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Post Post #414 (isolation #0) » Sat Sep 26, 2015 2:03 am

Post by Glork »

Here's a summary of the RL campaign I am DMing for singer, quadz, fro99er, and notscience. It's brief (they're only level 3 so far) but so far so good. :)

Spoiler: Forgotton Realms D&D 3.5 Campaign
DM - Glork

Characters:
singersigner - Lia, Female Elf CLR 3
quadz - Rorin, Dwarf Male DRD 3 --- [Animal Companion - Knid, Small Monstrous Spider]
fro99er - Petra Serac, Female Human SRC
notscience - Kalabash, Male Elf MNK 3


These four characters hail from the Silver Marches (an area in the northwest of the continent Faerun), in or near a small hamlet named Sefildhir. The community consists mainly of humans, elves, and half-elves and sits near a densely wooded area in the northern portion of the North Woods, merely a couple of days' travel from from Citadel Felbarr in the Rauvin Mountains. To its west is the larger town of Quaevarr, which itself is just north of the metropolis Silverymoon.

At the onset of the campagin, a town hall meeting is held because merchant caravans to and from Sefildhir have been under attack from goblin raiders. Several traders have lost their lives, and caravans have been pillaged and/or destroyed by this sudden aggression from the goblins. Our four adventurers agree to pose as merchants in an attempt to lure the goblins into attacking. The operation is successful, as a trio of goblins and their dog companions attempt to ransack the "caravan," only to be defeated by the party. One of the goblins escapes, but leaves a trail of blood which the party is able to track towards the goblin camp. Along the way, they battle some wolves which attack them in the dense forest. As they work their way closer to the mountains and the land around them becomes hilly and sparse, they stumble upon the camp. Rorin's animal companion, Knid, sets out to scout about the camp, but the monsrous spider is spotted by two patrolling guards and is forced to retreat to the party, at which point a battle ensues. A quartet of goblins, a hobgoblin warrior, and a hobgoblin mage are the only inhabitants of the camp at the time, indicating another series of raids in progress. That said, after a lengthy and dangerous battle, the party emerges victorious. They loot the camp and put it to the torch. However, some of the loot provides a potentially alarming situation, which has them returning to town to consult their resident employer, Lord Wilfred du Schnozzle.

Upon returning to Lord du Schnozzle, the party discusses the loot they found. A pair of scrolls and a pair of potions, which normally wouldn't be much cause for concern, were found with the insignia of the nebulous Red Wizards. This magocratic organization is led by a number of powerful wizards, each of whom have different philosophies on how to run their nation of Thay. While Thay itself is very far away, the Red Wizards have a presence all over the continent, as they establish trading enclaves with countless towns and cities near and far. Through these enclaves, they produce potions, scrolls, and mundane items to trade. However, it is suspected that some of the more conquest-oriented members of this organization may be establishing the means to mass an unstoppable army of mages whose power can rule all of Faerun. The party seeks to find out how these goods fell into the hands of the goblins. Were they simply claimed as bounty from a previous caravan raid? Or have the Red Wizards of the Silver Marches entered into a nefarious agreement with the goblin horde which has become increasingly bold and aggressive in their raids in recent months?

At the start of the next sesesion, they will begin their journey to Quaevarr, where the nearest Red Wizard enclave stands.
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Post Post #423 (isolation #1) » Wed Sep 30, 2015 12:38 am

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In last nights session not a lot wound up happening. The party was hired to escort an important trade cart to Silverymoon via Quaevarr, and wound up in a lengthy fight with a couple of mephits who were trying to tax the traders by blocking the road. They got to Quaevarr safely after that and will be dealing with the Red Wizards next week.
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Post Post #425 (isolation #2) » Tue Oct 13, 2015 3:38 pm

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Tonight's session was fun. The party got to Quaevarr, went to the Red Wizard enclave to inquire about the goblins' magic items, and got roped into searching for a couple of missing laborers. They found out that a Thayan woman drugged the laborers and tricked a merchant into buying them as indebted criminals. They talked the merchant into freeing the laborers and will be heading back to the Red Wizard enclave to confront them about why one of their countrymen was allegedly kidnapping and illegally selling into servitude innocent men.
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Post Post #435 (isolation #3) » Thu Oct 15, 2015 11:20 am

