I ran what is probably going to be our last in-person session of my homebrew campaign before half of our group moves to the west coast. I wanted to make it a good one, and I think I succeeded. This got long (we played for 8 hours, holy ship) so I'll put it under a spoiler:
The party has just emerged from an underground pathway to the ancestral home of Dragonborn in my homebrew world. They are accompanying their patron and mentor, the Princess Consort, along with several diplomats on a mission to forge an alliance against the influence of the eastern nations that have become increasingly unrestful. Their other goal is to learn about the ancient gold dragon that abducted a talented wizard from his tower, leaving only a vague letter indicating that the wizard was safe but unaware of his surroundings. As dragons have not been seen in their home country for many decades and the Dragonborn worship them as ancestors, it was the obvious place to go for information.
They arrived to learn that not only are the Dragonborn far more technologically advanced than expected, they have formed a tight alliance with the kingdom of dark elves who live below the mountains claimed by the country the party is affiliated with. The truce between their country and the dark elves is tenuous at best, and they have only not come to a large-scale conflict because nobody really wants to venture into the others' preferred terrain.
Initial contact went very well: most of the party members studied enough to correctly follow the customs and etiquette of the Dragonborn, and some even did well enough that I've allowed them to add Draconic (some fluent, some conversational) to their language proficiencies. They impressed the Council of Seventeen with their manners, especially the paladin who had noble upbringing, and all seemed to be going well despite the party's dislike of the caste system in the city. The paladin even connected several Dragonborn nobles with her contacts back home and helped a lot with forging the needed alliance.
On their first visit to a temple, however, things went sideways. While they did manage to learn about the origin myth of the Draconic Ancestors, and present a couple of artifacts as tribute to the temple (a scale and the letter), the most holy relic of the city caught the warlock's attention. His patron, an unknowable ancient god whose motives are inscrutable even to him, has simply been asking for sacrifices of small magical artifacts that are of no particular use to the warlock but have some importance to the patron. When the high priestess explained that the holy relic had been used by the Draconic Ancestors to escape from the end of one universe and to enter the one currently in existence, though, the patron became the most insistent on needing that thing that it had ever been. The warlock managed to make several Wisdom saves in order to not grab it in front of everybody, but as soon as he could slip away from the party, he cast Hold Person on the two guards, snatched it, and made a break for it. He managed to escape the temple without his whole face being seen, which is fortunate because he has very distinctive features, and hid in the shadow of a large tree before putting the artifact in his pocket, which is how he sends his sacrifices to his patron. Approximately ten seconds later, he threw up an enormous, viscous, black thing that just kept growing and growing and lifted off the ground, still growing until it nearly blocked the sun, before rocketing off into the atmosphere and then beyond sight, into space. The warlock stayed hidden until nightfall, when he snuck back to the manor where they were being hosted for their stay.
The Dragonborn, obviously, were absolutely furious. The two guards, fortunately for our warlock, rolled an 18 and a 1 on Perception, meaning one was able to decently remember the bottom half of the warlock's face, while the other thought he was a dark elf. When the diplomats and the party were questioned, they all rolled well on their Deception checks, so suspicion lessened on them for a while, though the warlock's absence was noted. After suggesting that he may have run off in fright during the blackout (which was not a hard argument to make, he is a generally twitchy and nervous guy), the city guard mentioned they would send scouts to search the area and left. At this time, the warlock tried to sneak back into the manor through the kitchen, he was caught by the druid and brought to talk to the entire group.
The Princess Consort insisted that the warlock tell her everything, because she needed to know the entire truth if she was going to protect him. It was not just for his own good, she made sure to mention, because they absolutely could not afford war with the Dragonborn and needed this alliance to work. The warlock spilled the beans, and the party all groaned because this was not the first dark god they'd released on this trip, though fortunately they had been able to defeat the initial avatar of the other one before it could get any stronger. Based on what he told them, the plan was made to sneak the warlock into the deep, dark caves behind the temple and allow the guard to "discover" him there. One of the diplomats gave him extra acting lessons (which he absolutely ate up, bc crush), and off he went, with the druid as a mouse in his pocket just in case. Not only did all of his Stealth rolls go stunningly, but he ended up literally terrified by his surroundings lending a ton of weight to his Deception rolls. He was returned home and the party laid low for a few days.
