Party has left Port Soulspit with a mini convoy of allied goblins and undead inside the gullet of a white whale, who may or may not be Moby Dick, repurposed as a war machine by Yuggoloths. They were vomited forth from said whale upon crossing the Styx and landed hard due to driver failing a DC 10 to stick the landing. They were deposited a ways from the battle they were trying to avoid, but a Vrock did spy them and engaged them. Liberal use of arrows, harpoons and a wrecking ball eventually did the Vrock in, despite a scary moment when more than half the party was stunned by its scream. Shortly after Vrock, party confronted a tornado of fire, they narrowly avoided it as did their goblin allies, while their undead ... well the Wight leader made it on account of plot armor with two of its skeleton retinue. Goblins and party debated whether they should press on or assist the undead. Undead's war machine was grounded and would likely take hours to repair. Faster solution, party did a quick salvage of anything easily pulled from the Undead's machine for spare parts, and brought the Undead and their two sacks of Garmonbozia (pain and sorrow made manifest as a creamed corn type substance ... it's Orcus's offered tribute to the unleashed Tiamat) aboard their vehicle.
Session ended (I run two hour sessions with this group, which usually means a session's either a combat one or a RP one) with the party coming to a checkpoint between the greater layer of Avernus still governed by the Archdukes of Hell and whatever, if anything, Tiamat's followers are calling the region centered by her former prison. Checkpoint is staffed by a garrison of Merrogons led by a Narzugon. They're the "muscle" of the checkpoint, most processing and interaction with transport over this route is actually managed by members of the Infernal Border Regimented Irregulars, mortal mercenaries whom the Devils recognize as having greater facility negotiating the general strangeness of this border between a shaken hell (and multiverse) and the apparent roots of an ascendant Tiamat. A familiar face is among the inspection team about to process the party and their allies (Zodge from BG:DiA, who grew into a bigger deal in my game than I intended from that module so have sort of stuck him as a frequent presence in my games loosely based around Sgt Barnes from the movie Platoon).
It was good. At least in an informative sense. I'm doing a sw5e game and the balance is way different then dnd. So they didn't kill the boss as i had intended. But i now know how to adjust things so it should run much smoother. But other than that it went great. Next time they will kill a boss lol
It was my final session as DM after running the campaign for almost two years taking them from Lv1 to 7. The campaign will continue but my wife has been wanting to run CoS and I felt this would be a good place to take a hiatus after this session.
The party bought a wagon and were venturing north to return a kidnapped child to her fathers. They saved this young tiefling girl a few months ago and have been keeping her with them ever since, sending off messengers to the far north hoping someone would come get her. Yet no one ever did. They decided to venture north themselves to take her back and wandered right into territory controlled by a Gnoll Warband. This band has been harassing them all campaign long and they decided to finally wipe them out with this kid in tow.
During this session they located the Flind in charge and found it dragging along three 'meat shields.' One, of which, was one of the fathers to the child. An epic fight ensured where they were surrounded and heavily out-numbered by gnolls. Two of the meat shield prisoners were lost during the fight, yet the party managed to barely survive and rescue the child's father. With that we arrived at the end of our session with an well-earned victory, a rescued prisoner, and a heart-warming reunion. A good note to leave off on before the break, I felt.
Then the paladin floated "Well, our job is done. Lets dump them here and return to town!!" Just like that, the good note turned sour as the party suddenly became split on whether they should leave these two to the elements or go a bit further to take them home. It completely caught me off-guard and has set things up for an interesting return.
My Tuesday campaign was a large scale combat last session. Went totally haywire too! So proud of my players for throwing me for a loop. As a result they almost killed the BBEG they've been getting warnings about on their first meeting with him. They were 1 counterspell short from getting him. Would of made for a very interesting twist if they got him. Instead this manipulating type villain that is not a fighter will be a thorn in their side going forward. They managed to kill one of his top people in the process though. Wait... no two! They got the evil bard as well.
Characters made it through a checkpoint between Avernus and what the Infernal Legions are now calling the Tiamat DMZ, plus "hey, magic shop at the PX" and "hey, scam because we have no money" and "hey, that actually worked (because you're probably going to need them potions)." Game sort of got bogged on some traveling mechanics, characters were trying to save time by driving their war Machine in shifts, which pushed its exhaustion mechanics leading to some break downs. Ended with a breakdown where they were almost waylaid by a band of six kobolds on three Devil's Rides coming to loot their misfortune. Party sorcerer is a charlatan and with some tough talking and some special effects actually convinced or reverse waylaid the kobolds to leave one of their Devil's Rides behind as well as a lance (party hoping they could use these for spare parts to fix their rig). As the kobolds were leaving one of the characters recognized their battle standard as belong to Shurm, a would be "warlord" of Avernus and self-styled usurper of Tiamat's Marshal on Avernus, Arkham the Cruel - though in reality just a major nuisance to the caravans brining tribute to Tiamat. With the recognition, the party member asked the kobolds which one of them was Shurm. Kobold replied, "None of us, we're scouts for his army ... I guess we got some explaining to do as to why we ditched one of our rides and a lance to a group of cargo haulers broken down here in the wastes, guess we'll see you later." So now to design a Kobold Army buffed up with some Dragonflesh Grafters and war machines.
Party decided to assault the fortress of the Frostmaiden, but first wait for the Frostmaiden to leave.
Doors are all sized for giants, therefore requiring DC 20 strength checks to open. Every member of the party dumped strength. There were a lot of doors.
Rogue see's the Frostmaiden's throne, decides to sit on it, causes icicles to fall down onto the rest of the party. They are not impressed.
Party decide to loot the nest of the Frostmaiden's Roc, they see a large egg. "We cannot let the Frostmaiden raise another Roc" Cleric says, not bothering to nature check the egg. Cleric chucks it off the fortress, watch as a dead silver dragon falls out of the smashed egg. "NOOOOO, that was one of the good ones!!!" Cleric screams.
Party encounter an Awakened Giant Walrus, they watch as it dances around, it then tells them they need to pass 4 tests to get the Frostmaiden's treasure.
The DM (Me) reads module, looks at the tests, "Yeah, these look long and convoluted, lets try something different".
Test 1, Cruelty. Paladin picks up a blade on a pedestal, 3 speakers of the Ten Towns appear before them: The Frostmaiden obsessed fanatic who tried to turn the other speakers against them, the devil worshipper who helped them in their quests and the Speaker who got failed to evacuate the town that the Cleric's boyfriend lived in before it got attacked by (Spoilers) because he was too drunk. "Easy choice" Paladin says, moving towards the Fanatic. "Eh eh eh" Fanatic responds, wagging his finger. "If my bodyguard doesn't see me come back safely, he's gonna kill the Cleric's boyfriend". Middle fingers raised. Drunk is still drunk and unaware of what's going on. Party decide to kill the devil worshipper because drunk people are funny.
Test 2, Endurance. "Survive" the party are told, as a horde of Ice Toads descend upon them. More and more Toad's descend upon them. Party prove they are mightier than a bunch of Toads.