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Why are there three different D&D threads? I can get the one for the weekly that FakeGod is hosting online for scummers, but is anyone opposed to me merging the 3.5 thread and this thread, and changing the title? Separate 3.5e and 5e threads seem very unnecessary.
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Post Post #438 (isolation #4) » Thu Oct 15, 2015 12:32 pm

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Right, I'm just thinking this can be the general D&D/RPG discussion thread, and the other one can remain specific to FakeGod's scummer campaign. Just trying to think

As fars the right way to play RPGs, I personally don't care what version/format/setting/edition you use, as long as it's fun for the players. To me there is no right or wrong way to picking your setting.

Has anyone heard of / played Spycraft? It's a little dated, but it's a fun d20 RPG set in "modern" times with a heavy spy/conspiracy theme. Super fun, IMO.
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Post Post #441 (isolation #5) » Thu Oct 15, 2015 4:12 pm

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Threads merged.

BTW for those who don't know, the 3.5e homebrew quadz was talking about is the same one I'm DMing/have been updating.

I never got to play out a long-term campaign of Spycraft, but I've done some one-shots and a campagin that started my senior year of college but never got very far before we graduated. It's hard to describe, but some highlights included infiltrating an enemy compound under the cover of night, a daring escape/car chase that ended when I threw a flashbang pen onto the pursuers' car, and some spectacular gun fights.
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Post Post #443 (isolation #6) » Thu Oct 15, 2015 4:16 pm

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In post 442, Ythan wrote:New title is a bit misleading honestly.

Yeah, I abused my mod powers to make it more clear that we're not talking video game RPGs.
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Post Post #452 (isolation #7) » Fri Oct 16, 2015 2:23 am

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In post 451, Nexus wrote:
In post 448, quadz08 wrote:
In post 446, Nexus wrote:glork did your group ever realise your main NPC's name is Lord Douchenozzle? If so, did he turn out evil?

the name was actually decided after we referred to him as "some douchenozzle"

suuuure

I mean, his first name is Wilfred. Of course he's a du Schnozzle.
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Post Post #481 (isolation #8) » Wed Oct 28, 2015 7:09 am

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In post 425, Glork wrote:Tonight's session was fun. The party got to Quaevarr, went to the Red Wizard enclave to inquire about the goblins' magic items, and got roped into searching for a couple of missing laborers. They found out that a Thayan woman drugged the laborers and tricked a merchant into buying them as indebted criminals. They talked the merchant into freeing the laborers and will be heading back to the Red Wizard enclave to confront them about why one of their countrymen was allegedly kidnapping and illegally selling into servitude innocent men.

After a week off, we got back to things last night.

So the party filled in Petra/fro99er the Sorcerer, who missed the last session, and they appraoched the Red Wizard enclave. They spoke with the leader there about what they saw and experienced, and the leader called out all of the wizards to weed out what was apparnetly a traitor amongst their ranks. He approached a group of three wizards and spoke to them, and as he turned to speak with another group of wizards, two of the wizards behind him stabbed the third one, rendering him unconscious immediately. One party member (Petra) noticed and got to take an action, and then everyone rolled initiative for the start of combat.

Of course, the party had no idea who was really on their side and who they needed to be fighting. They had an uneasy but necessary relationship with the Red Wizards as is. Ultiamtely, they sided with the leader of the enclave and his loyal wizards, against five rogue/traitorous wizards. After a brief, but extremely chaotic battle, the party had clearly gained the upper hand, at which point three of the traitors whipped out (stolen) scrolls of teleport and vanished. They did manage to kill one low level traitor and capture another, but were told that interrogation would be held internally by the Red Wizards. The left the enclave having been handsomely paid for their contributions to the fight, and with the assurance that they would remain allies to the enclave should they cross paths again.