The party had entered into an arena tournament before this all started, and so off into battle they have gone after watching two other teams complete their first challenges. I planned this encounter expecting four players, so they're having a bit of a rough time with their first battle, but I have confidence they'll make it through.
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"Can we please stop debating philosophy with the dapper crab?"
Las session was the final one of the homebrew campaign. Background: The Dark god Incabulos was secretly infecting everything, through his churches and minions. I had for fun pretended to baptise myself in a local church, which turned out to be his, so had alignment change forced upon me, and started showing signs of change. I investigated the church in rat form later that night, followed and nearly killed by one of his tabaxi minions, cast a detect good or evil, at which point the entire church lit up like a christmas tree. Incabulos appeared and demanded I do his bidding or die. I crossed my fingers and gained the abilities to take the plague from things and reinfect others.
Later at the drow headquarters, they were trying to bring him into the world using things infecte with huge quantities of plague, by dropping the plague charges into a font to summon him using the concentrated plague. The DM was planning to TPK us once the God came into the world (we were starting new level 10 characters in a different campaign after this campaign).
Instead, I took all the plague from the font and the final beast, drank a potion to get rid of some of it, and transferred the rest of the plague into my 8 conjured wolves (thus cleansing myself), and told the team to kill the now plague-ridden beasts. When conjured beasts die, they don't leave plague, they just disappear.
So we thwarted Incabulos' plan, cured ourselves, and stopped the DM TPKing us!
We played Ghosts of Saltmarsh for 12.5 hours. Four players. Human Bard, Dwarf Cleric, Goblin Rouge, and Elf Fighter. We played through the "Haunted House."
We're playing Forge of Fury. We come across 2 orcs. I cast phantasmal force on one of them. I chose a Pit Fiend as the image. I knew our new player had just broken out of a cell and was getting ready to sneak attack one of them. What I didn't know was that he's a tiefling.
Basically the orc seeing the pit fiend must have thought that daddy brought his son out to play.
My last session was what you'd call a "Filler Episode" in an anime.
We boarded a ferry from Orrisport up the river to Encaster and our Barbarian and my Druid went swimming in the river. My Druid wildshaped into a dolphin and did flips for fun xD
Then the necklace of a girl on the ship fell into the river and our bard and my druid saved it. The bard casted levitate to keep it from sinking all the way to the river bottom and my druid, as a dolphin, swam down and brought it back up. Then the girl invited us to stay at her's and her father's place when we're in Encaster. (her dad is a professor at the local bard college, which we had planned visiting anyway.)
ETA: Oh also my druid met another druid on the ship and they had a nice (and very excited) chat about her home and the circle she's from
Randor Campaign: The party ran into some Tieflings, they've never seen Tieflings before since the continent the players come from don't have any. They had to chase down the boy Tiefling, his uncle asked that they help since he was winded. After a merry trek through the forest and a small cave structure, they caught up to the boy and escorted him back to his uncle. The party asked where the two were coming from, where they were headed, what they were up to, and had a nice conversation. They found out that the two Tieflings were from a town near by that the group was headed to themselves. The boy and his uncle offered to escort them to town, but not until after the boy finished what he was supposed to.
The party heard the uncle scolding the boy, talking about how they'd trained for this day, how it was part of their heritage, and really getting down on the boy. The boy was whimpering and resisting verbally, but you could see that he was resigned to the task even if he looked scared witless. Soon after they headed deeper into the forest, the party heard sounds of a major calamity and they could see that something was upsetting the forest in the direction of the Tieflings. Against their better judgement, they had to go investigate.
They found the Uncle standing at the edge of a clearing, he was watching as the boy was in hand to hand combat with a Shambling Mound. As they watched the boy get batted around like a rag doll, they started to get worried and approached the uncle about it. The uncle simply repeated that it wasn't their fight, and warned them against interfering. As he said this the boy was swallowed up by the Shambling Mound and the uncle still did nothing, the party was in shock and scared for the boy. The uncle went on to explain that this was a right, a heritage ritual, and it was something they'd trained for since the boy was little. He also went on to say that, if the boy didn't survive, it would be a tragedy to lose him, but that was a risk that had been handled for generations.
