So there I was, partially covered in rubble at the bottom of a blasted crater made by a foe I barely knew. Kerrie was unconscious and nearly buried, some arcane energy she expended protected us from the worst of the blast. Unable to shift the rocks around me physically, I reached inside myself to that cold, dark place that has been waiting for me ever since I started wearing that ring. Wisps of shadow, summoned and bent to my will, shifted the stones just enough for me to wriggle free. Freeing Kerrie took some time, but eventually I pulled her unconscious form from the rubble.
Not much time... the tunnel ceiling above us looked as though it could give way at any moment. Too weak to lift Kerrie and carry her out of the crater, I tied a rope around her and climbed out, hoping to find some means of leverage to extract her as well. After a couple of false starts, I had almost got her to the crater’s edge.
A loud crack rang out from above me. I looked up just in time to see a large boulder plummeting from the ceiling. It barely missed me as I dove to one side. My relief turned to dismay when I saw that, while the boulder had missed me, it came to rest squarely on the rope, with Kerrie dangling from the other end.
Hoping that the Five Realms Rings would be able to handle an object this large, I concentrated as I placed my hand on the boulder, willing it into the pocket dimension that was the Five Realms. The boulder faded from existence and Kerrie, dangling from a rope that was no longer kept in place, slid down the crater’s wall to the bottom. Back to square one.
The ceiling began making some very disturbing sounds as I frantically tried to extract Kerrie from this hole. I jumped back down in the crater, placed my hand on her backpack, and willed it into the Five Realms in an attempt to lighten my load. As I was climbing back out of the crater, another boulder broke loose and tumbled towards us. With nowhere to go, I did the only thing I could; I reached out my hand and tried to force the boulder into the Realms right as it struck me.
It worked... sort of. The boulder was gone, but its impact sent searing pain through my hand and arm. I could feel something snap in my hand. No climbing out now. I went back over to Kerrie to try and wake her up; maybe she had some arcane power left that could get us out of here... if only she would wake up! Before I made it back to her, I was interrupted by a loud, rumbling groan. The stones of the floor shifted, and with a mighty crack everything fell. The last thing I remembered was tumbling into darkness amidst a mountain of falling stone — Kerrie, my rope still tied around her, falling out of sight into the black.
I woke with a start, soaking wet and freezing cold, my face pressed against ground made of loose, smooth stones. I tried to press myself up, only to nearly pass out from the pain. I don’t know how I survived that fall... must have landed in water. I carefully rolled over. Everything hurt. I was on a small gravelly patch of riverbank, somewhere below Waterdeep. Kerrie was nowhere to be found. If that fall didn’t kill her outright, then she likely drowned with my rope tied around her.
Though they supposedly possessed greater powers, the Five Realms Rings were a sort of storage place for me; I kept all sorts of stuff in there. Concentrating, I summoned a small vial of red liquid to my hand, unstoppered it, and downed the contents. A feeling of warmth flowed through me as the healing magic went to work. Before long I could at least move my right hand again, though everything still hurt. Looking around reveals nothing of interest; a river flowing through a water-carved tunnel... and... is that a cave opening above me?
So here I am, alone, wet, cold, alone, and still very injured, sitting on a tiny patch of gravel next to an underground river, somewhere in Undermountain below Waterdeep. Time to start climbing.
I'm a new dm, so this is why I made so many mistakes. The campaign is made of 1 level 5 chaotic good wild sorcerer human, 1 level 5 lawful evil hunter ranger Aarakocra, and a 10' tall rouge dragonborn werewolf. This is when my players got smart, but I got smarter.
The group recently got a wizard who owes them one thing. He is a polymorph wizard, and had a wand of true polymorph. He promised the party one item, a rare or less magic weapon or any magic item. I didn't know about item rarity, so I assumed all items were all the same. The Ranger, a previous (and better) dm, asked for a deck of many things. I, blindly, agreed. I was reading what it did in the downtime later, and was horrified at what I gave the player. So I planned.
Later, they were traveling to a town that has been abandoned by the townspeople because of dire and winter wolves. They come to a wall being patrolled by dire wolves. There were 3 waves, 3 dire wolves in the first wave, 4 dire wolves in the second wave, and 2 dire wolves and a winter wolf in the 3rd wave. There was around 60 seconds of break in between each wave. Just before the 3rd wave, the ranger pulled a card from the deck of many things, and got a 2 of diamonds, of a comet. This meant he had to single handedly defeat the next batch of monsters I send at them. I was almost jumping in joy.
10 seconds later, the 2 dire wolves come out, with the winter wolf. The sorcerer and the rouge provided spells to help the ranger, but the ranger was decimated.
A useful trait in the dire wolf? It is able to knock a creature prone if they fail a strength save. The mage and rogue tried to help, but the sorcerer was knocked prone within the first turn, and the rouge was too injured to do anything. The wolves take out all three, and drag them into their layer. They wake up in the layer of the wolves, stripped of their weapons in a hundred wolf cave. They went along with what I wanted, and I had them walk into a magic dead zone. Their only weapon, magic, is gone. Woops! The leader of the wolves, a necromancer, enlist them to rid a city of an army of orcs.
The session ended soon after that. My only regret is that I didn’t take away that stupid deck of many things. My bad. Now he has a sun sword as well.
For the Big Bad of the day's dungeon, my rogue got in a sneak attack surprise round, did an ASTONISHING amount of damage, a couple rounds later got in a critical hit, so even without our cleric, we managed to do really well. Then we did... markedly less well against a much 'easier' monster that we got to after, as we worked our way through the mazelike lair. Which wouldn't be the first time we've absolutely slaughtered the thing our DM thought would be dangerous, or the first time we got our asses nearly handed to us by something we were supposed to have an easy enough time with.
And more importantly to Jack personally, he's learned where his kidnapped husband has been taken, and now he's got to rescue him from being, essentially, a ritual sacrifice to help birth a god of chaotic evil. So he's having a bit of a crisis, but he actually knows where to go.
Characters: Level 4 Human Fighter (Champion) and level 4 Human Rogue (Assassin)
- Characters got a quest to raid a pirate cove.
- Characters stole a boat from harbour and travelled towards pirate cove, on a way there 2 x Giant Octopus attacked.
- Most fun encounter inside pirate cove was when fighter dragged a powder keg and made an explosive trap for patrolling orcs.
- In total there was about 3 Orcs, 3 Thugs, 3 Lizardfolks, 2 Berserkers and 1 Pirate / Bandit captain.
- It turned out that the pirate captain was long gone father of these two characters. Captain tried to recruit characters to his pirate gang by promising huge amounts of gold and gems but they immediately refused and it turned out into fight. Captain died and with his last words he told that rest of rogue's family are held as slaves in Skull Island.
- Characters decided to take control of their father's pirate ship but they wont use it for piracy, they are "good" ones.
- That was last encounter for our Clam Island campaign and we will continue the campaign in new zone that is not planned yet. As GM I will try to implement all the elements that my players like most. Main theme is going to be around sea, ship, pirates and quest to find missing family of the rogue and lot of fighting ofcourse. They love comic style "Looney Tunes" moments and I will try to build some inspiring environments that they can get creative with.
- We made a level up to level 5 and fighter got a Plate mail as reward.
I got to be a badass this session! We were traveling through the forest, and my character (a ranger) set up camp in the trees for everyone. He was going to make a platform, but he had a hammock for himself, so everyone else wanted hammocks too, so we made them. Then, that night, an omnivorous cow showed up (it was a weird forest). A player ended up angering it, so it attacked. Someone fell out of a tree, and so they were vulnerable. But I didn't want to kill it, and I didn't think that wearing it down by hit point atrophy would be fast enough to help the player on the ground (since they would be taking all the damage). So I made a lasso, caught it around the neck, and the DM was impressed enough by the creativity that I managed to tame the beast!
