In Elevenleytown, the detectives made their way to the Morse (MetroHorse) stables to attempt to steal a horse and carriage to take them to Enemy Valley. After a quick and somewhat pathetic confrontation with the security guard, they managed to commandeer the Magenta Line horse and go on their way.
Arriving at Enemy Valley, they dodged crime solicitors and went straight into the Enemy Valley Correctional Facility, hoping to speak to Kelek and find out why all of these apocalyptic omens were occurring. Arriving at his cell, they discovered that it consisted of a transparent magical barrier permeable only to smells. With this knowledge, they tortured him with farts until he gave them the information they wanted. He spoke of sleeper agents set up by his father during the last war, who were set to awaken once Kelek was freed from the demiplane he was trapped in. Rock, the Barbarian gifted with near-complete knowledge of the previous versions of Elevenleytown by a unicorn, knew that something was inconsistent with Kelek's story, because Kelek's father was killed during the war, before Kelek could have been born, and he had no children. Unsatisfied, the detectives returned to the agency to figure out what to do with this information, and to speak to Angela, who they thought was acting suspicious earlier.
In her lab, they found Angela still hard at work brewing various potions and other magical looking things. They convinced her to leave her lab for a bit while they could investigate what she was making, and discovered that she was brewing up basically every potion imaginable, as well as makeshift shrapnel grenades, alchemist's fire, and other alchemical weapons. What she was working on before she left was a barrier spell to block Undead from entering the Agency. As they realized that, the Druid and the Ranger both got attacked by ghosts who had surprised them and entered the lab.
They had a long combat, which consisted of the Druid falling unconscious several times, the Ranger throwing the grenade and damaging everyone and everything in the lab, Angela returning and getting possessed, and the party trying to trap the last ghost in the fume hood, only for the ghost, being a ghost and all, to just leave it before they could suck it out of the building. Finally, the Barbarian stepped outside of the lab to see if they could get any help from the others at the agency, and saw Samantha Pauline Adams sitting at her desk with her eyes glazed over, chanting rhythmically. They attacked her several times, but she always beat her concentration check, until the final swing, in which she both lost her concentration and fell unconscious.
Rock dragged Samantha, now returned to consciousness, into the lab, where the party interrogated her and realized she had no idea what she was doing, she had just started casting a spell all of a sudden, with no knowledge of it. Further interrogation lead her to realize that she had no memory of her life before getting hired by the Agency. They realized she was one of Kelek's sleeper agents, and he must have been telling the truth, and that's where we ended the session.
Continuing with Basic D&D/skycrawl: We continued on with a tull table this time (5 and some had never met) and encountered a wrecked ship floating out there. My Magic use waited in one of the little ferry ships (and keeping it together with another) and the other 4 + a former PC rogue (we have 3 rogues) went into a the most stable section. there was a chest in the back bolted to the floor with chains and a padlock. One of the rogues went towards the chest a Ghost appeared asking for the key. Someone went upstairs (the only other usable section and found all kinds of warnings written and then went back down. Eventually, the ghost attcked, hitting that rogue for all but 7 points of damage and aginf him 15 years (he wass only one not wearing a scarab of protection. The fighter with a +1 weopon attacked. The other rogue, and only one with a magic weopon (whip) fleed for teh ferry ship I was not in...and the third rogue grabbed the whip from him on the way in and used it. In this version, turn undead is a spell, and the cleric does not have it, and he couldn't do much. My Magic user sprayed magic missiles at the ghost.
Everyone retreated to the mini ships and returned to the ship. Ghost shows up on our deck. Fighter, non coward rogue with whip (now), and cleric attack it and The cleric manned the one working cannon and firesd on the ship, aiming for the chest. First shot hits ship but misses chest and second one hits chest destroying it. Coward rogue (used to have whip) starts the ship and blast off running (but we have the ghost with us). non coward rogue take a little ship to grab stuff flying out out chest but coward rogue tries to leave him. Player tried to make excuses (says he doesnt know the rogue left but when he is told, he is still leaving him). Cleric is hit by ghost (but does not age because of scarab of protection. Ghost is destroyed by fighter. We go back for the non coward rogue...but he rolled badly on the search and didn't find anything useful. We arrive at Orcebank and drop off the former PC rogue and his robot (Rogue was hired by the bank). We have a bunch of things to do there.
Was running Beyond Icespire Peak, Sleeping Dragon's Wake specifically, and the party agreed to work with Old Gnawbone to deal with the Church of Myrkul that kept attacking her. Everything went relatively normal, until Ebondeath possesses Gnawbone...