After what seemed an eternity, the party saw a purple flash of energy escape from inside the Shambling Mound. They, and the uncle watched in anticipation, and they were rewarded with a second burst of energy, this one seeming to push outward and distending the Shambling Mound. A third burst of energy caused the Shambling Mound to explode outward like a balloon. Standing in the debris of the creature, the Tiefling boy stood before them transformed into a Cambion. The uncle went on to explain that some Tieflings had "old blood" in them and that they had brought the Shambling Mound to this clearing specifically to awaken that old blood. Had the boy failed, he'd have died, but now the boy is learning of the dormant power that was in his blood.
Characters: Level 3 Human Fighter and level 3 Human Rogue
- We started session by leveling up characters. Fighter became Champion and Rogue became Assassin.
- On a way to town characters found some ship parts washed on shore and 2 crocodiles attacked.
- Some shopping in town. Fighter bought a strange customized weapon from blacksmith. (+2 AC, 1d10 damage, two-handed)
- Characters got a quest to raid a castle invaded by bandits. In eight room castle they fought against total of 8 bandits, 5 orcs, 1 thug and 1 lizardfolk.
- We had really fun but I think most fun moment was when Rogue dressed up in sheet and tried to perform ghost with very bad result.
- There was many very lucky rolls for monsters in battle with 6 bandits and rogue fell unconscious but death saving throws were merciful.
- We made house rule about cleave attack. Character can attack with cleave attack to 3 squares around him but attack has disadvantage. I will check official rules about cleave attack later.
Had 5 paths the players could go in a story. They managed to take the one path I did not expect.
These bright eyed, bushy tailed level one heroes managed to release an evil sorcerer from his prison and he proceeded to wake up a slumbering ancient black dragon.
Sorcerer goes to climb on top the dragon. The cleric goes to tackle him. Fails his roll, dragon uses frightful presence. Everyone fails the roll. Sorcerer spares their lives for freeing him. But, Now they're stuck in the lair because they are too scared to move in it's direction. Which is where the exit is.
Session 2 will be the consequences of their actions.
The length of natural activity does not define me. Not does the end of the world. We as an entity proclaim the right to all things and do not back down for activity of vigilance. We have lived through desolation and beyond in the heart of the heavens scorched earth burned. And we as a tribe will take our plac3 as liquid friction and prove the true creators oath of the own is no souls lost..
I play a Tabaxi and she was a very clumsy cat this week - I rolled an acrobatics check to climb a rope with advantage and rolled at natural 1 on BOTH dice. So my poor cat fell on her head off the rope. Then jumping across a trapped square I rolled a 7 on my check and set off the trap. So when we came cross another trap later, I just volunteered as tribute to set it off since I probably would set it off anyway!
My attack rolls and damage rolls were OK, it was literally just my acrobatics checks that were so bad. It was rather funny that the cat was so clumsy this week.
Not exactly last session, but my DM for one of the campaigns I'm in said he finished the next chapter and we all wanted to do it. He makes hard custom bosses, and asked me things and what should be hard, I then told him to make it as hard as possible.
The paladin wasn't able to play at the moment and we wanted to play, so he said play without him. We did. We all died without healing, then the DM said, "yeeeee... Let's forget that happened and play it again when he comes back."
Characters: Level 1 Half-orc Fighter, Level 1 Rock Gnome Sorcerer and Level 1 Mountain Dwarf Ranger
- This time I'm was player. Nice to change from DMs seat to player's seat.
- It was first game of new campaign and game world or story was not well prepared yet so events were improvised.
- We saved a captured prisoner from bandit house. (About 4 rooms, Bandits and Thug)
- We found a strange book from bandit house and returned it to our quest giver.
- We got new quest to investigate local recently abandoned mine. (About 5 rooms, Bandits, Thugs)
- Mine was very dark and we had to use torches.
- Half-orc got stuck in narrow tunnel and some bandits attacked. It turned out very fun fight. Dwarf and gnome had to push half-orc out.
- From the mines we found a man who was terrified of vampires and strange papers.
- Our questgiver (Old mage) is now translating the book and the strange papers. We ended the session with knowledge that book contains information about vampires. (Vampire themed campaign incoming?)
We are currently running a campaign in Ghost's of Saltmarsh. It has been really fun so far. Last night, our Paladin showed up with this boat he created himself for their adventures!! We broke it in by fighting a Chimera!
We are all level 10, of varying multi-classes and abilities and so forth. Our orphaned Conquest Paladin discovered some hints to his lineage, and that there might be some storm Sorcerer in there somewhere. So, we went on a quest... ...to a Storm Giant's castle in the sky. The giants - the leader was the Storm, then there was also one each of Hill, Fire, Frost, Stone and Cloud - wanted to test our Paladin's worthiness. So, they set up 6 rope circles on the floor, 30 ft. diameter, and each stepped into one of them for a "friendly" one on one battle.
