Our cleric found a bunch of little girl dresses and put one on and pranced around going "look at me im a pretty princess!" and our DM yelled/lectured us for 30 minutes. I don't blame her we're annoying af lmao
haven't started a campaign yet but this is from a one shot I ran a while ago.
my two players where in a tavern that had been infected by mind flayer parasites. and after they had finished this encounter a goblin cleric ran in. the rogue decided tht the best option would be to PUNT THE GOBLIN before it could say anything. adn for some f^cking reason the rng gods decicded " oh yeah lets make her roll a nat twenty. that should't be a problem" turns out the goblin was the only one who could remove the parasites. long story short the goblin was thrown over 50 feet away and knocked unconscious.
Rogue burned down the house of the mayor of Phandalin because the mayor called her an interrupter. On the other end of town, Fighter found out his dog chased some Redbrand goons to an abandoned temple to the south. Fighter then sprints the 12 miles in heavy armor while also dragging my heavily armored Cleric along, somehow doesn't suffer exhaustion, and proceeds to straight-up John Wick five goons and a mimic. He didn't take any damage from the goons, but he did get trapped in a room with a mimic and suffer a 20 damage critical hit from the it. My cleric rips the porticullis keeping him in right out of its slot and steps in between the two to make sure that the fighter doesn't get hit. The very next turn, the fighter shoves my cleric aside, lifts the porticullis that trapped him in the mimic room, and dashes towards the mimic, crushing it.
What began as a oneshot has become a full campaign and I'm so excited about it. In a weird, anachronistic fantasy world, in a small, strange town with a concerningly high crime rate, the Elevenleytown Detective Agency go around solving cases, making allies and saving their town (and stealing alcohol from crime scenes).
Each session is set up as a standalone case, but next session I plan on calling back to their first case and bringing some continuity into this setting, and then I'll start on larger story arcs.
In the last session the party investigated a series of unusual bug-related deaths all happening during Elevenleytown's local election season (it did not occur to me that we would be playing this session the day after the debate lol). They eventually came to the conclusion, due to the fact that each of the victims supported one candidate and hated the other, that the political candidate they were against was somehow using insects to kill his enemies. This theory of course culminated in the sorcerer knocking on the door of one of that candidate's supporters' houses and telling the family inside that the candidate they supported was actually a swarm of insects in a skin suit (the candidate was not, in fact, a swarm of insects in a skin suit).
The session ended with them apprehending the suspect in his car and persuading him that he was unsafe and they needed to take him in for protection. As they discussed a further plan, he overheard them and slowly reached his hand into the open window of his car and pulled out a wasp nest in a bag and threw it at the sorcerer. Combat ensued, during which the warlock knocked the head off of the politician, revealing that the head was connected to a much smaller, draconic body. The candidate was three kobolds in a trench coat running with campaign promises that would entirely benefit kobolds. They fought the three pieces of the politician (creatively named Head, Body, and Pants), managed to incapacitate all of them, and brought them into custody, which is where we ended the session.
The party finally returned to Steepfield, where they started, to pick up the boat they left behind to be converted to a skyship, and found it was not significantly bigger. They then found the artificer had been abducted by a giant owl, and taken to the Giants they are at war with in the north. They started a rescue mission, and flew north. On the way, there was an amazing moment between two of the characters who are working through the start of a romance arc, where one saw the northern lights and woke the other up to see them. Later en-route they found a treant who attacked them, and then they talked him down and discovered that the giants had dwarves cutting down the forest to the north, and the Treant thought them to be part of them. They picked up a 3ft. boulder for their ship to drop, and headed north. They made a brilliant plan involving the raven familiar of the warlock being turned invisible whilst holding a covered coin with the light spell on it, to find the right window for Enzo, the artificer. However, they discovered that what they thought were undead (which they had encountered before) were actually slaves of the giants, and decided to try and free them all.
