Weird that anything would be that high. The tarasque for instance has an average total of 676HP.
So our campaign is heavily homebrewed and due to many oversights, our characters are stupidly powerful, so to balance our unfair damage outputs, he just added a few zeros onto the end of any character we're not supposed to be able to easily kill
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Dungeon Master: Killing your charcters since 1974
Timeless, Boundless, Ruler of The Spire of Creation
Back to Basic/Expert DND and the Sycrawl addon: The cleric made a speech at the religious festival to followers of Celestian (his diety), and got a follower out of it (level zero 5HP torchbearer, she wants to become a cleric). We also picked up 3 mercenaries and a drug dealer/guide, and still had the scientist who needed something from Hawksring (Psionic smile for a quest of ours) with us...and all are level zero with 1HP. We decided on the radiation world (Hawksring) to find a psionic slime for Matteo (scientist).
We set off between worlds and avoided a cable car (in space but it was pointed in the wrong direction) and a port nearly in a hurricane (dangerous). My character for the 2nd time was hit in the head with flying debris...last time it was a ring that sheds light (3 charges) and this time a wrapped ax of hurling which did 5 points of damage (still working on identifying all its properties). As we approached hawksring, a black death cloud of some sort passed right through the ship doing 3 damage on everyone but the robot handyman...killing the 3 mercs, scientist, and guide. So, now do we even need Hawksring without Matteo and his scientific theory? Kind of a moot point since on approach, we rolled badly and wound up at a random world instead...DM rolled 13, so world 11 clockwise is...Emperor's end, the gladiatorial combat world.
Ok, EE is a world we had no interest in previously, but if we don't get killed by solar flares (we need to but protective equipment for the ship and crew), they might have a contact for psychic slimes (they use monsters in the arena). Plus, I've wasted about a dozen identify spells on an elemental amulet with a ton of properties which is also kind of dangerous for us to transport--I'm going to try and sell it an emperor's end to whoever runs the arena. Maybe they want to be able to make the arena super cold and summon an ice elemental for the gladiators to fight? The amulet is currently in cold mode because fire mode would have destroyed the ship, but the cold may eventually damage the ship.
So, in our previous session, the party stormed a frost giant fortress-factory like a 5-man army, and released some Treant slaves. This session, they foght through 4 more frost giants, and the now infamous cursed gems came out of the bag.
The Frost Giant General was hit by one and immediately all of his armour became a jesters outfit which he couldn't remove. His huge hammer became a giant squaky hammer as well.
The Frost Giant Summoner (homebrew) was hit by another and immediately became a Duergar instead of a Frost Giant. Then the corrupting magic within him turned him into a terrifying ice monster.
After the fight, the party managed to destroy a Frost Giant Sky Dreadnaught ( a 1000ft. long sky-ship) by cutting into one of the engines and then activating it, tipping the ship over and onto the next in the assembly line (there were 6!).
They then word-of-recalled themselves back to their skyship, which was flying South (the Cleric spent time making a shrine to Bahamut in his room, for this purpose).
Next up they are aiming to fly north to a monastic city hidden in the wilds, to try and recruit them to fight the Giants!
So, in our previous session, the party stormed a frost giant fortress-factory like a 5-man army, and released some Treant slaves. This session, they foght through 4 more frost giants, and the now infamous cursed gems came out of the bag.
The Frost Giant General was hit by one and immediately all of his armour became a jesters outfit which he couldn't remove. His huge hammer became a giant squaky hammer as well.
The Frost Giant Summoner (homebrew) was hit by another and immediately became a Duergar instead of a Frost Giant. Then the corrupting magic within him turned him into a terrifying ice monster.
After the fight, the party managed to destroy a Frost Giant Sky Dreadnaught ( a 1000ft. long sky-ship) by cutting into one of the engines and then activating it, tipping the ship over and onto the next in the assembly line (there were 6!).
They then word-of-recalled themselves back to their skyship, which was flying South (the Cleric spent time making a shrine to Bahamut in his room, for this purpose).
Next up they are aiming to fly north to a monastic city hidden in the wilds, to try and recruit them to fight the Giants!
This is spelljammer? I play Spelljammer and Skycrawl.
So, in our previous session, the party stormed a frost giant fortress-factory like a 5-man army, and released some Treant slaves. This session, they foght through 4 more frost giants, and the now infamous cursed gems came out of the bag.