Our Paladin stepped into the Storm Giant's circle. My Warlock/Swashbuckler stepped into the Stone giant's circle, (and casts Hexblade's Curse, and Armor of Agathys for 20 HP bump,) and the rest of our party each took one of the remaining ones. Not to the death, we were assured. The paladin got some serious hits in - 2 3rd level smites, for 105 damage. Our Sorlock banishes his giant.
My giant gets one hit on me for 21 damage, taking 20 HP of cold damage, so then I Hellish Rebuke for 23. My turn: nat 20. 1d10+5+4 (two-handed sword+HB Curse,) 2d6 (Sneak Attack,) and 5d8 (Eldritch Smite) Doubled. So, I did 73 damage, plus the 20 for AoA, plus 23 for the Hellish Rebuke. 116 total, for one round (my second attack missed.)
My next 4 attacks over the next 2 rounds all missed.
But, she eventually knocked this giant out by herself, then finished off a second one, and was a handful of points from taking down a 3rd one, before another PC knocked him down.
Had a blast last night. Ghosts of Saltmarsh, haunted house. Downside was that I knew the module. I just played along and let the party make the decisions to avoid ruining the fun. Tip: Don't play modules you know...
DM said all races were okay but was obviously disappointed when he found out I was a yuan-ti pure blood dragon sorcerer.(Should have played my fallen aasimir paladin.) lol
The reason to not play modules you know:
A particular spell had been cast that created an effect that required a saving throw against being frightened. I asked him of it was a magical effect. He said no. No biggie, I still passed but ....
Some creatures had resistance to any damage taken from a weapon attack on the first hit. I used chaos bolt, rolled double 1s, spell jumped, hit, rolled double 5s, jumped, hit. Now the creatures were resistant to any damage on the first hit.
Then there's the cool ability every villain had where they knew to not hit me with a spell having a saving throw or use any poison damage.
Like I said. I had a blast but because of my knowledge of the module I distrust the DM now. If I hadn't known about the module I would've been less likely to notice the discrepancies.
Biggest positives were our cockney goliath and dragonborn fighters.
So I recently had a dnd session where I was playing 'Soren' a paladin who followed many religions to be blessed with all sorts of powers, but that isn't important, you see in the campaign we where prisoners who where called to do a mission that the security couldn't handle (so basically suicide squad) we started off in the artic where there were 4 elemental demons we had to handle all coming one at a time. The very first demon blinded all of the party so I used my turn to teleport away and came back in to take the last strike. BUT. One of the rules was to not step out of line and apparently running away classifies as braking this rule soooooooooooooooo after I killed the demon security killed me and for like 3 hours of the session I was doing nothing...
Playing one-on-one with my nephew again. He got a house in a nice neighborhood recently and when it got wrecked up a bit in a brawl, he got mad. This session, he literally went out and hired a lawyer to sue an NPC. I thought it would be exasperating but funny to have the house get wrecked more. A running gag, if you will. Man, did I read that wrong. My dude calls off the whole game. He thought I was picking on him, and I was, but I didn't think it was in a mean way, I thought it was comedic and we were both laughing about it.
Not so.
Anyway, I was doing this to entertain him, so if he's not entertained, I'm doing something wrong. So the Thieves' Guild ends up sending a crew of contractors over to fix the place up and apologize.
My group's last session was amazing. We got attacked by a demon and his two dogs. With some bad rolls we got to an initiative order of: Demon + dogs (22) Bard (18) Barbarian (15) friendly NPC rogue (15) my Druid (3) Cleric (0) So the demon slashed at my druid, took 10 HP and got my druid down to 15/25 HP. The Bard casted Heroism on our barb and my druid. Barb and rogue missed half their attacks (got OOC comments of "stop flirting" xD) and then it got to my druid and the Cleric. My druid casted Moonbeam, the Cleric casted Guiding Bolt. We two-shot the demon. xDD
We then still had to kill the dogs, but that didn't take long. After the game our DM said we should level up. Now I got a Lvl 5 Druid. :D
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I ran what is probably going to be our last in-person session of my homebrew campaign before half of our group moves to the west coast. I wanted to make it a good one, and I think I succeeded. This got long (we played for 8 hours, holy ship) so I'll put it under a spoiler:
The party has just emerged from an underground pathway to the ancestral home of Dragonborn in my homebrew world. They are accompanying their patron and mentor, the Princess Consort, along with several diplomats on a mission to forge an alliance against the influence of the eastern nations that have become increasingly unrestful. Their other goal is to learn about the ancient gold dragon that abducted a talented wizard from his tower, leaving only a vague letter indicating that the wizard was safe but unaware of his surroundings. As dragons have not been seen in their home country for many decades and the Dragonborn worship them as ancestors, it was the obvious place to go for information.