They found that the place he was being held was a massive factory making 6 dreadnaughts (giant ships capable of levelling a city, as the party knows because recently, one levelled a city) and decided to destroy the whole place, so they got Enzo out by blowing up the wall with Shatter and Telekinesis, and then they jumped in and sent him off on the skyship. The cleric has (wisely) santified one of the rooms as a temple in the skyship and has set up word of recall to get them back.
The session ended with them inside the giants fortress, discussing what they would do next! And I have until Sunday to map out the place and prepare 🤣
Playing old school DND with the skycrawl add-on. We encountered on out skyship journey a fire elemental wearing a (magic amulet). It paid no attention to us until we used a nearly indestructible tungsten rod (it can extend) to take the pendant and run. the ship and us took some fire damage (I'm at 3PH now (wizard) but we got away. The pendant was so hot...it was burning the ship. I tried levitating it till it cooled down (it didn't) and our giant poured 5 barrels of water on it (no effect). we have indestructible gloves but they don't protect the wearer and the heat runs down the rod. The rogue was saying to chuck it, but we came up with an idea. We filled a huge heavy stone coffin (the mummy was destroyed) with sand and dropped it in there. It's basically an oven now...and isn't cooling down but isn't burning the sky ship. Probably helps that a player and the DM are both scientists. :) If we ever find a way to cool it down, i can identify it. We do have a way of mankind a freezing (ad)mixture but I'm afraid it will just damage the coffin and the amulet will burn the ship again.
Other random encounters that happened that day: we say a stranded skyship with 4 crew but there was also a tower and the ship itself...and it seemed like they had enough hidden crew to overpower us so we didn't stop. We have 4 players, and 4 NPCs but only one NPC (the giant) fights. Then we came across the wreckage of 6 military skyships and rescued the stranded survivor (who now is unconscious from fire damage from the elemental). We found the frame of an old plant based skyship...that was probably destroyed a very long time ago. Some sort of flying beast was flying parallel to us, but we could see what it was, so we outpaced it. Still trying to make it to out next port with a singed ship and crew.
In a oneshot I managed to indoctrinate a majority of the prison guards and population I to my cult. (Warden had an AC of 30.). Oh also I was playing with waluigi.
We started a quest based on the Shadow sea shanty song. Was given 100 platinum upfront with 100 more upon completion and a bunch of magic items onboard the ship from out benefactor. Obviously with that much my character and his family could retire, but spur of the moment means he has to live long enough to get them the money.
Anyway, our first combat was a young sea dragon. Not sure if casting darkness on the launcher aboard worked better than straight attacking him with canons and the occasional spell, but the crew were all revived magically (didn’t think that was a thing, but ok), so no harm no foul, just some used up resources.
We played session 13 of Vecna: Eve of Ruin. The playing characters now have Oathmaker and The Inferno Staff from Die, Vecna, Die! along with two parts of the Rod of 7 Parts. I've made significant changes to the module to better suit my tastes. I detail the changes I'm making in my blog, link below.
In my adventure, Vecna is a god. He is performing a ritual with the assistance of his mentor, The Serpent to ascend to the rank of Ancient Brethern. When he experiences this apotheosis, he will continue what he tried to do during the events of Die, Vecna, Die! to remake the Multiverse into his ideal vision. He will punish all his enemies, exault his allies (like Orcus and Acererak), resurrect his beloved mother, and subjugate all beings to be of a single, equal social status: servants unto him. He'll make the Multiverse Great Again!
In our last session the party began fighting their way through the Giant fortress-factory building colossal skyships, and they found the first 3 Giants something of a challenge. Then they freed 3 Treants which were held captive, and fought their way across the gantries to the Giant residence, where they fought one more Giant and then had 4 giants burst through the doors opposite. We ended the session there as it was getting late!
Ok, so mine is very interesting... It might have spoilers for Curse of Strahd campaign but I sincerely doubt anyone else had this happen to them.
So my party was in the town of Barovia staying the night at the local chapel because they just finished burying the body of the burgomaster. In the middle of the night one character woke up in the middle of the night because he had a bad dream and the other was an elf so he only needs to sleep for four hours anyways so he was awake. Anyways, they hear a squeaking noise and wake up the others and go check it out and it is this old crone selling pies to the villagers. Of course being who they were two of my party members went and immediately bought one (and nine.) As soon as they ate it they started hallucinating and we had to snap them out of it, but then they realized they were addicted to the pies!