The party then continued on to Silverymoon where the cleric (Lia/singersigner) had her holy symbol blessed by one particularly moved elder cleric of Corellon Larethian. It's now not only the holy symbol of her god, but a magical item that gives her a resistance bonus to saves, granting the god's own protection to her. The party also stocked up on gear at Silverymoon's massive marketplace and will be heading back to their home town to start things off next week.
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Post Post #483 (isolation #9) » Wed Oct 28, 2015 3:33 pm

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Well prior to the last two sessions, it had been "go place, kill things." This really made them think about what they were doing, and the players had a lot of fun progressing a storyline using little more than d20s. Their actions are also having an impact on how I progress the storyline, so in a way I'm letting them build their own epic tale.

One thing I really liked was making them operate under extremely limited information and seeing how they react. They handled it quite well (and seemed to enjoy that, too), so that's a tool I may use down the road at some point to add a little suspense.
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Post Post #489 (isolation #10) » Tue Nov 03, 2015 3:08 pm

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RIP Bean level 1-5.
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Post Post #490 (isolation #11) » Tue Nov 03, 2015 3:14 pm

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Notscience, your character is pretty effective when the rest of your party controls him.
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Post Post #493 (isolation #12) » Tue Nov 03, 2015 4:44 pm

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Long story short, the party returned to town to find it mostly razed to the ground. They heard goblin voices coming from a storage building and while fighting the goblins, got hit by a drive-by fireball cast by a mounted wizard. I rolled p high on my damage.
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Post Post #497 (isolation #13) » Tue Nov 03, 2015 5:21 pm

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To be fair, Bean was merely the sorcerer's familiar.



:3
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Post Post #501 (isolation #14) » Tue Nov 03, 2015 5:37 pm

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Bean was a frog familiar of Petra (fro99er).

Full rundown of tonight's session:

The party, having successfully driven the traitorous(?) Red Wizards from the enclave in Quaevarr, traveled to Silverymoon and geared up, then headed home. A few miles out of their hometown, Sefildhir, they saw a column of smoke rising from the forest in the direction of their town. Upon arriving at the town's gate, they saw nearly everything burned to the ground or reduced to rubble. The party immediately began looking for survivors, and during their search they heard the aforementioned goblin voices coming from the storage building. They found two goblins inside looting supplies and attacked them, piling into the building and quickly overpowering the goblins. Kalabash the Monk quickly dispatched one with a vicious flurry of blows, and as they cornered the other one, someone heard the sound of a horse's hooves riding by. Rorin's animal companion, Knid, ran outside to see a hooded and cloaked figure riding forward. As the horse ran past the storage building's doorway, the figure unleashed a well-timed prepared Fireball spell which immolated the interior of the building, killing off the would-be goblin captive and scorching the party. Petra the Sorcerer was rendered unconscious and her familiar, Bean, perished in the blast. Rorin wild-shaped into an eagle and gave chase to the figure, only to turn and retreat when the figure caught up to a few more human-sized figures and several dozen goblin warriors as they retreated from the town. The party found only about a dozen survivors from the town of roughly 150 people, but one of those survivors was Lord du Schnozzle, who bestowed unto Petra his signet ring (Ring of Protection +1, ensures favorable relations with the dwarves). Lord du Schnozzle revealed that he was once a diplomatic envoy to the dwarven fortress Citadel Felbarr and that he'd heard that a massive attack on the citadel was imminent. He urged the party to go to Felbarr to warn the dwarves there and potentially stop or fend off the wizard-backed goblin and orc horde.
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Post Post #502 (isolation #15) » Tue Nov 03, 2015 5:47 pm

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Oh and I forgot to mention, one of those goblins was pretty baller. In three attacks he rolled one less than max damage. Thankfully most of the party made their reflex saves against the fireball or it could have been pretty devastating.
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Post Post #504 (isolation #16) » Tue Nov 03, 2015 6:02 pm

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Oh, fun wrinkle to the story I forgot to mention: Part of Rorin's backstory is that he was exiled from Felbarr after a mining incident and his subsequent objections to the dwarven efforts to continue mining in the depths of the mountains.
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Post Post #507 (isolation #17) » Wed Nov 04, 2015 7:21 am

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Wow Claus, sounds like it was super exciting stuff!
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Post Post #517 (isolation #18) » Sun Nov 08, 2015 11:56 am

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Potentially interested in participating in a campaign.
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Post Post #527 (isolation #19) » Tue Nov 17, 2015 4:09 pm

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Had a relatively chill session tonight. Will update tomorrow.
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Post Post #529 (isolation #20) » Tue Nov 24, 2015 7:28 am

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In post 527, Glork wrote:Had a relatively chill session tonight. Will update tomorrow.

