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phil bottle

Advanced Dungeons and Dragons

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Yea, i have a really hard time dealing with players that don't pay attention. Unless they are kids, I cut kids a lot of slack.

 

I ran a game for a coworker, his wife, their daughter, and my wife. The daughter was 14, all she wanted to do was play Table Top WoW. She had absolutely zero interest in a 3 way civil war wrapped around slavery and religious persecution. Which makes total sense, I helped her roll a night elf hunter (Ranger) and have a huge panther as a mount. She frequently lied about her dice rolls and never paid attention. As the GM I just recorded half damage for her, pretty much always, and had all the important NPC's ignore her moire ridiculous actions.

 

The game was a lot of fun, but it didn't last, as my coworker ended up getting fired.

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Our 2nd session of D&D didn't feature me, as I was in a foul mood. But they played my character for me and I'm up to level 3.

 

I've just read the synopsis of the night and I'm a little astonished that they managed to introduce a T-Rex into the forgotten realms. Not sure about that.

 

My character Makkno spent the evening shooting off fireballs apparently. Synopsis provided by GM here:

 

"Nalsheen (Paul) down to his last gold pieces signed up at the same army recruitment station. A dwarf name Laurel (or Loriel because she’s worth it) picked Nalsheen, a half ork and a tiefling to embark on a mission to investigate rumours of a drow encampment near South Ridge (where the cave is). They left a few hours after the other team dispatched to this location. When they arrived at South Ridge a weird magical disturbance was emanating from the mines. This had drawn in 4 large 7 foot ant like creatures called Ankhegs. 2 of them had made bee-line for Marcellus standing at a small, 5 foot entrance to a mysterious chamber. The other 2 scuttled out into the main town.

Forced into a tight space the Ankhegs were at a disadvantage when attempting to attack Marcellus, who was ready to strike the minute they pushed into the chamber. Matthias protected Marcellus with sanctuary, whilst Slade charged in both swords drawn. He managed to seriously injure the beast, but was seriously wounded in its lumbering counter attack. Makkno hurled fireballs into the creature and Marcellus struck it with his long sword nearly killing the creature.

Meanwhile in the town the creatures dashed to engage the nearby Captain Hayder allowing Nalsheen to slink into cover preparing an ambush.

Slade, seriously injured retreated from the beast firing off an arrow that bounced harmlessly off the creature’s hide. With a second Ankheg clambering through the entrance Matthias ran to support Marcellus. Together they managed to hold it at bay, whilst Makkno killed the beast that had forced its way in.

Outside Hayder charged into the two ankhegs missing with his fireball but mortally wounding the first in a flurry of blows. Nalsheen struck from the shadows finishing off the beast.

After managing to overcome the remaining beasts (and levelling up) the silver liquid became calm and the magical aura of the crystals returned.

Hayder lead Nalsheen into the mines where they discovered a newly unearthed burrow.

Upon reaching the chamber Hayder ordered the team to investigate the nearby drow settlement whilst he and Laurel secured this clearly valuable site.

The team began by investigating the secret passage discovered at the back of the chamber. After several minutes of squeezing through the narrow passage they came to a fork in the path. The right path smelled fresher so they ventured in this direction. They discovered an exit from the mountain range with a single lit torch. 

To their right was South Ridge and in the distance they could see a forest about a day’s travel away. They decided to conceal themselves in the mountains overlooking this entrance and wait to see if anyone came or went. 

After a few hours a dark elf mage and 2 soldiers emerged hurrying to the forest. The team stealthily followed but lost sight of them. Nalsheen tried to climb a tree. He failed, falling out and injuring himself. A bit flustered, he tried again. Clearly out of practice he slipped injuring himself further. Refusing to give up he finally managed to climb the tree. He spotted a number of broken trees and huge footprints in the forest, quickly identifying these as T-Rex prints. They followed a trail the drow had left which led them out the forest near to the coast. In the far distance was the large port city of Maspa.