The two not addicted ones tracked down this crone and saw her snatch up a child into her cart! Then they initiated combat and she disappeared but not before shoving a pie into another party members mouth causing him to be addicted too! Then they all met up and heard a mysterious voice saying "Hey, if you all eat a pie something veeeerrrry interesting will happen." The one who wasn't addicted, A druid named Jormundur, didn't want to do that but of course the others attacked him in an attempt to force him to eat a pie. Jormundur, being a druid, transformed into a giant badger or something and burrowed away from them. Then the others realized that now that he wasn't here they could all eat a pie and something "veeery interesting would happen." Then they woke up to a 'very interesting' surprise.
They were bound by ropes to a pole which they managed to escape from. They realized they were in an attic of sorts. Already craving more pies they headed downstairs to witness two hags pricking children with needles. They initiated combat and got utterly destroyed. But obviously these hags were very nice as they continued to keep them in custody after they were all downed. But this time they used some better...rope.
Meanwhile, Jormundur was already on his way to try to save the rest of his party and eventually found this creepy windmill. He thought it made sense that they were being kept in here and snuck in through the top using Spider Climb and Pass Without Trace. Jormundur was correct and saved the party and they then ambushed the hags and destroyed them. After that they ransacked the place, freed the children, discovered that the pies were created with ground up child bones, blood, and other things I would get tracked down by the CIA for saying, they lost their addiction for the pies.... for now. As one hag actually escaped (foreshadowing!!). Anyways in the end it all ended up A-OK but the rest of the group was pretty salty that they were saved and didn't even give him any gold!
Anyways, that's what happened, and you already know even crazier things are going to happen in the future.
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"Uh, I have Illusory Script. I think I can read that."
So my character, Whip, was once captured and exhibited as part of Thorngrove's Marvelous Menagerie, which was not quite as marvelous as advertised for the exhibits. When he was rescued on the same night he tried to escape, he thought Thorngrove was killed by the other exhibits, who were about as happy as Whip was about their situation.
Fast forward a few years, Whip has a new life, new friends, a (tentative) grasp of Common and he's a key witness in an attempt on a nice wizard lady's life. The fact that the nice lady is the current head of the Wand and Robe society, which seeks to educate people about magic is irrelevant to him, he just wants to help...and as they travel to the place where the trial is going to take place, he sees the familiar tents of Thorngrove's.
One panic attack (and casting of Heroism) later, Whip explains what happened to him, which nearly causes the monk/ranger to become a monk/ranger/barbarian and we decide to investigate to find out why the heck this place still exists.
The cleric, druid and gunslinger, being the most physically unusual of our party, enter via the main entrance, to garner attention by looking weird and making it easier for Whip and the monk/ranger to sneak about. Surprise, surprise, Thorngrove is still alive, albeit with more scars and an eyepatch. Suffice to say, Whip was displeased with this information, but they snuck out instead of trying to kill him then and there.
Meanwhile, the other group were finding out just how rubbish the circus was, even with Whip's warning of the sideshow games being rigged. Most of the staff were strange, metal men who wouldn't respond to them and the rest were goblins that tried to get more money out of the party. As they examined a too-small cage for a Spectator, an imp appeared and opened its cage. Civilians ran, initiative was rolled, eyeballs were punched.
Thorngrove comes to us, ranting and raving about how much the spectator cost...then, he recognized me. Again, initiative is rolled, faces are punched, the druid used his bag of tricks to summon a (so far useless) giant elk and Thorngrove's bodyguard runs off when the monk/ranger knocks out Thorngrove.
Unfortunately, there was another, non-metallic member of staff: the beast handler. She brought out some kind of insect-legged, crab-clawed, tentacle-mouthed beast that probably has a proper name, but we probably need to deal with that before things calm down...