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Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken. Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing. Yaethel Akeelan, a druid with a plan; a very, very big plan. Damien Rook, full time author, part time adventurer. Plays god on Saturdays.
My group keeps rescheduling and I'm getting antsy. There's a small coal mining town in the northeast part of the Duchy, right near the border of the Dwarven Kingdom. My players were probably going to spend 10 minutes there resupplying before going to hunt orcs.
But since we haven't played in so long, I've been fussing and tweaking this town until I've got names and info on pretty much the whole population. I've got hooks for the rivalry between the two tavern owners/crime bosses; labor unrest between the mine owners and the fantasy equivalent of the Molly McGuires; a group of bandits who've been laying the blame for their crimes on the orc raiding party in the area, thereby causing friction between the town and its honorable half-orc sheriff; a team of neutral evil rival bounty hunters; a beautiful half-elf fur trapper; and I'm currently trying to decide who Miss Rose, the schoolmarm, is sweet on. I've basically written a season of Deadwood here.
I think I need a hobby to distract me from my hobby.
LOL. I'm so detailed with my D&D planning that it takes up all my free time. And one week when I didn't have to do any of that, I actually got really bored. I feel your pain. XD
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Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken. Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing. Yaethel Akeelan, a druid with a plan; a very, very big plan. Damien Rook, full time author, part time adventurer. Plays god on Saturdays.
Had a fairly epic session, but we have been building towards it for a few weeks now. Our Conquest Paladin/Storm Sorcerer was on a quest from a Storm Giant to defeat an ancient White Dragon to get some information about his lineage. So. we decided to fight a dragon. We spent the better part of a week attempting to figure out if there was any way possible to defeat this thing... and we really didn't come up with a foolproof plan. Lots of little things that might help, but nothing strategic, other than maybe we should get ourselves some potions of cold resistance. And maybe an army of archers to back us up. So, we got those things. Our party is pretty high level - level 16. I'm the Tiefling Warlock/Swashbuckler, and we have a gnome Wizard (and his Simulacrum), half-orc Barbarian, half-elf SorLock, and the Paladin. After a long trip to the glacier, using many boats, including an icebreaker, we traveled to the frozen wastes, and then hiked until we found a large frozen lake.
We got some hint of the dragon's approach, so we drank our potions, and the wizard conjured a juvenile white dragon (the big bad was a cannibal, so... bait?) that the Paladin and Barbarian rode on, the Sorlock summoned a couple of Air Elementals for support, I had a flying broom, so at least we weren't all clustered together to receive a breath weapon attack. And, we had a couple hundred foot soldiers.
We marched around on the ice, and got our dragon roaring (w/ Thaumaturgy) to see if we could get this dragon to take the bait. It did. Snow whipped up around us, clouds blotted the sun, and our visibility was low. All of a sudden, the dragon shatters out of the ice, soars around, and blasts some of the camped soldiers. Then, without a "by your leave," dives back into the ice, and the snow dissipates.
We flew around, searching for any sign of where it went, when after 10 minutes, we saw faint smoke rising from where we left our ships. Then, after a total of 15 minutes or so, I noticed a small black dot in the sky. Growing larger, getting quickly closer. Inexplicably, falling from the sky is the prow of our icebreaker, named after our Barbarian. Examining that after it crashes harmlessly into the ice, we see a circle of arctic animals that we assume are scouts. Our dragon blasts them, just to prove that he isn't an illusion. All of a sudden, we see another hole in the ice, this one looks like where it came out, soon after attacking us. So. we follow that lead to a crevasse in the ice, that looks big enough to fit a dragon.
Naturally, we dive straight into the dragons lair. I mean, not flying directly in a straight line, or all clustered up, but you know. We find it in a large chamber of ice, and it attacks our dragon. We start with Otto's Irresistible dance, a Guiding Bolt, and there's 3 of us with Crown of Stars, so 1 Resistance down, and a few hits. The Barbarian jumps onto the dragon, angry that it destroyed his ship. Then, Tasha's is cast, for another resistance. But that at least slowed it down, and I think the Paladin jumped onto it. I'm using my pact bow, and getting solid hits. At some point, I cast Synaptic Static, and someone used a Bane, neither of which were resisted, so the dragon was -1d6 and -1d4. There was also our Paladin's Fear, and a Hold Monster, so we locked that thing down. He tried to do a couple Lair actions to obscure our view, but we Gust of Winded that away. He spent most of his time attacking the juvenile white dragon, so that guy was able to tank for us.
Between the Bane, Synaptic Static, Fear, and Hold Monster, and terrible dice rolls by the DM, this guy barely got hits on us. He only used his breath weapon one other time. And, there were several times he rolled single digit saves - so, he'd roll a 4, get minus 3 for Bane, and minus 3 for Static, and ask "does a -2 make your save?" NO! At this point, he was just trying to get away from us, but, lockdown is the only way to go versus something that powerful. I still had Mental Prison in my back pocket, if this thing evaded anything else.
A couple Eldritch Smites from me, several rounds of multiple Crown of Stars, Barbarian rage + GWM, and after a couple of (paralyzed) Critical Divine Smites from the Paladin, this 1000 HP monster was dead.
Now, we just have to figure out what dropped a ship on us, since mathematically, it couldn't have been the same dragon... too far to travel in too short a period of time...
You'll all be thrilled to learn that Miss Rose, from my previous post, has an understanding with a junior accounting clerk from the coal mine. They're to be married once he's promoted to Senior Accounting Clerk.
If she's killed by bandits, he'll be mortally wounded during labor unrest at the mine and the beautiful half-elf fur trapper will accompany him downriver on a vision quest/murder spree a la Johnny Depp's character in Dead Man.
If she's rescued from the bandits, and he's killed in the labor unrest, she'll become a famous poet and tireless labor organizer like Joe Hill or Mother Jones.
If the PCs rescue both of them, though, I think those crazy kids have a chance.
You'll all be thrilled to learn that Miss Rose, from my previous post, has an understanding with a junior accounting clerk from the coal mine. They're to be married once he's promoted to Senior Accounting Clerk.
If she's killed by bandits, he'll be mortally wounded during labor unrest at the mine and the beautiful half-elf fur trapper will accompany him downriver on a vision quest/murder spree a la Johnny Depp's character in Dead Man.
If she's rescued from the bandits, and he's killed in the labor unrest, she'll become a famous poet and tireless labor organizer like Joe Hill or Mother Jones.
If the PCs rescue both of them, though, I think those crazy kids have a chance.
Then I'm rooting for them!
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Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken. Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing. Yaethel Akeelan, a druid with a plan; a very, very big plan. Damien Rook, full time author, part time adventurer. Plays god on Saturdays.
The party is on a quest to find a way up to a floating sky city in 10 days: druids have promised them a retired tame griffon if they gather eggs for their Jurassic Pocket Dimension dino preserve. In the last session, they gathered Plesiosaurus eggs, a disastrous mission which almost killed the bard.
Thief didn't show up...too bad, he is the life of the party.
Today the party set out on their last dinosaur challenge...the T-Rex eggs! The T-Rexes were nesting down a long, dead-end canyon with a stone floor. One remained by the nest guarding it, while the other moved around, hunting. The party climbed the forty-foot cliff, Druid in squirrel form. Much falling damage was incurred. While Druid and Monk moved closer to the nest, the Bard (intending to go nowhere NEAR the eggs this time) put on the concert of his life, attracting both T-Rexes, one on each side of the ridge he stood on. NPC cleric cast Fog Cloud on the nest as Druid and Monk climbed down, and Druid changed out of wild shape. (Bard in falsetto: "I'm a real boy!") While they stuffed eggs in their bag of holding, Bard played bagpipes, trumpet and ukelele. Disaster almost occurred when a particularly sour note sent both dinos running away from the bard, but they got up the cliff safely with the eggs.
