Have been DM’ing my first 5e campaign (LMoP) for a while now with the intention of leading into the (HotDQ) campaign but with one thing and another side quest tie ins (Halloween one shot special, Lost Crown of Neverwinter and Sunless Citadel) the transition has been moving farther and farther away… I should add as my group is small two players so I’ve been running two NPC’s initially for party balance ie the party needed a tank and a healer but later for narrative purposes and in no small part because I’m really enjoying roleplaying the two characters. The HotDQ transition… I made the map that the players can find in Wave Echo cave be to the location of secret entrance with partial code (number puzzle) near the Old Owl Well which leads to an ancient Netherese teleportation circle badly damaged and partially underwater much like the circle in Castle Naerytar… But once the group enters this damaged teleportation circle chamber it will spontaneously teleport the players to various other Netherese circles giving them hazy momentary glimpses in time from those locations for what will seem like an eternity before finally dumping them in the dark under water in another ruined Netherese structure fast in the grasp of a swift flowing current which will spill them out into a stream not far from Greenest… but not with the NPC’s not with the tank not with the healer.
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“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
I plan to introduce a brothel, which will be very welcoming and inviting, whether the characters 'partake' or not. It turns out the brothel is staffed entirely with oblex duplicates, with the Oblexes living inside the walls and under the floors, and using the thick shaggy carpeting to hide the mucus trail lines. I'm looking forward to the horrified looks of anyone who has been a regular there as they realize just what they've been dallying with.
It makes little sense for Illithid hives to hate each other, so an aboleth ancient takes note and is impressed with the mind flayer's potential, but not their idiotic squabbling among brain hives. So he sets about mind-slaving the Elder Brains and forcing them to learn to work together to build a proper Illithid empire like the mind flayers prattle on about but could never achieve they way they behave now. His small network of enslaved elder brains begins to draw notice, as he had hoped, and the idea begins to catch on, and they are able to recruit a beholder to aid them with its ability to make dreams become reality, and his dreams of empire begin to manifest in alterations to the Elder Brains and the illithids themselves. At a low level, this plan manifests on the surface world as increased presence of cranium rats and cranium rat hives, and mind-controlled surface races preparing the way for the coming illithid empire.
New to DMing but I'm setting up a heart break campaign where the party starts off in a locked dungeon not knowing who or where they are. I want it to be pretty easy getting out and deciding who they are as they easily dispatch any and all obstacles over the weeks IRL as they easily level up and collect an awkward amount of magic items and treasure. Then bam, at as they all reach lv6 they are awakened by a group of paladins and rescued from the mind flayers who have held them captive. Back to level 1 where their real mission is revealed and all their gained treasure knowledge and skills don't exist. Has this been done successfully? Kinda like killing the whole party only the new characters have already been rolled.
I'd call that a quick way to lose your players. A lot of things will sound awesome to you but in practice will cause more harm than good. All that story, all those RP connections, all the effort and yes, the loot, all for nothing. It would be a miserable experience. Frankly I'd never sit at your table again, tbh.
At some point when i feel like taking a break from my current campaign story, i'll run a one shot something like this.
All the pcs grew up in the same village, learning the relgion and beliefs of their people, and even the beliefs of other nearby villages. Despite any differences they all agree on the same thing. Doomsday is coming. All these cultures believe the world ends december 31 of this year. Different prophets, worship different deities, with different explanations of how, or why, but the date is always the same.
Doomsday comes, the families prepare and say their goodbyes. Yet the day passes, and nothing happens. Everything is fine, except for the chaos caused by all the people preparing for doomsday.
The village elders send the party to investigate what happened. Is the crisis averted? Was this divine intervention? Is the date wrong? Is catastrophe still looming?
The players explore and such, only to find that long ago there was a printer that supplied the area with kitten calendars. They printed all the way up to December 2019, and then went out of business. Maybe a famine or plague struck, the nearby city where the printer is more or less made it through unscathed. But they lost a small amount of knowledge, like the existence of these rural villages. In the villages the death toll was high enough that the effects were drastic. Before the plague famine, very few people could read, and what school they had taught by word of mouth. When the educators and literate folks mostly died off, they had to re learn how to function. Each village started its own creation story, and its own end of days prophecy. One of the few written things that was simple enough for the barely literate people to read, was the last kitten calendar.