But I added a twist: given how paranoid and intelligent Gnawbone is, I gave her a contingency plan that would transfer her soul into the nearest effigy of herself if she was killed or lost control of her body, which should've been the statues of her around her lair, but Ebondeath smashed those while taking control of her body. So her soul jumped into the next available effigy: the plushy of her the party had the traumatized kobold they'd adopted make as an appeasement gift. So now she's basically Patoto GlaDOS from Portal 2 as a plushy.
They manage to escape Ebondeath and decide to go get allies before Ebondeath gains full control of his new body and regains his power, which the players decided will include going to Waterdeep and get the Thieves' Guild to help them.
The Last Two Sessions have been a chaotic mess. Two weeks ago we were smuggled to a peninsula on a Pug Traffiking Ship. One of the players, a Human Barbarian, angered the captain and had a loaf of incredibly old stale bread hurled at his head that dealt 4d8 bludgeoning. It goes without saying that we picked it up and used it as a magic item. Later on that session, there was continuous Nat 1's caused around a random stick that just lay there on the ground. Soon it became magical and now it follows us around. It's purpose? to enact all Nat 1's devastating results.
The Next Session we went to a dungeon to get a magic mushroom to cure our Barbarian's Sight Rot. It was a series of puzzles, one of which was where there was a pedestal that brought inanimate objects to life as long as they remained in a certain radius. Naturally, our first instinct was to place the loaf of stale bread on the pedestal. It came to life and is named Breadly, I'm its father and now we carry the pedestal around everywhere to keep Breadly alive. Note, Breadly's voice is akin to Dobby's from Harry Potter. It's great!
Rollback Post to RevisionRollBack
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
Previous session (B/X OSR with skycrawl addon): we got out of a dungeon and a pirate ship was capturing our shyship in the distance (too far to get there on food in time). We hired some muscle and a wiazard to cast a distraction spell (sand storm) and borrowed some mini (flying) barges to head for the pirate skyship. the hired help (mercs) went topside to cause a ruckus, but our party used wood mites to make a whole in the side of the ship one deck down (near where we expected the captain's quarters) and entered the ship. fought some pirates, and their captain made a run for it by jumping out the hole we made into our barge (with a treasure chest in one arm). our rogue was on the barge and the captain knocked him out. one of our fighters jumped on and they fought. End of session.
Tonight: Pirate captain are swinging on each other with a passed out rogue (plisken) on the bottom, rocking the barge and pirate and fighter fail a roll and both fall from the mini barge and the rogue crash with the barge. captain was still conscious. Halifax (me: wizard) took one arrow hit and dropped off the cleric (Lutie) and the other fighter (Leo) with another barge (we found on top deck) to our own ship (they secured it and freed or npc crew) and he went alone (out of character for him since he is squishy) to help our guys on the ground. Halifax (wizard) killed the injured pirate captain with magic missile and used a healing potion on Mcready (fighter). rogue got up on his own but with broken bones (1HP). We picked up the pirate's treasure (chest had busted open) and scarf of free action (mcready has it). we made it back to the siren and picked up the mercs from the falling apart pirate ship. We left the pirates onthe rapidly disintigrating ship. Mcready noticed that the mercs are shape shifters (shifters? dopplegangers? something else?). they are from a far world and are mysterious.
we split up to do errands. Plisken went with Halifax ro see Sistress the sand wizard who for some reason (because his sandsorm was dispelled during the battle?) would not do business with us. We were told to leave the tavern which Halifax (me) did. Plissken started a fight with the wizard and attacked his sand golem. Plisken was killed. McReady dropped off some cash (20kwhich is a lot) at the woman who runs the skyship museum as a gift and let her know we had completed her mission (stop the pirates) and are ready to receive some ship componenets (a big net, a cannon, and something I'm forgetting).
plisken's half brother Boom Boom Shalashaska came looking for him but wound up joining us...like his deceased brother he is a specialist who reviews brothels as a side hustle...like Fodor's for Brothels. We split the money the mercs had taken form the ship and the jewelry we had recovered from the pirate captain 70/30 as previously agreed upon. Our whole crew gained one level (and halfway to next level) from experience points (mostly from treasure but a little from defeating pirates). We are all levels 5-6 now (Lero and Halifax are level 6 now).