Test 3, Isolation. "Bring forth the chosen". "Sounds cool" Rogue says, volunteering himself. Cleric and Paladin disappear and are replaced with a Dire Wolf and Sabre Toothed Tiger. "Ha ha ha" the DM says, "I don't have to do any work this combat, because you two control the monsters". "Wait, what happens if I don't make the tiger attack?" Cleric says, Cleric takes 18 cold damage. "Oh yeah, whoever kills the Rogue. Their character can get immunity to Cold (Very useful in a wintery campaign)" the DM says, going to make a drink. "I'm so sorry" Cleric says, making the Tiger attack the Rogue. "Cleric, move closer so I can use pack tactics!" the Paladin shouts. Rogue somehow survives, passes the test, Paladin pretends he was resisting.
Test 4, Perseverance. Small child appears. Rogue puts on his best serial killer face and walks slowly towards the child. Paladin pushes him out the way and struts towards the child with several severed hands hanging from his belt. Child is scared. Cleric gives Child a book. White Moose appears. "Give me the child!" "No!" Moose turns into big scary Monster. Monster downs Paladin, moves towards Cleric. "I use my ability to give it disadvantage on attack rolls" Cleric says. "Wait, why didn't you use that when it was attack me" Paladin says. "I forgot" Cleric responds. Paladin sulks. Monster dies.
Passed all tests. Enter vault. Find Magic Book they were after. Rogue decides to vandalise holy artefacts. "If you do that you will kill us!!!" Cleric screams. Rogue decides to try do it anyway. Rest of the party decide they need to knock him unconscious and carry him out. On the way out they see the Frostmaiden. "Don't mind us, we passed your tests and are now your worshippers" Party says. Low insight roll. "You better not use the magic book to find the lost ruin!" Frostmaiden says. "We won't..." Party says, dragging the Rogue behind them as they skedaddle out there.
We started a new campaign (Baulder's Gate: Descent to Avernus)
I got to play a character that I've had for a while lying around, Dream of Days, a Tabaxi Valor Bard/ Enchantment Wizard (eventually).
Nothing major happened, though it was entertaining to do any combat things because our party of three consisted of An Elf Warlock, A Dragonborn Warlock, and a Tabaxi Bard, and the highest AC in our group is 13. Due to a crit, I got 1 HP off of dying (not unconscious, auto-death), then got a Nat 20 on my second Death Save, so I was saved. We managed to NOT die however.
Rollback Post to RevisionRollBack
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Had a very interesting oneshot last night, where we had to save a village which was eaten by a vortex. We ended up on a plane where a sphinx was running a riddle game, and we had to first make it through some traps and then solve the sphinxes riddles. The Wizard ended up being left behind (everyone who answered right was teleported to "the audience") and the Sphinx tried to eat him. My character was the only one who tried t osave him, and got knicked to 0hp for his troubles. We then had a very long-winded chase through a queueing system which couldn't be shortcut, with my character on anothers shoulders, and I was luckily healed at 2 passed death saves and 1 critical fail! I then offered the Sphinx some burnt, raw, slightly mouldy sausages to sate his hunger, and he became poisoned. He then took out the wizard and the bard (so lucky 3 of us have cure wounds!), and then made the Wizard (the cause of the problems) eat the sausages ("It'll be great for ratings"). The wizard ate them, and failed the 6th of 6 DC16 constitution saves, and threw them back up. The Sphinx said that was going to be "great viewing" because "people love bushtucker trials" and then snapped their fingers, sending us back.
We got back to find the village restored and the person who asked us to save them asking after their brother, Derek. Derek, we had learnty, had jumped into the void (the village had reappeared on floating islands in space). For comedic timing, we then heard the sound of someone screaming from above, and I managed to cast feather fall as Derek fell from the sky, just saving him!
We got 500gp (plus one copper, we'd been promised everything Derek had as well), and the DM had their first session in a while where they didn't kill any PCs!
Trapped at the entrance >> What to do next >> Let’s see what the coin does >> Back to the Winery >> Open the Golden Door >> Lantern of Revealing >> Light the lantern >> Walking the halls >> Back to the barred window >> Something important about that sword >> Explore >> Back to the Gem/Sword Room >> Search the room >> Tuc finds a door >> Word on the wall >> Myst sets off a trap >> Explore some more >> Checking the pasture with the lantern >> Nothing >> Go back to the hallway >> Inspect the Incinerator >> Myst sees some Magmins >> Slowly walk out of the room >> Inspect the swinging Peril room >> Focus on the sword >> Jump to the disks >> too dangerous >> climb down >> Go get the 24’ ladder >> Pivot >> Everyone climbs down into the smokey pit >> carry the ladder >> Smoke Mephits >> COMBAT >> Shatter time >>. Well, that was easy >> Inspect the walls >> Nothing >> Ladder to the platform >> Not stable. Will not work >> Back out of the room >> Tolly attempts the platform >> Falls 20’ >> Ouch >> Myst make an attempt >> Swings from chain to chain >> Get the sword >> Swings back >> Miss a platform >> Falls 20’ >> Ouch >> Climbs out of the room >> Words on the sword >> The Riddle has been completed >> Back to the statue of Keilier >> Say the riddle >> A key >> A wand >> A Wand of Secrets >> Nothing left to look for except the Ball Room >> Back to the ball room >> Check with the Wand of Secrets in the vault >> Nothing >> Dancing Lizards >> Tolly bring his dance partner Molly >> COMBAT >> Tolly get pummeled by the dancers >> Tolly is dragged out of the ball room >> Wren cast Shatter >> A glint of metal >> Still dancing >> Sebastian attempts to make his way through the room >> Bumped a dancer >> How rude >> Sebastian gets pummeled >>Sebastian cast hellish rebuke >> Sebastian gets dragged out >> Those are not Lizardfolk >> Tuc breaks an instrument >>What to do next
Last session my warlock learned they are a bridge for the dead to pass on. They just killed a bunch of bad guys and then their spirits were trying to get to the warlock to touch them. They freaked out and spent a lot of time trying to avoid them while the rest of the party couldn't see them as the living ghost dead started swarming the warlock. Ultimately the paladin used divine sense to see them and to slay two of them but the rest managed to corner the warlock and touched them to cross over. They currently worried they are possessed by 6 of the 8 ghosts.