Just realized I never updated this.

So last week, the party arrived at Citadel Felbarr, a dwarven stronghold in the mountains that was the target of Red Wizard Kizzaf & the Orcish/goblin horde's next massive invasion. Felbarr is the same place from quadz's character Rhorin, was exiled years ago. With Lord du Schnozzle's signet ring, the party was granted access into the citadel for a night. Rhorin and the rest of the party went to the tavern his father had once owned and operated, where they shared a few drinks and he was able to reconnect with the barkeep. However, some of his old rivals recognized him and one of them challenged him to a one-on-one brawl. Though Rhorin put up a good fight, he was ultimately knocked out by the gruff dwarf, and the party retired for the night.

Singer's character, Lia the elven cleric, awoke in the middle of the night to see an ethereal glowing stag, which stared at/through her, then turned and walked through the door. Lia followed the stag to a grassy clearing down the hall (which didn't seem to exist before?), where she was visited by the god of elves Corellon Larethian. He told her that the fulfillment of her destiny -- and that of the elves -- was at hand, and that they needed to act soon and not sit back and wait.

The next morning, the party met with the citadel's leaders. Though there were many differing opinions on what to do, they ultimately decided to visit some of their existing allies, as well as a few potential new ones, to recruit an army to fight off Kizzaf and the orcs, who are led by a feasome king named Obould Many-Arrows.



Tonight's session will begin with the party planning to travel to the Red Wizard enclave they had visited before outside of Quaervarr, a hamlet called Jalanthar to recruit their regionally famous rangers, and to Silverymoon to enlist help from the milita and the wizarding school there.
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Post Post #531 (isolation #21) » Fri Nov 27, 2015 12:52 pm

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This past Tuesday's session:

The party left Citadel Felbarr and ventured first to their burned-down town of Sefildhir, where Lord du Schnozzle was going to take the remaining survivors to settle down in Silverymoon. The party elected to visit their Red Wizard allies outside Quaervarr, and then head to Jalanthar to recruit their elite orc-fighting rangers there.

At the Red Wizard enclave, they were unable to successfully recruit any aid in the form of personnel or supplies. However, the leader of the enclave suggested that the party might be able to find success by convincing Kizzaf that her alliance with the Orcs wasn't something she wanted and/or convincing the Orcs that Kizzaf was bound to stab them in the backs as well.

They moved on to Jalanthar, where they found out that a majority of the rangers there had ventured into the nearby High Forest, where they were trying to track down a wizard who had gone missing while trying to contact an enormously powerful treant who ruled the northern part of the High Forest. The party members made their way into the High Forest, where they soon spotted some wood elves who appeared to be hunting or tracking something. They followed the wood elves, but were spotted, at which point the elves turned and expressed their displeasure with seeing even more outsiders in the forest. The party managed to convince them that they meant no harm and would leave as soon as they found the Jalanthar rangers. Ultiamtely the wood elves allowed them passage and even pointed them in the direction of where they saw the rangers headed, but they made it clear to the party that they would be keeping an eye out for any potential danger to the forest or its native denizens.