We left Gravelspan to drop the mercs at a different port (world). we decided on Orcebank (banking/alchemy world) but due to an unfortunate roll, got lost and lost all our nav points. we wound up at a tiny port/tavern in the middle of nowhere that houses 8 stranded people (one is a teen boy) who are not honest about how they arrived there (they said a storm, but their wrecked ship has bitemarks on it). We found a secret door with a journal and a map and earned one nav point (no longer lost) we can investigate the tavern further and continue on our way.
A loud thumping aproaches, like hevy footfalls... Then, 200 gleaming feet of blue and white scales passes by, the Drakon of Camp Halfblood walking ata fairly fast pace... Iris gets up, and starts to quietly follow.
Nala attempts to slip away while Iris isn't looking, in order to enter her dragon form. *Stealth:5*
Iris dives into a bush, as the Drakon begins to turn around.
Nala tries to dive into a bush but ends up falling into a hole beneath the bush. This does, however, hide her from view. *20Stealth*
The drakon, confused, waves his head back and scenting the air, before turning around and continueing onwards.
Nala quietly changes into a dragon in her bush hole.
Rollback Post to RevisionRollBack
If you're interested in learning about them, here are my Endless Dark characters: Alexius, Suixela, and Tortuga.
That one time I rolled a natural twenty on a Performance check: \o/
It was . . . okay. We had one person out sick and another who had to Zoom in. And some of the players were dealing with some real world stresses that made them a tad fidgitty. Fortunately, the party (6 characters who just made level 13) recently acquired a small island. So they're finally able to relax get some well-earned rest in safety while doing a little fishing, and gardening, and such. So we basically just spent half the session reviewing plot threads and campaign notes so everyone remembered where the characters were heading next and why. Then we did a little exploration of their new island home.
And that was fine. Because they're turning the corner now into the back-9 of the campaign, so things on my side of the DM screen are really starting to get complicated, as various plot threads are starting to converge and the stakes are really starting to skyrocket. Hopefully next session everyone will be able to focus a bit more as they head off on the next leg of the journey.
We ran into a gravity anomaly flying the skyship in "space" (it's more like endless sky) and the two of us that failed savign throws had majic items capable of stopping us from flying off the ship.
We crashed our skyship into a port...well into a building and the cops showed up and arrested us all. we had 18 ppl on the ship and there were only 6 cops but we went along since the ship can't be moved right now and has all our belongings. A previous officer of the ship showed up on our behalf and they threw him jail in with us. Eventually they let us go and gave us access to some of our funds from the ship while we wait for them to access the damages. Thye removed the ship from the building will take 3 weeks. and the ship will need some repairs. We could wait, book passage on another ship, or try and buy another ship. We didn't want to make any major decisions (like leave the ship and buy a new one) with only 2 of 5 players present.
We are about 4/5's into our Curse of Strahd Campaign, and we did a fun lore quest. This entails major spoilers for Curse of Strahd Campaign.
So the party, now named the Aimless Wanderers, make their way to the Abbey of Krezk to meet with Izek Stranzi and this old woman that was killed by Arrigal. This woman is actually Madam Eva, who was so old in fact that she was alive when Strahd became a vampire. She tells them that Ireena Kolyana who is with them is actually the spirit of Tatyana who was Strahd's love when he turned. Then the Abbot volunteers to host a wedding ceremony for Strahd at the Abbey, because that will cure Strahd of the curse by getting the true love. Ireena Kolyana, drunk and stubborn, now tries to get away, and conveniently there is an accident on the top floor that allows for every mongrelfolk in the building to gang bang on Strahd and Ireena. Ireena is killed, and then stolen away by Izek during the chaos. Then they chase Izek down and Strahd drowns him in the pool. Then When Ireena resurrects, Strahd decides to take her to Castle Ravenloft, but the party argues with him about taking them with him. (Sorry for vague pronouns.) Then Ireena throws herself in the pool as a handsome pool spirit absorbs her and then Strahd disintegrates the pool in a rage and teleports out. Then the Abbot blames the characters and he tells them to get out. The party feels this is unjust and one player in particular keeps asking the abbot the same question over and over again. “Have you heard anything about dragons?” This eventually drives the abbot over the edge showing his angel form and initiating combat with him and the flesh golem wife thingy. It’s a fun, but maybe not difficult encounter for our level 8 Pc’s. Then they go back to Madam Eva, and she feels bad because she suspected that the curse also entailed Ireena/Tatyana/Patrina spirit always dying when just in Strahd's reach. Strahd is really pissed by the way. Madam Eva offers to be the one to resurrect people free of charge in place of the once friendly abbot. The party then travels back to the Vallaki camp and take a long rest and that’s where we stopped!
Rollback Post to RevisionRollBack
"Uh, I have Illusory Script. I think I can read that."
