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Category: D&D (Page 15 of 16)

Redmark D&D Play Report (Nov. 24, 2014)

John does Trig to determine when enemy Apes in two groups will be in firing range!

John does Trig to determine when enemy Apes in two groups will be in firing range!

On Monday, Nov. 24th, we ran a game from 1pm to about 9:45pm. A great time was had by all! The mystery of the Wheel of Time was unraveled. Players survived a shipwreck, killed a bunch of intelligent apes (though a few juveniles escaped), evaded a gargantuan T-Rex, survived the mind games of siren-like lamprey men, puzzled through a few magic relics, and saved some castaways.

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Characters Present:

  • Martines (Halfling Rogue) — Emory
  • Radgar (High Elf Wizard) — Robert
  • Maedir (Half-Elf Ranger) — Kevin
  • Draco (Human Fighter) — John
  • Quintos (Human Fighter) — Mason

Experience: Each player present received 625 XP for defeating monsters, and another 100 XP for great roleplaying.

Treasure: Each received 500 gp reward for solving the mystery. Also, you have the gold and ivory Lyre and special Glove of Loring the Lost. Neither are magical but both are historical treasures.

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And, for no reason I can think of, I’m posting a great quote from the DMG (available Friday at Madness I think):

[su_quote cite=”Dungeon Master Guide” url=”http://www.enworld.org/forum/content.php?2087-The-DMG-Disclaimer-Contains-Some-Secret-Useful-Advice!#.VHYxPytdWCo#ixzz3KDAFY9CK”]Disclaimer: Wizards of the Coast does not officially endorse the following tactics, which are guaranteed to maximize your enjoyment as a Dungeon Master. First, always keep a straight face and say OK no matter how ludicrous or doomed the players’ plan of action is. Second, no matter what happens, pretend that you intended all along for everything to unfold the way it did. Third, if you’re not sure what to do next, feign illness, end the session early, and plot your next move. When all else fails, roll a bunch of dice behind your screen, study them for a moment with a look of deep concern mixed with regret, let loose a heavy sigh, and announce that Tiamat swoops from the sky and attacks.[/su_quote]

The Wheel of Time and the Island of Death

Deathmist Isle

Deathmist Isle (Hex 2637)

Two hundred years ago the people of the kingdom of Oskarria rose in revolt against the oppressive monarchy of King Alendus II. Mobs surged through the streets of the capital city of Ravnor, forced their way into the palace, and ransacked it. Everything of monetary value was carried away and all else burned.

The monarchy was replaced by a council, which is currently headed by the seneschal Gwydion. However, that the council is now floundering is no secret, and this has resulted in a groundswell of popular opinion for the return of the monarchy. A strong individual is needed now to pull things back together, but there is one big problem: who will be king? Certainly not Gwydion nor any of the council!

Perhaps the answer lies in a packet received from a religious sect known as the Brothers of Brie. Several old manuscripts were enclosed, the most important of which is the following prophecy:

WITH SIX HANDS OF LORING THE LOST UPON THE WHEEL OF TIME, AT THE MOMENT BAZEL MOUNTS HIS CHARIOT TO DO BATTLE WITH THE SEVEN DAUGHTERS, THE DEAD KING SHALL RISE TO SEIZE THE TRIAD WITH HANDS THAT CANNOT GRASP AND EYES THAT CANNOT SEE. ALL WARDS BROKEN AND THE MYSTIC BARRIERS PIERCED WITH MATING SWORDS, THREE SAINTS AND SINNERS WILL STRUGGLE IN THE DUST, BOTH AND NEITHER TO TRIUMPH, AND WHILE THE SUNDERED EARTH SPEWS FORTH THE DREGS OF CENTURIES, A NEW ORDER SHALL COME UPON THE LAND.

Only three elements of the prophecy are recognizable in this day and age. “Loring” was the twelfth king of Osskaria. “Bazel” and “The Seven Daughters” are heavenly constellations that appear to move toward one another as if going to battle.

Most intriguing to be sure, but which dead king? With the looting of the palace all those years ago, not even the proper lineage of the dynasties is remembered. But there is one king still held in reverence by one and all, Llywelyn the Just. Llywelyn! Of course! The Prophecy is ancient, probably written about the time of the founding of Osskaria. Its authenticity is unquestionable, but is this the time of its fulfillment?