So, Back to Basic/Expert D&D with Skycrawl after a month off for DM Travel. Last session, we had rescued a kidnapped archeologist (his mad HP is 1) from some sort of large group (killing 5 in an underground area of slippery stone bridges) on a chasm world. we dodged some more of these gasmask and nonslip boot wearing clipped speech guys and got on our skyship with Matteo and his one HP. Our pilot told us those type of guys had tried to come abord to search the ship. and they were everywhere. We had info pertinent to several parts of our overall quest, so we left for one of two nearby planets that might have enough people to gather info from (the other we fled recently after doing a heist). So, we need to find Mateo's two scientist colleagues (one is his tecaher) who may have different research we need) and an odd monster (psionic slime) that may work with Matteo's research.
Every day of the skyship travel between worlds you roll for encounters and for moving forward a day (of 4 in this case). We had good rolls and got through a firestorm and then saved a family (parents and a teenage girl) in a burning and broken small ship (from the firestorm). They were on their way to a world we have no interest in, but we dropped them at out destination, Slowglide. This was the first time we have travelled and it has gone smoothly. We once took 11 days for a 6-day journey
So, arrived at Slowglide (a city on the back on a tremendous flying whale), which is a festival world currently running a religious festival. Food is free (you cant actually by rations) and drink and lodging are too. Our Giant (Algero) ran off and eventually we found him. we did split up with the cleric questioning the temples and agreeing to make a speech at his, the fighter hunting down the black market (through the local drug dealer), and the other two of us (and Matteo) questioning booksellers and finding Algero. Turns out one of the people we are looking for (Matteo's teacher) is wanted here and at another world for stealing books and research...we had to talk our way out of trouble for even asking about her.
Eventually we all met up in the evening and the drug dealer was there and he offered to guide us to a world that may have the slime we need.
So, no combat or treasure. once the cleric speaks and we rest (rest isn't as good on the skyship) for spell slots (the magic user and the cleric) and to heal the Rogue's one level of exhaustion, we can move on to one of two destinations we are considering, one for monster hunting, or one for treasure hunting. Both are dangerous.
I will say that every stop, the whole crew but the hunted symbiote want to get shore leave and that is a bit of a complication.
Last session, I returned to the DM seat and pitted my two players against a few zombies, twig blights, and a Gas Spore. This encounter was originally made for three people but the third person had to cancel last minute for, reasons... So, I added a couple of low level NPCs to assist in the combat. One of the NPCs called the new player (a Ranger) the Weed Whacker, as he specialized in killing plants. The Ranger did not like this and proceeded to target only the NPC for the rest of the combat, ultimately killing him. He wanted to convince people he wasn't responsible (even though he was the only one with arrows and NPC had a FREAKING ARROW in the back of his head). Nat 20. Everyone, but the NPC Rouge who had assisted in the murder, was convinced that the Ranger was innocent.
RIP Boden Grayscar the Druid, you shall be missed by everyone save a Rouge and a Ranger.
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Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
We played session 13 of Vecna: Eve of Ruin. The playing characters now have Oathmaker and The Inferno Staff from Die, Vecna, Die! along with two parts of the Rod of 7 Parts. I've made significant changes to the module to better suit my tastes. I detail the changes I'm making in my blog, link below.
In my adventure, Vecna is a god. He is performing a ritual with the assistance of his mentor, The Serpent to ascend to the rank of Ancient Brethern. When he experiences this apotheosis, he will continue what he tried to do during the events of Die, Vecna, Die! to remake the Multiverse into his ideal vision. He will punish all his enemies, exault his allies (like Orcus and Acererak), resurrect his beloved mother, and subjugate all beings to be of a single, equal social status: servants unto him. He'll make the Multiverse Great Again!
Weird that anything would be that high. The tarasque for instance has an average total of 676HP.
