Game: D&D 5e Group type: Online with Roll20 and Discord Experience: All levels of experience are welcome. New player friendly! Location/Time zone: Online so times vary. Roles sought: Player Game style: The games are balanced between combat, roleplay/social, and exploration. Date/Time: Please see the details for the individual games listed below.
About Me I started playing D&D with 1e, and have played every edition except 4e. Not because it was 4e but because I was raising kids. I got back into D&D with 5e and I am so happy I picked it up again; so, playing for 40 years with a small break. I have been running games for players as their DM since 2016 so coming up on 8 years now. I've been a professional Dungeon Master for the last few years and I now love what I do every day! That passion comes through when I run sessions for you. I'm always excited to see how you're going to surprise me next!
Together, we take your character and place them in the story so they can be the hero. I provide one-on-one help for new players and experienced alike, whether it's helping you create a character for the first time, or helping you try a unique and unusual build you've never tried before. I am happy to help you learn the virtual table top if it's your first time using it.
So Why Should You Pay a DM? Some people ask why they should have to pay for a session. There are a lot of benefits:
You get a DM that's working hard to make sure you have fun.
Players who pay tend to be more committed, better prepared, and more reliable. No shows are significantly reduced.
Access to the digital, in-game Roll20 versions of source books as purchased by the DM. This means quick and easy character creation with drop-n-drag additions to your sheet. I have 15 source books to give you a wide range of options.
People who pay for a session are investing in their gaming experience. Typically, that means that they don't walk-away from the group when things don't go the way the expect.
Custom tokens for your characters that you approve.
Extra help for newer players provided at no additional charge.
The ability to connect between sessions for character development or game questions.
A small fee means the game keeps going all but eliminating campaigns that fall apart from no shows.
The fee is all-inclusive. You don't need to purchase anything else.
What you can expect of me.
Respect towards the players.
Collaborative story-telling.
A mix of Combat, Role-Playing, Character Development, Social Interactions.
Knowledge of the game's rules and setting.
Rulings made in fairness, in accordance with RAW/RAI, and/or pre-established table rules.
Discord for voice chat during the game, and a means of communicating between sessions.
And, MOST IMPORTANTLY, a friendly, safe environment for everyone. An inclusive server that is LGBTQIA+ friendly and free from politics and religion, unless it's D&D politics and religions (All hail Asmodeus!)
What I ask of you
Respect towards the other players and the DM.
No meta-gaming. If your character doesn't know it, then you don't know it.
No hate speech of any kind, Period!
Be on time. A few minutes early is better. Be ready to play when it's time to play.
If you no-show/no-call twice in a row, you will be removed from the game.
Discord. It's a must. It's how we will talk to each other while we play. It's free!
A reliable mic, see #6.
And, MOST IMPORTANTLY, have fun!
How Do You Join?
Joining is easy! Once you find the campaign you want to join you can do one of two things. First, you can send me a dm. Second, you can click the link to the listing on Roll20 and fill out an application.
Current Open Games
These are the campaigns that currently have open seats at their virtual tables.
Storm King's Thunder
Mondays at 3:00 pm EST (GMT-5) THIS TABLE IS FULL!
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
The holy city of Elturel has vanished, swallowed up by Avernus, the treacherous first level of the Nine Hells. Avernus is also the main battlefield of the Blood War between Devils and Demons raging for millennia, and an utter wasteland. The souls of the Elturel's inhabitants are slated for conscription into Zariel's army and Baldur's Gate is next!
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Storm King's Thunder will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
The party takes some time recover after their fight with the Minotaur Skeletons with the mark of Orcus etched into their skulls. They spend the rest of the day traveling to Gracklstugh, the air around you getting hotter, drier, and more difficult to breathe. They are turned away at the gate. As they leave, a corrupt Duergar comes out and attempts to extort them for entry into the city. When they refuse, he orders their arrest. Another dozen Duergar emerge from the gate houses while the ones behind them enlarge. Glass Shard is able to use his Fey Presence to convince the Duergar in charge to countermand his arrest order and they leave. As they quickly depart they decide to try for Neverlight Grove, the next closest settlement. Sarith approves. The next day they enter an area of bio-luminescent fungus and ruins. Chomper tastes one of the mushrooms and discovers that it is inedible getting sick in the process. Suddenly, he's hit with a poisonous arrow and is nearly killed! The enemy was undetected. They search the area and discover a Drider and 2 Giant Wolf Spiders attacking them. The party splits into two groups, one running up the middle and the other to the right flank. The Drider disappears and reemerges on their left flank. They kill the two Giant Wolf Spiders but the Drider is more challenging.
The holy city of Elturel has vanished, swallowed up by Avernus, the treacherous first level of the Nine Hells. Avernus is also the main battlefield of the Blood War between Devils and Demons raging for millennia, and an utter wasteland. The souls of the Elturel's inhabitants are slated for conscription into Zariel's army and Baldur's Gate is next!
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party meets with Captain Zodge the next morning and debrief. They are interrupted by the arrival of Commander by Commander Portyr, recently arrived from Fort Beluarian on the peninsula of Chult (where she was the officer in charge) and niece to one of the two remaining Dukes. Zodge seems surprised to see her. She makes sure Zodge pays the party and releases them from service to the Flaming Fist. Zodge collects the badges from those who have them. The party spends the day selling off some of their loot and securing needed items. Falastar encourages them to take the Puzzle Box to Candlekeep and they make arrangements to do so. Reya, currently staying at the Low Lantern, agrees to accompany them. They take a day to get ready and depart. Falastar stops by his home in Little Calimshan in the Outer City to get a book for entry into Candlekeep just in case the one the party has doesn't work. They depart. They meet a new friend as they walk the road. While he appears drunk, he manages to walk a straight line and keep up. As the party travels they are met by farmers escorting a hay wagon coming towards Baldur's Gate. There's a brief conversation, which ends after a comment on Delia's shield. The farmer on the wagon reveals himself to be a Cambion as the other farmers attack!
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party approaches Darathra Shendrel and tell her what they learned about Mirak's death. She doesn't seem too pleased that the Hysstryn brothers dragged them into this matter. However, they are able to convince her to summon Silvarren, the drunk priest at the Talking Troll. She goes there and ordera him to assist. He does, and Robyn feels a part of the Twelve now and can't wait to get officially deputized. Silvarren uses Speak with Dead and everyone learns the truth of what happened. His wife did, in fact, kill him. Darathra has a couple guards from the Twelve deal with Tolmora and everyone returns to the Lord Protector's Tower. There, she presents a modest reward, and the brothers make good on their promise of a special longbow (Longbow +1). Robyn asks when he's to receive his deputy badge at which point Darathra tells him he has much work to do before that happens but she'll consider it. The party spend a few hours congratulating themselves at the Northshield House when they hear a commotion from outside. They exit the inn and tavern to witness panic. They hear a shout from the center of town rallying the people to defend the town since the Twelve are dealing with other problems at outlying ranches. Salt and Robyn rush to the center of town, along with Darz, Ghelryn, and Urgala. They deal with the half-dozen Orcs mounted on Axebeaks slaying most of them, with two Axebeaks fleeing once their riders were killed. However, the real problem are the two Fire Giants in Darz's campground. One of them is digging for something while the other is defending with rocks and her greatsword. Clad in full plate, they make formidable enemies. Darz went down but was healed but is still bloodied. Urgala is bloodied. Salt is badly wounded. Robyn, who had been sniping from the top of the Lord Protector's tower, is uninjured. Ghelryn is down, the victim of a massive swing from the Fire Giant.