After a couple more days of tracking, the party spotted some blood on the ground and rocks near their trail. They caught up to a couple of gnolls and some hyenas who were facing the other direction. They tried to sneak around the monsters, but Notscience (Kalabash, elven Monk) rolled a natural 1 on his move silent check. He fell out of a tree and broke several branches on the way down, causing an enormous commotion in the forest. The gnolls and hyenas turned to fight, and the session ended at the start of combat.
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Post Post #535 (isolation #22) » Tue Dec 01, 2015 5:52 am

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We either shift nights, have the party control whomever is missing, or just bump the session back a week. Depends on the situation, really.
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Post Post #552 (isolation #23) » Thu Dec 10, 2015 2:45 am

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IRL campaign continued last night, with the party making quick work of the gnolls and hyenas they found in the forest. Rorin used Calm Animals to render three of the four hyenas docile, leaving just two gnolls and one hyena left to combat the party. They took down the hyena and one of the gnolls, and the second gnoll surrendered. In fear of its life, the gnoll revelaed that the Jalantharr Rangers had learned the wizard they were seeking had been captured by the gnolls and attacked the tribe's lair, and he led our adventurers there.

The party descended into the lair and came to a large open area, where a lengthy battle had just concluded. The rangers had slain many gnolls, but were busy licking their wounds and counting casualties after such a lengthy battle. There were three doors, one of which was marked with a rune nobody recognized. Rorin figured out that the rune functioned in some way similar to a Glyph of Warding, so the party went down one of the other paths instead. They came to a larger door, marked by three runes, and the dwarves realized that the walls on the either side of this doorway had open space (as opposed to solid earth) behind them. Despite their best attempts to lift or break through this stone, they were unable to do so.

Thus, the party went down the only remaining path available to them. They edged their way down a hall and came to a pair of rooms, one on either side of the hall. One room housed two more gnolls, and the other a minotaur! Everyone but Lia (who was staying back with the captive Grumgar and the wounded Jalantharr Rangers) engaged in battle. Petra snapped off a Tasha's Hideous Laughter spell on the minotaur, but not before it gored Rorin severely. Hearing the commotion, Lia came to aid/heal the party. She also slew the minotaur with a mighty slash of her sword, beheading it entirely. After dispatching their enemies, the party looted a nearby chest in one room, and found a pedestal in the other room. Inscribed on the pedestal was a rune identical to one of the ones they saw earlier. Kalabash, showing no fear, touched the pedestal and the rune started to glow blue. They went back to the other path, where they saw the corresponding rune glowing above the massive stone door.

Realizing they had to explore the lair further to find the other runes, the party prepared to set forth and unlock these runed doors to find their captive wizard ally.
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Post Post #560 (isolation #24) » Wed Dec 16, 2015 11:00 am

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We had a long session last night. Lots happened. Will post more later.
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Post Post #562 (isolation #25) » Thu Dec 17, 2015 5:08 am

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Okay, so.

The party ventured forth through the gnolls' lair, looking for the other rune pedestals to open the sealed doors within the lair. They came across a gnoll who was tending to another gnoll in a cage. They could tell that the caged gnoll had been magically altered or affected in some way, but not how. Tarl charged and pinned the regular gnoll, preventing it from opening the cage. The party slew the gnoll and spoke with the caged gnoll, who asserted that he had been locked up because the other gnolls feared him. He asked Rorin to empty the dead gnoll's pockets, but Rorin found a stone that glowed with the light of the moon, and surmised that the captured gnoll was a lycanthrope. They dragged the gnoll's body around a corner and looted it out of sight of the lycanthrope. Petra used her newfound Wand of Web to ensure that the lycanthrope would not be able to break out of the cage anytime soon.

They subsequently found a circular room with a second rune pedestal in front of it, as well as four large stone triggers or buttns around it. Kalabash touched the rune while avoiding the triggers around it. While the rune glowed just as the one before, the room sealed off and began filling with water! The party members quickly jumped on all four buttons, which opened up two metal grates in the floor to drain the water, but the only for out remained sealed. They hit the rune again, turning it (and the torrent of water) off and left the room to solve later.

Continuing down another path, they came to a room with two treasure chests. The first contained a small amount of loot while the second was a mimic. After fighting off the mimic, they dragged the corpses of their slain foes back to the circular room and used them to activate the stone triggers. Then Kalabash touched the rune again. Having activated them in the right order, the rune glowed blue without activating he water trap, and the party moved on.