Continue in the Dance Hall >> Wren has an idea >> Wren take the gem >> Back to destroy the instruments >> Flute destroyed >> Cello destroyed >> Violin destroyed >>No music but still dancing >> Tolly searches the laboratory >> Acid found >> Another look around >> Oops >> Fire and Acid burns >> Attack the dancers >> Throw some acid >> doing some damage >> Wren implements his idea >> Misty step to the gate >> Investigate the gate >> Wren touches the gate >> Wren disappears >> Party focuses on the dancers >> Sebastian cast Shatter >> These are automation >> Arrows and spells are thrown >> One down >> Two down >> Three down >> Four down >> Rush to the gate >> Tolly touches the gem and the gate >> Tolly disappears >>.Sebastian touches the gem and the gate >> Sebastian disappears >> Myst touches the gem and the gate >> Myst disappears >> Tuc touches the gem and the gate >> Tuc disappears >> Esmond touches the gem and the gate >> Everyone appears at the Yawning Portal >> Durnan offers around on the house >> Were out of the Alley >> What next >> Durnan tells the party who Mirt is >> Durnan gets the word out to Mirt >> Back to Trollskull Manor >> Esmond gives the backstory of Troll Skull Manor >> Back at the Manor >> Having one last drink for the night >> “Help me” >> A voice from the statue >> A talking statue >>Primara tells a story >> “I’m real” >> What to do next? >> Undo the curse or hand the statue over to Mirt >> The right thing? >> Night watch over the statue >> Tuc goes into his shell over the trap door >>Morning walk to Phailkonmere >> Jeryth lifts the curse >> Primara gives a reward >> Amulet of the Unicorn >> What are we going to tell Mirt >> Back to the Yawning Portal >> Mirt and the party talk >> We don’t have the unicorn >> Mirt believes them >> Mirt and Keilier game >> Mirt pays the party >> Back to Trollskull Manor >> What about the manor >> Fix it up or not >> Let’s do it >> Sebastian goes get Broxley >> Broxley gives the manor a once over >> “I know some people.” >> a visit by many guilds >> The manor needs some work, a lot of work >> A visit by Ulkoria Stonemarrow >> She tells her story of the manor >> Yes, the manor is haunted >> Tell the story of Lif >> Broxley returns for the estimates >> 1000 GP plus guild fees in 12 days >> Well? >> Group decides >> Myst invests >> Tuc tells her story >> Bilgewater >> Sephora’s death>> Tempest diary >> Tolly has been targeted >> Broxley does not know what’s going on >> “So you want the work done?” >> Yes.
I've been waiting for the right time to reveal my character's big secret and last night I got the perfect opportunity. The party was captured by kuo toa and dragged to an altar, where they planned to sacrifice us to the Sea Mother. We fought, but were vastly outnumbered; so my sorcerer used Misty Step to appear on top of the altar and declare herself to be their goddess, ripping off her top and scarf to reveal large tentacles bursting out of her sides, smaller squid-like tentacles covering her scalp, and large fish fins like wings on her back. It was very dramatic and worked perfectly. So far the rest of the party has politely avoided asking about it, but it did lead to a nice bonding moment between two people with trust issues when the most aloof party member was alone with her and removed his ever-present helmet to reveal he's a drow.
A couple of quotes regarding the situation:
"This is the second time Theo has saved us from a hopeless fight through sheer force of personality." "That's what Theo does best apparently: manipulate the hell out of everyone."
"If I had a nickel for every time Jude's character has been worshipped as a god of an evil cult..."
Rollback Post to RevisionRollBack
Jude, He/They
Former gnome evocation wizard and dhampir fey wanderer ranger, current simic hybrid aberrant mind sorcerer
So, I'm currently hosting a homebrew campaign for me and me and my friend because i thought it would be fun, it absolutely was! And I've learnt a bit about DM-ing since.
As for what happened, we are basically a couple of adventurers who wondered upon this massive town that had a massive trading centre, we go to the tavern, order drinks and go sit at a table next to this massive fireplace. I casually mention a group of adventurers walk in. !unintentional plot point discovered! My friend is instantly suspicious of these adventurers and takes an instant disliking to them, thinking they are 'flexing their gear and money', so they decide to ease drop on these people and their conversation, the knight of the NPC group catches them and begins to question them, but my friend manages to escape their grip and my character intimidates the living daylights of this knight and we go back to our normal conversation. We get a room at the bar and my friend over hears a conversation between the NPC party (they were in the room next to us) and that they were going to another island to capture/kill a mythical creature, so my friend decides that we'll go to that place before the NPC party does. Next day, we get some supplies and weapons and gear etc. Meanwhile, my friend spots the NPC party's sorcerer buying a cool gemstone and so, successfully, steals it without anyone noticing. We then left the session off at out characters deciding on how to commander a ship.
It was a quick session which acted as a session 0 and was so much fun!
Got back into the swing of it with DMing again after over a month of no D&D, ran a one-shot which has turned to a 2-shot because everyone was enjoying themselves too much!
Started with a variety of festival games, between them the party successfully won a health potion for completing a fire-walk, a fair bit of gold for crossing a greased pole and throwing barrels, terrified the town drunk who was running a fixed ball-toss game by blinding him and telling him that it was the gods punishing him, and made him repent his sins before lifting the spell. One of them guessed the weight of the giant pumpkin, then they met a fortune teller who warned them of a technomancer who made wicker minions countless years ago. They then tried to burn the huge wicker man that the festival presided around, and then helped to put it out again when nothing happened. They also engaged in a drinking game with one another, and somehow (DC20) neither of them actually passed out from the firewhisky they were drinking, though they did take fire damage for it!
Then they journeyed to the Gnarlbough, an evil tree, from which the villagers had been taking sticks as the tree repels crows. Lo and behold, the party are attacked by scarecrows with these black stick woven into their limbs. They beat them down (11 was the number of the game, the scarecrows rolled it so many times!). The bardbarian manages to fit a clawed hand of a scarecrow to his guitar-axe and then nat-20 the performance check I asked for, allowing him to not only use the hand to play the guitar for double-fast guitar riffs, but giving everyone in the party inspiration. They then find this black, twisted willow tree, and in it's roots they find an entrance to a dungeon.
Within the dungeon they avoid a trick door and then find a room with creepy wicker versions of themselves at at a table laid wit hwicker food. The wizard fireballs them, taking out 2 of the 5. The wicker-them then fireballs back (same initiative on each of them), and the wizard counterspells. The party wins the fight, and the wicker thems are destroyed.
The session ended there, and I have to make some decisions about where to go with it next week...
Tuc on the Docks >> Ravensong vs Zonthall rumors >> Fancy ship been in port >> Back at Trollskull Manor >> Myst and Tolly look for Tempest >> Sebastian visits the Field of the Dead >> Looking for skeletons >> Vincent pays a visit to Trollskull Manor >> Speak with the dead >> Short amount of time 5 am IronWatch station house >> Two spells five questions per spell per corps >> Thinking up some questions >> 5 am >> Meet Davon Razon, Cleric of Tyr >> Enter the station house >> Paying off the front desk >> Down to the morgue >> Question the gnome, Dalakhar >> Where were you going? >> Trollskull Manor >> Why? >> To deliver the stone of Galoorr. >> Who were you taking the stone to? >> A group of adventurers saved Lord Neverember’s son. >> Why would you give it to them? >>I felt it would be safe for the time being >> Do you know where the treasure is? >> No >> Question the human, Ravensong >> What were you doing in the alley? >> Helping catch the gnome Dalakhar. >> How many were with you that morning? >> three. >> What were your plans for Dalkhar? >> Kill him. >> What were your plans for the stone once you recovered it? >> Urstul Floxin said it would make them rich as kings. >> What is the name of the group that uses automatons? >> I don’t know >> Leaving the station house >> Paying off the front desk >> Talk outside of the station house >> Davon leaves >> Vincent listens in >> Who wants breakfast >> Eating at the Yawning Portal >> Discuss new information >> Myst wants some compensation >> Who is Urstul Floxin >> Renaer mentioned the Stone of Golorr >> Where does Remeaer live >> Volo appears >> Volo provides directions >> Neverember Villa >> What does Renaer know >> Dalakhar, the stone and his father >> Father is in Tamarth >> Who is Urstul Floxin >> Renaer will ask the Gentle Foxes >> Back to the Yawning Portal >>Talk to Davil Starsong >> Tolly drops some coin >> Who is Urstul Floxin >> Davil knows who he is >> The fractured Ravensong >> A lieutenant >> Not the boss of this Ravensong >> Ravensong vs. Ravensong >> Ravensong vs. Zonthall >> War on the streets >> Who uses automation >> Day of Wonder Parade >> Temple of Gon >> What next >> Travel to the House of the Inspired Hands >> Something on the roof >> A bird flys to Myst.