They ventured back into the enchanted forest. Losing their bearings they stumbled upon a clearing with a small brook running down into a rocky hole.

In the distance the T-Rex could be seen scratching his head on a tree.

Despite some reservations raised by Matthias, the team rested briefly near the edge of the clearing.

They were interrupted when the head of the Tyrannosaur loomed through the trees. Nalsheen remembering the bard song, ‘park of the Jurassic’ lit a candle and threw it into the distance.

The T Rex distracted by the flying candle gave pursuit. 

The team ran and dived into the hole landing in a soggy pile of hay. They’d discovered a storage room with a fresh water inlet. They searched the room finding some rations and water. Marcellus tried to open the nearby door stealthily. He failed alerting the 2 D&D playing drow inside. They sprung into combat, but Matthias, smashed one into pieces with his magically imbued mace. Marcellus charged in, missing the drow with his first attack, but cutting his head clean off with the second. 

The noise alerted drow in the next room. Matthias ran into the nearby bunk room to deal with the surprised sleeping drow. After a brief fight they dispatched the drow.

Searching the mess hall, they discovered an ominous light looming out from an open door.

Makkno’s detect magic identified a necromantic presence.

Makkno, Nalsheen, and Slade snuck into the room where a drow mage was working on the corpse of a dark elf. They wasted no time in sneak attacking and knocking him unconscious. They tied him up and searched the room whilst he regained consciousness. There were multiple dead drow bodies in the room, an altar to the spider queen Lolth and a quarter staff in the corner that Matthias nabbed.

When the mage came to they started to question him about a mysterious black crystal he’d been carrying."

 

I'd day the experience is a bit too focused on combat right now but hopefully that's going to settle down.

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A lot of "new" gm's don't realize that XP can be given for damn near everything that happens in game. There are even mechanics for giving 1xp per GP found (HORRIBLE mechanics by the way that rewards the players for being murder hobo's). Most think that the only way to progress is through combat, as thats the really obvious activity that makes people stronger.

 

wait, I just realized, are you guys playing Pathfinder, 5th ed, or an OSR deriviative?

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8 minutes ago, Sennex said:

A lot of "new" gm's don't realize that XP can be given for damn near everything that happens in game. There are even mechanics for giving 1xp per GP found (HORRIBLE mechanics by the way that rewards the players for being murder hobo's). Most think that the only way to progress is through combat, as thats the really obvious activity that makes people stronger.

 

wait, I just realized, are you guys playing Pathfinder, 5th ed, or an OSR deriviative?

 

5th edition but I think there maybe a bit of deviation . I shared the link you gave me and they're  running with the 5 edition materials from there, but they had a very experienced player join this week and I suspect he has changed or added a few things...

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On 7/20/2018 at 9:28 AM, phil bottle said:

I've just read the synopsis of the night and I'm a little astonished that they managed to introduce a T-Rex into the forgotten realms. Not sure about that.

Tomb of Annihilation is a campaign guide that came out last September. It takes place in Chult which is loaded with dinosaurs. It's not out of the realm of possibilities, but weird if you're not currently on that area of the world. Also, I love the candle bit and saying it was from a bard's song.

 

On 7/20/2018 at 12:03 PM, Sennex said:

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What's also great about this is the two on the left are actually good friends in real life and play D&D together.

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I managed to miss another D&D session but I'm lucky Sam the GM enjoys writing a synopsis for those that couldn't make it.

 

So Andy and Phil and update for you both. After a long rest at the drow encampment during which time Tom stole the dark elf mage’s shoes, and Andy found a magical panther statuette, the guys investigated the area discovering a cavern that led down to the underdark, to a Drow household. The guys decided wandering around in the underdark was probably not a good idea but Tom, being the klepto he is swiped 3 of the phosphorous mushrooms growing nearby. The team ventured out of the drow encampment following the coastline to the port town of Mason. When they arrived it was nighttime and the guards were under orders to not allow anyone in (except if bribed). Tom managed to convince the guard the dark mage shoes were magical. He was pleased and allowed passage into Arnoch.