So our campaign is heavily homebrewed and due to many oversights, our characters are stupidly powerful, so to balance our unfair damage outputs, he just added a few zeros onto the end of any character we're not supposed to be able to easily kill
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Dungeon Master: Killing your charcters since 1974
Timeless, Boundless, Ruler of The Spire of Creation
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Our cleric found a bunch of little girl dresses and put one on and pranced around going "look at me im a pretty princess!" and our DM yelled/lectured us for 30 minutes. I don't blame her we're annoying af lmao
Any pronouns
I like murder drones :3 (Like, a lot)
I think my dice is planning to kill mehaven't started a campaign yet but this is from a one shot I ran a while ago.
my two players where in a tavern that had been infected by mind flayer parasites. and after they had finished this encounter a goblin cleric ran in. the rogue decided tht the best option would be to PUNT THE GOBLIN before it could say anything. adn for some f^cking reason the rng gods decicded " oh yeah lets make her roll a nat twenty. that should't be a problem" turns out the goblin was the only one who could remove the parasites. long story short the goblin was thrown over 50 feet away and knocked unconscious.
Rogue burned down the house of the mayor of Phandalin because the mayor called her an interrupter. On the other end of town, Fighter found out his dog chased some Redbrand goons to an abandoned temple to the south. Fighter then sprints the 12 miles in heavy armor while also dragging my heavily armored Cleric along, somehow doesn't suffer exhaustion, and proceeds to straight-up John Wick five goons and a mimic. He didn't take any damage from the goons, but he did get trapped in a room with a mimic and suffer a 20 damage critical hit from the it. My cleric rips the porticullis keeping him in right out of its slot and steps in between the two to make sure that the fighter doesn't get hit. The very next turn, the fighter shoves my cleric aside, lifts the porticullis that trapped him in the mimic room, and dashes towards the mimic, crushing it.
What began as a oneshot has become a full campaign and I'm so excited about it. In a weird, anachronistic fantasy world, in a small, strange town with a concerningly high crime rate, the Elevenleytown Detective Agency go around solving cases, making allies and saving their town (and stealing alcohol from crime scenes).
Each session is set up as a standalone case, but next session I plan on calling back to their first case and bringing some continuity into this setting, and then I'll start on larger story arcs.
In the last session the party investigated a series of unusual bug-related deaths all happening during Elevenleytown's local election season (it did not occur to me that we would be playing this session the day after the debate lol). They eventually came to the conclusion, due to the fact that each of the victims supported one candidate and hated the other, that the political candidate they were against was somehow using insects to kill his enemies. This theory of course culminated in the sorcerer knocking on the door of one of that candidate's supporters' houses and telling the family inside that the candidate they supported was actually a swarm of insects in a skin suit (the candidate was not, in fact, a swarm of insects in a skin suit).
The session ended with them apprehending the suspect in his car and persuading him that he was unsafe and they needed to take him in for protection. As they discussed a further plan, he overheard them and slowly reached his hand into the open window of his car and pulled out a wasp nest in a bag and threw it at the sorcerer. Combat ensued, during which the warlock knocked the head off of the politician, revealing that the head was connected to a much smaller, draconic body. The candidate was three kobolds in a trench coat running with campaign promises that would entirely benefit kobolds. They fought the three pieces of the politician (creatively named Head, Body, and Pants), managed to incapacitate all of them, and brought them into custody, which is where we ended the session.
:)
Our last session was amazing!
The party finally returned to Steepfield, where they started, to pick up the boat they left behind to be converted to a skyship, and found it was not significantly bigger. They then found the artificer had been abducted by a giant owl, and taken to the Giants they are at war with in the north. They started a rescue mission, and flew north. On the way, there was an amazing moment between two of the characters who are working through the start of a romance arc, where one saw the northern lights and woke the other up to see them. Later en-route they found a treant who attacked them, and then they talked him down and discovered that the giants had dwarves cutting down the forest to the north, and the Treant thought them to be part of them. They picked up a 3ft. boulder for their ship to drop, and headed north. They made a brilliant plan involving the raven familiar of the warlock being turned invisible whilst holding a covered coin with the light spell on it, to find the right window for Enzo, the artificer. However, they discovered that what they thought were undead (which they had encountered before) were actually slaves of the giants, and decided to try and free them all.