Sargauth Level, party are all level 7 and have breezed through the first two levels of the dungeon due to several group members having insane AC and, having accidentally missed the caster enemies on those levels, are feeling somewhat overconfident after facing nothing but goblins, bugbears and other assorted melee cannon fodder. They take out a sole Drow Mage who managed to suck the bladesinging wizard dry of higher level spell slots via Counterspell. The evocation wizard didn't have Counterspell, so when they ran into the Sun Elf prisoner (aka Drow fangirl) and assumed she would help them take on the Drow Priestess, they gave her a spare arcane focus they'd found on an upper level.
Just before they burst into the temple, the Sun Elf, who'd been gushing about Drow society and matriarchal power structures to the bladesinger, who is just an overall Elf fanboi, cast Mage Armour on herself and said "I better disappear or she'll know you've been letting prisoners out", before casting Greater Invisibility. I'm told by our Bard player that at this moment his "oh crap" radar went off, but as soon as combat started, with the group all bunched up, Cone of Cold from the Sun Elf with a yell of "I TOLD YOU I COULD BE USEFUL!". 4 of them made their Con saves, but it sapped them greatly and when the initiative order came back round 4 of them were still bunched up for the first Fireball.
By the end of the session, about to begin round 4 of combat, 4 of them are in single digit HP having been down and healed back to consciousness, the bladesinger is down after a melee crit from the Priestess, the rogue is the only one still in fighting shape and getting ready to commit serious murder having just managed a perception check to find, stab and break concentration on the Sun Elf. The Palalock is invisible and steaming back into combat in an attempt to save the bladesinger and it's seriously made them think about mortality and overconfidence to the extent that backup character preparation is underway.
Tolly at the plate >> Smash! Bird down! >> House of the Inspired Hands >> Inside the Temple >> Hall of Exemplary Inventions >> Meeting Valetta >> Attack by a bird >> Tolly shows the gears >> Someone on the roof >> Must be Nim >> He’s an automation >> A gift to the temple by a Lantanese wizard >> To the attic >> Door locked >> Myst unable to pick the lock >> Wren talks through the door >> Nim unlocks the door >> The attic of junk >> Tuc finds Nim >> Why did Nim attack the group? >> I don’t know >> Can Nim leave the temple >> No, a magical enchantment prevents him from leaving the grounds >> Is there more than on Nimblewright in Glacier Bay >> No, they are rare >> Nim Secret >> Nim reveals he created one because he is loney >> Nim wearing similar garb to the ripped cloak on the roof in Trollskull Alley >> Is there a way to find the errant Nimblewright >> Nim gives Wren the Nimblewright detector >> Valetta wants the missing Nimblewright found and destroyed >> Debate of is a Nimblewright is alive >> Nim‘s creation is imbued with a part of his life force >> Do you make magical items >> It has the mind of a child >> Destroy or not Destroy >>Not the type you are looking for >>Nim pleads Tuc to save his creation >> Myst and Wren philosophy >> What next >> Go to Ravenwood >> Waiting to meet Barnibus >> Detector Detects Nothing >> Myst wants to steal some paper birds >> Tolly creates a distraction >> SPIDERS! >> Myst steals some paper birds >> Talking with Barnibus >> Collects evidence >> Trollskull Alley is shutdown >> Barnibus keeps what he knows close to his chest >> We can help >> That would introduce too many new variables into an already confounding equation >>Trust the watch >> Try Cromley >> To the Northgate Stationhouse #1 Meeting with Cromley >> Here’s what we know >> We know more than you >> We can help >> No thank you, trust the watch >> Myst and Cromley get into an argument >> Leave the Station House >> Let’s have a dinner party >> Meet the rest of Trollskull Alley >> Meet Rashaal, of Book Wyrm’s Treasure >> Meet Julius Ceder, Cherish Clothing Company >> Dinner at Lifted Spirits >> Sebastian makes the rounds >> The Alley can survive for some time but not a month >> Myst asks Rashaal if she has any books on the mystery symbol of Tempest coach >> End of the party >> Tuc goes to work >> Nothing at the docks >> Morning arrives >> Check the Ravensong warehouse >> Detector Detects Nothing >> Check the Zonthall hideout >> Detector Detects Nothing >> Exploring a room >> Strange pedestal >> Robe tracks in the dust >> Go to the wall >>. Party detects nothing >> There is nothing here >> Leaving the hideout >> Finding a cellar entrance >> Up the steps >> Myst goes quietly down the hall >> Tolly follows >> At a hostel >> A confusing discussion with the front desk >> Sebastian and Wren follows along >> Tuc stays for some soup.
Had an excellent session last night, finale of a 2-shot.
The party of 5 had been sent to seek the lair of Barian the Fallen, and found it beneath an ancient twisted willow tree called Gnarlbough. They fought past some scarecrows and made their way inside, where they skipped a drowning trap and then fought wicker versions of themselves (I say fought, they fireballed them. It wasn't much of a fight after that!).
Then they found and (utterly) killed a woven wicker chef with a dozen arms, and claimed a pair of daggers of returning. Then they found themselves in a study, and barely escaped the soul-stealing trap I had prepared for them. And then they emerged, covered in paint, to face off against Barian.
Barian the Wicker Lich gave them a monologue of how he had been killed by the townsfolk when they arrived to claim this valley 500 years ago, and that he had turned ot the occult to defend the woods. The people burnt him at the stake and imprisoned him within the ancient tree, which is his phylactery (the players worked that bit out themselves). Now they burn a wicker man on the fire each year, but have forgotten why. Barian is now returned, and will rid the world of Goldfield and then of all the people, and reseed it with trees.
Then he asks if they are here t ostop him, and one of the party manages a nat 20 to say they are here to have a cup of tea with him. He pauses, and then says "It has been long years since I have hosted. I will summon my chef", prompting the whole party to go "nonono that's ok actually we just had some!", and hide the knives & saucepan they claimed from the ruined remains of the chef.
Things rapidly devolve into combat as the party concludes that Barian is insane and needs to be stopped, though the Bardbarian sits it out to play music as he is chaotic evil and sees no need to stop Barian. The fight eventually results in most of the party badly hurt, but Barian is slain. The party escapes the lair as it contracts in on itself, and emerges to see that Goldfield has lit their wicker man, flaming in the distance.
Left on that "you won, for now..." note, and we may end up running this on as an on-and-off campaign!
Fighter got talked out of buying a "kartoffeler's tool" for 4gp. It was a hoe.