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
Robyn stops concentrating of the Hypnotic Pattern and the party slays the final Orc that is lying atop the dead Axebeak. They close upon the Fire Giants as the final two Axebeak sprint away. The rocks the one Fire Giant throws at various members of the party deal massive damage nearly killing Urgala and Salt. Salt, earnestly protecting his investment makes it to Ghelryn and Lays on Hands to bring him back. The Fire Giants, not expecting such fierce resistance, decide to retreat. A few members of the party give chase focusing fire on the more injured giant, and Ember, with his Expeditious Retreat, maintains the chase and is able to get the final blow, felling the fleeing enemy. Meanwhile, Mist and Faen, along with Darathra, Narth, and Othovir do all they can to defend Triboar from Orogs and Magmin. The Magmin scramble in all directions setting ablaze all they touch. The Orogs prove formidable foes with their heavy armor. Mist, in an over-watch position on the roof of the Northshield House is able to score some deadly hits to start, including on a Magmin which explodes when it dies. Soon, villagers are screaming as their homes are on fire and they try to flee. One villager is killed by Magmin as she tries to get to safety. The Orogs and Magmin take the upper hand as Darathra falls, Faen very nearly dies, and Narth has to retreat to the pond and run in as the Magmin caught up to him and set him alight. They party and ceratin town members are able to kill a couple of Orogs, but it looks bleak. Suddenly, everyone hears a shout in the distance in Giant; an order to fall back. The Orogs and Magmin disengage and withdraw, but the party refuses to let them go. Mist kills another Orog as it flees and Faen gives chase to the other. Finally, reinforcements arrive from fighting the Giants. Ember, is giving chase to the Giants so is not present, but Robyn and Salt appear, as well as Ghelryn, Darz, and Urgala. Urgala is aghast when she sees the Northshield House, her inn and tavern, ablaze.
The holy city of Elturel has vanished, swallowed up by Avernus, the treacherous first level of the Nine Hells. Avernus is also the main battlefield of the Blood War between Devils and Demons raging for millennia, and an utter wasteland. The souls of the Elturel's inhabitants are slated for conscription into Zariel's army and Baldur's Gate is next!
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The finishes their fight with the Cambion, killing the final human in it's service before it Plane Shifts away. Pamu dines upon the burnt horses and asks about taking the fingers of the dead, which causes Adra to leave. They gather up weapons and armor, rest a short while, and then continue Their journey to Candlekeep. The next night Reya tells the story of the Hellriders as she apologizes to Dilea for killing the Cambion's servant Dilea wanted to keep alive. The rest of their travels to Candlekeep are uneventful. Once they arrive at the library fortress Kiley presents the book she found as payment to enter and it is accepted. Candlekeep is truly marvelous! It has a marketplace, a tavern, public quarters for the guests, gratis, and everyone takes some time to explore. Dilea secures bunks for everyone and they head to the Hearth, the tavern. They meet Little One, an Ogre with a Headband of Intellect, reading in the corner. Dilea has an interesting conversation with him. Falaster, who had left to arrange the meeting with Sylvira returns to escort the party to her. They enter her tower and meet the Tiefling and her Quasit familiar, Jezebel. After introductions are made she takes the puzzle box while commenting on Dilea's shield. She pours a special liquid on the puzzle box, twists and turns the box to get the fluid through the maze carved onto its sides, and it pops open. It reveals the infernal contract Thavius Kreeg made with the Archdevil Zariel effectively turning Elturel and all those who have taken the Oath of the Companion over to her after 50 years of protection and prosperity. Reya collapses to the floor in Shock, weeping. She recovers, and with a resolve made of steel challenges Zariel to claim her soul if she dares. Sylvira turns her attention to Dilea's shield calling it the Shield of Gargauth, a triumph of good over evil with the entrapment of the Pit Fiend in the shield. She suggests placing it in an extra-dimensional space so it cannot be found by the Knights of the Shield. In response, Gargauth promises Dilea to act as advisor and guide if she takes the shield to the Nine Hells. Sylvira then tells you she is going to send you to another spellcaster who owes her a favor, Traxigor, who will be able to Plane Shift you to Avernus so you can save Elturel, if that is your wish. Everyone commits to try to save Elturel and any of its survivors save Falaster who's commitments require him elsewhere. The party rests that night feeling wiser and more powerful when they awake.
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party chases down the remaining Orogs and Magmins as they flee. The only enemy who escaped was the second Fire Giant. They work with the townspeople of Triboar to put out the fires while Ghelryn marches up the The Talking Troll and grabs Silvarren by the collar and drags him to the lifeless body of Darathra Shendrel. He tosses the priest a diamond and commands him to bring back the town leader. He does so and Darathra opens her eyes and rather nonplussed comments that they must have won if she's being brought back. After the fires are out, Darathra, Narth, Othovir, Ghelryn, Darz, and Urgala accompany the party to the Lord Protector's tower where they are toasted as Heroes of Triboar. They each would like to speak with the party once they are finished with Darathra. As they speak to each person, in turn, they are thanked, and given information that might assist them in their adventuring. Darathra hands them a platinum badge with the town crest on it to take to Everlund, Othovir tells them about a stash of magic items his estranged family has in a secret hiding place in Silverymoon. Darz gives them information on a bounty on the infamous Dwarven criminal, The Weevil. Narth offers to overpay them for a simple delivery to Noanar's Hold so he can reward them with Lionshield Coster funds without breaking the rules. Urgala tells them to visit an old adventuring friend of hers who possesses a weapon especially effective against Giants, handing them a letter of introduction. And Ghelryn hands thema letter of recommendation that will grant them a favor from King Morrin and Queen Tithmel of Citadel Felbar. They help Darz dig up what the giants were looking for and discover a large piece of adamantine about 11 feet long, 2 inches in diameter and bent into a “C.” They are able to determine that it was part of a larger construct. Urlam Stockspool and Alaestra Ulgar both offer to buy it from them and they settle on Alaestra's offer of 5,000 gp (in 10 gems of 500 each) after Ember is able to negotiate a concession; a suit of adamantine plate for Faen. They spend the next couple of days helping out the people of Triboar while Salt waits for his shield.
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
Session 1 recap - there are some minor spoilers here.
The party is currently made up of: Cedric Eltorchul, a Human Warlock Mysridil, a Half Drow Rogue Throin Runecarver, a Dwarven Paladin Thorizdain Hammerforge, a Dwarven Ranger
Captured! The Drow have taken the party prisoner, whether by surface raid, by ambushing them in the Underdark, or throwing an unworthy slave into Velkynvelve, they each are a prisoner of the Drow. Each day starts off with cruelty, like it usually does in a Drow prison. They are served a measly gruel with moldy Bluecap mushroom bread. They, along with other prisoners, Eldeth (Dwarf), Prince Derendil (Quaggoth), Jimjar (Svirfneblin), Sarith (Drow), Topsy, Turvy (Svirfneblin twins), and Shuushar (Kuo-Toa), get assigned to various work details, some of them seemingly designed to be nothing more than an excuse to beat you if you mess it up. Most of the prisoners get beatings at least every other day, but Thorizdain seems unusually adept at getting the Drow to beat him. They witness a caravan of Duergar come through, delivering new prisoners, Ront (Orc), Buppido (Derro), and Stool (Myconid). Topsy, one of the Svirfneblin twins is sold to the Duergar. Perhaps his brother, Turvy, received the merciful fate when he was flung from a bridge to the Giant Spiders below by one of the guards trying to impress Mistress Ilvara. Mistress Ilvara, the cruel matron of Velkynvelve, is well protected as they found out when they tried to push her off the ledge. A severe beating was issued for that stunt. More of the party get beatings. During one of the work assignments, they witness Shoor Vandree, brother to Mistress Ilvara's apprentice, Asha, pick Jorlan's pocket (another guard and Mistress Ilvara's current lover). On the day after that, after more work and more beatings, Ront picks a fight with Eldeth and they are both shot with Drow crossbow bolts dipped in a substance that renders them unconscious. The following day you are all taken down to the lower level and forced to engage in a series of pit-fights. Only the top three finishers are allowed to eat that night. In an unusual occurrence, Shoor, the disfigured Drow, in a low whisper, asks the prisoners if they would be interested in escape if he could arrange it. Warily, they reply yes and are told be ready tomorrow evening.