They distracted the T-Rexes by throwing rocks off the cliff, then running away to climb down elsewhere. (Dinos are dumb, it worked.) Druid fell from the clifftop and nearly died, but everyone managed to make it into the forest where the dinos could not see them, and made for the dinosaur blind as the hunting T-rex skirted the trees. Once out of the forest they made a dash for it over open grassland, where the T-rex could see them. It charged as they ran for the blind. At the last second, Zanzibar the heroic skunk companion of their ranger employer delayed the T-Rex with a stink spray, halting its charge just long enough for them to get inside.
They got back to the druid compound and had a massive victory party to celebrate with their new griffin companion! NPC kenku cleric danced around the fire singing, 'Gonna fly now!' and 'I believe I can fly..." and "Fly like an Eagle."
In the morning, the griffon was gone...and so was NPC kenku cleric, leaving behind only the spyglass they had traded her earlier, and a mysterious note.
The session broke up early because they did not want to decide what to do next without Thief.
Nine days left...
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Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I almost bought a gnomish karma sutra (I'm a half elf but why not) but the guy wanted 2000 gold so no way) in the upper part of an underground black market. Afterwards the party tried to get into a section of the black market that could only be entered by a trap door that two dwarves guarded. Our elf rogue wasn't paying attention to conversation so just tried to walk right up to the dwarves and they started shoving him away so I rolled a nat 20 stealth and literally just like loony tunes walked right down the hole, followed by our other kenku rogue who rolled a 20 something so bolted to the hole, THEN followed by our almost 300 pound warforged fighter who literally rolled a high acrobatics and cannonballed into the hole on top of us. the kenku and I had to roll since after falling into the hole we grabbed the ladder leading down but now had a big robot barrelling towards us. The kenku rolled terribly but I somehow again rolled a nat 20 so was somehow able to hold my place on the ladder well enough that the warforged didn't crush me and could then grab the ladder as well.
Obviously the dwarves noticed the warforged cannonball into the hole so ran after him/us and since they abandoned their post to do so, four other NPCs followed behind along with our elf rogue, and our half-orc barbarian who decided to follow suit and.. cannonball into the hole. By the time all this had happened the kenku rogue and I had barely managed to get off the ladder and make our way down the tunnel as everyone else fell through the hole thanks to the barbarian, taking fall damage in the process. The dwarves only gave up and let us all enter after realizing how big the party (including the NPCs that snuck in with us) happened to be.
I'm a new DM, just started a couple months ago with my 9 year old son and my younger brother who video-chats into the session. I use screen sharing on the computer so he can see the maps. I use Photoshop to move character around on the grid so we can visualize the action, similar to using minis on a table.
Anyway, we're running Waterdeep Dragon Heist, but for Christmas, my son got Tales from the Yawning Portal, Dungeon of the Mad Mage, and Ghosts of Saltmarsh, so we are peppering the campaign with many side quests into these other campaign books! In Dragon Heist, they're currently in Chapter 2 where they get to renovate the tavern and build a name for themselves. I made the Emerald Conclave quest line become a journey into the first level of the Mad Mage dungeon in order to find a portal to the Sunken Citadel to take down the insane Druid and the Golthais Tree from that source book. They managed to convince Ranear Neverember to join them as a rogue to their Paladin and Sorcerer. They've taken Meepo the Kobold under their wing and have plans on taking him back home with them. Interested to see what happens when they discover they are hundreds of miles from Waterdeep and want to go back... maybe through Saltmarsh? ;)
My son especially is having fun incorporating all of these different source books into a single campaign.
Okay, so we just finished and hoo boy did things happen!
First, the bard was stuck in a trapped room which was quickly filling with wine. Stone shape didn't work to release him (which reminds me I need to replace that spell) but he used animate object to shut the mouths that were pouring wine out and then cast polymorph on himself to turn into a lizard and crawl out of the room. The barbarian liked that.
Then, we explored around (we're in the tomb of annihilation btw) and went into a room. The wizard, who is posessed by a bear spirit I think? He threw fire at a few cauldrons, which caused them to explode, burn the chariot and ruin the treasure in the middle of the room. Then, flaming skeletons crawled out of the other cauldrons. We fought them, we (barely) won and we hunkered down to rest since I for one was down to three spell slots.
However, before we rested properly, I had a long overdue talk with the rogue, who has Blackrazor. I wanted him to give it up, but he didn't. I tried to grab the sword and he ran. He hid incredibly well, but I have pretty good perception and managed to find him. He escaped, so I called one last challenge at him and left. Then the barbarian yelled at the rogue, but he didn't have any effect on the rogue. Then the fighter/warlock managed to sneak up on the rogue, which prompted the little sneak to run into areas we haven't explored yet. So yeah, that's going to get worked out in a couple of weeks.
The wizard said it was the best session ever, which is quite impressive. I think the last time he said that was when I punched the fighter/warlock in the face.
Our journey through hell brought us to a volcano occupied by two Fire Giants.
My Rune Knight Gnome saw the giants and noticed that they were chained up, forced to work on their forge, and immediately grows big and whacks the chains with his hammer to free him.
Fergus is a bit of a fan of giants.
It doesn't work, and the giants continue working...and the party notices the devil Bel hovering above us, chuckling at our efforts.
We demand to see Volo, the famous explorer, and Bel states that the man is "working" for him. In order to free him, we need to seek out some adamantine bars that were stolen from Bel's forge.
He teleports us to the Bleeding Citadel, which is a massive tree that bleeds bloody sap. We enter the tree, finding twisted and impaled drow corpses embedded in the tree roots & branches, yikes.
Our party navigates the labyrinthian passages of the tree, taking a bit of piercing damage, but we reach a chamber occupied by a meditating Tortle. The witcher (homebrew) tries to snag the tortle's scepter, and the tortle promptly banishes him.
After some hasty explaining, the tortle introduces himself as Krul, and brings our witcher back. Krul states that the adamantine bars they stole are being used in a ritual by his dragonborn leader, Arkhan.
Our kobold is a bit of a rabid dragon friend (much how my gnome is a giant fan), and offers to negotiate with Arkhan.
We go up to his office, and there is Arkhan...and he's got this freaky glowing green hand.
Our kobold Dra'zil speaks draconic, and offers whatever help he can to Arkhan. Arkhan states that he needs the adamantine bars for an experiment, and that he wishes to unleash Tiamat and bring about a new era of dragon domination, stating that the world was better when dragons were in control.
Our kobold (sigh) whole-heartily agrees.
Our witcher speaks draconic, though, and overhears the kobold plotting, and demands the bars, not willing to work with Arkhan to release a demonic dragon. My gnome tries to calm everyone down, stating that they only need the bars briefly to release Volo, and then they'll help get them back from Bel (a double-cross).
Arkhan seems to be VERY interested in Volo, however, but tensions in the room result in our witcher, kobold, paladins and Arkhan to draw their weapons.
Arkhan's freaky glowing hand casts "Slow"...but we all save! (simply amazing).
Our kobold, still trying to appease Arkhan, uses "Grovel, Cower, Beg".
"Please, great dragon! We are so very sorry! All of you (the party)! Apologize! Immediately!"
Our Oathbreaker Paladin lands a critical smite (thanks to the kobolds advantage from grovelling), and deals a whopping 60 radiant damage.