Party has left Port Soulspit with a mini convoy of allied goblins and undead inside the gullet of a white whale, who may or may not be Moby Dick, repurposed as a war machine by Yuggoloths. They were vomited forth from said whale upon crossing the Styx and landed hard due to driver failing a DC 10 to stick the landing. They were deposited a ways from the battle they were trying to avoid, but a Vrock did spy them and engaged them. Liberal use of arrows, harpoons and a wrecking ball eventually did the Vrock in, despite a scary moment when more than half the party was stunned by its scream. Shortly after Vrock, party confronted a tornado of fire, they narrowly avoided it as did their goblin allies, while their undead ... well the Wight leader made it on account of plot armor with two of its skeleton retinue. Goblins and party debated whether they should press on or assist the undead. Undead's war machine was grounded and would likely take hours to repair. Faster solution, party did a quick salvage of anything easily pulled from the Undead's machine for spare parts, and brought the Undead and their two sacks of Garmonbozia (pain and sorrow made manifest as a creamed corn type substance ... it's Orcus's offered tribute to the unleashed Tiamat) aboard their vehicle.
Session ended (I run two hour sessions with this group, which usually means a session's either a combat one or a RP one) with the party coming to a checkpoint between the greater layer of Avernus still governed by the Archdukes of Hell and whatever, if anything, Tiamat's followers are calling the region centered by her former prison. Checkpoint is staffed by a garrison of Merrogons led by a Narzugon. They're the "muscle" of the checkpoint, most processing and interaction with transport over this route is actually managed by members of the Infernal Border Regimented Irregulars, mortal mercenaries whom the Devils recognize as having greater facility negotiating the general strangeness of this border between a shaken hell (and multiverse) and the apparent roots of an ascendant Tiamat. A familiar face is among the inspection team about to process the party and their allies (Zodge from BG:DiA, who grew into a bigger deal in my game than I intended from that module so have sort of stuck him as a frequent presence in my games loosely based around Sgt Barnes from the movie Platoon).
Jander Sunstar is the thinking person's Drizzt, fight me.
It was good. At least in an informative sense. I'm doing a sw5e game and the balance is way different then dnd. So they didn't kill the boss as i had intended. But i now know how to adjust things so it should run much smoother. But other than that it went great. Next time they will kill a boss lol
It was my final session as DM after running the campaign for almost two years taking them from Lv1 to 7. The campaign will continue but my wife has been wanting to run CoS and I felt this would be a good place to take a hiatus after this session.
The party bought a wagon and were venturing north to return a kidnapped child to her fathers. They saved this young tiefling girl a few months ago and have been keeping her with them ever since, sending off messengers to the far north hoping someone would come get her. Yet no one ever did. They decided to venture north themselves to take her back and wandered right into territory controlled by a Gnoll Warband. This band has been harassing them all campaign long and they decided to finally wipe them out with this kid in tow.
During this session they located the Flind in charge and found it dragging along three 'meat shields.' One, of which, was one of the fathers to the child. An epic fight ensured where they were surrounded and heavily out-numbered by gnolls. Two of the meat shield prisoners were lost during the fight, yet the party managed to barely survive and rescue the child's father. With that we arrived at the end of our session with an well-earned victory, a rescued prisoner, and a heart-warming reunion. A good note to leave off on before the break, I felt.
Then the paladin floated "Well, our job is done. Lets dump them here and return to town!!" Just like that, the good note turned sour as the party suddenly became split on whether they should leave these two to the elements or go a bit further to take them home. It completely caught me off-guard and has set things up for an interesting return.
My Tuesday campaign was a large scale combat last session. Went totally haywire too! So proud of my players for throwing me for a loop. As a result they almost killed the BBEG they've been getting warnings about on their first meeting with him. They were 1 counterspell short from getting him. Would of made for a very interesting twist if they got him. Instead this manipulating type villain that is not a fighter will be a thorn in their side going forward. They managed to kill one of his top people in the process though. Wait... no two! They got the evil bard as well.
Characters made it through a checkpoint between Avernus and what the Infernal Legions are now calling the Tiamat DMZ, plus "hey, magic shop at the PX" and "hey, scam because we have no money" and "hey, that actually worked (because you're probably going to need them potions)." Game sort of got bogged on some traveling mechanics, characters were trying to save time by driving their war Machine in shifts, which pushed its exhaustion mechanics leading to some break downs. Ended with a breakdown where they were almost waylaid by a band of six kobolds on three Devil's Rides coming to loot their misfortune. Party sorcerer is a charlatan and with some tough talking and some special effects actually convinced or reverse waylaid the kobolds to leave one of their Devil's Rides behind as well as a lance (party hoping they could use these for spare parts to fix their rig). As the kobolds were leaving one of the characters recognized their battle standard as belong to Shurm, a would be "warlord" of Avernus and self-styled usurper of Tiamat's Marshal on Avernus, Arkham the Cruel - though in reality just a major nuisance to the caravans brining tribute to Tiamat. With the recognition, the party member asked the kobolds which one of them was Shurm. Kobold replied, "None of us, we're scouts for his army ... I guess we got some explaining to do as to why we ditched one of our rides and a lance to a group of cargo haulers broken down here in the wastes, guess we'll see you later." So now to design a Kobold Army buffed up with some Dragonflesh Grafters and war machines.
Jander Sunstar is the thinking person's Drizzt, fight me.
(Spoilers for Rime of the Frostmaiden)
Party decided to assault the fortress of the Frostmaiden, but first wait for the Frostmaiden to leave.
Doors are all sized for giants, therefore requiring DC 20 strength checks to open. Every member of the party dumped strength. There were a lot of doors.
Rogue see's the Frostmaiden's throne, decides to sit on it, causes icicles to fall down onto the rest of the party. They are not impressed.
Party decide to loot the nest of the Frostmaiden's Roc, they see a large egg. "We cannot let the Frostmaiden raise another Roc" Cleric says, not bothering to nature check the egg. Cleric chucks it off the fortress, watch as a dead silver dragon falls out of the smashed egg. "NOOOOO, that was one of the good ones!!!" Cleric screams.
Party encounter an Awakened Giant Walrus, they watch as it dances around, it then tells them they need to pass 4 tests to get the Frostmaiden's treasure.
The DM (Me) reads module, looks at the tests, "Yeah, these look long and convoluted, lets try something different".
Test 1, Cruelty. Paladin picks up a blade on a pedestal, 3 speakers of the Ten Towns appear before them: The Frostmaiden obsessed fanatic who tried to turn the other speakers against them, the devil worshipper who helped them in their quests and the Speaker who got failed to evacuate the town that the Cleric's boyfriend lived in before it got attacked by (Spoilers) because he was too drunk. "Easy choice" Paladin says, moving towards the Fanatic. "Eh eh eh" Fanatic responds, wagging his finger. "If my bodyguard doesn't see me come back safely, he's gonna kill the Cleric's boyfriend". Middle fingers raised. Drunk is still drunk and unaware of what's going on. Party decide to kill the devil worshipper because drunk people are funny.
Test 2, Endurance. "Survive" the party are told, as a horde of Ice Toads descend upon them. More and more Toad's descend upon them. Party prove they are mightier than a bunch of Toads.
Test 3, Isolation. "Bring forth the chosen". "Sounds cool" Rogue says, volunteering himself. Cleric and Paladin disappear and are replaced with a Dire Wolf and Sabre Toothed Tiger. "Ha ha ha" the DM says, "I don't have to do any work this combat, because you two control the monsters". "Wait, what happens if I don't make the tiger attack?" Cleric says, Cleric takes 18 cold damage. "Oh yeah, whoever kills the Rogue. Their character can get immunity to Cold (Very useful in a wintery campaign)" the DM says, going to make a drink. "I'm so sorry" Cleric says, making the Tiger attack the Rogue. "Cleric, move closer so I can use pack tactics!" the Paladin shouts. Rogue somehow survives, passes the test, Paladin pretends he was resisting.