The Frost Giant General was hit by one and immediately all of his armour became a jesters outfit which he couldn't remove. His huge hammer became a giant squaky hammer as well.
The Frost Giant Summoner (homebrew) was hit by another and immediately became a Duergar instead of a Frost Giant. Then the corrupting magic within him turned him into a terrifying ice monster.
After the fight, the party managed to destroy a Frost Giant Sky Dreadnaught ( a 1000ft. long sky-ship) by cutting into one of the engines and then activating it, tipping the ship over and onto the next in the assembly line (there were 6!).
They then word-of-recalled themselves back to their skyship, which was flying South (the Cleric spent time making a shrine to Bahamut in his room, for this purpose).
Next up they are aiming to fly north to a monastic city hidden in the wilds, to try and recruit them to fight the Giants!
This is spelljammer? I play Spelljammer and Skycrawl.
This is set in a world where Spelljamming has not yet become commonplace. So far, one person has used it in a side-quest oneshot for other characters, where he stole their tavern to fly to the moon. The skyships are powered by a magical rock called Flyorite which responds to the presence of magic by floating upwards. The party recently completed a quest to find a single boulder of Flyorite, which allowed them to make an unparalleled ship for speed and maneuvrability. They are now facing off against Giants who have their own, ponderous, sky-dreadnaughts!
My Gnome Artificer, Kal, and the party Goliath Barbarian, Koldur, hitched a ride into a city with a group that had a Goliath Wizard. They were called the Ill Omen but the Goliath wanted to name the group the Peace Keepers. He turned out to be a lovable guy and Stone Goliath like Koldur who asked if he had gotten his first tattoo yet to which he replied, "No." We made it to town and found an awesome shop where we got great deals on some magic items and discovered the shop keep also does tattoos. We came up with a plan and went to the inn the Ill Omen were staying at, kicked in the Goliath's door, black bagged him, and managed to roll well enough that we snuck him to the shop and we all got "Peace Keepers" tattoos (Koldur and mine were magical that allowed our stats to go above 20, he went with Con and I chose Int).
Continuing to the next session of old school D&D with Skycrawl:
There was a lot that went on, much of which was factors just lining up. Last session, we were traveling with a scientist who wanted to study a psionic slime at a radiation soaked world (Hawkring) with mutated monsters to find a way to talk to sols (sentient suns that provide heat and air), which is one of out missions. we traveled a few days between worlds and two things happened on approach, a random encounter of a death cloud of some sort hit the ship...and anything organic (not the robot) took 3 points of damage (it rolled its minimum)...but that killed 5 NPCs who had rolled 1 on a d6 (level 0)...the scientist, and the guide and three mercs we had just hired. Then on approach, we rolled badly and got lost, winding up instead at Emperor's End, a gladiator world with an overactive sol and occasional solar flares and toxic gas.
Idea 1. Now, we never had interest in Emperor's end before...but it seemed to me like it might work for us...so I came up with a speech/sales pitch for a magic item we are about fed up with...The Elemental Amulet that my magic user has wasted 10 days identifying (you get one property at a time and it takes a full day plus there is a lot of duplication (2 properties per element and a lot of elements). We stopped it form burning up our ship by hitting it with a cold admixture (think alchemy) but it's still a lot of cold for the ship and eventually it might damage the ship but the other elemental options (fire, water, electricity, etc.) seem more dangerous. BUT., a gladiator world would want to summon elementals for the arena and would have the funds to buy it.
Idea 2. We need info on psionic slimes and a world that buy monsters might have one or info on where we could get one.
Idea 3. We are looking for 2 scientists in particular (especially now that we lost ours) and a busy world like this might have seen them. One might be able to help with the slimes and we have a use for the other.
Idea 4. Hire mercenaries (hopefully tougher ones) and a gladiator world is the right place for it.
Idea 5. They should have rations for sale.
idea 6: Look for protective equipment for the solar flares and toxic gases here. Cleric needs a short bow and arrows for his new henchman (form his recent speaking engagement on the festival world.
How did it work out? Infor we already had on 2. Good info on 3 (more recent that what we had) on one scientist (the one the bounty hunters are after). 4 worked out well. 5 was a no brainer so yes. 6 worked somewhat--2 really good magic gas masks but only those 2 but we left so quickly it didn't matter and were careful with the ship position. We did find the bow and arrows.
