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2d6emotionaldamage · 4 years
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Too Much?
I will admit that I am throwing a lot at my players - but I’m only rolling with they things they want to roll with. They really wanted to explore the map, so I made the Tempered Isles. I had a feeling they’d take to the Seas, so I created/developed Brevindon the Black.
If they never investigate the sabotaged fireworks then there’s a chance the Bard will never find his mother in Yartar.
They may remember (if I remind them) that they have a thing to do in Yartar - so they could head to Saltmarsh after their journey at sea. Then head across the Triboar trail (past Phandalin - I wonder what that place is like now) to Triboar then to Yartar.
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2d6emotionaldamage · 4 years
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Recap - Upcoming Session 9
ShadowLeilon went well, I guess.
They didn’t question the Nagpa. So they have no idea what may be going on. They trusted this evil looking vulture creature at its word. Go figure.
They got back to Waterdeep, with a few crew nabbed from Saltmarsh: Rogg the Earth Genasi Bouncer, and Jaldas the Triton Chef.
They saw Brevindon the Black’s fleet, avoided it after one of the crew said they should.
They took a quest from Vincent Trench to find the guy who was attempting to find him. They did, after a pub crawl (with multiple inprovised pub interiors), and he was an Incubus. They killed him (one of them pretended to be Trench to draw him out).
Reported back to Trench, who confided in them his true form as a Rakshasa.
They then headed out to sea with the map that Rishaal had deciphered for them.
They encountered a ghost ship, crewed by Sword Wraiths and - after some deft battle tactics - they managed to kill the Commander.
They reached the first island of The Tempered Isles, Fornblund.
On Yellow Musk Beach they encountered Yellow Musk Creepers, and the Druid Malaka who finished them off with some Blight spells.
He told them about the points of interest on the island: Bugril the goblin village, The Temple of the Eater, and the ruined village of Tomoachan.
They followed the river for a couple of hours to the Village - Malaka not with them, but he may turn up later.
They entered the village and the ground collapsed, plunging them into darkness...
DM Notes:
The Temple of the Eater is a former shrine to Dendar the Night Serpent. Now it has been “corrupted” by Kyuss (himself possibly attempting to reenter the Material Plane). They’ll encounter some Spawn of Kyuss if they go here.
The point of the shrine is to introduce the players (perhaps with the help of Rishaal, who didn’t come with them but did give a Sending Stone) to the former Scion of Orcus, Kyuss, the Worm that Walks. He may become my big bad...I need to do more research on him to see how I want to use them.
The goblin village of Bugril is full of non-hostile goblins, including one called Boblin, if they go there. I want Boblin the Goblin in my campaign.
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2d6emotionaldamage · 4 years
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Upcoming D&D
So we've got shadowLeilon next session, and introduce a new character for joining player.
Then they head back to Saltmarsh where they find that their mercenary crew have persuaded a few people to join, notably Jaldas the Triton Cook, and Rogg the Earth Genasi.
Then they set sail for Waterdeep.
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2d6emotionaldamage · 4 years
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Party infiltrated (for about a second) a ship then killed the crew.
Found captured sea-elf, who gave spell focus to Fighter (who has changed his multiclass from Fighter 3/Sorcerer 1 to Fighter 1/Sorcerer 3 after discussing with me).
Got back to Saltmarsh, wrapped things up. Then a messenger from Leilon arrived.
OH SHIT THE SHADOWFELL IS INVADING.
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2d6emotionaldamage · 4 years
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It's totally fine to bring in Acererak and play him to kill the characters since they'll have already destroyed the Soulmonger at that point and "won".
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2d6emotionaldamage · 5 years
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Tomb of Annihilation Session Something
Level 2 in the Tomb of the Nine Gods.
New character Warlock came in. Party fought spooky skeletons and invisible gray slaad.
Got two more Trickster God Spirits: Papazotl and Nangnang.
Ultimately not that much progress for the session. Gives me plenty lead time to draw more maps though.
Characters are now level 9, so won't hit 10 until they complete level 4 (unless level 3 of the Tomb takes a while).
Goal is to get them to level 12 before the final battle. I think 10 after 3rd level, then 11 after 5th. Then 12th level after they defeat the Hags.
But then I rethink that maybe they only reach 11 by the end, letting the levelling space out a bit.
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2d6emotionaldamage · 5 years
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Session 5
They met some people in Saltmarsh.
They went to the "haunted" mansion.
A party of 4 level 3 characters were in deep trouble against a bandit, a scout, a hobgoblin and a 3rd level spellcaster (and a spy who did two attacks and knocked the Celestial Warlock out before running away).
This encounter was designed to be the final one in The Sinister Secret of Saltmarsh... For level 1 characters (who would reach level 2 after this).
Nope. I imagine that would be a total party kill unless the party were ultra stealthy and didn't alert *anyone* on their way down into the cellar and smuggler caves.