Test 4, Perseverance. Small child appears. Rogue puts on his best serial killer face and walks slowly towards the child. Paladin pushes him out the way and struts towards the child with several severed hands hanging from his belt. Child is scared. Cleric gives Child a book. White Moose appears. "Give me the child!" "No!" Moose turns into big scary Monster. Monster downs Paladin, moves towards Cleric. "I use my ability to give it disadvantage on attack rolls" Cleric says. "Wait, why didn't you use that when it was attack me" Paladin says. "I forgot" Cleric responds. Paladin sulks. Monster dies.
Passed all tests. Enter vault. Find Magic Book they were after. Rogue decides to vandalise holy artefacts. "If you do that you will kill us!!!" Cleric screams. Rogue decides to try do it anyway. Rest of the party decide they need to knock him unconscious and carry him out. On the way out they see the Frostmaiden. "Don't mind us, we passed your tests and are now your worshippers" Party says. Low insight roll. "You better not use the magic book to find the lost ruin!" Frostmaiden says. "We won't..." Party says, dragging the Rogue behind them as they skedaddle out there.
Paladin says it was the best session he ever had.
We started a new campaign (Baulder's Gate: Descent to Avernus)
I got to play a character that I've had for a while lying around, Dream of Days, a Tabaxi Valor Bard/ Enchantment Wizard (eventually).
Nothing major happened, though it was entertaining to do any combat things because our party of three consisted of An Elf Warlock, A Dragonborn Warlock, and a Tabaxi Bard, and the highest AC in our group is 13. Due to a crit, I got 1 HP off of dying (not unconscious, auto-death), then got a Nat 20 on my second Death Save, so I was saved. We managed to NOT die however.
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Had a very interesting oneshot last night, where we had to save a village which was eaten by a vortex. We ended up on a plane where a sphinx was running a riddle game, and we had to first make it through some traps and then solve the sphinxes riddles. The Wizard ended up being left behind (everyone who answered right was teleported to "the audience") and the Sphinx tried to eat him. My character was the only one who tried t osave him, and got knicked to 0hp for his troubles. We then had a very long-winded chase through a queueing system which couldn't be shortcut, with my character on anothers shoulders, and I was luckily healed at 2 passed death saves and 1 critical fail! I then offered the Sphinx some burnt, raw, slightly mouldy sausages to sate his hunger, and he became poisoned. He then took out the wizard and the bard (so lucky 3 of us have cure wounds!), and then made the Wizard (the cause of the problems) eat the sausages ("It'll be great for ratings"). The wizard ate them, and failed the 6th of 6 DC16 constitution saves, and threw them back up. The Sphinx said that was going to be "great viewing" because "people love bushtucker trials" and then snapped their fingers, sending us back.
We got back to find the village restored and the person who asked us to save them asking after their brother, Derek. Derek, we had learnty, had jumped into the void (the village had reappeared on floating islands in space). For comedic timing, we then heard the sound of someone screaming from above, and I managed to cast feather fall as Derek fell from the sky, just saving him!
We got 500gp (plus one copper, we'd been promised everything Derek had as well), and the DM had their first session in a while where they didn't kill any PCs!
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!
Trapped at the entrance >> What to do next >> Let’s see what the coin does >> Back to the Winery >> Open the Golden Door >> Lantern of Revealing >> Light the lantern >> Walking the halls >> Back to the barred window >> Something important about that sword >> Explore >> Back to the Gem/Sword Room >> Search the room >> Tuc finds a door >> Word on the wall >> Myst sets off a trap >> Explore some more >> Checking the pasture with the lantern >> Nothing >> Go back to the hallway >> Inspect the Incinerator >> Myst sees some Magmins >> Slowly walk out of the room >> Inspect the swinging Peril room >> Focus on the sword >> Jump to the disks >> too dangerous >> climb down >> Go get the 24’ ladder >> Pivot >> Everyone climbs down into the smokey pit >> carry the ladder >> Smoke Mephits >> COMBAT >> Shatter time >>. Well, that was easy >> Inspect the walls >> Nothing >> Ladder to the platform >> Not stable. Will not work >> Back out of the room >> Tolly attempts the platform >> Falls 20’ >> Ouch >> Myst make an attempt >> Swings from chain to chain >> Get the sword >> Swings back >> Miss a platform >> Falls 20’ >> Ouch >> Climbs out of the room >> Words on the sword >> The Riddle has been completed >> Back to the statue of Keilier >> Say the riddle >> A key >> A wand >> A Wand of Secrets >> Nothing left to look for except the Ball Room >> Back to the ball room >> Check with the Wand of Secrets in the vault >> Nothing >> Dancing Lizards >> Tolly bring his dance partner Molly >> COMBAT >> Tolly get pummeled by the dancers >> Tolly is dragged out of the ball room >> Wren cast Shatter >> A glint of metal >> Still dancing >> Sebastian attempts to make his way through the room >> Bumped a dancer >> How rude >> Sebastian gets pummeled >>Sebastian cast hellish rebuke >> Sebastian gets dragged out >> Those are not Lizardfolk >> Tuc breaks an instrument >>What to do next
Last session my warlock learned they are a bridge for the dead to pass on. They just killed a bunch of bad guys and then their spirits were trying to get to the warlock to touch them. They freaked out and spent a lot of time trying to avoid them while the rest of the party couldn't see them as the living ghost dead started swarming the warlock. Ultimately the paladin used divine sense to see them and to slay two of them but the rest managed to corner the warlock and touched them to cross over. They currently worried they are possessed by 6 of the 8 ghosts.
Well, we save the royal family from mind control, with minimal problems!
(Revivified prince glares at me)
and now we are low on spells, features, and im the only one that didnt take damage in the last fight.
but now the CaStle iS BEAING ATTACKED BY MANY MANY DRAGONS!
Party---
human Psychic rouge
human wild sorcoror
half ork rune knight fighter
me-kobold battle-smith artificer, with robo pupper and homunculus
Current game- Pelegos: Singularity
Game world- Thad'thra, homebrew
Role- DM
Players- Maro: Light Cleric, Rivqah: Feind Warlock, Kortek: Artillerist Artificer
Plot: Uncover a conspiracy and truth behind the Dragon, Blasphemy, and the light of the kingdom that was stollen. Drenching Baranara into shadow.
