D&D – Divine Contention Ends

I have some catching up to do.

This is finished. The last battle with the cultists was a bit of a fizzer. They made the dreadnaught quite easily and were well on the way to defeating the cultist when a pissed off God (The Storm Lord) arrived and did it for you.

Module over.

I think the highlight was the siege. The dragon might have been more fun had it been able to possess any of the party.

Level 12. Campaign complete. I had a few ideas.

First, I could reset them and start a new module. I could try modifying a module to run at their level (most modules run from level 1 to 8 to 12 or 15) which might be possible. Or I could develop something on my own?

I thought to mostly do the second option. Take an existing module and modify it. Probably need some heavier creatures but the story could hopefully happen. I was leaning towards the Out of the Abyss. I didn’t want to start Curse of Strahd as I was a player in the adventure and one of my players is the DM for that game. What to do…

Wild Beyond the Witchlight had been announced and it was due about 2 sessions after Divine finished. I told the group that I would run something short for a couple of sessions, then when Wild comes out, I’ll investigate that one for them. At that point I will decide what to do.

I decided to put them in the Tomb of Horrors (as written in Tales from the Yawning Portal).

Some challenging puzzles. I especially enjoyed the moment when the gnome wizard, seeing the hall start to slope away from where he was standing, towards a light at the end, well, he decided to slide down the slope and over the end.

Into the pit of lava. I let him cast fly to save his character.

Meanwhile Wild came out and I started looking at.

Dungeons & Dragons Catch up

I’ve gotten really far behind and I’m sorry about that. So here’s a catch up of both games I’m running.

Divine Contention – The Leilon gang

This game is still going strong. The party secured the Gnomegarden Grenade and support from Lord Neverember (they returned by teleport, so no naval episodes on the return) with little difficulty, and then I moved into the Siege stages. The party repulsed the first attackers, but of course the town was overwhelmed anyway. They fought a battle at the docks and turned to hunt the drummers. This went awry when the dragon appeared.

Once again, a dragon made little headway against this group and it was quickly pushed off. The party followed the dragon and fought it alongside the Swords of Leilon at the tower. Here again, the dragon was quickly in a critical way, the possessing Ebondeath fled empty handed and the dragon crashed into the town. (The mysterious shop that the village didn’t know what the players were on about was a cool touch).

Saviours of Leilon… rejoicing in the streets. But some loose ends. Ebondeath’s ghost was still there and it wasn’t long before the party headed off to resolve this issue.

The party found the entrance with help from their friendly Lizardfolk villagers (from an early foray into the Mere) and descended into the outhouse (the small building over the entrance really reminded us Australians of the old outhouse.

The moved through the crypt with little real difficulty. Even the ghost didn’t really faze them. Ebondeath was dropping quickly, with an AC of 15 he was reasonably able to hit – the ranger was doing 30-60 damage per round. Even his possession wasn’t working well, he tried it twice without success and even as I increased his hit points to push a couple more rounds it didn’t help. Ebondeath was down. And a pile of treasure secured.

They returned to town and have just set out to sink the Stormlord cultists galleon. Divine Contention is almost complete.

Saltmarsh crew.

Not so far behind on this game. The Mariners Guild has hired the party to clear cultists, pirates and undead from an island so they can safely build a lighthouse.

They managed to get onto the island with very little trouble, the random number generator got them almost all the way across the skeleton beach safely. Once on the island they quickly found, then descended into the undamaged basement.

Here they fought the surviving cultist in a large brawl across the main open room. This went on for several terms, but some crowd control by the party kept the enemy numbers manageable. And cleared the entire floor, except for a single prisoner, a mercenary who traded his way for a lift off the island.

He revealed the existence of a treasure hoard, though he wasn’t exactly sure what. He did know how to start looking.

The party headed off to find this treasure. At the same time it would satisfy the “clear the island” direction…. just doing their job.

Their first opponents included a Bodak, an undead that radiates necro damage. This had much of the party backing away for the fight. They hadn’t tried healing or resting since the first fight.

But they got through and began exploring the small passageways, uncovering trap after trap. A room with a Crystal Minotaur Statue had them in trouble. The backed the party down a passage, hoping to lure the Statue into one of the traps. It would have worked except they managed to kill it before it got to the trap. In other luck, a Turned undead ogre tripped a trap for them as well.

They uncovered the fake treasure and were quite disappointed by the note in the empty chest. The session ended with the party about to fight the guardians in the real treasure room………

D&D – The Sleeping Dragon wakes!

The party left Old Gnawbones lair on a mission. They would find the necromancer responsible for sending the waves of undead against the lair and stop them. In repayment the dragon would…

Um, I will have to go back and see what was offered (Although it’s not actually important…. you’ll see why).

Oh, that’s right. If this gets resolved she has said she has no reason to attack Leilon (to try to get information). The party, as protectors of Leilon, are happy enough with this.

The party set out and started their search. Using the process from the module, they rolled to search.

And rolled 26. So supposed to be an instant success.

I decided that this was a little too easy, so had them successfully determine the direction and that it was a couple of days away. The first day passed uneventfully, but a group of wraith came across them overnight. The wraith, originally headed for the lair, attacked.

The fight went reasonably well for the party. A few hits were suffered, including several hit point drains. However, the party fought them to nothing, then spent a long morning recovering.

The search roll the next day was almost as high, so I let them find the necromancer.

The party came across the enemy in a small clearing, standing and casting something in the air. The party managed to get within a few hundred feet without being spotted.

The mage called a fire elemental, right in the face of the necromancer. As they did, her spell finished and a half dozen spectres appeared. The enemy took one hit from the elemental and dimension doored away from the fight.

The party charged in, not realising that all of their fire spells were only causing half damage (the same thing had happened against the wraiths, without being noticed). The casters attacking the wraiths from afar.

At this point the mage dropped control of the fire elemental, but by this time it had a spectre in its face so it was occupied.

The ranger spotted the necromancer and proceeded to inflict massive amounts of damage. It had no resistance to magical piercing damage. In two hits, 100hp after rolling two natural 20s. The highest damage I think I’ve seen from a player. As the rounds continued, she cast invisibility and tried to make her escape.

Hunter’s Mark meant the ranger could follow, and at disadvantage managed to hit her enough to put her down. The corpse became visible as the rest of the party was just starting to wonder why the ranger was suddenly shooting in a random direction.

The spectres were defeated and the fire elemental dismissed. The necromancer’s body was picked up and the party set off back to the lair.

After their success they were greeted cordially and escorted to the dragon.

However, in a set piece, she convulsed and lost control as a dark shadow could be seen entering her body. The spirit of the evil black dragon, The Ebondeath, now possessed her. The dragon rose up and fled the lair.

And there ended the Sleeping Dragon Wakes Module. Next session we will see if the party decides to loot the lair, though the druids may not be impressed with that approach. If they don’t, the druids are likely to offer some reward to track down and free their mistress. Equally, the party will want to pursue this clearly evil foe to protect the region.

From here the party will head into Divine Contention – when the two factions threatening Leilon are faced and their true intentions revealed.

And it was a great place to stop the session, as I haven’t read any of the next module and had NO IDEA what to do next. So I have some homework…