They found that the place he was being held was a massive factory making 6 dreadnaughts (giant ships capable of levelling a city, as the party knows because recently, one levelled a city) and decided to destroy the whole place, so they got Enzo out by blowing up the wall with Shatter and Telekinesis, and then they jumped in and sent him off on the skyship. The cleric has (wisely) santified one of the rooms as a temple in the skyship and has set up word of recall to get them back.
The session ended with them inside the giants fortress, discussing what they would do next! And I have until Sunday to map out the place and prepare 🤣
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!
one of my party's members tried to kill me after I yelled at him for not helping fighting 8 ghouls
NOBODY IS ILLEGAL ON STOLEN LAND!!!
Playing old school DND with the skycrawl add-on. We encountered on out skyship journey a fire elemental wearing a (magic amulet). It paid no attention to us until we used a nearly indestructible tungsten rod (it can extend) to take the pendant and run. the ship and us took some fire damage (I'm at 3PH now (wizard) but we got away. The pendant was so hot...it was burning the ship. I tried levitating it till it cooled down (it didn't) and our giant poured 5 barrels of water on it (no effect). we have indestructible gloves but they don't protect the wearer and the heat runs down the rod. The rogue was saying to chuck it, but we came up with an idea. We filled a huge heavy stone coffin (the mummy was destroyed) with sand and dropped it in there. It's basically an oven now...and isn't cooling down but isn't burning the sky ship. Probably helps that a player and the DM are both scientists. :) If we ever find a way to cool it down, i can identify it. We do have a way of mankind a freezing (ad)mixture but I'm afraid it will just damage the coffin and the amulet will burn the ship again.
Other random encounters that happened that day: we say a stranded skyship with 4 crew but there was also a tower and the ship itself...and it seemed like they had enough hidden crew to overpower us so we didn't stop. We have 4 players, and 4 NPCs but only one NPC (the giant) fights. Then we came across the wreckage of 6 military skyships and rescued the stranded survivor (who now is unconscious from fire damage from the elemental). We found the frame of an old plant based skyship...that was probably destroyed a very long time ago. Some sort of flying beast was flying parallel to us, but we could see what it was, so we outpaced it. Still trying to make it to out next port with a singed ship and crew.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
In a oneshot I managed to indoctrinate a majority of the prison guards and population I to my cult. (Warden had an AC of 30.). Oh also I was playing with waluigi.
We started a quest based on the Shadow sea shanty song. Was given 100 platinum upfront with 100 more upon completion and a bunch of magic items onboard the ship from out benefactor. Obviously with that much my character and his family could retire, but spur of the moment means he has to live long enough to get them the money.
Anyway, our first combat was a young sea dragon. Not sure if casting darkness on the launcher aboard worked better than straight attacking him with canons and the occasional spell, but the crew were all revived magically (didn’t think that was a thing, but ok), so no harm no foul, just some used up resources.
We played session 13 of Vecna: Eve of Ruin. The playing characters now have Oathmaker and The Inferno Staff from Die, Vecna, Die! along with two parts of the Rod of 7 Parts. I've made significant changes to the module to better suit my tastes. I detail the changes I'm making in my blog, link below.
In my adventure, Vecna is a god. He is performing a ritual with the assistance of his mentor, The Serpent to ascend to the rank of Ancient Brethern. When he experiences this apotheosis, he will continue what he tried to do during the events of Die, Vecna, Die! to remake the Multiverse into his ideal vision. He will punish all his enemies, exault his allies (like Orcus and Acererak), resurrect his beloved mother, and subjugate all beings to be of a single, equal social status: servants unto him. He'll make the Multiverse Great Again!
https://deadmanstales.wordpress.com/
In our last session the party began fighting their way through the Giant fortress-factory building colossal skyships, and they found the first 3 Giants something of a challenge. Then they freed 3 Treants which were held captive, and fought their way across the gantries to the Giant residence, where they fought one more Giant and then had 4 giants burst through the doors opposite. We ended the session there as it was getting late!
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!
Ok, so mine is very interesting...
It might have spoilers for Curse of Strahd campaign but I sincerely doubt anyone else had this happen to them.