What about #1? Halifax (my PC) needed a win for that amulet...casting identify every day for 10 days was a running joke at this point. He found a high level wizard/fighter to buy 2 scrolls off of (web and hold person) and told her about the amulet to see if she knew a buyer (she does, the woman who manages an arena). She wanted to see it before bringing her friend in, so we brought her and 6 guards to the ship where a few of hundred + lbs of huge stone coffin and sand (for insulation) were the resting place of the amulet. She ID'd it to make sure it was what we said it is. It is. Ok...she left to contact her friend and said it might take a day before we heard back.
We did the above errands (and checked market for rumors) and also watched a match where fighters on ropes above water tried to make each other fall. We hired three of the winners (mercs) who rolled 1, 3, 3 on d6 for HP, A little Better than the three 1HP mercs we hired recently (that died). We also checked the arena crowd for rumors. Got back to the ship and the arena manager was there.
I had a prewritten sales pitch ready (the cleric had one last week for a religious festival at a festival world which I used). She wanted to see us conjure an elemental (we haven't done it but Halifax was expecting the request). Halifax chanted for a round and summoned an ice elemental into the air away from the ship. Its probably still floating by somewhere (this setting is like that). She said she was interested. H asked how much. She said she wasn't sure yet. H said "ok, just wanted to make sure you weren't thinking 10k or something like that." She said, 10K is a lot of money" H said, if the amulet only did one element, it would be worth 8K, but this one does many. That was Halifax managing expectations. She asked what we are interested in (cash, gems, magic items, heavy elements (for orcery which is basically alchemy) and left. This was her offer: 26K, a figurine of wonderous power (Golden lions), 4 Candles of truth, a nasty looking gauntlet (the metal is flaking) we need to identify, and 2 Vitra (heavy element we need that is worth 5k each). We took the offer and she set me up with a henchman (level 1 fighter instead of 0 like the hirelings) with a unique fighting style (machete, flint, and burning powder attacks).
PLUS Halifax (thanks to the rumor mechanic) finally got the last 100XP needed to catch up to the rest of the party at level 4. Ols school Magic users have slower XP progression.
The party had a heavy roleplay session, where the Monk had a shared dream with the Life Cleric of Bahamut, about Bahamut, after dissing him inside of one of his temples, which explained why Bahamut had "let the dragons die" (this is lore in my world, the dragons were slain by an ancient hero, and Bahamut tried to get them to hide but they refused, and were slain). In the dream, they learnt of the heroes weapon - the Dragoneater - and that the weapon is now in the possession of the BBEG.
The Warlock had a visit from the Raven queen, her patron, who offered her a drink to protect her from her magic, which was previously controlled by a curse she put on her, and has since been removed by the cleric. This is represented by her starting to multiclass as a wild-magic sorcerer. There was a lot of emotional manipulation.
The Monk, who had not learnt his lesson, then insulted the Raven Queen, and got a visit of his own, in which she accused him of poisoning the Warlock's mind with Hope and Love (there is a romance arc blooming here, with redemption for the warlock who was just a killing machine).
The Artificer-Paladin had a vision in his dreams about the magic item he carries. The visions are always a visitation from an elf who attempts to teach them about what makes a hero, which is a roleplay route for attuning to the item, which is extremely powerful.
After the visions played out, the Artificer and Cleric did some scrying, invented a new spell (6th level, Shared Scrying - include others in the vision) and discovered that the Ettin they had half-killed (they killed one head) is still alive, and is trapped in his artificer armour (it replaces lost limbs - in this case, the half controlled by the dead head), and has degenerated into insanity in the last 6 months (the party died for 6 months, so the world progressed). He is obsessed with bringing his brother back. They moved the scrying orb in front of the dead head and saw a skull leaning against the inside of the helmet.
Then they scryed on the lower BBEG of the campaign, and saw him working on a desk, with a mirror of utter darkness on the desk. Something moved behind the mirror, they failed wisdom saves, and panicking, ended scrying. They then used a magic item of truesight to see an orb watching them back, which they dispelled. It fell into a foul ooze on the floor.
Then they discussed their next moves, the Barbarian was turned into a Mudskipper for continually discussing weaponising fish. The game ended with the appearance on the horizon of a house on a mountain, above a waterfall.
I just DM-ed the session 0 for the final game of D&D I'll be able to play for 2 years. Here's how it went...