So the entire mythos, the whole end of the world prophecy boils down to : not enough kitten calendars.
Well, I finally got to start that campaign. I had two of my four players, and they got impatient, so we just started. So we run this campaign, and it starts out with giant rats in a tavern keeper’s basement. It was pretty funny… Seeing as how one of them was a wood elf ranger, and the other one was a half working through It was pretty funny… Seeing as how one of them was a wood elf ranger, and the other one was a half orc Druid. they have cleared out the basement, and received their rewards, only the Ranger has fallen down a trap door in the tunnel of a rats dug. Little do they know, there is another tavern keeper that has had his business stolen by the first guy. He hired a sorcerer, to invest the basement with rats. Giant rats.
The tunnel the Ranger is in leads to a secret room the second guy’s basement. In the room, are the rest of the rats.. including the big one. And he’s alone.
But what they don’t know is... the big rat, the most magical, and this can speak, has developed a liking for the second guy’s wine. He will challenge the ranger to a drinking game.
New to DMing but I'm setting up a heart break campaign where the party starts off in a locked dungeon not knowing who or where they are. I want it to be pretty easy getting out and deciding who they are as they easily dispatch any and all obstacles over the weeks IRL as they easily level up and collect an awkward amount of magic items and treasure. Then bam, at as they all reach lv6 they are awakened by a group of paladins and rescued from the mind flayers who have held them captive. Back to level 1 where their real mission is revealed and all their gained treasure knowledge and skills don't exist. Has this been done successfully? Kinda like killing the whole party only the new characters have already been rolled.
If you were to do this, I would let them keep their experience. After all, they did learn new skills, it was just in a simulation. However, when it comes to tactics and things you learn, starting over isn't really starting over. Just take Dark Souls: once you've beaten a souls game or two, starting over with no equipment with beginning stats doesn't make you as competent as a new player. You're going to be ultra-competent in comparison to that new starting player. If you want to knock them down a few pegs, make it a few levels, not to level 1.
And to make sure you don't have a full player revolt on your hands, don't wait too long before giving them something cooler than before. Give them a neat magic item or some sort of RP incentive to keep playing your game. Loss is fine, but D&D moves at such a slow pace compared to other games than you want to make sure your players are demotivated from continuing.
New to DMing but I'm setting up a heart break campaign where the party starts off in a locked dungeon not knowing who or where they are. I want it to be pretty easy getting out and deciding who they are as they easily dispatch any and all obstacles over the weeks IRL as they easily level up and collect an awkward amount of magic items and treasure. Then bam, at as they all reach lv6 they are awakened by a group of paladins and rescued from the mind flayers who have held them captive. Back to level 1 where their real mission is revealed and all their gained treasure knowledge and skills don't exist. Has this been done successfully? Kinda like killing the whole party only the new characters have already been rolled.
I'd call that a quick way to lose your players. A lot of things will sound awesome to you but in practice will cause more harm than good. All that story, all those RP connections, all the effort and yes, the loot, all for nothing. It would be a miserable experience. Frankly I'd never sit at your table again, tbh.
Agree. Players love levelling up. "But it was all a dream, hah!" is no fun.
Going back to level 1 is great at the end of a satisfying campaign, but to be reset to level 1 after only level 6, and to discover everything you've invested in about your character never happened? This is a really terrible idea. I too would exit the campaign at that point.
My players are currently level 4, and have so far been serving the leader of an empire, who has been communicating with them through astral projection. The empire is under major invasion, and they have been working to help prevent a major city fall to siege (they are off in the countryside, preventing the enemy cutting off supply routes and seeking a special weapon to use against an enemy general).
During the next 2 sessions they'll learn that the empire was responsible for blanketing another city with toxic gas, killing every inhabitant. They aren't as righteous as they claim.
In 3 sessions, they'll meet a Celestial servant of a good deity (a Deva) who will tell them that if they can help, there is an order of holy knights who need their help in a mountain fortress. Just after this happens, there is an opportunity to accidentally free a 600 year old Lich from her imprisonment (she will try to trick, persuade and bribe them into it). She will offer them the chance to serve her and rebuild her own empire.