I had a laugh when my all of my players got stuck in a shambling mound. There was one player left, a fighter, who had nothing on the shambling mound. After a few rounds, the fighter was also stuck and half the players had died. I decided to let it rain and strike lightning on the shambling mound, letting the characters free. They eventually managed to get past that encounter.
Last session, a previous DM has returned to our group and has continued the game where we left off last year. He and the current DM will be swapping off weekly.
This last session, a beloved NPC named Jerry was having a marriage and all characters were invited. We went and it was a good time, but just before Jerry and Clarissa were going to make their vows, a Shadow Dragon came in to steal the magical wedding ring Clarissa had. I started the combat off by blinding the Dragon with color spray. From there I was held down through the majority of the fight by his shadow servants. Once I got away, I used my wizard Portent Ability to cast a lightning bolt straight through the roof. The dragon fell down, and my character is the only one inside the building and The Dragon's turn is next. Being a wizard and very low on health, this probably won't end very well... We ran out of time and left the session off there. Now, I have two weeks to dread the ending of my character. Already have a back-up based off of Papyrus from Undertale I'm excited to play so its not all bad.
Rollback Post to RevisionRollBack
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
I had a laugh when my all of my players got stuck in a shambling mound. There was one player left, a fighter, who had nothing on the shambling mound. After a few rounds, the fighter was also stuck and half the players had died. I decided to let it rain and strike lightning on the shambling mound, letting the characters free. They eventually managed to get past that encounter.
Mounds have lightning absorption. Not only are they immune to the lightning, they heal from it.
Rollback Post to RevisionRollBack
"Uh, I have Illusory Script. I think I can read that."
Basic D&D with the skycrawl addon. Levels 5-6. So, since our skyship crashed and is out of commission for a while, we decided to pickup an old task. A while back we found a library (under a rug) in an old abandoned and run down port....and the library was shifted into another dimension. If we came back through the portal to the library to the regular dimension...the books were wiped clean. So, we wanted the books, a spellbook, an alchemy book, and some pricey books. We have a red pearl that is a portal to a underground dangerous city (we've been) to that has a dehydration curse. Water triggers getting sucked into the portal. We put the pearl on the end of an item called the tungsten rod (flexible, extendable, nearly indestructible), threw a few drops of water on the book covers and touched the pearl to them. Pop. Books were now in the dead city. We knew there is a basilisk in that city since it killed some of our NPCs when we were there last (it's where we found the red pearl). So, my wizard prepared the two fighters, rogue, and zero level merc (really just using him as a red shirt) just in case they run into the basilisk. The wizard stayed behind to further identify the red pearl since he can only do it when they dispel the magic in it (to enter it). Otherwise, it resists identify spells. The cleric stayed back to heal whoever came back through but maybe that was a mistake.
Party goes through and explores a little and sees where the items are down a steep path/slope. they also see some movement here and there in the distance. They go for the items, but we are using a physical hourglass for when they need to take a drink because of the dehydration curse. DM asks, time is up, do you drink. they all do which is the trigger for the basilisk attack but it's THREE of them. One fighter reads the petrification warding scroll (10') i gave him and the others get near him. The basilisks hit the merc (he goes down but next turn the dehydration curse kills him) and hit a PC (the other fighter) who takes dehydration damage next turn since he was hit. PCs attack and just manage to kill one bas but the rest fail their morale roll (this is basic D&D). Party grabs the merc's stuff (not bringing his dehydrated body back since the local cops already have an eye on us) and the books and head for the portal.
We made good coin off of the alchemy book after writing down the info we needed. The spellbook turned out not super useful, a useless 1st level spell, a 2nd level spell that's too situational, and two 6th level spells I'm too low level to use (and one I would probably never use).
I had a laugh when my all of my players got stuck in a shambling mound. There was one player left, a fighter, who had nothing on the shambling mound. After a few rounds, the fighter was also stuck and half the players had died. I decided to let it rain and strike lightning on the shambling mound, letting the characters free. They eventually managed to get past that encounter.
Mounds have lightning absorption. Not only are they immune to the lightning, they heal from it.
Well, the past is the past. I made a mistake. so what?
I had a laugh when my all of my players got stuck in a shambling mound. There was one player left, a fighter, who had nothing on the shambling mound. After a few rounds, the fighter was also stuck and half the players had died. I decided to let it rain and strike lightning on the shambling mound, letting the characters free. They eventually managed to get past that encounter.
Mounds have lightning absorption. Not only are they immune to the lightning, they heal from it.