This causes a shockwave, knocking books and artifacts off the shelves, filling the office with smoke...then Arkhan's hand shoots out from the haze and grabs the Oathbreaker around his throat, dealing an absurd amount of necrotic damage, knocking him unconcious.
The other paladin shoots my gnome in the ass (natural 1 on a crossbow roll), but deals more smite damage to Arkhan. My gnome bashes him with his warhammer for meager damage, while the kobold bard heals the Oathbreaker.
"Get up, paladin! GET UP AND APOLOGIZE TO THE GREAT DRAGON!"
Despite our decent amount of damage dealt, Arkhan doesn't seem to be slowing down, and we're worried that we've bitten off more than we can chew.
the party has 9 days left to find a way to fly up to the floating sky city...on their last adventure, they finished collecting dinosaur eggs for the druid, and were rewarded with a tame griffon...which their NPC cleric stole during the night, leaving a mysterious note behind.
Everyone made it to the session! Yay!
The zoo druids promised to teleport the players to any point on the island, and the players, after attempting to decipher the clues on the note, were leaning toward returning to the Elf village of Ado Vandor, where they have been twice already, and which is far from any solution I am aware of at the moment. The zoo druids kindly pointed out that they might want to enlist the aid of a powerful magic user, such as the Mad Druid of Gull Peninsula, or the rogue wizard Jasper Featherstone, and also mentioned that a juvenile dragon seems to have moved into one of the island's mountains.
The party decided to check out the Mad Druid, and took the druid portal, and found themselves in a beautiful grove on a bluff high above the ocean...until they were unceremoniously teleported off again, to fall 60 feet into the water. Fortunately, they were in view of an undersea cave, and entered it. They were attacked by three giant toads, an unexpectedly almost deadly encounter, as the monk and druid nearly got swallowed.
They then traveled through a maze of mushroom patches...every patch they entered, they had to roll a saving throw, and if they failed, they could not resist eating a mushroom. Used this cool mushroom effect table. The players had a blast and took mushrooms in their packs to play with later. One shroom gave the party's druid telepathic powers, and he could sense the location of an evil creature nearby, a community of people to the west, and some intelligent creatures above. Soon they found a Myconid village, who guarded a gate which led to the Mad Druid's realm above. They would not let the party through unless they proved their courage and worth by killing the evil Merrow who lived in the flooded passage and was preying on their village.
Originally planned the Merrow to have two Giant Constrictor snakes as minions, but after the toads nearly slaughtered the party, nerfed it to four regular constrictors. Big mistake: the party quickly made hash of the Merrow, and the bard killed three of the four snakes with a Thunderwave before they even got to shore. They got the merrow's treasure hoard, and next session will proceed to the druid's sanctum above.
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Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
Everyone made it to the session again. Bard & Druid could not find a babysitter and we had their 3-year-old halfling with us, who was cute and adorable when she wasn't trying to eat the dice. Oops, they had left their character sheets at home, Druid had to run back and hunt for them. :D
The party had proven themselves to the mushroom people by killing their merrow oppressor last week, and were allowed to enter the gate tot eh Mad Druid's sanctum! They traveled up a long, spiral tunnel until they reached a trap door overgrown with roots and sod. Monk, the only one of the party with a strength bonus, rolled a Nat 20 and ripped it open. They founf themselves in the corridor of a wild, overgrown hedge maze. As they turned the corner they found themselves facing 15 needle spawn.
I had looked for plant themed monsters, and these at 1/2 cr seemed good for a challenging fight. I did not do any cheaty stuff to help my party of beginners this time (except not letting the needle spawn shoot more than 4 needles a turn) and I was afraid I had TPKed them. Bard was unconscious twice, and so was monk. Thief summoned two critters from his Bag of Tricks and both died quickly, as did Druid's Wild Shape direwolf. In the end they all survived, and Bard learned about scaling up spells to higher level slots, which they had not known before: a Thunderwave at a second-level slot killed several spawn outright. I had planned another mob of spawn in the next part of the maze, and a Needle Lord in the third, but I think I will not do three needle fights, and find something to change up the middle section.
It was an exciting battle, and took the whole session.
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Edeleth Treesong (Aldalire) WoodElf Druid lvl 8 Talaveroth Sub 2 Last Tree StandingTabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1 Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I'm currently on a Moonshae Isles campaign with my party.
It consists of my character, a Duergar Death Cleric looking for his son. A Tiefling Arcane Trickster rogue whose running from the law from Amn. A Sloth Fighter who has crowned himself King and wishes to rebuild the kingdom of Argoth on Snowdown. A pyromaniac fox sorceress who is very impulsive. A half-elven ranger with a penchant for bloody violence. And a Tabaxi monk.
Our last session arrived at Snowdown's capitol on our ship to find a fugitive sherrif who screwed his town over and us to an undead plague. We solved the issue but due to miscommunication we got kicked out of the town but not before my cleric promised the Alderman he would make the Sherrif suffer for what he did to the town and for killing the Alderman's son to keep his job. We arrived at the city but it was covered in fog and overrun with vampires. We managed to save a few people from the vampires, including a spy from Baldur's Gate who had intel on Lady Erliza Daressin, who is not only a vampire but in league with the Cult of the Dragon AND wishes to attack Karador to enter the Feywild. We managed to free the spy at the cost of my cleric's skeletal guardian, whom he saw as his best friend, who fought off Erliza as our party ran back to our ship.
We met up with Pengram the Wizard, the guy who gave us our ship and is building a force of the undead to fight the Cult and now Erliza, who instructs us to build an army. He and the spy suggest we speak to King Derrin to get an alliance going (very much like Dragon Age: Origins) and we managed to get an audience...because our Sloth managed to get a crown from a talking skull that once was a king. The moment he put that crown on his head he is also a king now and since they're peers, Derrin allowed us in.
The session ended with Derrin giving a clue where my son is, giving our rogue diplomatic immunity from Amn and the Sloth King a chance to build a small kingdom. We fought vampires and pirates and I killed the sherrif Darth Vader style (Chill touch used much like Force choke). All in all a really good session.
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Hadgar Greystone, Lv 10 Duergar Death Cleric. Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid Rime of the Frost Maiden Campaign.
Giant disaster of a session last night. Huge chaotic nightmare in my Spelljammer campaign.
Quick recap of the campaign so far. The players are:
Githzerai Land Druid, Nurm Grethelya
Gnef, Scro Paladin, Oath of Heroism UA
Claira, Star Elf Bard
No Name, Human Eldritch Knight Fighter
Brock, Mountain Dwarf Battlerager Barbarian
Sonic, Swiftstride Shifter Monster Slayer Ranger
They are currently level three, at the start of the session.
So, they were on the Rock of Bral, in a tavern when they were approached by Mordenkainen, who asked them to track down a person that goes by "Warden" , and imbued the Ranger's mind with an image of Warden, and gave him the ability to track Warden down no matter where he was in Realmspace. They then got into their spelljamming ship, which is a Neogi designed battle pod, known as an Eel Pod. They went to the Tears of Selune, which had an Asteroid named the Throat of Hadar.
They got to the asteroid, and discovered a cavern inside, with the face of an Elder Evil carved into the face of the rock. Inside the mouth of this carving, they found a small divot of the wall, and they shot it with a laser rifle, and it lifted the stone tongue of the carved creature in the asteroid. Underneath the tongue, there was a staircase. They went down the staircase, and they could either go down a hallway to the left, or one to the right.
They chose to go to the left, and after passing over a pit trap, and reaching a room where they find Warden, a Warforged Hexblade Warlock. They cast Hold Person on him, and then kill him with melee attacks.