Continuing down another path, the party avoided several traps and came to a very large room which was bisected by a massive iron gate. On their side of the gate was a rune pedestal, and on the other side they saw several humanoid skeletons, a skeletal hyena, and a massive five-headed hydra. Recognizing that the path out of the room was too small for the hydra to fit through, the party prepped a web to slow the skeletons and had Kalabash smack the rune and bolt as quickly as possible, allowing them to escape without fighting off the monsters.

Finally, the party backtracked and found the final rune pedestal next to a sleeping troll and a large pool of acid. Luckily, Kalabash *barely* managed to sneak up to the rune, activate it, and sneak away without waking the troll.


Having activisted all of the runes, the party returned to the massive sealed door which had naturally opened. They crept down the hall and found an enormous room, where a gnoll shaman and several other gnolls were conducting a ritual involving the captive wizard. Four gnolls were tending to four different colored crystals, each of which shone a beam of light to a massive crystal near the wizard. Upon being attacked, the shaman summoned a quartet of zombies -- the wizard's ranger escort. After a brutal battle, which saw Lia fall unconscious and two others nearly do the same, the party defeated their enemies, shattered the magical crystals, and rescued the wizard from his ethereal chains.

That's where we left off, and we may be taking a several week break for the holidays/end of year. The party has to tie up any loose ends with the wizard and finish recruiting the Jalantharr Rangers, head to Silverymoon to enlist the aid of their militia, and head back to Citadel Felbarr to take on the Red Wizard/Orcish alliance head on.
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Post Post #563 (isolation #26) » Thu Dec 17, 2015 5:20 am

Post by Glork »

With this being my first time DMing, this was the first time I'd created any real dungeon crawl scenario. I tried to keep it from being "you fight gnolls. Then more gnolls. Then you do some things and fight more gnolls."

Naturally, there were a few things the party did that I didn't quite expect. The water trapped room played out more or less as I expected, except the party chose to use dead bodies on the triggers rather than themselves. They did consider using a Summon Nature's Ally spell in case the room still sealed off. Their approach to dealing with the lycanthrope was unique, I hadn't thought about entangling the caged gnoll in a web to ensure he wouldn't escape.

They chose to cover the long hallway leading to the hydra with webs, rather than simply turning the skeletons and running from the hydra, which was fine.

In the ritual chamber, I tried to give them options to resolve the final conflict. By shattering all four crystals, the party would have freed the powerful wizard who could have aided them in battle. However, they had managed to avoid enough combat and save enough spells to just take on the gnolls. Lia managed to turn all four zombies, simplifying the fight. Petra and Rorin just unleashed a volley of offensive magic and despite having their cleric fall unconscious, they cleaned up nicely.

All in all, I'm pleased with the design and difficulty of the experience. I was prepared to scale down the final fight a little bit if I had to, but I was impressed with the party's ability to conserve resources while advancing through the gnolls lair. And I definitely learned a lot for if & when I design another experience for them.
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Post Post #567 (isolation #27) » Thu Dec 17, 2015 10:13 am

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Honestly my favorite part of the dungeon was the false-rune that was a gas trap. I fully expected you guys to go "that's not one of the runes" and just bypass it but NOPE send Tarl in to do your dirty work, and only after he winds up sickened does quadz go "wait a second, that's not even one of the runes we need!"
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Post Post #580 (isolation #28) » Wed Jan 13, 2016 2:23 am

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RIP Rorin and Knid. We knew ye well.

Full recap of last night's session to come.
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Post Post #609 (isolation #29) » Sat Jul 02, 2016 4:17 am

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Sounds great overall!

A small/easy fight is probably not a bad idea. You don't want it to take a lot of time, but a concrete reminder that the cult is *dangerous* can help drive home the Big Bas effect. Make them fight some minions or monsters. Like I said, nothing terribly difficult or time consuming, just something to round out the experience.
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Post Post #695 (isolation #30) » Thu Sep 15, 2016 2:39 am

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Yeah, unfortunately prep work never really goes away.