After discussing the Homebrew rules and reading the Lore document out loud for that one player who didn't read it, we started the game off in a village square. The players were free to walk around the city, in the week beforehand we had established why every player was there so everyone had a goal. The Fighter was trying to find a boat to travel to an island off the coast where a medicinal herb could be found that could cure a sickness that had afflicted his daughter. Similarly, the Paladin happened to follow my homebrewed goddess Alexis that in legend touched that very same island and all of her followers were required to visit there at least once. Beyond that we had three Bards who all came to the village to compete in a music competition that was being held in town the next day as well as a sorcerer who just had a voice in his head tell him to come here or else. They're all level 13.
They all went about doing their own thing until I had a thief steal from the stand the fighter was buying goods from. The fighter tackled him and bound him in rope then the Paladin and the Rouge/Bard ran over to see what was happening. They argued for a minute with the thief who claimed he was only stealing so he could feed his tribe. Then, because DM, the Thief cut through the rope with a knife and ran off. The Bird Race (Aaracokra is how I think you spell it) Bard tried to intercept but got stabbed in the knee. He then doubled back and recollected all of his food and pulled out his Voidblade (basically the inverse of a Sunblade.) revealing himself to be a Sith Lo- I mean Picem. He then attempted to Force push the PCs away but they all got above 25 on strength. He tried to run but then the ENTIRE TABLE called out "I HAVE THE SENTINAL FEAT!" so they all used it and the Paladin blew him up with a crit smite dealing almost 200 damage to the thief's measly 163.
After the battle the Sorcerer's eyes started glowing and out of them projected a Armor-clad King and a Githzerai Wizard. They were characters from a previous campaign with the King being a beloved NPC and the Wizard being my PC. He was a divination wizard who just gave them exposition via "I had a prophecy!" where the non-descript BBEG was taken down by the adventurers and if they failed the BBEG would gather a bunch of Mcguffins and conquer not just this Universal Sphere (see D&D lore) but all of them. This night a sign would appear in the sky revealing the location of one of these Mcguffins and the players had to race to grab it.
That night amid late night partying an earthquake struck and a giant purple beam blasted into the sky coming from the Island that both the Fighter and Paladin were going to (Called Mitzi Island). The following morning the players found a ship captain by the name of Ronald and that's where we left off.
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Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
Over the last 2 sessions my party (level 13) stopped off at a sinister tower to investigate. After the barbarian communed with nature and was given a vision from the snow and wind of a wizard raising the tower and putting a chest inside, they decided to go get it. They were confronted by two sentient statues which they fought off, though they took some lumps doing so, and they went to go inside, and were confronted by a ghost-like spirit who bid them leave using a fear aura which only caught the Barbarian, who was forced to run. Then the Cleric popped Banishment on them, and they disappeared.
The party elected to surround the point where the spirit had disappeared and hold actions to whale on the thing, so when it reappeared (it was native to this plane) they murdered the death out of it. However, when they all stepped inside, the doors slammed shut and the whole tower seemed to drop 10ft. They then elected to climb the stairs, which seemed to continue for far longer than the tower, so they marked the wall and concluded that they were in a loop. Doubling back, they immediately emerged on the floor the entered on, and they went downstairs.
The first room downstairs was a riddle-puzzle, with 12 knights with different colours and heraldry, and a dead king with 12 swords stuck through him, and a riddle asking which of the knights should now be king. They solved the riddle incredibly quickly - turns out two of the players are knowledgable of coats of arms and how they work, so they didn't even need the hints - and they crowned the correct knight and were allowed to move on.
In the following session, they proceeded downwards again and found a room in which stood an obsidian obelisk shaped like a key, beneath a keyhole. There was a table and chair with a few things on it, and two pieces of paper on the ceiling. After some investigation they worked out that the two lightest things in the room would float to the ceiling, and so they pushed everything out and managed to levitate the key, which the barbarian turned. This changed to corridor outside into a different flight of stairs, which they climbed.
The next room was a room full of junk, with another riddle - this time with two potential answers. They found both and spent some time working out how to use them (you place them on a pedestal and it changes where the door leads to - but it does so silently!), and eventually worked out that one opened the door to outside and the other opened the door to more stairs. They went for the stairs, and they encountered 4 canoloths, which they fought off easily (the canoloths rolled appallingly and the paladin picked up the ambush with divine sense). Then the second of the 2 spirits (Eidolons) manifested inside a statue (the room was ringed in them). I asked the Cleric to roll damage for their Spirit Guardians, and then it got a critical hit on them. The animated statue does 6d12 damage (!) so 12d12 damage (101 total) later the cleric drops like a stone, and the party starts to panic as they were their way out using Word of Recall.