They then drag Warden's body back to their ship, and they raid his items and treasure, getting around 500 gold pieces, and a +1 Longsword, +1 Double-Bladed Scimitar, and +1 Scale Mail armor.
They then head down the right hallway, and they reach a room that contains a 30ft by 10ft glass container, with a single rat inside. The room then turns to the right, and opens into a prison, with many different strange creatures in the cells, including Vegepygmies, Thornies, Star Spawn Grue, an Eonic Drifter, Deathlock, and a Scro. There was also a door to the left of the Rat Container.
They were looking around before heading inside, and they saw the rat suddenly grow bigger, and split in half, creating a clone of itself. They then saw the rat scratch its way out of its container, and then duplicate once again. After a long battle, and over 100 dead rat carcasses, they finished killing all the rats.
They then started talking to the prisoners that could speak, deciding which ones to possibly free. They started with the Eonic Drifter (from Tome of Beasts), who didn't have any of its possessions, so immediately started searching the room for his time-traveling items.
Long story short, they broke the items, killed the Eonic Drifter, and got scattered across the spacetime continuum.
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Please check out my homebrew, I would appreciate feedback:
So there I was, partially covered in rubble at the bottom of a blasted crater made by a foe I barely knew. Kerrie was unconscious and nearly buried, some arcane energy she expended protected us from the worst of the blast. Unable to shift the rocks around me physically, I reached inside myself to that cold, dark place that has been waiting for me ever since I started wearing that ring. Wisps of shadow, summoned and bent to my will, shifted the stones just enough for me to wriggle free. Freeing Kerrie took some time, but eventually I pulled her unconscious form from the rubble.
Not much time... the tunnel ceiling above us looked as though it could give way at any moment. Too weak to lift Kerrie and carry her out of the crater, I tied a rope around her and climbed out, hoping to find some means of leverage to extract her as well. After a couple of false starts, I had almost got her to the crater’s edge.
A loud crack rang out from above me. I looked up just in time to see a large boulder plummeting from the ceiling. It barely missed me as I dove to one side. My relief turned to dismay when I saw that, while the boulder had missed me, it came to rest squarely on the rope, with Kerrie dangling from the other end.
Hoping that the Five Realms Rings would be able to handle an object this large, I concentrated as I placed my hand on the boulder, willing it into the pocket dimension that was the Five Realms. The boulder faded from existence and Kerrie, dangling from a rope that was no longer kept in place, slid down the crater’s wall to the bottom. Back to square one.
The ceiling began making some very disturbing sounds as I frantically tried to extract Kerrie from this hole. I jumped back down in the crater, placed my hand on her backpack, and willed it into the Five Realms in an attempt to lighten my load. As I was climbing back out of the crater, another boulder broke loose and tumbled towards us. With nowhere to go, I did the only thing I could; I reached out my hand and tried to force the boulder into the Realms right as it struck me.
It worked... sort of. The boulder was gone, but its impact sent searing pain through my hand and arm. I could feel something snap in my hand. No climbing out now. I went back over to Kerrie to try and wake her up; maybe she had some arcane power left that could get us out of here... if only she would wake up! Before I made it back to her, I was interrupted by a loud, rumbling groan. The stones of the floor shifted, and with a mighty crack everything fell. The last thing I remembered was tumbling into darkness amidst a mountain of falling stone — Kerrie, my rope still tied around her, falling out of sight into the black.
I woke with a start, soaking wet and freezing cold, my face pressed against ground made of loose, smooth stones. I tried to press myself up, only to nearly pass out from the pain. I don’t know how I survived that fall... must have landed in water. I carefully rolled over. Everything hurt. I was on a small gravelly patch of riverbank, somewhere below Waterdeep. Kerrie was nowhere to be found. If that fall didn’t kill her outright, then she likely drowned with my rope tied around her.
Though they supposedly possessed greater powers, the Five Realms Rings were a sort of storage place for me; I kept all sorts of stuff in there. Concentrating, I summoned a small vial of red liquid to my hand, unstoppered it, and downed the contents. A feeling of warmth flowed through me as the healing magic went to work. Before long I could at least move my right hand again, though everything still hurt. Looking around reveals nothing of interest; a river flowing through a water-carved tunnel... and... is that a cave opening above me?
So here I am, alone, wet, cold, alone, and still very injured, sitting on a tiny patch of gravel next to an underground river, somewhere in Undermountain below Waterdeep. Time to start climbing.
I'm a new dm, so this is why I made so many mistakes. The campaign is made of 1 level 5 chaotic good wild sorcerer human, 1 level 5 lawful evil hunter ranger Aarakocra, and a 10' tall rouge dragonborn werewolf. This is when my players got smart, but I got smarter.
The group recently got a wizard who owes them one thing. He is a polymorph wizard, and had a wand of true polymorph. He promised the party one item, a rare or less magic weapon or any magic item. I didn't know about item rarity, so I assumed all items were all the same. The Ranger, a previous (and better) dm, asked for a deck of many things. I, blindly, agreed. I was reading what it did in the downtime later, and was horrified at what I gave the player. So I planned.
Later, they were traveling to a town that has been abandoned by the townspeople because of dire and winter wolves. They come to a wall being patrolled by dire wolves. There were 3 waves, 3 dire wolves in the first wave, 4 dire wolves in the second wave, and 2 dire wolves and a winter wolf in the 3rd wave. There was around 60 seconds of break in between each wave. Just before the 3rd wave, the ranger pulled a card from the deck of many things, and got a 2 of diamonds, of a comet. This meant he had to single handedly defeat the next batch of monsters I send at them. I was almost jumping in joy.
10 seconds later, the 2 dire wolves come out, with the winter wolf. The sorcerer and the rouge provided spells to help the ranger, but the ranger was decimated.
A useful trait in the dire wolf? It is able to knock a creature prone if they fail a strength save. The mage and rogue tried to help, but the sorcerer was knocked prone within the first turn, and the rouge was too injured to do anything. The wolves take out all three, and drag them into their layer. They wake up in the layer of the wolves, stripped of their weapons in a hundred wolf cave. They went along with what I wanted, and I had them walk into a magic dead zone. Their only weapon, magic, is gone. Woops! The leader of the wolves, a necromancer, enlist them to rid a city of an army of orcs.
The session ended soon after that. My only regret is that I didn’t take away that stupid deck of many things. My bad. Now he has a sun sword as well.
SO GOOD!
For the Big Bad of the day's dungeon, my rogue got in a sneak attack surprise round, did an ASTONISHING amount of damage, a couple rounds later got in a critical hit, so even without our cleric, we managed to do really well. Then we did... markedly less well against a much 'easier' monster that we got to after, as we worked our way through the mazelike lair. Which wouldn't be the first time we've absolutely slaughtered the thing our DM thought would be dangerous, or the first time we got our asses nearly handed to us by something we were supposed to have an easy enough time with.
And more importantly to Jack personally, he's learned where his kidnapped husband has been taken, and now he's got to rescue him from being, essentially, a ritual sacrifice to help birth a god of chaotic evil. So he's having a bit of a crisis, but he actually knows where to go.
Campaign 1, 8th session:
Characters: Level 4 Human Fighter (Champion) and level 4 Human Rogue (Assassin)
- Characters got a quest to raid a pirate cove.
- Characters stole a boat from harbour and travelled towards pirate cove, on a way there 2 x Giant Octopus attacked.
- Most fun encounter inside pirate cove was when fighter dragged a powder keg and made an explosive trap for patrolling orcs.
- In total there was about 3 Orcs, 3 Thugs, 3 Lizardfolks, 2 Berserkers and 1 Pirate / Bandit captain.