Well, the past is the past. I made a mistake. so what?
Nothing. Just something cool to know for the future.
Rollback Post to RevisionRollBack
"Uh, I have Illusory Script. I think I can read that."
Nothing wrong with learning from mistakes. In my last report here, I should have sent cleric through portal with party to heal them. I just didn't want to risk her since player wasn't present, but they wound up needing her (she maybe could have saved the level 0 merc).
before we went through portal, we checked out a crime scene and faced a creature made of lightning. wizard and cleric went down. we had 2 healing potions. fighter used one on my wizard and one on cleric. brought me up but cleric was still down. next time, we bring cleric up first, to heal other people.
Rollback Post to RevisionRollBack
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
To post a comment, please login or register a new account.
In Elevenleytown, the detectives made their way to the Morse (MetroHorse) stables to attempt to steal a horse and carriage to take them to Enemy Valley. After a quick and somewhat pathetic confrontation with the security guard, they managed to commandeer the Magenta Line horse and go on their way.
Arriving at Enemy Valley, they dodged crime solicitors and went straight into the Enemy Valley Correctional Facility, hoping to speak to Kelek and find out why all of these apocalyptic omens were occurring. Arriving at his cell, they discovered that it consisted of a transparent magical barrier permeable only to smells. With this knowledge, they tortured him with farts until he gave them the information they wanted. He spoke of sleeper agents set up by his father during the last war, who were set to awaken once Kelek was freed from the demiplane he was trapped in. Rock, the Barbarian gifted with near-complete knowledge of the previous versions of Elevenleytown by a unicorn, knew that something was inconsistent with Kelek's story, because Kelek's father was killed during the war, before Kelek could have been born, and he had no children. Unsatisfied, the detectives returned to the agency to figure out what to do with this information, and to speak to Angela, who they thought was acting suspicious earlier.
In her lab, they found Angela still hard at work brewing various potions and other magical looking things. They convinced her to leave her lab for a bit while they could investigate what she was making, and discovered that she was brewing up basically every potion imaginable, as well as makeshift shrapnel grenades, alchemist's fire, and other alchemical weapons. What she was working on before she left was a barrier spell to block Undead from entering the Agency. As they realized that, the Druid and the Ranger both got attacked by ghosts who had surprised them and entered the lab.
They had a long combat, which consisted of the Druid falling unconscious several times, the Ranger throwing the grenade and damaging everyone and everything in the lab, Angela returning and getting possessed, and the party trying to trap the last ghost in the fume hood, only for the ghost, being a ghost and all, to just leave it before they could suck it out of the building. Finally, the Barbarian stepped outside of the lab to see if they could get any help from the others at the agency, and saw Samantha Pauline Adams sitting at her desk with her eyes glazed over, chanting rhythmically. They attacked her several times, but she always beat her concentration check, until the final swing, in which she both lost her concentration and fell unconscious.
Rock dragged Samantha, now returned to consciousness, into the lab, where the party interrogated her and realized she had no idea what she was doing, she had just started casting a spell all of a sudden, with no knowledge of it. Further interrogation lead her to realize that she had no memory of her life before getting hired by the Agency. They realized she was one of Kelek's sleeper agents, and he must have been telling the truth, and that's where we ended the session.
:)
Continuing with Basic D&D/skycrawl: We continued on with a tull table this time (5 and some had never met) and encountered a wrecked ship floating out there. My Magic use waited in one of the little ferry ships (and keeping it together with another) and the other 4 + a former PC rogue (we have 3 rogues) went into a the most stable section. there was a chest in the back bolted to the floor with chains and a padlock. One of the rogues went towards the chest a Ghost appeared asking for the key. Someone went upstairs (the only other usable section and found all kinds of warnings written and then went back down. Eventually, the ghost attcked, hitting that rogue for all but 7 points of damage and aginf him 15 years (he wass only one not wearing a scarab of protection. The fighter with a +1 weopon attacked. The other rogue, and only one with a magic weopon (whip) fleed for teh ferry ship I was not in...and the third rogue grabbed the whip from him on the way in and used it. In this version, turn undead is a spell, and the cleric does not have it, and he couldn't do much. My Magic user sprayed magic missiles at the ghost.