The paladin smites the everloving crap out of the statue and the Eidolon appears. Everyone swings at it and it disappates into the aether, and the Warlock force-feeds the cleric a healing potion. They finally approached the chest, and open it to find some cool loot - a helm of brilliance, 1,800gp, an Anchor feather token (this is terrifying as they are fighting skyships, I shouldn't have let them roll for it!!!), and a bag of Dust of Invisibility. They then word-o'-recalled themselves back to their skyship, and they began to rest, so ending the session!
Last skycrawl session, some weird creature in a sky shark drawn carriage tried to extort 2000 form our skyshio and we said no. he kept staling and chasing us and had some sort of magical attack that messed up our navigation (we needed to make 3 of the 4 PC saving throws and only made 2) and we crashed into the world we were approaching. we are wedged into the side of a mountain and about to lose the ship and abandon it. hopefully we can grab some our look while we jump away. the ship is cracked in half.
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So our campaign is heavily homebrewed and due to many oversights, our characters are stupidly powerful, so to balance our unfair damage outputs, he just added a few zeros onto the end of any character we're not supposed to be able to easily kill
Dungeon Master: Killing your charcters since 1974
Timeless, Boundless, Ruler of The Spire of Creation
Back to Basic/Expert DND and the Sycrawl addon: The cleric made a speech at the religious festival to followers of Celestian (his diety), and got a follower out of it (level zero 5HP torchbearer, she wants to become a cleric). We also picked up 3 mercenaries and a drug dealer/guide, and still had the scientist who needed something from Hawksring (Psionic smile for a quest of ours) with us...and all are level zero with 1HP. We decided on the radiation world (Hawksring) to find a psionic slime for Matteo (scientist).
We set off between worlds and avoided a cable car (in space but it was pointed in the wrong direction) and a port nearly in a hurricane (dangerous). My character for the 2nd time was hit in the head with flying debris...last time it was a ring that sheds light (3 charges) and this time a wrapped ax of hurling which did 5 points of damage (still working on identifying all its properties). As we approached hawksring, a black death cloud of some sort passed right through the ship doing 3 damage on everyone but the robot handyman...killing the 3 mercs, scientist, and guide. So, now do we even need Hawksring without Matteo and his scientific theory? Kind of a moot point since on approach, we rolled badly and wound up at a random world instead...DM rolled 13, so world 11 clockwise is...Emperor's end, the gladiatorial combat world.
Ok, EE is a world we had no interest in previously, but if we don't get killed by solar flares (we need to but protective equipment for the ship and crew), they might have a contact for psychic slimes (they use monsters in the arena). Plus, I've wasted about a dozen identify spells on an elemental amulet with a ton of properties which is also kind of dangerous for us to transport--I'm going to try and sell it an emperor's end to whoever runs the arena. Maybe they want to be able to make the arena super cold and summon an ice elemental for the gladiators to fight? The amulet is currently in cold mode because fire mode would have destroyed the ship, but the cold may eventually damage the ship.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
So, in our previous session, the party stormed a frost giant fortress-factory like a 5-man army, and released some Treant slaves. This session, they foght through 4 more frost giants, and the now infamous cursed gems came out of the bag.
The Frost Giant General was hit by one and immediately all of his armour became a jesters outfit which he couldn't remove. His huge hammer became a giant squaky hammer as well.
The Frost Giant Summoner (homebrew) was hit by another and immediately became a Duergar instead of a Frost Giant. Then the corrupting magic within him turned him into a terrifying ice monster.
After the fight, the party managed to destroy a Frost Giant Sky Dreadnaught ( a 1000ft. long sky-ship) by cutting into one of the engines and then activating it, tipping the ship over and onto the next in the assembly line (there were 6!).
They then word-of-recalled themselves back to their skyship, which was flying South (the Cleric spent time making a shrine to Bahamut in his room, for this purpose).