- It turned out that the pirate captain was long gone father of these two characters. Captain tried to recruit characters to his pirate gang by promising huge amounts of gold and gems but they immediately refused and it turned out into fight. Captain died and with his last words he told that rest of rogue's family are held as slaves in Skull Island.
- Characters decided to take control of their father's pirate ship but they wont use it for piracy, they are "good" ones.
- That was last encounter for our Clam Island campaign and we will continue the campaign in new zone that is not planned yet. As GM I will try to implement all the elements that my players like most. Main theme is going to be around sea, ship, pirates and quest to find missing family of the rogue and lot of fighting ofcourse. They love comic style "Looney Tunes" moments and I will try to build some inspiring environments that they can get creative with.
- We made a level up to level 5 and fighter got a Plate mail as reward.
I got to be a badass this session! We were traveling through the forest, and my character (a ranger) set up camp in the trees for everyone. He was going to make a platform, but he had a hammock for himself, so everyone else wanted hammocks too, so we made them. Then, that night, an omnivorous cow showed up (it was a weird forest). A player ended up angering it, so it attacked. Someone fell out of a tree, and so they were vulnerable. But I didn't want to kill it, and I didn't think that wearing it down by hit point atrophy would be fast enough to help the player on the ground (since they would be taking all the damage). So I made a lasso, caught it around the neck, and the DM was impressed enough by the creativity that I managed to tame the beast!
Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken.
Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing.
Yaethel Akeelan, a druid with a plan; a very, very big plan.
Damien Rook, full time author, part time adventurer.
Plays god on Saturdays.
My group keeps rescheduling and I'm getting antsy. There's a small coal mining town in the northeast part of the Duchy, right near the border of the Dwarven Kingdom. My players were probably going to spend 10 minutes there resupplying before going to hunt orcs.
But since we haven't played in so long, I've been fussing and tweaking this town until I've got names and info on pretty much the whole population. I've got hooks for the rivalry between the two tavern owners/crime bosses; labor unrest between the mine owners and the fantasy equivalent of the Molly McGuires; a group of bandits who've been laying the blame for their crimes on the orc raiding party in the area, thereby causing friction between the town and its honorable half-orc sheriff; a team of neutral evil rival bounty hunters; a beautiful half-elf fur trapper; and I'm currently trying to decide who Miss Rose, the schoolmarm, is sweet on. I've basically written a season of Deadwood here.
I think I need a hobby to distract me from my hobby.
LOL. I'm so detailed with my D&D planning that it takes up all my free time. And one week when I didn't have to do any of that, I actually got really bored. I feel your pain. XD
Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken.
Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing.
Yaethel Akeelan, a druid with a plan; a very, very big plan.
Damien Rook, full time author, part time adventurer.
Plays god on Saturdays.
Had a fairly epic session, but we have been building towards it for a few weeks now. Our Conquest Paladin/Storm Sorcerer was on a quest from a Storm Giant to defeat an ancient White Dragon to get some information about his lineage.
So. we decided to fight a dragon. We spent the better part of a week attempting to figure out if there was any way possible to defeat this thing... and we really didn't come up with a foolproof plan. Lots of little things that might help, but nothing strategic, other than maybe we should get ourselves some potions of cold resistance. And maybe an army of archers to back us up. So, we got those things.
Our party is pretty high level - level 16. I'm the Tiefling Warlock/Swashbuckler, and we have a gnome Wizard (and his Simulacrum), half-orc Barbarian, half-elf SorLock, and the Paladin. After a long trip to the glacier, using many boats, including an icebreaker, we traveled to the frozen wastes, and then hiked until we found a large frozen lake.
We got some hint of the dragon's approach, so we drank our potions, and the wizard conjured a juvenile white dragon (the big bad was a cannibal, so... bait?) that the Paladin and Barbarian rode on, the Sorlock summoned a couple of Air Elementals for support, I had a flying broom, so at least we weren't all clustered together to receive a breath weapon attack. And, we had a couple hundred foot soldiers.
We marched around on the ice, and got our dragon roaring (w/ Thaumaturgy) to see if we could get this dragon to take the bait.
It did.
Snow whipped up around us, clouds blotted the sun, and our visibility was low. All of a sudden, the dragon shatters out of the ice, soars around, and blasts some of the camped soldiers. Then, without a "by your leave," dives back into the ice, and the snow dissipates.
We flew around, searching for any sign of where it went, when after 10 minutes, we saw faint smoke rising from where we left our ships. Then, after a total of 15 minutes or so, I noticed a small black dot in the sky. Growing larger, getting quickly closer. Inexplicably, falling from the sky is the prow of our icebreaker, named after our Barbarian. Examining that after it crashes harmlessly into the ice, we see a circle of arctic animals that we assume are scouts. Our dragon blasts them, just to prove that he isn't an illusion. All of a sudden, we see another hole in the ice, this one looks like where it came out, soon after attacking us. So. we follow that lead to a crevasse in the ice, that looks big enough to fit a dragon.
Naturally, we dive straight into the dragons lair. I mean, not flying directly in a straight line, or all clustered up, but you know. We find it in a large chamber of ice, and it attacks our dragon. We start with Otto's Irresistible dance, a Guiding Bolt, and there's 3 of us with Crown of Stars, so 1 Resistance down, and a few hits. The Barbarian jumps onto the dragon, angry that it destroyed his ship. Then, Tasha's is cast, for another resistance. But that at least slowed it down, and I think the Paladin jumped onto it. I'm using my pact bow, and getting solid hits. At some point, I cast Synaptic Static, and someone used a Bane, neither of which were resisted, so the dragon was -1d6 and -1d4. There was also our Paladin's Fear, and a Hold Monster, so we locked that thing down. He tried to do a couple Lair actions to obscure our view, but we Gust of Winded that away. He spent most of his time attacking the juvenile white dragon, so that guy was able to tank for us.
Between the Bane, Synaptic Static, Fear, and Hold Monster, and terrible dice rolls by the DM, this guy barely got hits on us. He only used his breath weapon one other time. And, there were several times he rolled single digit saves - so, he'd roll a 4, get minus 3 for Bane, and minus 3 for Static, and ask "does a -2 make your save?" NO! At this point, he was just trying to get away from us, but, lockdown is the only way to go versus something that powerful. I still had Mental Prison in my back pocket, if this thing evaded anything else.
A couple Eldritch Smites from me, several rounds of multiple Crown of Stars, Barbarian rage + GWM, and after a couple of (paralyzed) Critical Divine Smites from the Paladin, this 1000 HP monster was dead.
Now, we just have to figure out what dropped a ship on us, since mathematically, it couldn't have been the same dragon... too far to travel in too short a period of time...
You'll all be thrilled to learn that Miss Rose, from my previous post, has an understanding with a junior accounting clerk from the coal mine. They're to be married once he's promoted to Senior Accounting Clerk.
If she's killed by bandits, he'll be mortally wounded during labor unrest at the mine and the beautiful half-elf fur trapper will accompany him downriver on a vision quest/murder spree a la Johnny Depp's character in Dead Man.
If she's rescued from the bandits, and he's killed in the labor unrest, she'll become a famous poet and tireless labor organizer like Joe Hill or Mother Jones.
If the PCs rescue both of them, though, I think those crazy kids have a chance.
Then I'm rooting for them!
Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken.
Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing.
Yaethel Akeelan, a druid with a plan; a very, very big plan.
Damien Rook, full time author, part time adventurer.
Plays god on Saturdays.