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
Party is made up of: Calla Lilly, a Wood Elf Life cleric Chomper, a Kobold Fighter/wizard Glass Shard, a Tabaxi rogue/bard/warlock Neled Caen, a Shifter fighter/ranger
There are also four NPC's traveling with the party that escaped with them: Eldeth Feldrun, a Dwarf from the surface Jimjar, a Svirfneblin Prince Derendil, a Quaggoth Sarith Kzekarit, a male Drow
The party finishes their battle against the Drider and explores the ruins. They determine the ruins are probably older than the very first Elves exiled to the Underdark so very long ago. They take a moment to catch Their breath afterwards and continue on. Knowing Mistress Ilvara is probably still hunting them, they cut down a rope bridge over a 50-foot gorge, hopefully slowing the pursuing Drow down. A few days later they notice Faerzress pooling ahead. Their choices are to move forward or backtrack, and so they move forward, hopeful they won't be in it for too long. Unfortunately, they spend the better part of the day in the mystical mist and several of them suffer acute bouts of madness that wear off after several minutes. The rest of their travels to Neverlight Grove are uneventful. Sarith seems, for some unknown reason, able to guide them right to the Myconid settlement. They arrive and are greeted by Loobamub. It tells them that the Myconids will help them , but only if they help the Myconids first. The mushroom folk have a problem in one of their hunting grounds that is beyond them - a tentacled creature with a beak that is nearly impossible to detect. If the adventureres help with it, Loobamub will allow them to meet Sovereign Basidia, one of the rulers here. They agree and head to the hunting grounds where they find a different enemy, a mound of shambling plant life! Calla blesses a few of the front liners as they defend themselves from this killer plant life.
The holy city of Elturel has vanished, swallowed up by Avernus, the treacherous first level of the Nine Hells. Avernus is also the main battlefield of the Blood War between Devils and Demons raging for millennia, and an utter wasteland. The souls of the Elturel's inhabitants are slated for conscription into Zariel's army and Baldur's Gate is next!
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party is made up of: Kiley Ashborne, a Halfling Wizard Dilea, an Aasimar Cleric Auron Lav-eth, a Shadar-Kai Ranger Pamu, a Lizardfolk Monk
Also traveling with the party are Reya Mantlemorn, a Hellrider, and Lulu, an animal companion, of sorts.
The party spends a couple of days doing some research in Candlekeep on the Nine Hells and devils and learn a lot! Once they are ready, Sylvira takes them to a platform where Griffons are waiting for them. They mount them and fly for several hours just under the clouds. This offers them a most spectacular view of Candlekeep and the Sword Coast that only a very few have ever seen. After several hours they arrive at a floating stone tower, and the griffons descend into it through holes in the roof. The party dismounts and head down the stairs where they meet Traxigor, a Wizard and otter(!) and Lulu, a hollyphant. Traxigor answers their questions about his form. It's preferable to being a wizened old man so he used a wish to make the polymorph permanent. Lulu, while enthusiastic, doesn't seem to remember too much beyond being with Zariel and the Hellriders, the Hellriders betraying Zariel, hiding Zariel's sword (somewhere she cannot remember) with someone (who she cannot remember) and escaping Avernus (but she doesn't remember how). Reya is stunned and shocked by Lulu's story. Lulu is excited to return to Avernus and help the party in any way she can. Traxigor makes ready to Plane Shift them all to Avernus once they help him find the tuning fork he needs for the spell. Once all is in order he casts it and the adventurers are instantly transported to Elturel. Just a soon as they arrive Traxigor disappears. There are lightning strikes happening constantly! There are earthquakes! There is the danger of falling through a hole in the streets to Avernus 500 feet below. They see a crumbled fortress in the distance and Reya tells them it is the High Hall Cathedral and suggests it as a destination. Best place for survivors. They start to travel through the hellish streets of Elturel when they see a woman carrying two children fleeing from three Bearded Devils. They engage the devils and protect the family without hesitation! Kiley casts Protection from Evil and Good on Dilea. Pamu keeps getting poisoned from the Bearded Devils beard attacks, but They soon kill the three fiends. Unlike Baldur's Gate, these don't disappear when killed and you can see their dead bodies on the street. They speak with Harkina Hunt, the woman They rescued, and she hands Auron 20 silvered arrows, the only thing of value she has. The group agrees to escort her and her two children to the High Hall Cathedral.
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
The party is currently made up of: Cedric Eltorchul, a Human Warlock Mysridil, a Half Drow Rogue Throin Runecarver, a Dwarven Paladin Thorizdain Hammerforge, a Dwarven Ranger
Also traveling with the party are several NPCs: Buppido, a Derro from Gracklstugh Eldeth Feldrun, a Dwarven scout from Gauntylgrym Jimjar, a Svirfneblin from Blingdenstone Prince Derendil, an Elf trapped in a Quaggoth's body Ront, an Orc from the Many-Arrows tribe Sarith Kzekarit, a male Drow from Menzoberranzan Shuushar the Awakened, a Kuo-toa from Sloobludop Stool, a juvenile Myconid from Neverlight Grove
The morning starts off with the sound of Mistress Ilvara screaming at Jorlan for losing a key to the cell in which the party is confined. She has him dragged in front of the cell so the prisoners can witness that no one escapes punishment, especially a male. She flogs him with her scourge and he's dragged away. A little time passes and Shoor serves them their breakfast gruel. He also discreetly places a key on the bars which they retrieve. They bide their time waiting for the opportune moment before attemptint to escape. Suddenly, Velkynvelve is filled with a droning along with several terrified shrieks coming from the north! The adventureres witness a strange creature whose makeup defies all logic and nearly every single one of them suffers a break in their sanity. Only Jimjar remains unaffected. After several minutes of babbling, paralyzation, being stunned, eating the dirt off the floor, or just passing out, they all eventually come back to their senses and make a break for it! They go to the guard post across from their cell and collect and don their gear. They also raid the armory upstairs and outfit themselves further. They make their way to the lift, and having watched the Quaggoth that operated it previously, lower yourselves down. Drow are fighting Chasme to the north and to the south, and the remains of the Drow that tried to defend the western exit are visible. They head towards that exit but are intercepted by a terribly wounded Vrock. They dispatch it quickly, with Ront taking a massive hit from it which he survives. The group flees into the darkness of the Underdark and run for as long as they can; for hours. Finally they have to stop, no longer able to continue. That's when they realize they have no food and no water, so they start look for some. They find plenty of food, but the water is limited. They rest, waking up the next morning feeling like they have gained knowledge from their experiences (they level up to 2). They forage for more food and water. Once again, they find plenty of food, but precious little water. Several of them go without the water. the group decides, due to it's proximity to theor current (approximate) location, and their lack of food and water, to head to Sloobludop, a village of Kuo-toa and Shuushar's home. He says they will all be welcome because his children are both priests there. As they travel, Shuushar tries to teach anyone who will listen his Bellows Breath calming technique. Cederic and Thorizdain are the only ones who even tries to learn it. Thorizdain teaches Shuushar the Dwarven way of relaxing, with a shot (which he stole from the Drow barracks). They come across a rope bridge and cross it carefully. Once across, they cut the rope in a strategic, well-hidden spot to collapse it should Mistress Ilvara and the Drow give pursuit. That night they forage for more food and water, especially water. They are able to find enough to give some to those who didn't have it this morning.