Next up they are aiming to fly north to a monastic city hidden in the wilds, to try and recruit them to fight the Giants!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
This is spelljammer? I play Spelljammer and Skycrawl.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
This is set in a world where Spelljamming has not yet become commonplace. So far, one person has used it in a side-quest oneshot for other characters, where he stole their tavern to fly to the moon. The skyships are powered by a magical rock called Flyorite which responds to the presence of magic by floating upwards. The party recently completed a quest to find a single boulder of Flyorite, which allowed them to make an unparalleled ship for speed and maneuvrability. They are now facing off against Giants who have their own, ponderous, sky-dreadnaughts!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
My Gnome Artificer, Kal, and the party Goliath Barbarian, Koldur, hitched a ride into a city with a group that had a Goliath Wizard. They were called the Ill Omen but the Goliath wanted to name the group the Peace Keepers. He turned out to be a lovable guy and Stone Goliath like Koldur who asked if he had gotten his first tattoo yet to which he replied, "No." We made it to town and found an awesome shop where we got great deals on some magic items and discovered the shop keep also does tattoos. We came up with a plan and went to the inn the Ill Omen were staying at, kicked in the Goliath's door, black bagged him, and managed to roll well enough that we snuck him to the shop and we all got "Peace Keepers" tattoos (Koldur and mine were magical that allowed our stats to go above 20, he went with Con and I chose Int).
Continuing to the next session of old school D&D with Skycrawl:
There was a lot that went on, much of which was factors just lining up. Last session, we were traveling with a scientist who wanted to study a psionic slime at a radiation soaked world (Hawkring) with mutated monsters to find a way to talk to sols (sentient suns that provide heat and air), which is one of out missions. we traveled a few days between worlds and two things happened on approach, a random encounter of a death cloud of some sort hit the ship...and anything organic (not the robot) took 3 points of damage (it rolled its minimum)...but that killed 5 NPCs who had rolled 1 on a d6 (level 0)...the scientist, and the guide and three mercs we had just hired. Then on approach, we rolled badly and got lost, winding up instead at Emperor's End, a gladiator world with an overactive sol and occasional solar flares and toxic gas.
Idea 1. Now, we never had interest in Emperor's end before...but it seemed to me like it might work for us...so I came up with a speech/sales pitch for a magic item we are about fed up with...The Elemental Amulet that my magic user has wasted 10 days identifying (you get one property at a time and it takes a full day plus there is a lot of duplication (2 properties per element and a lot of elements). We stopped it form burning up our ship by hitting it with a cold admixture (think alchemy) but it's still a lot of cold for the ship and eventually it might damage the ship but the other elemental options (fire, water, electricity, etc.) seem more dangerous. BUT., a gladiator world would want to summon elementals for the arena and would have the funds to buy it.
Idea 2. We need info on psionic slimes and a world that buy monsters might have one or info on where we could get one.
Idea 3. We are looking for 2 scientists in particular (especially now that we lost ours) and a busy world like this might have seen them. One might be able to help with the slimes and we have a use for the other.
Idea 4. Hire mercenaries (hopefully tougher ones) and a gladiator world is the right place for it.
Idea 5. They should have rations for sale.
idea 6: Look for protective equipment for the solar flares and toxic gases here. Cleric needs a short bow and arrows for his new henchman (form his recent speaking engagement on the festival world.
How did it work out? Infor we already had on 2. Good info on 3 (more recent that what we had) on one scientist (the one the bounty hunters are after). 4 worked out well. 5 was a no brainer so yes. 6 worked somewhat--2 really good magic gas masks but only those 2 but we left so quickly it didn't matter and were careful with the ship position. We did find the bow and arrows.
What about #1? Halifax (my PC) needed a win for that amulet...casting identify every day for 10 days was a running joke at this point. He found a high level wizard/fighter to buy 2 scrolls off of (web and hold person) and told her about the amulet to see if she knew a buyer (she does, the woman who manages an arena). She wanted to see it before bringing her friend in, so we brought her and 6 guards to the ship where a few of hundred + lbs of huge stone coffin and sand (for insulation) were the resting place of the amulet. She ID'd it to make sure it was what we said it is. It is. Ok...she left to contact her friend and said it might take a day before we heard back.
We did the above errands (and checked market for rumors) and also watched a match where fighters on ropes above water tried to make each other fall. We hired three of the winners (mercs) who rolled 1, 3, 3 on d6 for HP, A little Better than the three 1HP mercs we hired recently (that died). We also checked the arena crowd for rumors. Got back to the ship and the arena manager was there.