They arrived to learn that not only are the Dragonborn far more technologically advanced than expected, they have formed a tight alliance with the kingdom of dark elves who live below the mountains claimed by the country the party is affiliated with. The truce between their country and the dark elves is tenuous at best, and they have only not come to a large-scale conflict because nobody really wants to venture into the others' preferred terrain.
Initial contact went very well: most of the party members studied enough to correctly follow the customs and etiquette of the Dragonborn, and some even did well enough that I've allowed them to add Draconic (some fluent, some conversational) to their language proficiencies. They impressed the Council of Seventeen with their manners, especially the paladin who had noble upbringing, and all seemed to be going well despite the party's dislike of the caste system in the city. The paladin even connected several Dragonborn nobles with her contacts back home and helped a lot with forging the needed alliance.
On their first visit to a temple, however, things went sideways. While they did manage to learn about the origin myth of the Draconic Ancestors, and present a couple of artifacts as tribute to the temple (a scale and the letter), the most holy relic of the city caught the warlock's attention. His patron, an unknowable ancient god whose motives are inscrutable even to him, has simply been asking for sacrifices of small magical artifacts that are of no particular use to the warlock but have some importance to the patron. When the high priestess explained that the holy relic had been used by the Draconic Ancestors to escape from the end of one universe and to enter the one currently in existence, though, the patron became the most insistent on needing that thing that it had ever been. The warlock managed to make several Wisdom saves in order to not grab it in front of everybody, but as soon as he could slip away from the party, he cast Hold Person on the two guards, snatched it, and made a break for it. He managed to escape the temple without his whole face being seen, which is fortunate because he has very distinctive features, and hid in the shadow of a large tree before putting the artifact in his pocket, which is how he sends his sacrifices to his patron. Approximately ten seconds later, he threw up an enormous, viscous, black thing that just kept growing and growing and lifted off the ground, still growing until it nearly blocked the sun, before rocketing off into the atmosphere and then beyond sight, into space. The warlock stayed hidden until nightfall, when he snuck back to the manor where they were being hosted for their stay.
The Dragonborn, obviously, were absolutely furious. The two guards, fortunately for our warlock, rolled an 18 and a 1 on Perception, meaning one was able to decently remember the bottom half of the warlock's face, while the other thought he was a dark elf. When the diplomats and the party were questioned, they all rolled well on their Deception checks, so suspicion lessened on them for a while, though the warlock's absence was noted. After suggesting that he may have run off in fright during the blackout (which was not a hard argument to make, he is a generally twitchy and nervous guy), the city guard mentioned they would send scouts to search the area and left. At this time, the warlock tried to sneak back into the manor through the kitchen, he was caught by the druid and brought to talk to the entire group.
The Princess Consort insisted that the warlock tell her everything, because she needed to know the entire truth if she was going to protect him. It was not just for his own good, she made sure to mention, because they absolutely could not afford war with the Dragonborn and needed this alliance to work. The warlock spilled the beans, and the party all groaned because this was not the first dark god they'd released on this trip, though fortunately they had been able to defeat the initial avatar of the other one before it could get any stronger. Based on what he told them, the plan was made to sneak the warlock into the deep, dark caves behind the temple and allow the guard to "discover" him there. One of the diplomats gave him extra acting lessons (which he absolutely ate up, bc crush), and off he went, with the druid as a mouse in his pocket just in case. Not only did all of his Stealth rolls go stunningly, but he ended up literally terrified by his surroundings lending a ton of weight to his Deception rolls. He was returned home and the party laid low for a few days.
The party had entered into an arena tournament before this all started, and so off into battle they have gone after watching two other teams complete their first challenges. I planned this encounter expecting four players, so they're having a bit of a rough time with their first battle, but I have confidence they'll make it through.