Everyone retreated to the mini ships and returned to the ship. Ghost shows up on our deck. Fighter, non coward rogue with whip (now), and cleric attack it and The cleric manned the one working cannon and firesd on the ship, aiming for the chest. First shot hits ship but misses chest and second one hits chest destroying it. Coward rogue (used to have whip) starts the ship and blast off running (but we have the ghost with us). non coward rogue take a little ship to grab stuff flying out out chest but coward rogue tries to leave him. Player tried to make excuses (says he doesnt know the rogue left but when he is told, he is still leaving him). Cleric is hit by ghost (but does not age because of scarab of protection. Ghost is destroyed by fighter. We go back for the non coward rogue...but he rolled badly on the search and didn't find anything useful. We arrive at Orcebank and drop off the former PC rogue and his robot (Rogue was hired by the bank). We have a bunch of things to do there.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Was running Beyond Icespire Peak, Sleeping Dragon's Wake specifically, and the party agreed to work with Old Gnawbone to deal with the Church of Myrkul that kept attacking her. Everything went relatively normal, until Ebondeath possesses Gnawbone...
But I added a twist: given how paranoid and intelligent Gnawbone is, I gave her a contingency plan that would transfer her soul into the nearest effigy of herself if she was killed or lost control of her body, which should've been the statues of her around her lair, but Ebondeath smashed those while taking control of her body. So her soul jumped into the next available effigy: the plushy of her the party had the traumatized kobold they'd adopted make as an appeasement gift. So now she's basically Patoto GlaDOS from Portal 2 as a plushy.
They manage to escape Ebondeath and decide to go get allies before Ebondeath gains full control of his new body and regains his power, which the players decided will include going to Waterdeep and get the Thieves' Guild to help them.
It was a fun session.
The Last Two Sessions have been a chaotic mess. Two weeks ago we were smuggled to a peninsula on a Pug Traffiking Ship. One of the players, a Human Barbarian, angered the captain and had a loaf of incredibly old stale bread hurled at his head that dealt 4d8 bludgeoning. It goes without saying that we picked it up and used it as a magic item. Later on that session, there was continuous Nat 1's caused around a random stick that just lay there on the ground. Soon it became magical and now it follows us around. It's purpose? to enact all Nat 1's devastating results.
The Next Session we went to a dungeon to get a magic mushroom to cure our Barbarian's Sight Rot. It was a series of puzzles, one of which was where there was a pedestal that brought inanimate objects to life as long as they remained in a certain radius. Naturally, our first instinct was to place the loaf of stale bread on the pedestal. It came to life and is named Breadly, I'm its father and now we carry the pedestal around everywhere to keep Breadly alive. Note, Breadly's voice is akin to Dobby's from Harry Potter. It's great!
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
Previous session (B/X OSR with skycrawl addon): we got out of a dungeon and a pirate ship was capturing our shyship in the distance (too far to get there on food in time). We hired some muscle and a wiazard to cast a distraction spell (sand storm) and borrowed some mini (flying) barges to head for the pirate skyship. the hired help (mercs) went topside to cause a ruckus, but our party used wood mites to make a whole in the side of the ship one deck down (near where we expected the captain's quarters) and entered the ship. fought some pirates, and their captain made a run for it by jumping out the hole we made into our barge (with a treasure chest in one arm). our rogue was on the barge and the captain knocked him out. one of our fighters jumped on and they fought. End of session.
Tonight: Pirate captain are swinging on each other with a passed out rogue (plisken) on the bottom, rocking the barge and pirate and fighter fail a roll and both fall from the mini barge and the rogue crash with the barge. captain was still conscious. Halifax (me: wizard) took one arrow hit and dropped off the cleric (Lutie) and the other fighter (Leo) with another barge (we found on top deck) to our own ship (they secured it and freed or npc crew) and he went alone (out of character for him since he is squishy) to help our guys on the ground. Halifax (wizard) killed the injured pirate captain with magic missile and used a healing potion on Mcready (fighter). rogue got up on his own but with broken bones (1HP). We picked up the pirate's treasure (chest had busted open) and scarf of free action (mcready has it). we made it back to the siren and picked up the mercs from the falling apart pirate ship. We left the pirates onthe rapidly disintigrating ship. Mcready noticed that the mercs are shape shifters (shifters? dopplegangers? something else?). they are from a far world and are mysterious.
we split up to do errands. Plisken went with Halifax ro see Sistress the sand wizard who for some reason (because his sandsorm was dispelled during the battle?) would not do business with us. We were told to leave the tavern which Halifax (me) did. Plissken started a fight with the wizard and attacked his sand golem. Plisken was killed. McReady dropped off some cash (20kwhich is a lot) at the woman who runs the skyship museum as a gift and let her know we had completed her mission (stop the pirates) and are ready to receive some ship componenets (a big net, a cannon, and something I'm forgetting).
plisken's half brother Boom Boom Shalashaska came looking for him but wound up joining us...like his deceased brother he is a specialist who reviews brothels as a side hustle...like Fodor's for Brothels. We split the money the mercs had taken form the ship and the jewelry we had recovered from the pirate captain 70/30 as previously agreed upon. Our whole crew gained one level (and halfway to next level) from experience points (mostly from treasure but a little from defeating pirates). We are all levels 5-6 now (Lero and Halifax are level 6 now).