So my party was in the town of Barovia staying the night at the local chapel because they just finished burying the body of the burgomaster. In the middle of the night one character woke up in the middle of the night because he had a bad dream and the other was an elf so he only needs to sleep for four hours anyways so he was awake. Anyways, they hear a squeaking noise and wake up the others and go check it out and it is this old crone selling pies to the villagers. Of course being who they were two of my party members went and immediately bought one (and nine.) As soon as they ate it they started hallucinating and we had to snap them out of it, but then they realized they were addicted to the pies!
The two not addicted ones tracked down this crone and saw her snatch up a child into her cart! Then they initiated combat and she disappeared but not before shoving a pie into another party members mouth causing him to be addicted too! Then they all met up and heard a mysterious voice saying "Hey, if you all eat a pie something veeeerrrry interesting will happen." The one who wasn't addicted, A druid named Jormundur, didn't want to do that but of course the others attacked him in an attempt to force him to eat a pie. Jormundur, being a druid, transformed into a giant badger or something and burrowed away from them. Then the others realized that now that he wasn't here they could all eat a pie and something "veeery interesting would happen." Then they woke up to a 'very interesting' surprise.
They were bound by ropes to a pole which they managed to escape from. They realized they were in an attic of sorts. Already craving more pies they headed downstairs to witness two hags pricking children with needles. They initiated combat and got utterly destroyed. But obviously these hags were very nice as they continued to keep them in custody after they were all downed. But this time they used some better...rope.
Meanwhile, Jormundur was already on his way to try to save the rest of his party and eventually found this creepy windmill. He thought it made sense that they were being kept in here and snuck in through the top using Spider Climb and Pass Without Trace. Jormundur was correct and saved the party and they then ambushed the hags and destroyed them. After that they ransacked the place, freed the children, discovered that the pies were created with ground up child bones, blood, and other things I would get tracked down by the CIA for saying, they lost their addiction for the pies.... for now. As one hag actually escaped (foreshadowing!!). Anyways in the end it all ended up A-OK but the rest of the group was pretty salty that they were saved and didn't even give him any gold!
Anyways, that's what happened, and you already know even crazier things are going to happen in the future.
"Uh, I have Illusory Script. I think I can read that."
Hoo boy, we're in a capital-S situation.
So my character, Whip, was once captured and exhibited as part of Thorngrove's Marvelous Menagerie, which was not quite as marvelous as advertised for the exhibits. When he was rescued on the same night he tried to escape, he thought Thorngrove was killed by the other exhibits, who were about as happy as Whip was about their situation.
Fast forward a few years, Whip has a new life, new friends, a (tentative) grasp of Common and he's a key witness in an attempt on a nice wizard lady's life. The fact that the nice lady is the current head of the Wand and Robe society, which seeks to educate people about magic is irrelevant to him, he just wants to help...and as they travel to the place where the trial is going to take place, he sees the familiar tents of Thorngrove's.
One panic attack (and casting of Heroism) later, Whip explains what happened to him, which nearly causes the monk/ranger to become a monk/ranger/barbarian and we decide to investigate to find out why the heck this place still exists.
The cleric, druid and gunslinger, being the most physically unusual of our party, enter via the main entrance, to garner attention by looking weird and making it easier for Whip and the monk/ranger to sneak about. Surprise, surprise, Thorngrove is still alive, albeit with more scars and an eyepatch. Suffice to say, Whip was displeased with this information, but they snuck out instead of trying to kill him then and there.
Meanwhile, the other group were finding out just how rubbish the circus was, even with Whip's warning of the sideshow games being rigged. Most of the staff were strange, metal men who wouldn't respond to them and the rest were goblins that tried to get more money out of the party. As they examined a too-small cage for a Spectator, an imp appeared and opened its cage. Civilians ran, initiative was rolled, eyeballs were punched.
Thorngrove comes to us, ranting and raving about how much the spectator cost...then, he recognized me. Again, initiative is rolled, faces are punched, the druid used his bag of tricks to summon a (so far useless) giant elk and Thorngrove's bodyguard runs off when the monk/ranger knocks out Thorngrove.
