 21 Damage: 9
Round 2
Rak uses adrenaline rush to gain +3 temp hit points
Rak reckless adv, vicious1 Attack: 27 Damage: 33, frenzy +2d6 (5
Rak reckless adv, vicious2 Attack: 18 Damage: 22
Rak reckless adv, cleave3 Attack: 26 Damage: 8
Borag drops sleep on Varka V1 and also hit HB5 who is diagonally adjacent
V1 Wisdom Save DC 15 vs 20
HB5 Wisdom Save DC 15 vs 14
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Borag is crit by a lucky shot!
Borag loses his 3 temps and takes 22 real damage and must make a Constitution Save DC 11 or lose his Black Tentacles. Borag (29/51)
Borag Constitution Save DC 11 vs 13
Rak also gets crit for half of 23 (11) damage. Rak (57/68)
The other two attacks miss
Borag takes another 9 damage. Borag (20/51)
V1 will get crit (that's three crits in one post!) frenzy crit will add another +2d6 damage (4)
cleave3 will hit HC2 for 8 damage. HC2 (15/39)
The second attack misses V1
Borag also uses adrenaline rush to gain +3 temp hit points
HB5 becomes incapacitated.
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
V1 will take 33, 5, 7, total 45 damage. V1 (29/97)
Rak (57/68, 3 temps), Borag (20/51, 3 temps), HB3 (11/11), Varka V1 (74/97), HC2 (23/39), HB5 (11/11)
Round 2 (continued)
HB3 longbow, Attack: 23 Damage: 16
Varka V1 longsword1, Attack: 29 Damage: 7, martial advantage (16)
Varka V1 longsword2, Attack: 20 Damage: 10
Varka V1 longsword3, Attack: 31 Damage: 12
HC2 greatsword1, Attack: 23 Damage: 6, martial advantage (8)
HC2 greatsword2, Attack: 7 Damage: 11
HB2 should have rolled 14 +1d4 so did not fail the sleep save
HB5 longbow, Attack: 8 Damage: 4
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Borag takes 16 damage, 3 temps gone and 13 real damage. Borag (7/51)
Rak takes half of 23 (11) damage, half of 10 (5) damage, half of 12 (6) damage, total 22. Rak (38/68)
Rak takes half of 14 (7). Rak (31/68)
miss
Rak (38/68), Borag (7/51, 3 temps), HB3 (11/11), Varka V1 (29/97), HC2 (15/39), HB5 (11/11)
Round 3
Rak uses his last adrenaline rush to gain +3 temp hit points
Rak reckless adv, vicious1 Attack: 17 Damage: 14, frenzy +2d6 (10)
Rak reckless adv, vicious2 Attack: 22 Damage: 14
Rak reckless adv, cleave3 Attack: 19 Damage: 14
Rak uses adrenaline rush to gain +3 temp hit points
Borag sees an opportunity to drop a fireball onto the dance floor except there is Rak in the way, Darisis will also get caught in the blast as well as some others.
Borag uses sculpt spell to give three patrons and Rak auto success on the fireball and take no damage on a save.
Borag casts [spells]fireball[/spell] for 33 fire damage, Dexterity Save DC 15 take half (16.5)
Varka V1 Dexterity Save DC 15 vs 21
HC2 Dexterity Save DC 15 vs 15
HB3 Dexterity Save DC 15 vs 14
HB5 Dexterity Save DC 15 vs 20
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
V1 uses parry so the first attack will miss but the second attack hits for 14 and 10 frenzy damage. V1 (5/97)
HC2 will also take 14 cleave damage. HC2 (1/39)
V1 takes 16 damage and dies
HC2 takes 16 damage and dies
HB3 takes 33 damage and dies three times over
HB5 takes 16 damage and dies
Rude Interruption Rewards
Party Renown +2
3,500 XP (1,750 XP each)
coin purse 875 gp (437 gp 5 sp each)
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
The party has earned 6 Renown. Hoping to earn more.
As the final blow lands and the last hobgoblin falls, a stunned silence hangs over the room for only a moment before the crowd erupts into cheers. The gathered guests clap and cheer, their voices filled with admiration and excitement. The tension of the battle fades as quickly as it arrived, replaced by the infectious energy of the ball.
The magical band strikes up a lively tune, as if cued by the crowd's enthusiasm, and the dance resumes almost immediately.
Last Dance
Borag asks Rak if he will try to impress Raxas, while he helps from the sidelines. Rak agrees, "Whacha mean Imp Press?"
Raxas (Intimidation DC 20, Hard)
Rak, slack jawed and meanacing, does his best with advantage Intimidation DC 20 vs 14
Raxas (Insight DC 15, Moderate)
A little easier, Borag helps Rak truly understand the plight of the wealthy mage. Advantage Insight DC 15 vs 13
Raxas (Deception or Performance DC 15, Moderate)
Without trying Rak falls and smashes a table. Advantage Performance DC 15 vs 18
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Raxas lowers his DC's by 5 once the Party has gained 6 Renown.
This means two successes and only one failure
Raxas (Intimidation DC 15, Moderate)
"No really, me scary!" Advantage Intimidation DC 20 vs 20
"This is my scary face!" Advantage Intimidation DC 20 vs 18
Granny Snailtongue pretends to be scared, earning one reroll without advantage, Intimidation DC 20 vs 2
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)
Although Raxas has become a friend, he is still unimpressed with your attempts to make a stronger impression.
Conclusion
As the final dance draws to a close, a hush falls over the crowd. The air grows colder, carrying with it an otherworldly stillness, and the icy glow of the palace intensifies. The fey guests part, their attention drawn to the grand staircase at the far end of the ballroom, where a regal figure descends.
The Baron of the Boreal Ball is a striking sight, his tall, elegant frame clad in robes of frost and ice, shimmering with unearthly brilliance. His pale blue skin glows faintly in the ambient light, and his piercing, crystalline eyes scan the room with an expression of quiet authority. Each step he takes is deliberate, his presence commanding respect and silence.
If the Party has Earned 6+ Renown This Evening
Stopping before your group, the Baron inclines his head slightly, his voice smooth and resonant as he addresses you. “You have danced with grace, mingled with charm, and shown bravery in the face of unwelcome guests. You have earned the favor of this court.”
He extends his hand, and delicate, icy sigils swirl into existence, forming shimmering charms that hover momentarily before drifting into each of your hands. “Accept this Charm of the Boreal Ball, a token of my esteem. Use it wisely, for its magic is fleeting.”
The crowd erupts into applause as the Baron steps back, his approval cementing your place in the annals of the Boreal Ball. Along with his favor, you feel a surge of experience and recognition, the trials of the night strengthening your resolve.
Reward
The Charm of the Boreal Ball is a Supernatural Gift which allows each character who has it to cast the level 3 version of the Ice Knife spell. Once used, the Charm vanishes. Each character also earns a bonus 1,700 XP and 425 gp
Zim Eaglecleft, Fighter 1 (Farmer Dwarf), Descent into Avernus (Hardcore)