I had a prewritten sales pitch ready (the cleric had one last week for a religious festival at a festival world which I used). She wanted to see us conjure an elemental (we haven't done it but Halifax was expecting the request). Halifax chanted for a round and summoned an ice elemental into the air away from the ship. Its probably still floating by somewhere (this setting is like that). She said she was interested. H asked how much. She said she wasn't sure yet. H said "ok, just wanted to make sure you weren't thinking 10k or something like that." She said, 10K is a lot of money" H said, if the amulet only did one element, it would be worth 8K, but this one does many. That was Halifax managing expectations. She asked what we are interested in (cash, gems, magic items, heavy elements (for orcery which is basically alchemy) and left. This was her offer: 26K, a figurine of wonderous power (Golden lions), 4 Candles of truth, a nasty looking gauntlet (the metal is flaking) we need to identify, and 2 Vitra (heavy element we need that is worth 5k each). We took the offer and she set me up with a henchman (level 1 fighter instead of 0 like the hirelings) with a unique fighting style (machete, flint, and burning powder attacks).
PLUS Halifax (thanks to the rumor mechanic) finally got the last 100XP needed to catch up to the rest of the party at level 4. Ols school Magic users have slower XP progression.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
Following on from my previous session,
The party had a heavy roleplay session, where the Monk had a shared dream with the Life Cleric of Bahamut, about Bahamut, after dissing him inside of one of his temples, which explained why Bahamut had "let the dragons die" (this is lore in my world, the dragons were slain by an ancient hero, and Bahamut tried to get them to hide but they refused, and were slain). In the dream, they learnt of the heroes weapon - the Dragoneater - and that the weapon is now in the possession of the BBEG.
The Warlock had a visit from the Raven queen, her patron, who offered her a drink to protect her from her magic, which was previously controlled by a curse she put on her, and has since been removed by the cleric. This is represented by her starting to multiclass as a wild-magic sorcerer. There was a lot of emotional manipulation.
The Monk, who had not learnt his lesson, then insulted the Raven Queen, and got a visit of his own, in which she accused him of poisoning the Warlock's mind with Hope and Love (there is a romance arc blooming here, with redemption for the warlock who was just a killing machine).
The Artificer-Paladin had a vision in his dreams about the magic item he carries. The visions are always a visitation from an elf who attempts to teach them about what makes a hero, which is a roleplay route for attuning to the item, which is extremely powerful.
After the visions played out, the Artificer and Cleric did some scrying, invented a new spell (6th level, Shared Scrying - include others in the vision) and discovered that the Ettin they had half-killed (they killed one head) is still alive, and is trapped in his artificer armour (it replaces lost limbs - in this case, the half controlled by the dead head), and has degenerated into insanity in the last 6 months (the party died for 6 months, so the world progressed). He is obsessed with bringing his brother back. They moved the scrying orb in front of the dead head and saw a skull leaning against the inside of the helmet.
Then they scryed on the lower BBEG of the campaign, and saw him working on a desk, with a mirror of utter darkness on the desk. Something moved behind the mirror, they failed wisdom saves, and panicking, ended scrying. They then used a magic item of truesight to see an orb watching them back, which they dispelled. It fell into a foul ooze on the floor.
Then they discussed their next moves, the Barbarian was turned into a Mudskipper for continually discussing weaponising fish. The game ended with the appearance on the horizon of a house on a mountain, above a waterfall.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I just DM-ed the session 0 for the final game of D&D I'll be able to play for 2 years. Here's how it went...
After discussing the Homebrew rules and reading the Lore document out loud for that one player who didn't read it, we started the game off in a village square. The players were free to walk around the city, in the week beforehand we had established why every player was there so everyone had a goal. The Fighter was trying to find a boat to travel to an island off the coast where a medicinal herb could be found that could cure a sickness that had afflicted his daughter. Similarly, the Paladin happened to follow my homebrewed goddess Alexis that in legend touched that very same island and all of her followers were required to visit there at least once. Beyond that we had three Bards who all came to the village to compete in a music competition that was being held in town the next day as well as a sorcerer who just had a voice in his head tell him to come here or else. They're all level 13.
They all went about doing their own thing until I had a thief steal from the stand the fighter was buying goods from. The fighter tackled him and bound him in rope then the Paladin and the Rouge/Bard ran over to see what was happening. They argued for a minute with the thief who claimed he was only stealing so he could feed his tribe. Then, because DM, the Thief cut through the rope with a knife and ran off. The Bird Race (Aaracokra is how I think you spell it) Bard tried to intercept but got stabbed in the knee. He then doubled back and recollected all of his food and pulled out his Voidblade (basically the inverse of a Sunblade.) revealing himself to be a Sith Lo- I mean Picem. He then attempted to Force push the PCs away but they all got above 25 on strength. He tried to run but then the ENTIRE TABLE called out "I HAVE THE SENTINAL FEAT!" so they all used it and the Paladin blew him up with a crit smite dealing almost 200 damage to the thief's measly 163.