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party is level 9 and made up of: Alma Elsinaire, a Wood Elf Drakewarden Ranger, her Drake companion, Chimuelo, and her follower, Kora Isconir; Jakob Oreblast, a Dwarven Cleric, and his follower, Adoel; Plum, a Warforged Bard/Barbarian, and his follower, Yagnar Highbarrow; Red, a Warforged Artificer/Wizard, his Steel Defender, Clyde, and his follower, Bwystfil
(We are using Stonghold and Followers by Matt Coleville and MCDM)
Session 122 recap (Spoilers ahead)
The BS Club engages the guards in the mines and discover a few things about them. First, cold damage really hurts them. Second, they are immune to fire damage. Finally, they burn you when you hit them up close. Regardless, their assault is necessary as there are slaves here, and they need to free some to start bringing their count to neutral. Jakob summons Rocky (his Celestial Spirit) and his spiritual weapon for help. Plum covers the right flank to prevent any possible repeats of what happened to the slaves in the village above (the captors slaughtered the slaves once the alarm was raised). Red and Jakob focus on the middle and start moving left. Alma provides support where needed most. Once the battle is over they are able to let the slaves know that the way up is clear. The freed captives provide them with some information about Ironslag and how many more slaves might be in there. They loot some coin and gems that have been piled up for future transport into Ironslag, and follow the mine tracks to the south. The party emerges in an ore depository where they see 4 slaves and two more Salamanders. They are able to get relatively close to their targets as the noise of the nearby forge and the clanking of the bucket chain mask their sounds. They prepare for battle.
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
Party is made up of: Calla Lilly, a Wood Elf Life cleric Chomper, a Kobold Fighter/wizard Glass Shard, a Tabaxi rogue/bard/warlock Neled Caen, a Shifter fighter/ranger
There are also three NPC's traveling with the party that escaped with them: Eldeth Feldrun, a Dwarf from the surface Jimjar, a Svirfneblin Prince Derendil, a Quaggoth
You scavenge through the equipment that is in the Garden of Welcome and discover some helpful magical gear which you quickly distribute. You witness the march of several fungal creatures led by three Duergar Spore Servants. Since they seem to be oblivious to your presence you decide to watch them while Chomper runs off to let Sovereign Basidia know what has just occurred. As the march comes to a halt the three spore servants come and retrieve the dead body of Yestabrod, the monstrosity you fought, and move it like a puppet. Chomper rejoins you. You witness a “wedding rehearsal” of sorts and then you all have a disturbing vision. You see a a skeletally-thin humanoid nearly 20 feet tall draped and veiled in mycelium and lichen as if it were a wedding gown. Your psyche is assaulted but you are all able to hold onto your sanity. Once the vision ends you decide to leave the Garden of Welcome and you report to Sovereign Basidia. He takes you to a secure area where you can take a brief respite as he confers with a few of the Circle Leaders he still trusts. As you finish your short rest you appoach the Sovereign and he and his Circle Leaders as if you will escort them and the remaining unaffected Myconids to the colony of Glomeria. You agree. You all head out on a journey you are told will take 6 days. Your first day is uneventful, and that night you are all invited to meld with the Myconids. Most, but no all of you agree and you have an interesting experience to include the swirling of memories from the mushroom folk. You awake the next morning feeling invigorated, yet clumsy and your mind is a little muddled. Halfway through that second day you are attacked by a plant creature emerginf from a pool of water along your route. To your horror it is a five-headed Man-Eating Plant Hydra. The plant beast is ferocious in its attacks defeating Prince Derendil in one round. You and your Myconid allies fight valiantly but the plant monster is the most formidable creature you have ever faced outside of a demon lord! It even regnerates. You are able to chop one of the heads off, but to your dimay two more grow in it's place – AND the fallen head forms a seedpod that also attacks. You fight and fight and fight, and Chomper discovers that fire prevents the regeneration process. Prince Derendil is released from the seedpod, healed, but goes down again. Glass Shard also gets swallowed as does one of the Myconids. You eventually defeat the plant hydra, but Derendil is down, the three Myconid Circle leaders are down, Basidia is badly wounded, and Glass Shard, Chomper, and Neled are bloodied.
The holy city of Elturel has vanished, swallowed up by Avernus, the treacherous first level of the Nine Hells. Avernus is also the main battlefield of the Blood War between Devils and Demons raging for millennia, and an utter wasteland. The souls of the Elturel's inhabitants are slated for conscription into Zariel's army and Baldur's Gate is next!
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party is made up of: Kiley Ashborne, a Halfling Wizard Dilea, an Aasimar Cleric Auron Lav-eth, a Shadar-Kai Ranger Pamu, a Lizardfolk Monk
Also traveling with the party are Reya Mantlemorn, a Hellrider, and Lulu, an animal companion, of sorts.
You finish off the White Abishai. Then you rest after your battle learning much from your recent experiences. Upon waking you search the rest of the catacombs for survivors and threats. You find both. You rescue a few more survivors and defeat a mummy, gaining some magically enhanced gear in the process. You return to the main crypt and prepare to leave for the Grand Cemetery to find the Grand Duke of Baldur's Gate, Ulder Ravengard. Auron and Pamu scout ahead to find a safe route. You pick you path and proceed. As you travel Pamu sees a charred body ahead with a longsword that shines like silver. He goes to get it and gets burned by a spout of hellfire that erupts from the body. In addition to the silvered longsword he finds a Potion for Frost Giant Strength. You arrive at the Grand Cemetery and are met by three Minotaur Skeletons at the chapel there. You engage in battle hoping to avoid their charge. Pamu get charged anyway and goes down. Other than Pamu, he gets revived and then knocked down again, you emerge unscathed. Oh, Arthur also got charged, and “killed,” and the Yellow Diamond Elemental Gem falls to the ground. It doesn't break. You finish off the undead, Kiley picks up the yellow diamond, and you look around for the next enemy.