"Can we please stop debating philosophy with the dapper crab?"
Las session was the final one of the homebrew campaign. Background: The Dark god Incabulos was secretly infecting everything, through his churches and minions. I had for fun pretended to baptise myself in a local church, which turned out to be his, so had alignment change forced upon me, and started showing signs of change. I investigated the church in rat form later that night, followed and nearly killed by one of his tabaxi minions, cast a detect good or evil, at which point the entire church lit up like a christmas tree. Incabulos appeared and demanded I do his bidding or die. I crossed my fingers and gained the abilities to take the plague from things and reinfect others.
Later at the drow headquarters, they were trying to bring him into the world using things infecte with huge quantities of plague, by dropping the plague charges into a font to summon him using the concentrated plague. The DM was planning to TPK us once the God came into the world (we were starting new level 10 characters in a different campaign after this campaign).
Instead, I took all the plague from the font and the final beast, drank a potion to get rid of some of it, and transferred the rest of the plague into my 8 conjured wolves (thus cleansing myself), and told the team to kill the now plague-ridden beasts. When conjured beasts die, they don't leave plague, they just disappear.
So we thwarted Incabulos' plan, cured ourselves, and stopped the DM TPKing us!
We played Ghosts of Saltmarsh for 12.5 hours. Four players. Human Bard, Dwarf Cleric, Goblin Rouge, and Elf Fighter. We played through the "Haunted House."
We're playing Forge of Fury. We come across 2 orcs. I cast phantasmal force on one of them. I chose a Pit Fiend as the image. I knew our new player had just broken out of a cell and was getting ready to sneak attack one of them. What I didn't know was that he's a tiefling.
Basically the orc seeing the pit fiend must have thought that daddy brought his son out to play.
My last session was what you'd call a "Filler Episode" in an anime.
We boarded a ferry from Orrisport up the river to Encaster and our Barbarian and my Druid went swimming in the river. My Druid wildshaped into a dolphin and did flips for fun xD
Then the necklace of a girl on the ship fell into the river and our bard and my druid saved it. The bard casted levitate to keep it from sinking all the way to the river bottom and my druid, as a dolphin, swam down and brought it back up. Then the girl invited us to stay at her's and her father's place when we're in Encaster. (her dad is a professor at the local bard college, which we had planned visiting anyway.)
ETA: Oh also my druid met another druid on the ship and they had a nice (and very excited) chat about her home and the circle she's from
All in all it was a super fun session :D
Randor Campaign:
The party ran into some Tieflings, they've never seen Tieflings before since the continent the players come from don't have any. They had to chase down the boy Tiefling, his uncle asked that they help since he was winded. After a merry trek through the forest and a small cave structure, they caught up to the boy and escorted him back to his uncle. The party asked where the two were coming from, where they were headed, what they were up to, and had a nice conversation. They found out that the two Tieflings were from a town near by that the group was headed to themselves. The boy and his uncle offered to escort them to town, but not until after the boy finished what he was supposed to.
The party heard the uncle scolding the boy, talking about how they'd trained for this day, how it was part of their heritage, and really getting down on the boy. The boy was whimpering and resisting verbally, but you could see that he was resigned to the task even if he looked scared witless. Soon after they headed deeper into the forest, the party heard sounds of a major calamity and they could see that something was upsetting the forest in the direction of the Tieflings. Against their better judgement, they had to go investigate.
They found the Uncle standing at the edge of a clearing, he was watching as the boy was in hand to hand combat with a Shambling Mound. As they watched the boy get batted around like a rag doll, they started to get worried and approached the uncle about it. The uncle simply repeated that it wasn't their fight, and warned them against interfering. As he said this the boy was swallowed up by the Shambling Mound and the uncle still did nothing, the party was in shock and scared for the boy. The uncle went on to explain that this was a right, a heritage ritual, and it was something they'd trained for since the boy was little. He also went on to say that, if the boy didn't survive, it would be a tragedy to lose him, but that was a risk that had been handled for generations.
After what seemed an eternity, the party saw a purple flash of energy escape from inside the Shambling Mound. They, and the uncle watched in anticipation, and they were rewarded with a second burst of energy, this one seeming to push outward and distending the Shambling Mound. A third burst of energy caused the Shambling Mound to explode outward like a balloon. Standing in the debris of the creature, the Tiefling boy stood before them transformed into a Cambion. The uncle went on to explain that some Tieflings had "old blood" in them and that they had brought the Shambling Mound to this clearing specifically to awaken that old blood. Had the boy failed, he'd have died, but now the boy is learning of the dormant power that was in his blood.