Just after this they will likely be ambushed by a rival party who serve the empire, who will take their hard-won weapon from them and fly off back to the besieged city on a flying carpet.
The players therefore will have a completely free choice of what they want to do next:
Return to the besieged city, and either try to get their reward or continue to blindly serve the empire (Neutral option)
Travel to meet the Holy Knights, who are against both the Empire and the Invaders (Good option)
Choose to trust the Lich and join her in rebuilding her own empire (Evil option)
If they head to the city, they'll enter into some court intrigue. If they go with the knights, the knights will work against the Lich. If they work for the Lich, they'll start helping her clear out her old castle and then further her plans.
I'm really excited to see what they choose, as it means that they'll have completely free choice over where to go and what to do in the world, and their actions and decisions will shape the outcome of the war. I've never run a campaign with such a massive decision so early before, and I have no idea what they'll choose.
Hi new to the chat. I have a rather large group at the moment and it slowly keeps getting bigger. They are level 4, i was being nice since i litterally took away the sun and all the monsters of the night have constant free roam, and so far the team that has showed up is a Tabaxi warlock (hexbalde) wizard (bladesong), a gnome fighter (did a custom job on the sublass melding caviler and gunslinger to make a wild west sheriff type) and a tabaxi (non revised) Artificer alchemist. My plan is to send these lunatics to help a being called the Oracle, basically a level 20+ wizard of divination and basically demi god, trapped in a 12 yr. old changling form. At the moment there is two major internal conflicts. The artificer is the serious stoic player who is a current bucket of grumble and grip at the warlock who is a first time player and wants to have fun being a loud and kinda adrinaline junkie pc. I feel like a pvp moment could result later on, but the other is that narrative wise, the forreat gnome and her people have been in a blood sport game of hunting instead of outright war with a certain kingdom of wood elves...the problem i forsee...half the team that hasnt debuted yet are all wood elves. 1 has stated they were going from a different nation but the other two havent declared anything. So further rants about this insainity as it happens and maybe advice for how to handle it. I havent been a dm in a while and shaking off rust and stuff.
So, my players are presently trying to save the city of Waterdeep from total annihilation, blah, blah, blah. Little do they know, some of the under workings of the plot follow people being controlled by an imprisoned wanna be god as they try to get her back. They’ve discovered some pieces of this plot to bring her back though have mostly just thought it weird. Presently they’re focused on a handful of other plots such as a cult trying to summon the kracken and the dragon barrier haven fallen from around Waterdeep. Furthermore, two of the party members are bound to the service of Eris, who effectively wants to take parts of the realms for her own having been tired of getting shafted. So whilst she will eventually probably send them to take the shadow fell so she can rule it as she’s a big fan of shadow magic, she’s also having seeds of shadow be planted in places to later be consumed by her powers.
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Bardic Inspiration is just someone believing in you, and I believe in you
Warforged Artificer character has the mind of the House Cannith artificer that created him stuck inside his head.
The Firbolg Monk made a pact with Sul Khatesh who is imprisoned in the Plane of Shadow, who will soon ask him to become their warlock.
A DMPC in the party who is a House Cannith War Wizard is about to meet Elminster, who came from Toril.
The Mourning was caused by Erandis Vol, who noticed that Rak Tulkesh was going to break free of his prison if the Last War continued to happen. She wanted to prevent it from happening, so she caused a giant catastrophe to scare everyone to stop fighting, while still claiming millions of lives to eventually claim the title of Queen of Death. If anyone learns the nature of the Mourning, all of the Order of the Emerald Claw will hunt them down until they're dead.
Warforged souls are actually trapped Quori spirits that are memory wiped, and then put in warforged bodies to "possess" them.
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Please check out my homebrew, I would appreciate feedback:
I'm hanging a homebrew campaign on the skeleton of Yawning Portal. Acererak is going to be the first BBEG, but I got really excited when Eberron came out. I'm putting Khorvaire on the same world as Faerun (hey, if Victorian Europe can exist in the same world as African tribesmen, why not?) just so I can have my players eventually square off with the Lord of Blades in order to prevent him from taking over an abandoned Cloud Giant castle via his zeppelins.