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
Party is made up of: Calla Lilly, a Wood Elf Life cleric Chomper, a Kobold Fighter/wizard Glass Shard, a Tabaxi rogue/bard/warlock Neled Caen, a Shifter fighter/ranger
There are also three NPC's traveling with the party that escaped with them: Eldeth Feldrun, a Dwarf from the surface Jimjar, a Svirfneblin Prince Derendil, a Quaggoth
You scavenge through the equipment that is in the Garden of Welcome and discover some helpful magical gear which you quickly distribute. You witness the march of several fungal creatures led by three Duergar Spore Servants. Since they seem to be oblivious to your presence you decide to watch them while Chomper runs off to let Sovereign Basidia know what has just occurred. As the march comes to a halt the three spore servants come and retrieve the dead body of Yestabrod, the monstrosity you fought, and move it like a puppet. Chomper rejoins you. You witness a “wedding rehearsal” of sorts and then you all have a disturbing vision. You see a a skeletally-thin humanoid nearly 20 feet tall draped and veiled in mycelium and lichen as if it were a wedding gown. Your psyche is assaulted but you are all able to hold onto your sanity. Once the vision ends you decide to leave the Garden of Welcome and you report to Sovereign Basidia. He takes you to a secure area where you can take a brief respite as he confers with a few of the Circle Leaders he still trusts. As you finish your short rest you appoach the Sovereign and he and his Circle Leaders as if you will escort them and the remaining unaffected Myconids to the colony of Glomeria. You agree. You all head out on a journey you are told will take 6 days. Your first day is uneventful, and that night you are all invited to meld with the Myconids. Most, but no all of you agree and you have an interesting experience to include the swirling of memories from the mushroom folk. You awake the next morning feeling invigorated, yet clumsy and your mind is a little muddled. Halfway through that second day you are attacked by a plant creature emerginf from a pool of water along your route. To your horror it is a five-headed Man-Eating Plant Hydra. The plant beast is ferocious in its attacks defeating Prince Derendil in one round. You and your Myconid allies fight valiantly but the plant monster is the most formidable creature you have ever faced outside of a demon lord! It even regnerates. You are able to chop one of the heads off, but to your dimay two more grow in it's place – AND the fallen head forms a seedpod that also attacks. You fight and fight and fight, and Chomper discovers that fire prevents the regeneration process. Prince Derendil is released from the seedpod, healed, but goes down again. Glass Shard also gets swallowed as does one of the Myconids. You eventually defeat the plant hydra, but Derendil is down, the three Myconid Circle leaders are down, Basidia is badly wounded, and Glass Shard, Chomper, and Neled are bloodied.
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
The party is currently made up of: Cedric Eltorchul, a Human Warlock Mysridil, a Half Drow Rogue Sebastian Callahan, a Human Sorlock Throin Runecarver, a Dwarven Paladin
Also traveling with the party are several NPCs: Eldeth Feldrun, a Dwarven scout from Gauntylgrym Jimjar, a Svirfneblin from Blingdenstone Prince Derendil, an Elf trapped in a Quaggoth's body Ront, an Orc from the Many-Arrows tribe Sarith Kzekarit, a male Drow from Menzoberranzan Shuushar the Awakened, a Kuo-toa from Sloobludop Stool, a juvenile Myconid from Neverlight Grove
The day after leaving the Silken Paths is uneventful and you wind up camping that night in a fungal forest that makes foraging a little easier. You continue on your travels towards Sloobludop, the sounds of horrid wailing and wicked cackles floating through the tunnels. After a few hours and a long spiral down a massive vertical shaft into a new tunnel the sounds of cackling seem to grow louder. As you move through the tunnel you see a human running as fast as he can towards you. The look on his face suggests he is running from something. You soon discover what it is – Gnolls. This newcomer has a pack of Gnolls on his heals. You engage the Gnolls and realize you may be a bit out of your depth against these demonic hyenas. As they quickly gain the upper hand you start to think you might be finished when a second pack starts to close in. To your surprise, and possibly to your relief, the two packs turn on each other, the first pack defending its prey as the second pack attempts to steal the kills – you. The two Gnoll packs fighting each other gives you the advantage you need and you are able to fend them off and kill them. In the aftermath you make introductions and Sebastian joins you. You finish your travel for the day and Shuushar tells you a little of the social structure of Sloobludop, and how his daughter, Plooploopleen is the arch priest of Bilbdoolpoolp, the Sea Mother.
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
The party is made up of: Alma Elsinaire - Wood Elf - Level 9 Wood Elf Drakewarden Ranger Jakob Oreblast - Dwarf - Level 9 Twilight Cleric Leopurr Nighteye - Tabaxi - Level 3/6 Zealot Barbarian/Four Elements Monk Plum - Warforged - Level 6/3 Wild Magic Barbarian/Creation Bard Red - Warforged - Level 7/2 Battle Smith Artificer/Bladesining Wizard
The party also has followers and a stronghold (using MCDM's "Strongholds and Followers
As the party faces the new threat of reinforcements they regroup and refocus. Jakob heals when he must while using his Spiritual Weapon and Toll the Dead in concert. Plum uses his special maul by throwing it and having it release a Thunderwave upon impact. It stuns the two Armored Ogres giving our heroes a chance to finish off the Fire Giant before the Dreadnought engages. They make short work of the ogres and close the distance on the Dreadnought. In spite of the two shields it carries they are able to defeat it. Bwystfil goes down but is healed while Alma continues to provide ranged support as she draws closer to the party. Eventually the Dreadnought is defeated and the party is downright spent! Some of them are barely standing, others are out or very nearly out of spells and prayers. And Zaltember has escaped and it's only a matter of time before more enemies arrive. The party quickly frees the slaves pushing the wheel powering the ore cart chain train. Then they find a place to hole up, a supply closet in an office to the southwest. They close the door and signal the Elves in the village above to blow the lift.The crash is heard and felt throughout Ironslag (and kills 12 orcs in the process, and traps two giants in the rubble). Our heroes rest an hour and are finally able to cast Arcane Lock on the Door. Then they attempt to rest for longer. About three-quarters of the way through their rest they hear voices on the other side of the door. Based on the deference shown in some of the language they assume Duke Zalto is on the other side. A giant checks the door but cannot get it open. It assumes that since it can't get it open then small-folk certainly couldn't. The voices fade and out heroes finish out the last two hours of their rest. They gear back up and make ready to leave the supply closet, uncertain of what's on the other side of the door after all this time.
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Game: D&D 5e
Group type: Online with Roll20 and Discord
Experience: All levels of experience are welcome. New player friendly!
Location/Time zone: Online so times vary.
Roles sought: Player
Game style: The games are balanced between combat, roleplay/social, and exploration.
Date/Time: Please see the details for the individual games listed below.
About Me
I started playing D&D with 1e, and have played every edition except 4e. Not because it was 4e but because I was raising kids. I got back into D&D with 5e and I am so happy I picked it up again; so, playing for 40 years with a small break. I have been running games for players as their DM since 2016 so coming up on 8 years now. I've been a professional Dungeon Master for the last few years and I now love what I do every day! That passion comes through when I run sessions for you. I'm always excited to see how you're going to surprise me next!
Together, we take your character and place them in the story so they can be the hero. I provide one-on-one help for new players and experienced alike, whether it's helping you create a character for the first time, or helping you try a unique and unusual build you've never tried before. I am happy to help you learn the virtual table top if it's your first time using it.
So Why Should You Pay a DM?
Some people ask why they should have to pay for a session. There are a lot of benefits:
What you can expect of me.
What I ask of you
How Do You Join?
Joining is easy! Once you find the campaign you want to join you can do one of two things.
First, you can send me a dm.
Second, you can click the link to the listing on Roll20 and fill out an application.
Current Open Games
These are the campaigns that currently have open seats at their virtual tables.
Storm King's Thunder
Mondays at 3:00 pm EST (GMT-5)
THIS TABLE IS FULL!
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/184943-professional-dm-running-officially-wotc-published?comment=5
AND
Mondays at 8:00 pm EST (GMT -5)
There is one (1) opening at this table.
Baldur's Gate: Descent into Avernus
Thursdays at 3:00 pm EST (GMT -5)
There are three (3) openings at this table due to changing work schedules.
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/184943-professional-dm-running-officially-wotc-published?comment=4
Out of the Abyss: Rage of Demons
Saturdays at 10:00 am EST (GMT -5)
THIS TABLE IS CURRENTLY FULL!