4th session:
Characters: Level 3 Human Fighter and level 3 Human Rogue
- We started session by leveling up characters. Fighter became Champion and Rogue became Assassin.
- On a way to town characters found some ship parts washed on shore and 2 crocodiles attacked.
- Some shopping in town. Fighter bought a strange customized weapon from blacksmith. (+2 AC, 1d10 damage, two-handed)
- Characters got a quest to raid a castle invaded by bandits. In eight room castle they fought against total of 8 bandits, 5 orcs, 1 thug and 1 lizardfolk.
- We had really fun but I think most fun moment was when Rogue dressed up in sheet and tried to perform ghost with very bad result.
- There was many very lucky rolls for monsters in battle with 6 bandits and rogue fell unconscious but death saving throws were merciful.
- We made house rule about cleave attack. Character can attack with cleave attack to 3 squares around him but attack has disadvantage. I will check official rules about cleave attack later.
1st session with new players all level one.
Had 5 paths the players could go in a story. They managed to take the one path I did not expect.
These bright eyed, bushy tailed level one heroes managed to release an evil sorcerer from his prison and he proceeded to wake up a slumbering ancient black dragon.
Sorcerer goes to climb on top the dragon. The cleric goes to tackle him. Fails his roll, dragon uses frightful presence. Everyone fails the roll. Sorcerer spares their lives for freeing him. But, Now they're stuck in the lair because they are too scared to move in it's direction. Which is where the exit is.
Session 2 will be the consequences of their actions.
I would have bought rope and passed the prisoner.
The length of natural activity does not define me. Not does the end of the world. We as an entity proclaim the right to all things and do not back down for activity of vigilance. We have lived through desolation and beyond in the heart of the heavens scorched earth burned. And we as a tribe will take our plac3 as liquid friction and prove the true creators oath of the own is no souls lost..
I play a Tabaxi and she was a very clumsy cat this week - I rolled an acrobatics check to climb a rope with advantage and rolled at natural 1 on BOTH dice. So my poor cat fell on her head off the rope. Then jumping across a trapped square I rolled a 7 on my check and set off the trap. So when we came cross another trap later, I just volunteered as tribute to set it off since I probably would set it off anyway!
My attack rolls and damage rolls were OK, it was literally just my acrobatics checks that were so bad. It was rather funny that the cat was so clumsy this week.
Are you a black tabaxi?
Maybe I should be, lol... don't walk near me or my luck might rub off!
Not exactly last session, but my DM for one of the campaigns I'm in said he finished the next chapter and we all wanted to do it. He makes hard custom bosses, and asked me things and what should be hard, I then told him to make it as hard as possible.
The paladin wasn't able to play at the moment and we wanted to play, so he said play without him. We did. We all died without healing, then the DM said, "yeeeee... Let's forget that happened and play it again when he comes back."
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.
Campaign 2, 1st session:
Characters: Level 1 Half-orc Fighter, Level 1 Rock Gnome Sorcerer and Level 1 Mountain Dwarf Ranger
- This time I'm was player. Nice to change from DMs seat to player's seat.
- It was first game of new campaign and game world or story was not well prepared yet so events were improvised.
- We saved a captured prisoner from bandit house. (About 4 rooms, Bandits and Thug)
- We found a strange book from bandit house and returned it to our quest giver.
- We got new quest to investigate local recently abandoned mine. (About 5 rooms, Bandits, Thugs)
- Mine was very dark and we had to use torches.
- Half-orc got stuck in narrow tunnel and some bandits attacked. It turned out very fun fight. Dwarf and gnome had to push half-orc out.
- From the mines we found a man who was terrified of vampires and strange papers.
- Our questgiver (Old mage) is now translating the book and the strange papers. We ended the session with knowledge that book contains information about vampires. (Vampire themed campaign incoming?)
We are currently running a campaign in Ghost's of Saltmarsh. It has been really fun so far. Last night, our Paladin showed up with this boat he created himself for their adventures!!
We broke it in by fighting a Chimera!
We are all level 10, of varying multi-classes and abilities and so forth. Our orphaned Conquest Paladin discovered some hints to his lineage, and that there might be some storm Sorcerer in there somewhere. So, we went on a quest...