The team, having been travelling for 2 days went to the local tavern to get a room and food. The tavern, The One Horse Open Sleigh run by Helga, was busy everyone ordered food and drink. Tom spotted some sailors playing dice in the corner and joined in. Turns out they were loaded dice. Tom managed to swipe them and sneak off. The team had a discussion with a locale who they overheard talking about the St Anne being hijacked by pirates and taken to Ship Wreck Cove.

Meanwhile Paul spotted a rich looking merchant in the corner eating. Patrick used his magic to create a small disturbance knocking the merchant’s drink over. Paul fluffed the pickpocketing and the merchant wasn’t too happy, threatening Paul with a butter knife. Paul swiped it causing the merchant to draw his sword. He struck Paul. Happy he’d drawn blood he offered a truce. Paul wasn’t having any of this and decided to throw a severed drow head at the guy (they cut the head off the mage). He missed and the head rolled into the corner. Tom tried to diffuse the situation by staggering into them ‘drunk’ then throwing himself onto the table. The table collapsed and the man’s food was sent flying.

Paul hit the merchant. Two town’s guardsmen approached to break up the fight. Patrick, being a priestly cleric, managed to convince them the fight was started by the merchant who was dragged off.

Helga, not too pleased with the mess and destruction demanded payment for the damages. Paul gave 2 gold pieces. Helga was happy and offered to let them break another table. Everyone retired to the room (only Patrick sleeps as you’re all elves).

In the morning after breakfast, the team decided to visit the marketplace. 

Tom, wanting to flog his phosphorous mushrooms went to the alchemist. The Korean gnome greeted them. After haggling the gnome was only interested in buying them if Tom brought him 500 by tomorrow. Tom wasn’t happy and pushed over a display on his way out.

They went to the nearby blacksmiths, Paul bought some throwing daggers. Tom tried to dazzle and amaze the smith into a good deal by producing a magical glowing mushroom. The only problem, the mushrooms only glow slightly and it was broad daylight next to a roaring fire. The dwarven smith was not impressed.

The team then got an Uber carriage to South Ridge (where the cave was). It took 2 days (they got back roughly a week after they left to investigate the drow encampment). As they approached they could smell burning and arrived to find the whole town burnt to the ground with fires still raging. Everyone was dead. 

Tom, distraught about Florin’s death, stole his shoes.

They noticed a huge trail leading out of the mines, as though something big had been dragged out of the mines. They followed to find the cave stripped of all the crystals and the silvery liquid gone. Leaving only a big well like hole.

From behind them approached a high elf called Azreal. He claimed to be the guardian of he cave. He’d been there for 200 years protecting it from discovery; however roughly a week ago he’d had to leave for supplies only to come back to a defiled cave.

He warned that great evil had been unleashed and wasn’t convinced when the team demanded he help them as he ‘failed in his job’. He disappeared into the shadows.

The guys followed the trail from the cave back out. Tom then decided to break into the remnants of the keep (which was still burning). He ran in looking for stuff to loot and fell through the weakened floor. He landed in a room where some money was stored a bit injured. He grabbed 33 gold pieces and a ruby before he place started to collapse around him. He took more damage.

They left the town to follow the trail that was leading to Arnoch (the main citadel). They didn’t get far before a group of 10 knights from the citadel rode up to investigate the distraction.

Initially they thought the team were the cause until they were shown the drow head and told about Hayder’s mission for them.

The knights agreed to escort them back to Arnoch, but first they needed to rest. Everyone started a long rest when they were interrupted by a roaming band of 10 orc worg riders and a chieftain. Combat ensued. One knight was killed by a surprise arrow to the neck. The guys put up a good fight, with support from the knights killing all the orcs. Another Knight fell in combat and the pitiful orc chieftain, barely put up a fight being killed pretty quickly.

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