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I almost bought a gnomish karma sutra (I'm a half elf but why not) but the guy wanted 2000 gold so no way) in the upper part of an underground black market. Afterwards the party tried to get into a section of the black market that could only be entered by a trap door that two dwarves guarded. Our elf rogue wasn't paying attention to conversation so just tried to walk right up to the dwarves and they started shoving him away so I rolled a nat 20 stealth and literally just like loony tunes walked right down the hole, followed by our other kenku rogue who rolled a 20 something so bolted to the hole, THEN followed by our almost 300 pound warforged fighter who literally rolled a high acrobatics and cannonballed into the hole on top of us. the kenku and I had to roll since after falling into the hole we grabbed the ladder leading down but now had a big robot barrelling towards us. The kenku rolled terribly but I somehow again rolled a nat 20 so was somehow able to hold my place on the ladder well enough that the warforged didn't crush me and could then grab the ladder as well.
Obviously the dwarves noticed the warforged cannonball into the hole so ran after him/us and since they abandoned their post to do so, four other NPCs followed behind along with our elf rogue, and our half-orc barbarian who decided to follow suit and.. cannonball into the hole. By the time all this had happened the kenku rogue and I had barely managed to get off the ladder and make our way down the tunnel as everyone else fell through the hole thanks to the barbarian, taking fall damage in the process. The dwarves only gave up and let us all enter after realizing how big the party (including the NPCs that snuck in with us) happened to be.
Full of rice, beans, and bad ideas.
I'm a new DM, just started a couple months ago with my 9 year old son and my younger brother who video-chats into the session. I use screen sharing on the computer so he can see the maps. I use Photoshop to move character around on the grid so we can visualize the action, similar to using minis on a table.
Anyway, we're running Waterdeep Dragon Heist, but for Christmas, my son got Tales from the Yawning Portal, Dungeon of the Mad Mage, and Ghosts of Saltmarsh, so we are peppering the campaign with many side quests into these other campaign books! In Dragon Heist, they're currently in Chapter 2 where they get to renovate the tavern and build a name for themselves. I made the Emerald Conclave quest line become a journey into the first level of the Mad Mage dungeon in order to find a portal to the Sunken Citadel to take down the insane Druid and the Golthais Tree from that source book. They managed to convince Ranear Neverember to join them as a rogue to their Paladin and Sorcerer. They've taken Meepo the Kobold under their wing and have plans on taking him back home with them. Interested to see what happens when they discover they are hundreds of miles from Waterdeep and want to go back... maybe through Saltmarsh? ;)
My son especially is having fun incorporating all of these different source books into a single campaign.
Okay, so we just finished and hoo boy did things happen!
First, the bard was stuck in a trapped room which was quickly filling with wine. Stone shape didn't work to release him (which reminds me I need to replace that spell) but he used animate object to shut the mouths that were pouring wine out and then cast polymorph on himself to turn into a lizard and crawl out of the room. The barbarian liked that.
Then, we explored around (we're in the tomb of annihilation btw) and went into a room. The wizard, who is posessed by a bear spirit I think? He threw fire at a few cauldrons, which caused them to explode, burn the chariot and ruin the treasure in the middle of the room. Then, flaming skeletons crawled out of the other cauldrons. We fought them, we (barely) won and we hunkered down to rest since I for one was down to three spell slots.
However, before we rested properly, I had a long overdue talk with the rogue, who has Blackrazor. I wanted him to give it up, but he didn't. I tried to grab the sword and he ran. He hid incredibly well, but I have pretty good perception and managed to find him. He escaped, so I called one last challenge at him and left. Then the barbarian yelled at the rogue, but he didn't have any effect on the rogue. Then the fighter/warlock managed to sneak up on the rogue, which prompted the little sneak to run into areas we haven't explored yet. So yeah, that's going to get worked out in a couple of weeks.
The wizard said it was the best session ever, which is quite impressive. I think the last time he said that was when I punched the fighter/warlock in the face.
Our journey through hell brought us to a volcano occupied by two Fire Giants.
My Rune Knight Gnome saw the giants and noticed that they were chained up, forced to work on their forge, and immediately grows big and whacks the chains with his hammer to free him.
Fergus is a bit of a fan of giants.
It doesn't work, and the giants continue working...and the party notices the devil Bel hovering above us, chuckling at our efforts.
We demand to see Volo, the famous explorer, and Bel states that the man is "working" for him. In order to free him, we need to seek out some adamantine bars that were stolen from Bel's forge.
He teleports us to the Bleeding Citadel, which is a massive tree that bleeds bloody sap. We enter the tree, finding twisted and impaled drow corpses embedded in the tree roots & branches, yikes.
Our party navigates the labyrinthian passages of the tree, taking a bit of piercing damage, but we reach a chamber occupied by a meditating Tortle. The witcher (homebrew) tries to snag the tortle's scepter, and the tortle promptly banishes him.
After some hasty explaining, the tortle introduces himself as Krul, and brings our witcher back. Krul states that the adamantine bars they stole are being used in a ritual by his dragonborn leader, Arkhan.
Our kobold is a bit of a rabid dragon friend (much how my gnome is a giant fan), and offers to negotiate with Arkhan.
We go up to his office, and there is Arkhan...and he's got this freaky glowing green hand.
Our kobold Dra'zil speaks draconic, and offers whatever help he can to Arkhan. Arkhan states that he needs the adamantine bars for an experiment, and that he wishes to unleash Tiamat and bring about a new era of dragon domination, stating that the world was better when dragons were in control.
Our kobold (sigh) whole-heartily agrees.
Our witcher speaks draconic, though, and overhears the kobold plotting, and demands the bars, not willing to work with Arkhan to release a demonic dragon. My gnome tries to calm everyone down, stating that they only need the bars briefly to release Volo, and then they'll help get them back from Bel (a double-cross).
Arkhan seems to be VERY interested in Volo, however, but tensions in the room result in our witcher, kobold, paladins and Arkhan to draw their weapons.
Arkhan's freaky glowing hand casts "Slow"...but we all save! (simply amazing).
Our kobold, still trying to appease Arkhan, uses "Grovel, Cower, Beg".
"Please, great dragon! We are so very sorry! All of you (the party)! Apologize! Immediately!"
Our Oathbreaker Paladin lands a critical smite (thanks to the kobolds advantage from grovelling), and deals a whopping 60 radiant damage.
This causes a shockwave, knocking books and artifacts off the shelves, filling the office with smoke...then Arkhan's hand shoots out from the haze and grabs the Oathbreaker around his throat, dealing an absurd amount of necrotic damage, knocking him unconcious.
The other paladin shoots my gnome in the ass (natural 1 on a crossbow roll), but deals more smite damage to Arkhan. My gnome bashes him with his warhammer for meager damage, while the kobold bard heals the Oathbreaker.
"Get up, paladin! GET UP AND APOLOGIZE TO THE GREAT DRAGON!"
Despite our decent amount of damage dealt, Arkhan doesn't seem to be slowing down, and we're worried that we've bitten off more than we can chew.
Our session ends in mid-combat.
the party has 9 days left to find a way to fly up to the floating sky city...on their last adventure, they finished collecting dinosaur eggs for the druid, and were rewarded with a tame griffon...which their NPC cleric stole during the night, leaving a mysterious note behind.
Everyone made it to the session! Yay!
The zoo druids promised to teleport the players to any point on the island, and the players, after attempting to decipher the clues on the note, were leaning toward returning to the Elf village of Ado Vandor, where they have been twice already, and which is far from any solution I am aware of at the moment. The zoo druids kindly pointed out that they might want to enlist the aid of a powerful magic user, such as the Mad Druid of Gull Peninsula, or the rogue wizard Jasper Featherstone, and also mentioned that a juvenile dragon seems to have moved into one of the island's mountains.