Unfortunately, there was another, non-metallic member of staff: the beast handler. She brought out some kind of insect-legged, crab-clawed, tentacle-mouthed beast that probably has a proper name, but we probably need to deal with that before things calm down...
So, Back to Basic/Expert D&D with Skycrawl after a month off for DM Travel. Last session, we had rescued a kidnapped archeologist (his mad HP is 1) from some sort of large group (killing 5 in an underground area of slippery stone bridges) on a chasm world. we dodged some more of these gasmask and nonslip boot wearing clipped speech guys and got on our skyship with Matteo and his one HP. Our pilot told us those type of guys had tried to come abord to search the ship. and they were everywhere. We had info pertinent to several parts of our overall quest, so we left for one of two nearby planets that might have enough people to gather info from (the other we fled recently after doing a heist). So, we need to find Mateo's two scientist colleagues (one is his tecaher) who may have different research we need) and an odd monster (psionic slime) that may work with Matteo's research.
Every day of the skyship travel between worlds you roll for encounters and for moving forward a day (of 4 in this case). We had good rolls and got through a firestorm and then saved a family (parents and a teenage girl) in a burning and broken small ship (from the firestorm). They were on their way to a world we have no interest in, but we dropped them at out destination, Slowglide. This was the first time we have travelled and it has gone smoothly. We once took 11 days for a 6-day journey
So, arrived at Slowglide (a city on the back on a tremendous flying whale), which is a festival world currently running a religious festival. Food is free (you cant actually by rations) and drink and lodging are too. Our Giant (Algero) ran off and eventually we found him. we did split up with the cleric questioning the temples and agreeing to make a speech at his, the fighter hunting down the black market (through the local drug dealer), and the other two of us (and Matteo) questioning booksellers and finding Algero. Turns out one of the people we are looking for (Matteo's teacher) is wanted here and at another world for stealing books and research...we had to talk our way out of trouble for even asking about her.
Eventually we all met up in the evening and the drug dealer was there and he offered to guide us to a world that may have the slime we need.
So, no combat or treasure. once the cleric speaks and we rest (rest isn't as good on the skyship) for spell slots (the magic user and the cleric) and to heal the Rogue's one level of exhaustion, we can move on to one of two destinations we are considering, one for monster hunting, or one for treasure hunting. Both are dangerous.
I will say that every stop, the whole crew but the hunted symbiote want to get shore leave and that is a bit of a complication.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Last session, I returned to the DM seat and pitted my two players against a few zombies, twig blights, and a Gas Spore. This encounter was originally made for three people but the third person had to cancel last minute for, reasons... So, I added a couple of low level NPCs to assist in the combat. One of the NPCs called the new player (a Ranger) the Weed Whacker, as he specialized in killing plants. The Ranger did not like this and proceeded to target only the NPC for the rest of the combat, ultimately killing him. He wanted to convince people he wasn't responsible (even though he was the only one with arrows and NPC had a FREAKING ARROW in the back of his head). Nat 20. Everyone, but the NPC Rouge who had assisted in the murder, was convinced that the Ranger was innocent.
RIP Boden Grayscar the Druid, you shall be missed by everyone save a Rouge and a Ranger.
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
I accidentally killed someone by committing tax fraud.
Build a man a fire, keep him warm for a day. light a man on fire, keep him warm for the rest of his life.
Terry Pratchett (Paraphrased)
The BBEG of our campaign has over 200,000 hp
Dungeon Master: Killing your charcters since 1974
Timeless, Boundless, Ruler of The Spire of Creation
Weird that anything would be that high. The tarasque for instance has an average total of 676HP.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Oddly that description makes him sound like Dr Doom
So our campaign is heavily homebrewed and due to many oversights, our characters are stupidly powerful, so to balance our unfair damage outputs, he just added a few zeros onto the end of any character we're not supposed to be able to easily kill
Dungeon Master: Killing your charcters since 1974
Timeless, Boundless, Ruler of The Spire of Creation