I'm also going to make the battle with Acererak much tougher by giving him the ability to summon the bosses from the previous six dungeons to aid in the fight. No "BBEG goes down in one round" in my campaign!
*sits at the bar* well, my oddly scaly friend, I'm Trying to do a shared universe with my players. 2 are going through Dragon of Icespire Peak, while one is going storm lord's wrath. I'm hoping, that what one group does, it will affect the other group.
I placed a cultist in the DIP group, so when the time comes, I can pull the rug from under them. I'm already doing the same to the other player in slw. And hopefully they will meet up when the cultists attack the town.
During the final fight with the Black Spider in LMoP, the knight Sildar will be killed with a spike of necromancy which will drain his HP until he his dead reviving the Black SPider
Sad to say he did not meet the hype when I DMed that with my brothers. Long story short, my eldest brother, who was playing the pregenerated halfling rogue, tackled him down and tied him up; when he tried to escape.
Bel in Descent into Avernus is developing a soul nuke that he will use against Zariel to become the ruler of Avernus, and then Dis, and all the layers of the Nine Hells he can rule.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Have been DM’ing my first 5e campaign (LMoP) for a while now with the intention of leading into the (HotDQ) campaign but with one thing and another side quest tie ins (Halloween one shot special, Lost Crown of Neverwinter and Sunless Citadel) the transition has been moving farther and farther away… I should add as my group is small two players so I’ve been running two NPC’s initially for party balance ie the party needed a tank and a healer but later for narrative purposes and in no small part because I’m really enjoying roleplaying the two characters.
The HotDQ transition…
I made the map that the players can find in Wave Echo cave be to the location of secret entrance with partial code (number puzzle) near the Old Owl Well which leads to an ancient Netherese teleportation circle badly damaged and partially underwater much like the circle in Castle Naerytar… But once the group enters this damaged teleportation circle chamber it will spontaneously teleport the players to various other Netherese circles giving them hazy momentary glimpses in time from those locations for what will seem like an eternity before finally dumping them in the dark under water in another ruined Netherese structure fast in the grasp of a swift flowing current which will spill them out into a stream not far from Greenest… but not with the NPC’s not with the tank not with the healer.
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
I plan to introduce a brothel, which will be very welcoming and inviting, whether the characters 'partake' or not. It turns out the brothel is staffed entirely with oblex duplicates, with the Oblexes living inside the walls and under the floors, and using the thick shaggy carpeting to hide the mucus trail lines. I'm looking forward to the horrified looks of anyone who has been a regular there as they realize just what they've been dallying with.
It makes little sense for Illithid hives to hate each other, so an aboleth ancient takes note and is impressed with the mind flayer's potential, but not their idiotic squabbling among brain hives. So he sets about mind-slaving the Elder Brains and forcing them to learn to work together to build a proper Illithid empire like the mind flayers prattle on about but could never achieve they way they behave now. His small network of enslaved elder brains begins to draw notice, as he had hoped, and the idea begins to catch on, and they are able to recruit a beholder to aid them with its ability to make dreams become reality, and his dreams of empire begin to manifest in alterations to the Elder Brains and the illithids themselves. At a low level, this plan manifests on the surface world as increased presence of cranium rats and cranium rat hives, and mind-controlled surface races preparing the way for the coming illithid empire.
I'd call that a quick way to lose your players. A lot of things will sound awesome to you but in practice will cause more harm than good. All that story, all those RP connections, all the effort and yes, the loot, all for nothing. It would be a miserable experience. Frankly I'd never sit at your table again, tbh.
At some point when i feel like taking a break from my current campaign story, i'll run a one shot something like this.
All the pcs grew up in the same village, learning the relgion and beliefs of their people, and even the beliefs of other nearby villages. Despite any differences they all agree on the same thing. Doomsday is coming. All these cultures believe the world ends december 31 of this year. Different prophets, worship different deities, with different explanations of how, or why, but the date is always the same.
Doomsday comes, the families prepare and say their goodbyes. Yet the day passes, and nothing happens. Everything is fine, except for the chaos caused by all the people preparing for doomsday.
The village elders send the party to investigate what happened. Is the crisis averted? Was this divine intervention? Is the date wrong? Is catastrophe still looming?