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/184943-professional-dm-running-officially-wotc-published?comment=3
Waterdeep: Dungeon of the Mad Mage
Sundays at 10:00 am EST (GMT -5)
One Spot Open!
https://www.dndbeyond.com/forums/d-d-beyond-general/looking-for-players-groups/184943-professional-dm-running-officially-wotc-published?comment=29
OUT OF THE ABYSS: RAGE OF DEMONS
Demons have been unleashed, the Underdark is going mad! Are you one of the heroes that will help discover why? More importantly, are you one of the heroes that will send the Demon Lords back to the Abyss? Do you have what it takes to emerge triumphant without losing your mind in the process? Can you withstand the Rage of Demons?
Cost - $15.00 (USD) per session
Out of the Abyss will have characters playing levels 1-15 (meaning you will actually play a level 15 character)
PCs are level 5.
Baldur's Gate: Descent into Avernus
The holy city of Elturel has vanished, swallowed up by Avernus, the treacherous first level of the Nine Hells. Avernus is also the main battlefield of the Blood War between Devils and Demons raging for millennia, and an utter wasteland. The souls of the Elturel's inhabitants are slated for conscription into Zariel's army and Baldur's Gate is next!
Cost - $15.00 (USD) per session
Descent into Avernus will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
Descent into Avernus - THURSDAYS - 3:00 pm EST (GMT -5)
PCs are level 8.
STORM KING'S THUNDER
Giants are threatening the Savage North! Rumors tell of Fire Giants that are capturing small folk and enslaving them. Stone Giants are taking towns apart stone-by-stone and erasing all trace of Halflings, Gnomes, Humans, Dwarves, and others. Hill Giants are raiding crops still in the fields and livestock pens are being emptied. Cloud Giants in their flying castles are ripping monuments from the ground and destroying towns in the process. Frost Giants are raiding the coast in their massive longships striking terror in all that see them. Neverwinter, Waterdeep, Everlund, and the other great cities are at a loss to find a solution. Are you what's needed to find the answers and end the giant threat?
Cost - $15.00 (USD) per session
Storm King's Thunder will have characters playing levels 1 - 13 (meaning you will actually play a level 13 character)
Storm King's Thunder (Lords of the Wandering Path) MONDAYS - 8:00 pm EST (GMT -5)
PCs are level 8.
Session 15 Recap
The party takes some time recover after their fight with the Minotaur Skeletons with the mark of Orcus etched into their skulls. They spend the rest of the day traveling to Gracklstugh, the air around you getting hotter, drier, and more difficult to breathe. They are turned away at the gate. As they leave, a corrupt Duergar comes out and attempts to extort them for entry into the city. When they refuse, he orders their arrest. Another dozen Duergar emerge from the gate houses while the ones behind them enlarge. Glass Shard is able to use his Fey Presence to convince the Duergar in charge to countermand his arrest order and they leave. As they quickly depart they decide to try for Neverlight Grove, the next closest settlement. Sarith approves. The next day they enter an area of bio-luminescent fungus and ruins. Chomper tastes one of the mushrooms and discovers that it is inedible getting sick in the process. Suddenly, he's hit with a poisonous arrow and is nearly killed! The enemy was undetected. They search the area and discover a Drider and 2 Giant Wolf Spiders attacking them. The party splits into two groups, one running up the middle and the other to the right flank. The Drider disappears and reemerges on their left flank. They kill the two Giant Wolf Spiders but the Drider is more challenging.
Session 13 Recap (contains minor spoilers)
The party meets with Captain Zodge the next morning and debrief. They are interrupted by the arrival of Commander by Commander Portyr, recently arrived from Fort Beluarian on the peninsula of Chult (where she was the officer in charge) and niece to one of the two remaining Dukes. Zodge seems surprised to see her. She makes sure Zodge pays the party and releases them from service to the Flaming Fist. Zodge collects the badges from those who have them. The party spends the day selling off some of their loot and securing needed items. Falastar encourages them to take the Puzzle Box to Candlekeep and they make arrangements to do so. Reya, currently staying at the Low Lantern, agrees to accompany them. They take a day to get ready and depart. Falastar stops by his home in Little Calimshan in the Outer City to get a book for entry into Candlekeep just in case the one the party has doesn't work. They depart. They meet a new friend as they walk the road. While he appears drunk, he manages to walk a straight line and keep up. As the party travels they are met by farmers escorting a hay wagon coming towards Baldur's Gate. There's a brief conversation, which ends after a comment on Delia's shield. The farmer on the wagon reveals himself to be a Cambion as the other farmers attack!
Session 10 Recap (contains spoilers)
Session 11 Recap (contains spoilers)
Robyn stops concentrating of the Hypnotic Pattern and the party slays the final Orc that is lying atop the dead Axebeak. They close upon the Fire Giants as the final two Axebeak sprint away. The rocks the one Fire Giant throws at various members of the party deal massive damage nearly killing Urgala and Salt. Salt, earnestly protecting his investment makes it to Ghelryn and Lays on Hands to bring him back. The Fire Giants, not expecting such fierce resistance, decide to retreat. A few members of the party give chase focusing fire on the more injured giant, and Ember, with his Expeditious Retreat, maintains the chase and is able to get the final blow, felling the fleeing enemy. Meanwhile, Mist and Faen, along with Darathra, Narth, and Othovir do all they can to defend Triboar from Orogs and Magmin. The Magmin scramble in all directions setting ablaze all they touch. The Orogs prove formidable foes with their heavy armor. Mist, in an over-watch position on the roof of the Northshield House is able to score some deadly hits to start, including on a Magmin which explodes when it dies. Soon, villagers are screaming as their homes are on fire and they try to flee. One villager is killed by Magmin as she tries to get to safety. The Orogs and Magmin take the upper hand as Darathra falls, Faen very nearly dies, and Narth has to retreat to the pond and run in as the Magmin caught up to him and set him alight. They party and ceratin town members are able to kill a couple of Orogs, but it looks bleak. Suddenly, everyone hears a shout in the distance in Giant; an order to fall back. The Orogs and Magmin disengage and withdraw, but the party refuses to let them go. Mist kills another Orog as it flees and Faen gives chase to the other. Finally, reinforcements arrive from fighting the Giants. Ember, is giving chase to the Giants so is not present, but Robyn and Salt appear, as well as Ghelryn, Darz, and Urgala. Urgala is aghast when she sees the Northshield House, her inn and tavern, ablaze.
Session14 recap (Spoilers)
Session 1 recap - there are some minor spoilers here.