The party decided to check out the Mad Druid, and took the druid portal, and found themselves in a beautiful grove on a bluff high above the ocean...until they were unceremoniously teleported off again, to fall 60 feet into the water. Fortunately, they were in view of an undersea cave, and entered it. They were attacked by three giant toads, an unexpectedly almost deadly encounter, as the monk and druid nearly got swallowed.
They then traveled through a maze of mushroom patches...every patch they entered, they had to roll a saving throw, and if they failed, they could not resist eating a mushroom. Used this cool mushroom effect table. The players had a blast and took mushrooms in their packs to play with later. One shroom gave the party's druid telepathic powers, and he could sense the location of an evil creature nearby, a community of people to the west, and some intelligent creatures above. Soon they found a Myconid village, who guarded a gate which led to the Mad Druid's realm above. They would not let the party through unless they proved their courage and worth by killing the evil Merrow who lived in the flooded passage and was preying on their village.
Originally planned the Merrow to have two Giant Constrictor snakes as minions, but after the toads nearly slaughtered the party, nerfed it to four regular constrictors. Big mistake: the party quickly made hash of the Merrow, and the bard killed three of the four snakes with a Thunderwave before they even got to shore. They got the merrow's treasure hoard, and next session will proceed to the druid's sanctum above.
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
(What, nobody else been playing?)
Everyone made it to the session again. Bard & Druid could not find a babysitter and we had their 3-year-old halfling with us, who was cute and adorable when she wasn't trying to eat the dice. Oops, they had left their character sheets at home, Druid had to run back and hunt for them. :D
The party had proven themselves to the mushroom people by killing their merrow oppressor last week, and were allowed to enter the gate tot eh Mad Druid's sanctum! They traveled up a long, spiral tunnel until they reached a trap door overgrown with roots and sod. Monk, the only one of the party with a strength bonus, rolled a Nat 20 and ripped it open. They founf themselves in the corridor of a wild, overgrown hedge maze. As they turned the corner they found themselves facing 15 needle spawn.
I had looked for plant themed monsters, and these at 1/2 cr seemed good for a challenging fight. I did not do any cheaty stuff to help my party of beginners this time (except not letting the needle spawn shoot more than 4 needles a turn) and I was afraid I had TPKed them. Bard was unconscious twice, and so was monk. Thief summoned two critters from his Bag of Tricks and both died quickly, as did Druid's Wild Shape direwolf. In the end they all survived, and Bard learned about scaling up spells to higher level slots, which they had not known before: a Thunderwave at a second-level slot killed several spawn outright. I had planned another mob of spawn in the next part of the maze, and a Needle Lord in the third, but I think I will not do three needle fights, and find something to change up the middle section.
It was an exciting battle, and took the whole session.
Edeleth Treesong (Aldalire) Wood Elf Druid lvl 8 Talaveroth Sub 2
Last Tree Standing Tabaxi Ranger, Chef and Hoardsperson lvl 5, Company of the Dragon Team 1
Choir Kenku Cleric, Tempest Domain, lvl 11, Descent Into Avernus Test Drive
Poinki Goblin Paladin, Redemption, lvl 5, Tales from Talaveroth
Lyrika Nyx Satyr Bard lvl 1, The Six Kingdoms of Talia
I'm currently on a Moonshae Isles campaign with my party.
It consists of my character, a Duergar Death Cleric looking for his son.
A Tiefling Arcane Trickster rogue whose running from the law from Amn.
A Sloth Fighter who has crowned himself King and wishes to rebuild the kingdom of Argoth on Snowdown.
A pyromaniac fox sorceress who is very impulsive.
A half-elven ranger with a penchant for bloody violence.
And a Tabaxi monk.
Our last session arrived at Snowdown's capitol on our ship to find a fugitive sherrif who screwed his town over and us to an undead plague. We solved the issue but due to miscommunication we got kicked out of the town but not before my cleric promised the Alderman he would make the Sherrif suffer for what he did to the town and for killing the Alderman's son to keep his job.
We arrived at the city but it was covered in fog and overrun with vampires. We managed to save a few people from the vampires, including a spy from Baldur's Gate who had intel on Lady Erliza Daressin, who is not only a vampire but in league with the Cult of the Dragon AND wishes to attack Karador to enter the Feywild.
We managed to free the spy at the cost of my cleric's skeletal guardian, whom he saw as his best friend, who fought off Erliza as our party ran back to our ship.
We met up with Pengram the Wizard, the guy who gave us our ship and is building a force of the undead to fight the Cult and now Erliza, who instructs us to build an army. He and the spy suggest we speak to King Derrin to get an alliance going (very much like Dragon Age: Origins) and we managed to get an audience...because our Sloth managed to get a crown from a talking skull that once was a king. The moment he put that crown on his head he is also a king now and since they're peers, Derrin allowed us in.
The session ended with Derrin giving a clue where my son is, giving our rogue diplomatic immunity from Amn and the Sloth King a chance to build a small kingdom. We fought vampires and pirates and I killed the sherrif Darth Vader style (Chill touch used much like Force choke).
All in all a really good session.
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.
Giant disaster of a session last night. Huge chaotic nightmare in my Spelljammer campaign.
Quick recap of the campaign so far. The players are:
They are currently level three, at the start of the session.
So, they were on the Rock of Bral, in a tavern when they were approached by Mordenkainen, who asked them to track down a person that goes by "Warden" , and imbued the Ranger's mind with an image of Warden, and gave him the ability to track Warden down no matter where he was in Realmspace. They then got into their spelljamming ship, which is a Neogi designed battle pod, known as an Eel Pod. They went to the Tears of Selune, which had an Asteroid named the Throat of Hadar.
They got to the asteroid, and discovered a cavern inside, with the face of an Elder Evil carved into the face of the rock. Inside the mouth of this carving, they found a small divot of the wall, and they shot it with a laser rifle, and it lifted the stone tongue of the carved creature in the asteroid. Underneath the tongue, there was a staircase. They went down the staircase, and they could either go down a hallway to the left, or one to the right.
They chose to go to the left, and after passing over a pit trap, and reaching a room where they find Warden, a Warforged Hexblade Warlock. They cast Hold Person on him, and then kill him with melee attacks.
They then drag Warden's body back to their ship, and they raid his items and treasure, getting around 500 gold pieces, and a +1 Longsword, +1 Double-Bladed Scimitar, and +1 Scale Mail armor.
They then head down the right hallway, and they reach a room that contains a 30ft by 10ft glass container, with a single rat inside. The room then turns to the right, and opens into a prison, with many different strange creatures in the cells, including Vegepygmies, Thornies, Star Spawn Grue, an Eonic Drifter, Deathlock, and a Scro. There was also a door to the left of the Rat Container.
They were looking around before heading inside, and they saw the rat suddenly grow bigger, and split in half, creating a clone of itself. They then saw the rat scratch its way out of its container, and then duplicate once again. After a long battle, and over 100 dead rat carcasses, they finished killing all the rats.
They then started talking to the prisoners that could speak, deciding which ones to possibly free. They started with the Eonic Drifter (from Tome of Beasts), who didn't have any of its possessions, so immediately started searching the room for his time-traveling items.
Long story short, they broke the items, killed the Eonic Drifter, and got scattered across the spacetime continuum.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Well....they at least gave you an opportunity to tell a Stargate: Universe plot where they have to try and find their way back home?
Hadgar Greystone, Lv 10 Duergar Death Cleric.
Call of Cantraxis campaign, Moonshae.
DM: Imperia Regnum
Ancient Rome Theros Homebrew.
Gri'im the Red, LV 7 Orc Druid
Rime of the Frost Maiden Campaign.