...to a Storm Giant's castle in the sky. The giants - the leader was the Storm, then there was also one each of Hill, Fire, Frost, Stone and Cloud - wanted to test our Paladin's worthiness. So, they set up 6 rope circles on the floor, 30 ft. diameter, and each stepped into one of them for a "friendly" one on one battle.
Our Paladin stepped into the Storm Giant's circle. My Warlock/Swashbuckler stepped into the Stone giant's circle, (and casts Hexblade's Curse, and Armor of Agathys for 20 HP bump,) and the rest of our party each took one of the remaining ones. Not to the death, we were assured. The paladin got some serious hits in - 2 3rd level smites, for 105 damage. Our Sorlock banishes his giant.
My giant gets one hit on me for 21 damage, taking 20 HP of cold damage, so then I Hellish Rebuke for 23. My turn: nat 20. 1d10+5+4 (two-handed sword+HB Curse,) 2d6 (Sneak Attack,) and 5d8 (Eldritch Smite)
Doubled.
So, I did 73 damage, plus the 20 for AoA, plus 23 for the Hellish Rebuke. 116 total, for one round (my second attack missed.)
My next 4 attacks over the next 2 rounds all missed.
But, she eventually knocked this giant out by herself, then finished off a second one, and was a handful of points from taking down a 3rd one, before another PC knocked him down.
Had a blast last night. Ghosts of Saltmarsh, haunted house. Downside was that I knew the module. I just played along and let the party make the decisions to avoid ruining the fun. Tip: Don't play modules you know...
DM said all races were okay but was obviously disappointed when he found out I was a yuan-ti pure blood dragon sorcerer.(Should have played my fallen aasimir paladin.) lol
The reason to not play modules you know:
A particular spell had been cast that created an effect that required a saving throw against being frightened. I asked him of it was a magical effect. He said no. No biggie, I still passed but ....
Some creatures had resistance to any damage taken from a weapon attack on the first hit. I used chaos bolt, rolled double 1s, spell jumped, hit, rolled double 5s, jumped, hit. Now the creatures were resistant to any damage on the first hit.
Then there's the cool ability every villain had where they knew to not hit me with a spell having a saving throw or use any poison damage.
Like I said. I had a blast but because of my knowledge of the module I distrust the DM now. If I hadn't known about the module I would've been less likely to notice the discrepancies.
Biggest positives were our cockney goliath and dragonborn fighters.
So I recently had a dnd session where I was playing 'Soren' a paladin who followed many religions to be blessed with all sorts of powers, but that isn't important, you see in the campaign we where prisoners who where called to do a mission that the security couldn't handle (so basically suicide squad) we started off in the artic where there were 4 elemental demons we had to handle all coming one at a time. The very first demon blinded all of the party so I used my turn to teleport away and came back in to take the last strike. BUT. One of the rules was to not step out of line and apparently running away classifies as braking this rule soooooooooooooooo after I killed the demon security killed me and for like 3 hours of the session I was doing nothing...
Playing one-on-one with my nephew again. He got a house in a nice neighborhood recently and when it got wrecked up a bit in a brawl, he got mad. This session, he literally went out and hired a lawyer to sue an NPC. I thought it would be exasperating but funny to have the house get wrecked more. A running gag, if you will. Man, did I read that wrong. My dude calls off the whole game. He thought I was picking on him, and I was, but I didn't think it was in a mean way, I thought it was comedic and we were both laughing about it.
Not so.
Anyway, I was doing this to entertain him, so if he's not entertained, I'm doing something wrong. So the Thieves' Guild ends up sending a crew of contractors over to fix the place up and apologize.
We got attacked by a demon and his two dogs. With some bad rolls we got to an initiative order of:
Demon + dogs (22)
Bard (18)
Barbarian (15)
friendly NPC rogue (15)
my Druid (3)
Cleric (0)
So the demon slashed at my druid, took 10 HP and got my druid down to 15/25 HP.
The Bard casted Heroism on our barb and my druid.
Barb and rogue missed half their attacks (got OOC comments of "stop flirting" xD) and then it got to my druid and the Cleric.
My druid casted Moonbeam, the Cleric casted Guiding Bolt.
We two-shot the demon. xDD
After the game our DM said we should level up.
Now I got a Lvl 5 Druid. :D