The party is currently made up of:
Cedric Eltorchul, a Human Warlock
Mysridil, a Half Drow Rogue
Throin Runecarver, a Dwarven Paladin
Thorizdain Hammerforge, a Dwarven Ranger
Captured! The Drow have taken the party prisoner, whether by surface raid, by ambushing them in the Underdark, or throwing an unworthy slave into Velkynvelve, they each are a prisoner of the Drow. Each day starts off with cruelty, like it usually does in a Drow prison. They are served a measly gruel with moldy Bluecap mushroom bread. They, along with other prisoners, Eldeth (Dwarf), Prince Derendil (Quaggoth), Jimjar (Svirfneblin), Sarith (Drow), Topsy, Turvy (Svirfneblin twins), and Shuushar (Kuo-Toa), get assigned to various work details, some of them seemingly designed to be nothing more than an excuse to beat you if you mess it up. Most of the prisoners get beatings at least every other day, but Thorizdain seems unusually adept at getting the Drow to beat him. They witness a caravan of Duergar come through, delivering new prisoners, Ront (Orc), Buppido (Derro), and Stool (Myconid). Topsy, one of the Svirfneblin twins is sold to the Duergar. Perhaps his brother, Turvy, received the merciful fate when he was flung from a bridge to the Giant Spiders below by one of the guards trying to impress Mistress Ilvara. Mistress Ilvara, the cruel matron of Velkynvelve, is well protected as they found out when they tried to push her off the ledge. A severe beating was issued for that stunt. More of the party get beatings. During one of the work assignments, they witness Shoor Vandree, brother to Mistress Ilvara's apprentice, Asha, pick Jorlan's pocket (another guard and Mistress Ilvara's current lover). On the day after that, after more work and more beatings, Ront picks a fight with Eldeth and they are both shot with Drow crossbow bolts dipped in a substance that renders them unconscious. The following day you are all taken down to the lower level and forced to engage in a series of pit-fights. Only the top three finishers are allowed to eat that night. In an unusual occurrence, Shoor, the disfigured Drow, in a low whisper, asks the prisoners if they would be interested in escape if he could arrange it. Warily, they reply yes and are told be ready tomorrow evening.
Session 16 recap (contains minor spoilers)
Party is made up of:
Calla Lilly, a Wood Elf Life cleric
Chomper, a Kobold Fighter/wizard
Glass Shard, a Tabaxi rogue/bard/warlock
Neled Caen, a Shifter fighter/ranger
There are also four NPC's traveling with the party that escaped with them:
Eldeth Feldrun, a Dwarf from the surface
Jimjar, a Svirfneblin
Prince Derendil, a Quaggoth
Sarith Kzekarit, a male Drow
The party finishes their battle against the Drider and explores the ruins. They determine the ruins are probably older than the very first Elves exiled to the Underdark so very long ago. They take a moment to catch Their breath afterwards and continue on. Knowing Mistress Ilvara is probably still hunting them, they cut down a rope bridge over a 50-foot gorge, hopefully slowing the pursuing Drow down. A few days later they notice Faerzress pooling ahead. Their choices are to move forward or backtrack, and so they move forward, hopeful they won't be in it for too long. Unfortunately, they spend the better part of the day in the mystical mist and several of them suffer acute bouts of madness that wear off after several minutes. The rest of their travels to Neverlight Grove are uneventful. Sarith seems, for some unknown reason, able to guide them right to the Myconid settlement. They arrive and are greeted by Loobamub. It tells them that the Myconids will help them , but only if they help the Myconids first. The mushroom folk have a problem in one of their hunting grounds that is beyond them - a tentacled creature with a beak that is nearly impossible to detect. If the adventureres help with it, Loobamub will allow them to meet Sovereign Basidia, one of the rulers here. They agree and head to the hunting grounds where they find a different enemy, a mound of shambling plant life! Calla blesses a few of the front liners as they defend themselves from this killer plant life.
Session 15 recap (contains spoilers)
The party is made up of:
Kiley Ashborne, a Halfling Wizard
Dilea, an Aasimar Cleric
Auron Lav-eth, a Shadar-Kai Ranger
Pamu, a Lizardfolk Monk
Also traveling with the party are Reya Mantlemorn, a Hellrider, and Lulu, an animal companion, of sorts.
The party spends a couple of days doing some research in Candlekeep on the Nine Hells and devils and learn a lot! Once they are ready, Sylvira takes them to a platform where Griffons are waiting for them. They mount them and fly for several hours just under the clouds. This offers them a most spectacular view of Candlekeep and the Sword Coast that only a very few have ever seen. After several hours they arrive at a floating stone tower, and the griffons descend into it through holes in the roof. The party dismounts and head down the stairs where they meet Traxigor, a Wizard and otter(!) and Lulu, a hollyphant. Traxigor answers their questions about his form. It's preferable to being a wizened old man so he used a wish to make the polymorph permanent. Lulu, while enthusiastic, doesn't seem to remember too much beyond being with Zariel and the Hellriders, the Hellriders betraying Zariel, hiding Zariel's sword (somewhere she cannot remember) with someone (who she cannot remember) and escaping Avernus (but she doesn't remember how). Reya is stunned and shocked by Lulu's story. Lulu is excited to return to Avernus and help the party in any way she can. Traxigor makes ready to Plane Shift them all to Avernus once they help him find the tuning fork he needs for the spell. Once all is in order he casts it and the adventurers are instantly transported to Elturel. Just a soon as they arrive Traxigor disappears. There are lightning strikes happening constantly! There are earthquakes! There is the danger of falling through a hole in the streets to Avernus 500 feet below. They see a crumbled fortress in the distance and Reya tells them it is the High Hall Cathedral and suggests it as a destination. Best place for survivors. They start to travel through the hellish streets of Elturel when they see a woman carrying two children fleeing from three Bearded Devils. They engage the devils and protect the family without hesitation! Kiley casts Protection from Evil and Good on Dilea. Pamu keeps getting poisoned from the Bearded Devils beard attacks, but They soon kill the three fiends. Unlike Baldur's Gate, these don't disappear when killed and you can see their dead bodies on the street. They speak with Harkina Hunt, the woman They rescued, and she hands Auron 20 silvered arrows, the only thing of value she has. The group agrees to escort her and her two children to the High Hall Cathedral.
Session 2 recap - there are some spoilers here.
The party is currently made up of:
Cedric Eltorchul, a Human Warlock
Mysridil, a Half Drow Rogue
Throin Runecarver, a Dwarven Paladin
Thorizdain Hammerforge, a Dwarven Ranger
Also traveling with the party are several NPCs:
Buppido, a Derro from Gracklstugh
Eldeth Feldrun, a Dwarven scout from Gauntylgrym
Jimjar, a Svirfneblin from Blingdenstone
Prince Derendil, an Elf trapped in a Quaggoth's body
Ront, an Orc from the Many-Arrows tribe
Sarith Kzekarit, a male Drow from Menzoberranzan
Shuushar the Awakened, a Kuo-toa from Sloobludop
Stool, a juvenile Myconid from Neverlight Grove
The morning starts off with the sound of Mistress Ilvara screaming at Jorlan for losing a key to the cell in which the party is confined. She has him dragged in front of the cell so the prisoners can witness that no one escapes punishment, especially a male. She flogs him with her scourge and he's dragged away. A little time passes and Shoor serves them their breakfast gruel. He also discreetly places a key on the bars which they retrieve. They bide their time waiting for the opportune moment before attemptint to escape. Suddenly, Velkynvelve is filled with a droning along with several terrified shrieks coming from the north! The adventureres witness a strange creature whose makeup defies all logic and nearly every single one of them suffers a break in their sanity. Only Jimjar remains unaffected. After several minutes of babbling, paralyzation, being stunned, eating the dirt off the floor, or just passing out, they all eventually come back to their senses and make a break for it! They go to the guard post across from their cell and collect and don their gear. They also raid the armory upstairs and outfit themselves further. They make their way to the lift, and having watched the Quaggoth that operated it previously, lower yourselves down. Drow are fighting Chasme to the north and to the south, and the remains of the Drow that tried to defend the western exit are visible. They head towards that exit but are intercepted by a terribly wounded Vrock. They dispatch it quickly, with Ront taking a massive hit from it which he survives. The group flees into the darkness of the Underdark and run for as long as they can; for hours. Finally they have to stop, no longer able to continue. That's when they realize they have no food and no water, so they start look for some. They find plenty of food, but the water is limited. They rest, waking up the next morning feeling like they have gained knowledge from their experiences (they level up to 2). They forage for more food and water. Once again, they find plenty of food, but precious little water. Several of them go without the water. the group decides, due to it's proximity to theor current (approximate) location, and their lack of food and water, to head to Sloobludop, a village of Kuo-toa and Shuushar's home. He says they will all be welcome because his children are both priests there. As they travel, Shuushar tries to teach anyone who will listen his Bellows Breath calming technique. Cederic and Thorizdain are the only ones who even tries to learn it. Thorizdain teaches Shuushar the Dwarven way of relaxing, with a shot (which he stole from the Drow barracks). They come across a rope bridge and cross it carefully. Once across, they cut the rope in a strategic, well-hidden spot to collapse it should Mistress Ilvara and the Drow give pursuit. That night they forage for more food and water, especially water. They are able to find enough to give some to those who didn't have it this morning.