After the battle the Sorcerer's eyes started glowing and out of them projected a Armor-clad King and a Githzerai Wizard. They were characters from a previous campaign with the King being a beloved NPC and the Wizard being my PC. He was a divination wizard who just gave them exposition via "I had a prophecy!" where the non-descript BBEG was taken down by the adventurers and if they failed the BBEG would gather a bunch of Mcguffins and conquer not just this Universal Sphere (see D&D lore) but all of them. This night a sign would appear in the sky revealing the location of one of these Mcguffins and the players had to race to grab it.
That night amid late night partying an earthquake struck and a giant purple beam blasted into the sky coming from the Island that both the Fighter and Paladin were going to (Called Mitzi Island). The following morning the players found a ship captain by the name of Ronald and that's where we left off.
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
"I HAVE THE SENTINAL FEAT!"
LOL!
Food, Scifi/fantasy, anime, DND 5E/RPG geek.
Over the last 2 sessions my party (level 13) stopped off at a sinister tower to investigate. After the barbarian communed with nature and was given a vision from the snow and wind of a wizard raising the tower and putting a chest inside, they decided to go get it. They were confronted by two sentient statues which they fought off, though they took some lumps doing so, and they went to go inside, and were confronted by a ghost-like spirit who bid them leave using a fear aura which only caught the Barbarian, who was forced to run. Then the Cleric popped Banishment on them, and they disappeared.
The party elected to surround the point where the spirit had disappeared and hold actions to whale on the thing, so when it reappeared (it was native to this plane) they murdered the death out of it. However, when they all stepped inside, the doors slammed shut and the whole tower seemed to drop 10ft. They then elected to climb the stairs, which seemed to continue for far longer than the tower, so they marked the wall and concluded that they were in a loop. Doubling back, they immediately emerged on the floor the entered on, and they went downstairs.
The first room downstairs was a riddle-puzzle, with 12 knights with different colours and heraldry, and a dead king with 12 swords stuck through him, and a riddle asking which of the knights should now be king. They solved the riddle incredibly quickly - turns out two of the players are knowledgable of coats of arms and how they work, so they didn't even need the hints - and they crowned the correct knight and were allowed to move on.
In the following session, they proceeded downwards again and found a room in which stood an obsidian obelisk shaped like a key, beneath a keyhole. There was a table and chair with a few things on it, and two pieces of paper on the ceiling. After some investigation they worked out that the two lightest things in the room would float to the ceiling, and so they pushed everything out and managed to levitate the key, which the barbarian turned. This changed to corridor outside into a different flight of stairs, which they climbed.
The next room was a room full of junk, with another riddle - this time with two potential answers. They found both and spent some time working out how to use them (you place them on a pedestal and it changes where the door leads to - but it does so silently!), and eventually worked out that one opened the door to outside and the other opened the door to more stairs. They went for the stairs, and they encountered 4 canoloths, which they fought off easily (the canoloths rolled appallingly and the paladin picked up the ambush with divine sense). Then the second of the 2 spirits (Eidolons) manifested inside a statue (the room was ringed in them). I asked the Cleric to roll damage for their Spirit Guardians, and then it got a critical hit on them. The animated statue does 6d12 damage (!) so 12d12 damage (101 total) later the cleric drops like a stone, and the party starts to panic as they were their way out using Word of Recall.
The paladin smites the everloving crap out of the statue and the Eidolon appears. Everyone swings at it and it disappates into the aether, and the Warlock force-feeds the cleric a healing potion. They finally approached the chest, and open it to find some cool loot - a helm of brilliance, 1,800gp, an Anchor feather token (this is terrifying as they are fighting skyships, I shouldn't have let them roll for it!!!), and a bag of Dust of Invisibility. They then word-o'-recalled themselves back to their skyship, and they began to rest, so ending the session!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
Last skycrawl session, some weird creature in a sky shark drawn carriage tried to extort 2000 form our skyshio and we said no. he kept staling and chasing us and had some sort of magical attack that messed up our navigation (we needed to make 3 of the 4 PC saving throws and only made 2) and we crashed into the world we were approaching. we are wedged into the side of a mountain and about to lose the ship and abandon it. hopefully we can grab some our look while we jump away. the ship is cracked in half.
Food, Scifi/fantasy, anime, DND 5E/RPG geek.