I didn't even bring in the 2 hobgoblin backup who are meant to arrive.
Sanbalet charmed the Fighter, taking out a huge chunk of the party's damage output.
Pretty sure they used all of the 4 healing potions that they had (2 bought in town recently). This is good. They have a lot of money and, even with a Celestial Warlock, a Bard and a Trickery Cleric, they rarely heal with spells.
They got Trollskull Manor but took a loan to renovate it.
I need to make sure that they value the money they receive.
Eventually Sanbalet made a run for it, but his color spray only got the Cleric, not the Fighter he'd charmed (last chance effort to escape), or the Bard (who was just too far away).
But he played intelligently and overconfident until it all went wrong for him.
The spy escaped. I will probably have him turn up dead; murdered by the merchant who is making use of the smuggling.
Next session will be boarding the Sea Ghost, and possibly the Leilon/Shadowfell homebrew adventure. This is the quest that will hint at the main campaign I have planned.
If that doesn't all happen next session then I am still prepped in advance.
Going well. Though the smuggling thing wasn't picked up on right away. They seem to have trouble piecing together separate things: Bandits, casks of goods, note detailing specific method of communication with a sailing vessel - doesn't that scream SMUGGLERS to you?
They were desperately trying to link everything to the "haunting" and got kinda hung up on that.
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2d6emotionaldamage · 5 years
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Strahd, I can be your Tatyana ❤️
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Strahd von Zarovich for @esteroth
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2d6emotionaldamage · 5 years
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Strahd awaits in Castle Ravenloft (Clyde Caldwell, AD&D 2nd ed Monstrous Compendium Volume Two, 1989, originally from the first Ravenloft AD&D module by Tracy and Laura Hickman, 1983)
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2d6emotionaldamage · 5 years
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when D&D is cancelled
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2d6emotionaldamage · 5 years
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tfw
you flesh out a mini-adventure featuring a displaced portion of the Shadowfell appearing in the Material realm.
shadow mastiffs
the wretched
the lost
and a non-hostile nagpa at the top of an obsidian tower
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2d6emotionaldamage · 5 years
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2d6emotionaldamage · 5 years
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My Campaign
As I think and plan everything that sounds cool to me, the campaign itself is coming into focus.
So my BBEG are the 13 Nagpa who the Raven Queen cursed (5th edition origins).
They have many minor goals, but their primary objective is to bring Tharizdun from his Far Realm prison into the Shadowfell, to destroy the Raven Queen.
This will disrupt/destroy all 3 of the Prime planes (Material, Feywild, Shadowfell) so they must be stopped.
They will employ the use of elemental cults, Giants, and other things in their quest.
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I love the creatures of the Feywild and the Shadowfell, so getting to use them is exciting to think about.
There may even be some Far Realm stuff going on, with Star Spawn and other Eldritch monstrosities.
Not a clear idea of how long the campaign will last, but the big boss they fight will likely be a couple of Nagpa and a Primordial (Leviathan or similar), maybe even one of the Evil Elemental Princes.
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2d6emotionaldamage · 5 years
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Sometimes I think ahead, to the time where the party find out that Sexy Detective Vincent Trench is actually a Rakshasa.
I pray that time isn't because they think he's evil and are trying to kill a regular human.
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2d6emotionaldamage · 5 years
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Other DnD
I'm also running a Tomb of Annihilation campaign.
The Rogue died at Camp Righteous.
The Paladin died in the Fane of the Night Serpent.
They'll be entering the Tomb of the Nine Gods next session.
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2d6emotionaldamage · 5 years
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Saltmarsh Guards
The guards at the gate are Fred Colon and Nobby Nobbs. :)
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2d6emotionaldamage · 5 years
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D&D campaign
Currently running a game of D&D in which I am trying to merge my own homebrew as well as parts of the following official modules:
Waterdeep Dragon Heist
Ghosts of Saltmarsh
Princes of the Apocalypse
Storm King's Thunder
First session was the opening chapter of Dragon Heist, meaning they acquired Trollskull Manor at the end.
Session two, they checked out the Manor, met the WDH urchins, discovered a secret that will be fully revealed in two months (game time), had a party on Liira's Night and fought some Magmins from sabotaged fireworks and investigated that
Session three they headed to Nightstone Hunting Retreat outside of Waterdeep, fought Goblins, encountered a Zhentarim group, killed some Ogres (Cleric got a crit on Inflict Wounds and almost one-hit-killed a goddamn ogre at level 2.
Session four, they went back to Waterdeep and prepared for trip to Saltmarsh up the High Road.
Discovered Thornhold, and encounter many strange creatures travelling past the Mere of Dead Men. Also saw the Ancient Black Dragon Voaraghamanthar in the distance. Passed through Leilon (stuff will happen here when they're done in Saltmarsh) then arrived at their destination.
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