The party is level 9 and made up of:
Alma Elsinaire, a Wood Elf Drakewarden Ranger, her Drake companion, Chimuelo, and her follower, Kora Isconir;
Jakob Oreblast, a Dwarven Cleric, and his follower, Adoel;
Plum, a Warforged Bard/Barbarian, and his follower, Yagnar Highbarrow;
Red, a Warforged Artificer/Wizard, his Steel Defender, Clyde, and his follower, Bwystfil
(We are using Stonghold and Followers by Matt Coleville and MCDM)
Session 122 recap (Spoilers ahead)
The BS Club engages the guards in the mines and discover a few things about them. First, cold damage really hurts them. Second, they are immune to fire damage. Finally, they burn you when you hit them up close. Regardless, their assault is necessary as there are slaves here, and they need to free some to start bringing their count to neutral. Jakob summons Rocky (his Celestial Spirit) and his spiritual weapon for help. Plum covers the right flank to prevent any possible repeats of what happened to the slaves in the village above (the captors slaughtered the slaves once the alarm was raised). Red and Jakob focus on the middle and start moving left. Alma provides support where needed most. Once the battle is over they are able to let the slaves know that the way up is clear. The freed captives provide them with some information about Ironslag and how many more slaves might be in there. They loot some coin and gems that have been piled up for future transport into Ironslag, and follow the mine tracks to the south. The party emerges in an ore depository where they see 4 slaves and two more Salamanders. They are able to get relatively close to their targets as the noise of the nearby forge and the clanking of the bucket chain mask their sounds. They prepare for battle.
Session 19 recap (contains minor spoilers)
Party is made up of:
Calla Lilly, a Wood Elf Life cleric
Chomper, a Kobold Fighter/wizard
Glass Shard, a Tabaxi rogue/bard/warlock
Neled Caen, a Shifter fighter/ranger
There are also three NPC's traveling with the party that escaped with them:
Eldeth Feldrun, a Dwarf from the surface
Jimjar, a Svirfneblin
Prince Derendil, a Quaggoth
You scavenge through the equipment that is in the Garden of Welcome and discover some helpful magical gear which you quickly distribute. You witness the march of several fungal creatures led by three Duergar Spore Servants. Since they seem to be oblivious to your presence you decide to watch them while Chomper runs off to let Sovereign Basidia know what has just occurred. As the march comes to a halt the three spore servants come and retrieve the dead body of Yestabrod, the monstrosity you fought, and move it like a puppet. Chomper rejoins you. You witness a “wedding rehearsal” of sorts and then you all have a disturbing vision. You see a a skeletally-thin humanoid nearly 20 feet tall draped and veiled in mycelium and lichen as if it were a wedding gown. Your psyche is assaulted but you are all able to hold onto your sanity. Once the vision ends you decide to leave the Garden of Welcome and you report to Sovereign Basidia. He takes you to a secure area where you can take a brief respite as he confers with a few of the Circle Leaders he still trusts. As you finish your short rest you appoach the Sovereign and he and his Circle Leaders as if you will escort them and the remaining unaffected Myconids to the colony of Glomeria. You agree. You all head out on a journey you are told will take 6 days. Your first day is uneventful, and that night you are all invited to meld with the Myconids. Most, but no all of you agree and you have an interesting experience to include the swirling of memories from the mushroom folk. You awake the next morning feeling invigorated, yet clumsy and your mind is a little muddled. Halfway through that second day you are attacked by a plant creature emerginf from a pool of water along your route. To your horror it is a five-headed Man-Eating Plant Hydra. The plant beast is ferocious in its attacks defeating Prince Derendil in one round. You and your Myconid allies fight valiantly but the plant monster is the most formidable creature you have ever faced outside of a demon lord! It even regnerates. You are able to chop one of the heads off, but to your dimay two more grow in it's place – AND the fallen head forms a seedpod that also attacks. You fight and fight and fight, and Chomper discovers that fire prevents the regeneration process. Prince Derendil is released from the seedpod, healed, but goes down again. Glass Shard also gets swallowed as does one of the Myconids. You eventually defeat the plant hydra, but Derendil is down, the three Myconid Circle leaders are down, Basidia is badly wounded, and Glass Shard, Chomper, and Neled are bloodied.
Session 6 recap - there are some spoilers here.
The party is currently made up of:
Cedric Eltorchul, a Human Warlock
Mysridil, a Half Drow Rogue
Sebastian Callahan, a Human Sorlock
Throin Runecarver, a Dwarven Paladin
Also traveling with the party are several NPCs:
Eldeth Feldrun, a Dwarven scout from Gauntylgrym
Jimjar, a Svirfneblin from Blingdenstone
Prince Derendil, an Elf trapped in a Quaggoth's body
Ront, an Orc from the Many-Arrows tribe
Sarith Kzekarit, a male Drow from Menzoberranzan
Shuushar the Awakened, a Kuo-toa from Sloobludop
Stool, a juvenile Myconid from Neverlight Grove
The day after leaving the Silken Paths is uneventful and you wind up camping that night in a fungal forest that makes foraging a little easier. You continue on your travels towards Sloobludop, the sounds of horrid wailing and wicked cackles floating through the tunnels. After a few hours and a long spiral down a massive vertical shaft into a new tunnel the sounds of cackling seem to grow louder. As you move through the tunnel you see a human running as fast as he can towards you. The look on his face suggests he is running from something. You soon discover what it is – Gnolls. This newcomer has a pack of Gnolls on his heals. You engage the Gnolls and realize you may be a bit out of your depth against these demonic hyenas. As they quickly gain the upper hand you start to think you might be finished when a second pack starts to close in. To your surprise, and possibly to your relief, the two packs turn on each other, the first pack defending its prey as the second pack attempts to steal the kills – you. The two Gnoll packs fighting each other gives you the advantage you need and you are able to fend them off and kill them. In the aftermath you make introductions and Sebastian joins you. You finish your travel for the day and Shuushar tells you a little of the social structure of Sloobludop, and how his daughter, Plooploopleen is the arch priest of Bilbdoolpoolp, the Sea Mother.
Session 125 recap - spoilers ahead
The party is made up of:
Alma Elsinaire - Wood Elf - Level 9 Wood Elf Drakewarden Ranger
Jakob Oreblast - Dwarf - Level 9 Twilight Cleric
Leopurr Nighteye - Tabaxi - Level 3/6 Zealot Barbarian/Four Elements Monk
Plum - Warforged - Level 6/3 Wild Magic Barbarian/Creation Bard
Red - Warforged - Level 7/2 Battle Smith Artificer/Bladesining Wizard
The party also has followers and a stronghold (using MCDM's "Strongholds and Followers