We left Gravelspan to drop the mercs at a different port (world). we decided on Orcebank (banking/alchemy world) but due to an unfortunate roll, got lost and lost all our nav points. we wound up at a tiny port/tavern in the middle of nowhere that houses 8 stranded people (one is a teen boy) who are not honest about how they arrived there (they said a storm, but their wrecked ship has bitemarks on it). We found a secret door with a journal and a map and earned one nav point (no longer lost) we can investigate the tavern further and continue on our way.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Does stuff from a play-by-post RP thread count? Because if so, there's this:
Nala quietly changes into a dragon in her bush hole.
If you're interested in learning about them, here are my Endless Dark characters: Alexius, Suixela, and Tortuga.
That one time I rolled a natural twenty on a Performance check: \o/
And here is the updated version of my quiz: Quiz.
Here is my background music for combat: On Soundcloud.
And here is my extended signature: (^v^)
It was . . . okay. We had one person out sick and another who had to Zoom in. And some of the players were dealing with some real world stresses that made them a tad fidgitty. Fortunately, the party (6 characters who just made level 13) recently acquired a small island. So they're finally able to relax get some well-earned rest in safety while doing a little fishing, and gardening, and such. So we basically just spent half the session reviewing plot threads and campaign notes so everyone remembered where the characters were heading next and why. Then we did a little exploration of their new island home.
And that was fine. Because they're turning the corner now into the back-9 of the campaign, so things on my side of the DM screen are really starting to get complicated, as various plot threads are starting to converge and the stakes are really starting to skyrocket. Hopefully next session everyone will be able to focus a bit more as they head off on the next leg of the journey.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
We ran into a gravity anomaly flying the skyship in "space" (it's more like endless sky) and the two of us that failed savign throws had majic items capable of stopping us from flying off the ship.
We crashed our skyship into a port...well into a building and the cops showed up and arrested us all. we had 18 ppl on the ship and there were only 6 cops but we went along since the ship can't be moved right now and has all our belongings. A previous officer of the ship showed up on our behalf and they threw him jail in with us. Eventually they let us go and gave us access to some of our funds from the ship while we wait for them to access the damages. Thye removed the ship from the building will take 3 weeks. and the ship will need some repairs. We could wait, book passage on another ship, or try and buy another ship. We didn't want to make any major decisions (like leave the ship and buy a new one) with only 2 of 5 players present.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
We are about 4/5's into our Curse of Strahd Campaign, and we did a fun lore quest. This entails major spoilers for Curse of Strahd Campaign.
So the party, now named the Aimless Wanderers, make their way to the Abbey of Krezk to meet with Izek Stranzi and this old woman that was killed by Arrigal. This woman is actually Madam Eva, who was so old in fact that she was alive when Strahd became a vampire. She tells them that Ireena Kolyana who is with them is actually the spirit of Tatyana who was Strahd's love when he turned. Then the Abbot volunteers to host a wedding ceremony for Strahd at the Abbey, because that will cure Strahd of the curse by getting the true love. Ireena Kolyana, drunk and stubborn, now tries to get away, and conveniently there is an accident on the top floor that allows for every mongrelfolk in the building to gang bang on Strahd and Ireena. Ireena is killed, and then stolen away by Izek during the chaos. Then they chase Izek down and Strahd drowns him in the pool. Then When Ireena resurrects, Strahd decides to take her to Castle Ravenloft, but the party argues with him about taking them with him. (Sorry for vague pronouns.) Then Ireena throws herself in the pool as a handsome pool spirit absorbs her and then Strahd disintegrates the pool in a rage and teleports out. Then the Abbot blames the characters and he tells them to get out. The party feels this is unjust and one player in particular keeps asking the abbot the same question over and over again. “Have you heard anything about dragons?” This eventually drives the abbot over the edge showing his angel form and initiating combat with him and the flesh golem wife thingy. It’s a fun, but maybe not difficult encounter for our level 8 Pc’s. Then they go back to Madam Eva, and she feels bad because she suspected that the curse also entailed Ireena/Tatyana/Patrina spirit always dying when just in Strahd's reach. Strahd is really pissed by the way. Madam Eva offers to be the one to resurrect people free of charge in place of the once friendly abbot. The party then travels back to the Vallaki camp and take a long rest and that’s where we stopped!