If you can get away with railroading your players back on track without them realizing (or, at the very least, being upset about) it, that might ease your burden.
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Post Post #709 (isolation #31) » Mon Sep 19, 2016 7:47 am

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I need a campaign to play in.
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Post Post #721 (isolation #32) » Wed Oct 19, 2016 3:39 am

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Claus: The party slips into a portal and is teleported to what appears to be a different plane. The "plane" turns out to be the innards of a dragon, which is slowly revealed over time. The players wind up exploring the dragon, and ultimately "slaying the dungeon" -- in that they kill the dragon as part of their escape.

(Anecdotal: I think this would be a much cooler concept if the players didn't already know that you were doing a "Kill Dungeon, explore Dragon" spin, but the above proposal would suit their needs, and could be very interesting. Stomach acid traps, fighting other creatures that the dragon eats whole, etc... There's actually quite a bit of design space here... come to think of it, I'm going to start making such a mini-campaign...)
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Post Post #725 (isolation #33) » Sun Jan 01, 2017 12:40 pm

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I am potentially interested but it depends on timing and availability.
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Post Post #743 (isolation #34) » Sat Apr 08, 2017 8:04 am

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Ok friends, I'm DMing my first D&D 5e campaign for quadz/singer and some friends starring in a couple of weeks, and I'd like to bounce some ideas off of someone if possible. I've DMed for 3.5, and I DMed a 1-shot in 5e, but I always get kinds anxious about making content for a new campaign.

Setting is homebrew with a theme centered on gods/religion. Party will be starting out in a large-ish city. I have an initial hook (I think), but want feedback and really just someone to bounce ideas off of.
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Post Post #762 (isolation #35) » Tue May 08, 2018 7:16 am

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There are a lot of different ways you could go about creating a homebrew. Many homebrews start with a thematic concept -- for example the world I created for the 5e campaign I'm running right now has hundreds (thousands?) of gods of varying influence, and religion is an aspect of virtually every sentient being's every day life. Other homebrew worlds may revolve around an event that scarred the land/plane/etc, or something else. If you have an idea floating around in your head, I will assume that you have said theme or focal point figured out. From there, you need to make some basic decisions. Is this world going to be used for a single campaign? If so, what level is your party going to start at, and what sorts of things will you have them doing first?

Some DMs like to build their worlds from the ground up. In the example of my campaign, I had the "gods are everywhere" theme, with some vague story arc ideas floating around but nothing concrete. So what I focused on was the city that the party would start on, and a decent plot hook to get them going for the first few sessions. I vaguely outlined some of the regions/continents around them, but (in keeping with the idea that the player characters have more local knowledge than global knowledge) only detailed the immediate surrounding areas. As the players went through this initial mini-arc, I was able to work in triggers and connections for character/background arcs and the first major story arc they will go through. In doing so, they are now traveling away from their "home" city, and I get to build that part of my world next.

Other DMs, however, like to build out the world at a very LARGE scale first. This is particularly likely to be the case if you already have a major/central campaign plot in your head that will involve any substantial amount of travel. Say the party needs to go far out into the desert of a distant land to stop a powerful wizard-turned-lich from corrupting the world. If that's the case, you probably have at least a vague idea of how you want them to get there over the course of the entire campaign, and what sorts of things you want them to encounter/deal with along the way. You might have a few ideas for different cities/kingdoms, civilizations, geographical features, dungeons/towers/etc, that you want them to go through. If that's the case, great! Start with your bigger-picture structure and work on the details from there.

Ultimately, how you build your world is really up to you. The main thing I would keep in mind, though is this:
You don't have to know every bit of detail at the start of the campaign.
In fact, I would argue that you SHOULDN'T have it mapped out to explicit detail, because IMO any great DM will tweak, alter, or change things to make the story and experience more personal and engaging to their party. For example, my "plot-hook" arc was supposed to just be 2-3 sessions long, to get the party introduced to each other and on the same page as a team. Instead it lasted about 10 sessions, and during its course I worked the plot of that arc with a major character plot of one of the players. I also have added little tidbits here and there that weren't in my original plan, but got introduced because of a specific character's history or backstory.
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Post Post #771 (isolation #36) » Wed May 09, 2018 1:07 pm

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In post 768, Randomnamechange wrote:i'm thinking a beholder as the boss before they hit 2nd level atm
A beholder against a bunch of first level characters?
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