Continue in the Dance Hall >> Wren has an idea >> Wren take the gem >> Back to destroy the instruments >> Flute destroyed >> Cello destroyed >> Violin destroyed >>No music but still dancing >> Tolly searches the laboratory >> Acid found >> Another look around >> Oops >> Fire and Acid burns >> Attack the dancers >> Throw some acid >> doing some damage >> Wren implements his idea >> Misty step to the gate >> Investigate the gate >> Wren touches the gate >> Wren disappears >> Party focuses on the dancers >> Sebastian cast Shatter >> These are automation >> Arrows and spells are thrown >> One down >> Two down >> Three down >> Four down >> Rush to the gate >> Tolly touches the gem and the gate >> Tolly disappears >>.Sebastian touches the gem and the gate >> Sebastian disappears >> Myst touches the gem and the gate >> Myst disappears >> Tuc touches the gem and the gate >> Tuc disappears >> Esmond touches the gem and the gate >> Everyone appears at the Yawning Portal >> Durnan offers around on the house >> Were out of the Alley >> What next >> Durnan tells the party who Mirt is >> Durnan gets the word out to Mirt >> Back to Trollskull Manor >> Esmond gives the backstory of Troll Skull Manor >> Back at the Manor >> Having one last drink for the night >> “Help me” >> A voice from the statue >> A talking statue >>Primara tells a story >> “I’m real” >> What to do next? >> Undo the curse or hand the statue over to Mirt >> The right thing? >> Night watch over the statue >> Tuc goes into his shell over the trap door >>Morning walk to Phailkonmere >> Jeryth lifts the curse >> Primara gives a reward >> Amulet of the Unicorn >> What are we going to tell Mirt >> Back to the Yawning Portal >> Mirt and the party talk >> We don’t have the unicorn >> Mirt believes them >> Mirt and Keilier game >> Mirt pays the party >> Back to Trollskull Manor >> What about the manor >> Fix it up or not >> Let’s do it >> Sebastian goes get Broxley >> Broxley gives the manor a once over >> “I know some people.” >> a visit by many guilds >> The manor needs some work, a lot of work >> A visit by Ulkoria Stonemarrow >> She tells her story of the manor >> Yes, the manor is haunted >> Tell the story of Lif >> Broxley returns for the estimates >> 1000 GP plus guild fees in 12 days >> Well? >> Group decides >> Myst invests >> Tuc tells her story >> Bilgewater >> Sephora’s death>> Tempest diary >> Tolly has been targeted >> Broxley does not know what’s going on >> “So you want the work done?” >> Yes.
I've been waiting for the right time to reveal my character's big secret and last night I got the perfect opportunity. The party was captured by kuo toa and dragged to an altar, where they planned to sacrifice us to the Sea Mother. We fought, but were vastly outnumbered; so my sorcerer used Misty Step to appear on top of the altar and declare herself to be their goddess, ripping off her top and scarf to reveal large tentacles bursting out of her sides, smaller squid-like tentacles covering her scalp, and large fish fins like wings on her back. It was very dramatic and worked perfectly. So far the rest of the party has politely avoided asking about it, but it did lead to a nice bonding moment between two people with trust issues when the most aloof party member was alone with her and removed his ever-present helmet to reveal he's a drow.
A couple of quotes regarding the situation:
"This is the second time Theo has saved us from a hopeless fight through sheer force of personality." "That's what Theo does best apparently: manipulate the hell out of everyone."
"If I had a nickel for every time Jude's character has been worshipped as a god of an evil cult..."
Jude, He/They
Former gnome evocation wizard and dhampir fey wanderer ranger, current simic hybrid aberrant mind sorcerer
Rookie Call of Cthulhu Keeper
I come have come back to this topic once more!
So, I'm currently hosting a homebrew campaign for me and me and my friend because i thought it would be fun, it absolutely was! And I've learnt a bit about DM-ing since.
As for what happened, we are basically a couple of adventurers who wondered upon this massive town that had a massive trading centre, we go to the tavern, order drinks and go sit at a table next to this massive fireplace. I casually mention a group of adventurers walk in. !unintentional plot point discovered!
My friend is instantly suspicious of these adventurers and takes an instant disliking to them, thinking they are 'flexing their gear and money', so they decide to ease drop on these people and their conversation, the knight of the NPC group catches them and begins to question them, but my friend manages to escape their grip and my character intimidates the living daylights of this knight and we go back to our normal conversation. We get a room at the bar and my friend over hears a conversation between the NPC party (they were in the room next to us) and that they were going to another island to capture/kill a mythical creature, so my friend decides that we'll go to that place before the NPC party does.
Next day, we get some supplies and weapons and gear etc. Meanwhile, my friend spots the NPC party's sorcerer buying a cool gemstone and so, successfully, steals it without anyone noticing. We then left the session off at out characters deciding on how to commander a ship.
It was a quick session which acted as a session 0 and was so much fun!
Got back into the swing of it with DMing again after over a month of no D&D, ran a one-shot which has turned to a 2-shot because everyone was enjoying themselves too much!
Started with a variety of festival games, between them the party successfully won a health potion for completing a fire-walk, a fair bit of gold for crossing a greased pole and throwing barrels, terrified the town drunk who was running a fixed ball-toss game by blinding him and telling him that it was the gods punishing him, and made him repent his sins before lifting the spell. One of them guessed the weight of the giant pumpkin, then they met a fortune teller who warned them of a technomancer who made wicker minions countless years ago. They then tried to burn the huge wicker man that the festival presided around, and then helped to put it out again when nothing happened. They also engaged in a drinking game with one another, and somehow (DC20) neither of them actually passed out from the firewhisky they were drinking, though they did take fire damage for it!
Then they journeyed to the Gnarlbough, an evil tree, from which the villagers had been taking sticks as the tree repels crows. Lo and behold, the party are attacked by scarecrows with these black stick woven into their limbs. They beat them down (11 was the number of the game, the scarecrows rolled it so many times!). The bardbarian manages to fit a clawed hand of a scarecrow to his guitar-axe and then nat-20 the performance check I asked for, allowing him to not only use the hand to play the guitar for double-fast guitar riffs, but giving everyone in the party inspiration. They then find this black, twisted willow tree, and in it's roots they find an entrance to a dungeon.
Within the dungeon they avoid a trick door and then find a room with creepy wicker versions of themselves at at a table laid wit hwicker food. The wizard fireballs them, taking out 2 of the 5. The wicker-them then fireballs back (same initiative on each of them), and the wizard counterspells. The party wins the fight, and the wicker thems are destroyed.
The session ended there, and I have to make some decisions about where to go with it next week...
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!
Tuc on the Docks >> Ravensong vs Zonthall rumors >> Fancy ship been in port >> Back at Trollskull Manor >> Myst and Tolly look for Tempest >> Sebastian visits the Field of the Dead >> Looking for skeletons >> Vincent pays a visit to Trollskull Manor >> Speak with the dead >> Short amount of time 5 am IronWatch station house >> Two spells five questions per spell per corps >> Thinking up some questions >> 5 am >> Meet Davon Razon, Cleric of Tyr >> Enter the station house >> Paying off the front desk >> Down to the morgue >> Question the gnome, Dalakhar >> Where were you going? >> Trollskull Manor >> Why? >> To deliver the stone of Galoorr. >> Who were you taking the stone to? >> A group of adventurers saved Lord Neverember’s son. >> Why would you give it to them? >>I felt it would be safe for the time being >> Do you know where the treasure is? >> No >> Question the human, Ravensong >> What were you doing in the alley? >> Helping catch the gnome Dalakhar. >> How many were with you that morning? >> three. >> What were your plans for Dalkhar? >> Kill him. >> What were your plans for the stone once you recovered it? >> Urstul Floxin said it would make them rich as kings. >> What is the name of the group that uses automatons? >> I don’t know >> Leaving the station house >> Paying off the front desk >> Talk outside of the station house >> Davon leaves >> Vincent listens in >> Who wants breakfast >> Eating at the Yawning Portal >> Discuss new information >> Myst wants some compensation >> Who is Urstul Floxin >> Renaer mentioned the Stone of Golorr >> Where does Remeaer live >> Volo appears >> Volo provides directions >> Neverember Villa >> What does Renaer know >> Dalakhar, the stone and his father >> Father is in Tamarth >> Who is Urstul Floxin >> Renaer will ask the Gentle Foxes >> Back to the Yawning Portal >>Talk to Davil Starsong >> Tolly drops some coin >> Who is Urstul Floxin >> Davil knows who he is >> The fractured Ravensong >> A lieutenant >> Not the boss of this Ravensong >> Ravensong vs. Ravensong >> Ravensong vs. Zonthall >> War on the streets >> Who uses automation >> Day of Wonder Parade >> Temple of Gon >> What next >> Travel to the House of the Inspired Hands >> Something on the roof >> A bird flys to Myst.