"Uh, I have Illusory Script. I think I can read that."
I had a laugh when my all of my players got stuck in a shambling mound. There was one player left, a fighter, who had nothing on the shambling mound. After a few rounds, the fighter was also stuck and half the players had died. I decided to let it rain and strike lightning on the shambling mound, letting the characters free. They eventually managed to get past that encounter.
Last session, a previous DM has returned to our group and has continued the game where we left off last year. He and the current DM will be swapping off weekly.
This last session, a beloved NPC named Jerry was having a marriage and all characters were invited. We went and it was a good time, but just before Jerry and Clarissa were going to make their vows, a Shadow Dragon came in to steal the magical wedding ring Clarissa had. I started the combat off by blinding the Dragon with color spray. From there I was held down through the majority of the fight by his shadow servants. Once I got away, I used my wizard Portent Ability to cast a lightning bolt straight through the roof. The dragon fell down, and my character is the only one inside the building and The Dragon's turn is next. Being a wizard and very low on health, this probably won't end very well... We ran out of time and left the session off there. Now, I have two weeks to dread the ending of my character. Already have a back-up based off of Papyrus from Undertale I'm excited to play so its not all bad.
Hello There. I am a worldbuilder and proud DM that is creating a huge world called Eldredom. I'm pouring many hours into it and I may make some things later...
Mounds have lightning absorption. Not only are they immune to the lightning, they heal from it.
"Uh, I have Illusory Script. I think I can read that."
Basic D&D with the skycrawl addon. Levels 5-6. So, since our skyship crashed and is out of commission for a while, we decided to pickup an old task. A while back we found a library (under a rug) in an old abandoned and run down port....and the library was shifted into another dimension. If we came back through the portal to the library to the regular dimension...the books were wiped clean. So, we wanted the books, a spellbook, an alchemy book, and some pricey books. We have a red pearl that is a portal to a underground dangerous city (we've been) to that has a dehydration curse. Water triggers getting sucked into the portal. We put the pearl on the end of an item called the tungsten rod (flexible, extendable, nearly indestructible), threw a few drops of water on the book covers and touched the pearl to them. Pop. Books were now in the dead city. We knew there is a basilisk in that city since it killed some of our NPCs when we were there last (it's where we found the red pearl). So, my wizard prepared the two fighters, rogue, and zero level merc (really just using him as a red shirt) just in case they run into the basilisk. The wizard stayed behind to further identify the red pearl since he can only do it when they dispel the magic in it (to enter it). Otherwise, it resists identify spells. The cleric stayed back to heal whoever came back through but maybe that was a mistake.
Party goes through and explores a little and sees where the items are down a steep path/slope. they also see some movement here and there in the distance. They go for the items, but we are using a physical hourglass for when they need to take a drink because of the dehydration curse. DM asks, time is up, do you drink. they all do which is the trigger for the basilisk attack but it's THREE of them. One fighter reads the petrification warding scroll (10') i gave him and the others get near him. The basilisks hit the merc (he goes down but next turn the dehydration curse kills him) and hit a PC (the other fighter) who takes dehydration damage next turn since he was hit. PCs attack and just manage to kill one bas but the rest fail their morale roll (this is basic D&D). Party grabs the merc's stuff (not bringing his dehydrated body back since the local cops already have an eye on us) and the books and head for the portal.
We made good coin off of the alchemy book after writing down the info we needed. The spellbook turned out not super useful, a useless 1st level spell, a 2nd level spell that's too situational, and two 6th level spells I'm too low level to use (and one I would probably never use).
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
Well, the past is the past. I made a mistake. so what?
Nothing. Just something cool to know for the future.
"Uh, I have Illusory Script. I think I can read that."
Alright. Sorry if my response sounded harsh.
Nothing wrong with learning from mistakes. In my last report here, I should have sent cleric through portal with party to heal them. I just didn't want to risk her since player wasn't present, but they wound up needing her (she maybe could have saved the level 0 merc).
before we went through portal, we checked out a crime scene and faced a creature made of lightning. wizard and cleric went down. we had 2 healing potions. fighter used one on my wizard and one on cleric. brought me up but cleric was still down. next time, we bring cleric up first, to heal other people.
Food, Scifi/fantasy, anime, DND 5E and OSR geek.