The players explore and such, only to find that long ago there was a printer that supplied the area with kitten calendars. They printed all the way up to December 2019, and then went out of business. Maybe a famine or plague struck, the nearby city where the printer is more or less made it through unscathed. But they lost a small amount of knowledge, like the existence of these rural villages. In the villages the death toll was high enough that the effects were drastic. Before the plague famine, very few people could read, and what school they had taught by word of mouth. When the educators and literate folks mostly died off, they had to re learn how to function. Each village started its own creation story, and its own end of days prophecy. One of the few written things that was simple enough for the barely literate people to read, was the last kitten calendar.
So the entire mythos, the whole end of the world prophecy boils down to : not enough kitten calendars.
Well, I finally got to start that campaign. I had two of my four players, and they got impatient, so we just started. So we run this campaign, and it starts out with giant rats in a tavern keeper’s basement. It was pretty funny… Seeing as how one of them was a wood elf ranger, and the other one was a half working through It was pretty funny… Seeing as how one of them was a wood elf ranger, and the other one was a half orc Druid. they have cleared out the basement, and received their rewards, only the Ranger has fallen down a trap door in the tunnel of a rats dug. Little do they know, there is another tavern keeper that has had his business stolen by the first guy. He hired a sorcerer, to invest the basement with rats. Giant rats.
The tunnel the Ranger is in leads to a secret room the second guy’s basement. In the room, are the rest of the rats.. including the big one. And he’s alone.
But what they don’t know is... the big rat, the most magical, and this can speak, has developed a liking for the second guy’s wine. He will challenge the ranger to a drinking game.
If you were to do this, I would let them keep their experience. After all, they did learn new skills, it was just in a simulation. However, when it comes to tactics and things you learn, starting over isn't really starting over. Just take Dark Souls: once you've beaten a souls game or two, starting over with no equipment with beginning stats doesn't make you as competent as a new player. You're going to be ultra-competent in comparison to that new starting player. If you want to knock them down a few pegs, make it a few levels, not to level 1.
And to make sure you don't have a full player revolt on your hands, don't wait too long before giving them something cooler than before. Give them a neat magic item or some sort of RP incentive to keep playing your game. Loss is fine, but D&D moves at such a slow pace compared to other games than you want to make sure your players are demotivated from continuing.
Agree. Players love levelling up. "But it was all a dream, hah!" is no fun.
Going back to level 1 is great at the end of a satisfying campaign, but to be reset to level 1 after only level 6, and to discover everything you've invested in about your character never happened? This is a really terrible idea. I too would exit the campaign at that point.
My players are currently level 4, and have so far been serving the leader of an empire, who has been communicating with them through astral projection. The empire is under major invasion, and they have been working to help prevent a major city fall to siege (they are off in the countryside, preventing the enemy cutting off supply routes and seeking a special weapon to use against an enemy general).
During the next 2 sessions they'll learn that the empire was responsible for blanketing another city with toxic gas, killing every inhabitant. They aren't as righteous as they claim.
In 3 sessions, they'll meet a Celestial servant of a good deity (a Deva) who will tell them that if they can help, there is an order of holy knights who need their help in a mountain fortress. Just after this happens, there is an opportunity to accidentally free a 600 year old Lich from her imprisonment (she will try to trick, persuade and bribe them into it). She will offer them the chance to serve her and rebuild her own empire.
Just after this they will likely be ambushed by a rival party who serve the empire, who will take their hard-won weapon from them and fly off back to the besieged city on a flying carpet.
The players therefore will have a completely free choice of what they want to do next:
If they head to the city, they'll enter into some court intrigue. If they go with the knights, the knights will work against the Lich. If they work for the Lich, they'll start helping her clear out her old castle and then further her plans.
I'm really excited to see what they choose, as it means that they'll have completely free choice over where to go and what to do in the world, and their actions and decisions will shape the outcome of the war. I've never run a campaign with such a massive decision so early before, and I have no idea what they'll choose.