*spoiler warning for Dungeon of the Mad Mage*
Sargauth Level, party are all level 7 and have breezed through the first two levels of the dungeon due to several group members having insane AC and, having accidentally missed the caster enemies on those levels, are feeling somewhat overconfident after facing nothing but goblins, bugbears and other assorted melee cannon fodder. They take out a sole Drow Mage who managed to suck the bladesinging wizard dry of higher level spell slots via Counterspell. The evocation wizard didn't have Counterspell, so when they ran into the Sun Elf prisoner (aka Drow fangirl) and assumed she would help them take on the Drow Priestess, they gave her a spare arcane focus they'd found on an upper level.
Just before they burst into the temple, the Sun Elf, who'd been gushing about Drow society and matriarchal power structures to the bladesinger, who is just an overall Elf fanboi, cast Mage Armour on herself and said "I better disappear or she'll know you've been letting prisoners out", before casting Greater Invisibility. I'm told by our Bard player that at this moment his "oh crap" radar went off, but as soon as combat started, with the group all bunched up, Cone of Cold from the Sun Elf with a yell of "I TOLD YOU I COULD BE USEFUL!". 4 of them made their Con saves, but it sapped them greatly and when the initiative order came back round 4 of them were still bunched up for the first Fireball.
By the end of the session, about to begin round 4 of combat, 4 of them are in single digit HP having been down and healed back to consciousness, the bladesinger is down after a melee crit from the Priestess, the rogue is the only one still in fighting shape and getting ready to commit serious murder having just managed a perception check to find, stab and break concentration on the Sun Elf. The Palalock is invisible and steaming back into combat in an attempt to save the bladesinger and it's seriously made them think about mortality and overconfidence to the extent that backup character preparation is underway.
Not a bad session, from the DMs point of view :D
Tolly at the plate >> Smash! Bird down! >> House of the Inspired Hands >> Inside the Temple >> Hall of Exemplary Inventions >> Meeting Valetta >> Attack by a bird >> Tolly shows the gears >> Someone on the roof >> Must be Nim >> He’s an automation >> A gift to the temple by a Lantanese wizard >> To the attic >> Door locked >> Myst unable to pick the lock >> Wren talks through the door >> Nim unlocks the door >> The attic of junk >> Tuc finds Nim >> Why did Nim attack the group? >> I don’t know >> Can Nim leave the temple >> No, a magical enchantment prevents him from leaving the grounds >> Is there more than on Nimblewright in Glacier Bay >> No, they are rare >> Nim Secret >> Nim reveals he created one because he is loney >> Nim wearing similar garb to the ripped cloak on the roof in Trollskull Alley >> Is there a way to find the errant Nimblewright >> Nim gives Wren the Nimblewright detector >> Valetta wants the missing Nimblewright found and destroyed >> Debate of is a Nimblewright is alive >> Nim‘s creation is imbued with a part of his life force >> Do you make magical items >> It has the mind of a child >> Destroy or not Destroy >>Not the type you are looking for >>Nim pleads Tuc to save his creation >> Myst and Wren philosophy >> What next >> Go to Ravenwood >> Waiting to meet Barnibus >> Detector Detects Nothing >> Myst wants to steal some paper birds >> Tolly creates a distraction >> SPIDERS! >> Myst steals some paper birds >> Talking with Barnibus >> Collects evidence >> Trollskull Alley is shutdown >> Barnibus keeps what he knows close to his chest >> We can help >> That would introduce too many new variables into an already confounding equation >>Trust the watch >> Try Cromley >> To the Northgate Stationhouse #1 Meeting with Cromley >> Here’s what we know >> We know more than you >> We can help >> No thank you, trust the watch >> Myst and Cromley get into an argument >> Leave the Station House >> Let’s have a dinner party >> Meet the rest of Trollskull Alley >> Meet Rashaal, of Book Wyrm’s Treasure >> Meet Julius Ceder, Cherish Clothing Company >> Dinner at Lifted Spirits >> Sebastian makes the rounds >> The Alley can survive for some time but not a month >> Myst asks Rashaal if she has any books on the mystery symbol of Tempest coach >> End of the party >> Tuc goes to work >> Nothing at the docks >> Morning arrives >> Check the Ravensong warehouse >> Detector Detects Nothing >> Check the Zonthall hideout >> Detector Detects Nothing >> Exploring a room >> Strange pedestal >> Robe tracks in the dust >> Go to the wall >>. Party detects nothing >> There is nothing here >> Leaving the hideout >> Finding a cellar entrance >> Up the steps >> Myst goes quietly down the hall >> Tolly follows >> At a hostel >> A confusing discussion with the front desk >> Sebastian and Wren follows along >> Tuc stays for some soup.
Had an excellent session last night, finale of a 2-shot.
The party of 5 had been sent to seek the lair of Barian the Fallen, and found it beneath an ancient twisted willow tree called Gnarlbough. They fought past some scarecrows and made their way inside, where they skipped a drowning trap and then fought wicker versions of themselves (I say fought, they fireballed them. It wasn't much of a fight after that!).
Then they found and (utterly) killed a woven wicker chef with a dozen arms, and claimed a pair of daggers of returning. Then they found themselves in a study, and barely escaped the soul-stealing trap I had prepared for them. And then they emerged, covered in paint, to face off against Barian.
Barian the Wicker Lich gave them a monologue of how he had been killed by the townsfolk when they arrived to claim this valley 500 years ago, and that he had turned ot the occult to defend the woods. The people burnt him at the stake and imprisoned him within the ancient tree, which is his phylactery (the players worked that bit out themselves). Now they burn a wicker man on the fire each year, but have forgotten why. Barian is now returned, and will rid the world of Goldfield and then of all the people, and reseed it with trees.
Then he asks if they are here t ostop him, and one of the party manages a nat 20 to say they are here to have a cup of tea with him. He pauses, and then says "It has been long years since I have hosted. I will summon my chef", prompting the whole party to go "nonono that's ok actually we just had some!", and hide the knives & saucepan they claimed from the ruined remains of the chef.
Things rapidly devolve into combat as the party concludes that Barian is insane and needs to be stopped, though the Bardbarian sits it out to play music as he is chaotic evil and sees no need to stop Barian. The fight eventually results in most of the party badly hurt, but Barian is slain. The party escapes the lair as it contracts in on itself, and emerges to see that Goldfield has lit their wicker man, flaming in the distance.
Left on that "you won, for now..." note, and we may end up running this on as an on-and-off campaign!
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!