Hi new to the chat. I have a rather large group at the moment and it slowly keeps getting bigger. They are level 4, i was being nice since i litterally took away the sun and all the monsters of the night have constant free roam, and so far the team that has showed up is a Tabaxi warlock (hexbalde) wizard (bladesong), a gnome fighter (did a custom job on the sublass melding caviler and gunslinger to make a wild west sheriff type) and a tabaxi (non revised) Artificer alchemist. My plan is to send these lunatics to help a being called the Oracle, basically a level 20+ wizard of divination and basically demi god, trapped in a 12 yr. old changling form. At the moment there is two major internal conflicts. The artificer is the serious stoic player who is a current bucket of grumble and grip at the warlock who is a first time player and wants to have fun being a loud and kinda adrinaline junkie pc. I feel like a pvp moment could result later on, but the other is that narrative wise, the forreat gnome and her people have been in a blood sport game of hunting instead of outright war with a certain kingdom of wood elves...the problem i forsee...half the team that hasnt debuted yet are all wood elves. 1 has stated they were going from a different nation but the other two havent declared anything. So further rants about this insainity as it happens and maybe advice for how to handle it. I havent been a dm in a while and shaking off rust and stuff.
So, my players are presently trying to save the city of Waterdeep from total annihilation, blah, blah, blah. Little do they know, some of the under workings of the plot follow people being controlled by an imprisoned wanna be god as they try to get her back. They’ve discovered some pieces of this plot to bring her back though have mostly just thought it weird. Presently they’re focused on a handful of other plots such as a cult trying to summon the kracken and the dragon barrier haven fallen from around Waterdeep. Furthermore, two of the party members are bound to the service of Eris, who effectively wants to take parts of the realms for her own having been tired of getting shafted. So whilst she will eventually probably send them to take the shadow fell so she can rule it as she’s a big fan of shadow magic, she’s also having seeds of shadow be planted in places to later be consumed by her powers.
Bardic Inspiration is just someone believing in you, and I believe in you
Eberron Campaign:
Warforged Artificer character has the mind of the House Cannith artificer that created him stuck inside his head.
The Firbolg Monk made a pact with Sul Khatesh who is imprisoned in the Plane of Shadow, who will soon ask him to become their warlock.
A DMPC in the party who is a House Cannith War Wizard is about to meet Elminster, who came from Toril.
The Mourning was caused by Erandis Vol, who noticed that Rak Tulkesh was going to break free of his prison if the Last War continued to happen. She wanted to prevent it from happening, so she caused a giant catastrophe to scare everyone to stop fighting, while still claiming millions of lives to eventually claim the title of Queen of Death. If anyone learns the nature of the Mourning, all of the Order of the Emerald Claw will hunt them down until they're dead.
Warforged souls are actually trapped Quori spirits that are memory wiped, and then put in warforged bodies to "possess" them.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I'm hanging a homebrew campaign on the skeleton of Yawning Portal. Acererak is going to be the first BBEG, but I got really excited when Eberron came out. I'm putting Khorvaire on the same world as Faerun (hey, if Victorian Europe can exist in the same world as African tribesmen, why not?) just so I can have my players eventually square off with the Lord of Blades in order to prevent him from taking over an abandoned Cloud Giant castle via his zeppelins.
I'm also going to make the battle with Acererak much tougher by giving him the ability to summon the bosses from the previous six dungeons to aid in the fight. No "BBEG goes down in one round" in my campaign!
Carrion
*sits at the bar* well, my oddly scaly friend, I'm Trying to do a shared universe with my players. 2 are going through Dragon of Icespire Peak, while one is going storm lord's wrath. I'm hoping, that what one group does, it will affect the other group.
I placed a cultist in the DIP group, so when the time comes, I can pull the rug from under them. I'm already doing the same to the other player in slw. And hopefully they will meet up when the cultists attack the town.
I have planned Gnoll Pirates. not sure how to implament them but I know it's happening.
Is it a high seas encounter?
During the final fight with the Black Spider in LMoP, the knight Sildar will be killed with a spike of necromancy which will drain his HP until he his dead reviving the Black SPider
My party freed Asmodeus into the Material Plane and I'm so ready for it.
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Sad to say he did not meet the hype when I DMed that with my brothers. Long story short, my eldest brother, who was playing the pregenerated halfling rogue, tackled him down and tied him up; when he tried to escape.
Bel in Descent into Avernus is developing a soul nuke that he will use against Zariel to become the ruler of Avernus, and then Dis, and all the layers of the Nine Hells he can rule.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Whoa. That's pretty excessive.