You recently earned Gwydion’s trust by saving him from brigands en route to Ravnor. The Kingdom of Osskaria is beset by two factions: those who yearn for a returned monarchy and those who adamantly oppose such change. Since you are trusted, impartial outsiders, Gwydion has selected your group to investigate and to recover Llywelyn if possible. Working closely with scholars from the Brothers of Brie, you decide that the first leg of the quest should be to determine if indeed it is time for the return of Llywelyn. The exact nature of the “Wheel of Time” is not known, but it is felt to be a magical device used to determine the timing of astrological events. It is said that the Archmage Brandt and his brother the High Priest Hild together worked this and other arcane magic on a hidden island called Deathmist Isle, west of the Kashpar coast. Loring must refer to Loring’s Wood, a forest enclave said in legend to reside on Deathmist Isle.

You are to find the Wheel of Time as soon as possible and deduce, if you can, its operation, to prove that the time of which the Prophecy speaks is at hand. Thus begins our adventure, as our heroes travel by boat to find the island, using an ancient map supplied by the Brothers of Brie.

(See the campaign map for more details)

D&D 5e: Island of Death

It’s decided! For the Saturday Night Dice crew’s game-day on Nov. 24, we’ll run a game set in The World of Redmark — my own custom campaign setting. I’ll give you more background on the setting soon. In the meantime, here’s what you need to know for character creation:

Character Creation:

  • Create a new 1st level character (or reskin your old one). For the lazy, a long list of pregens are here: http://community.wizards.com/forum/player-help/threads/4109696
  • Use the point buy system in the PHB (same as the League rules).
  • Allowed races: The core four (Human, Elf, Dwarf, Halfling) plus half-elves.
  • Allowed alignments: Good alignments.
  • General Theme: You are heroic, noble characters. Model characters from The Fellowship of the Ring (but not Boromir!).
  • You all know each other; we can figure out how at the game table, but feel free to start the discussion via email if you want.

Schedule:

  • We start gaming 10am (Robert, John, Kevin, maybe Todd).
  • 12:30-ish — Mason joins. Jeff joins as well if his day goes well, but his attendance is iffy (Jeff, just IM me your status that day when you know it).
  • I’ll organize the plot so we have a mini-game in the morning, then we’ll do character connections and backgrounds and such at 1pm or so before easing into the afternoons gaming.
  • We game till 10pm-ish.

Rules:

I want to parcel out four rules, each for one person to own and be ready to adjudicate for the group if/when it comes up in play:

  • Fatigue (or whatever 5e calls it): Robert
  • Downtime (the PHB version, which is different from League play): Mason
  • Drowning: Jeff
  • Hex travel times / difficult terrain, etc.: John

Inspiration:

Below is the inspiration for the opening scene — bwahahaha!

No One At the Bridge

by Rush

“Crying back to consciousness
The coldness grips my skin
The sky is pitching violently
Drawn by shrieking winds
Seaspray blurs my vision
Waves roll by so fast
Save my ship of freedom
I’m lashed helpless to the mast

Remembering when first I held
The wheel in my own hands
I took the helm so eagerly
And sailed for distant lands
But now the sea’s too heavy
And I just…I just don’t understand
Why must my crew desert me?
When I need…I need a guiding hand…

Call out for direction
And there’s no one there to steer
Shout out for salvation
But there’s no one there to hear
Cry out supplication
For the maelstrom is near
Scream out desperation
But no one cares to hear”

The Lost Mine of Phandelver: Session 02

Someone really got into character!

Someone really got into character!

For our Oct. 11 game we had 6 players. Each player earned:

  • 76.48 gp (that’s 76 gp and 48 sp)
  • 291 XP
Treasure Details:
  • Each player earns 10 gp from Elmar Barthen of Barthen’s Supplies for delivering supplies.
  • 50 gp from Sildar Hallwinter for escorting him home (divided by 6).
    50 gp from Linene Graywind of the Lionshield Coster for returning stolen supplies (divided by 6).
XP Details (Divided by 6):
  • 300 xp for dealing with 3 ruffians in the tap house / barracks
  • 450 xp for defeating the nothic
  • 600 xp for defeating 3 bugbears and 1 goblin
  • 400 xp for defeating card-playing ruffians
    =(300+450+600+400)/6 = 291 XP per player

 

 

The Lost Mine of Phandelver: Session 01

mines-ep1

For our Sept. 13 D&D 5e game we had 6 players.

Each player earned 350 XP which puts all level 1 characters at 2nd level.

You earned a total of 61.50 gp (0.50 means 5 sp converted to 1/2 a gold piece; you convert all treasure to gp at the end of an adventure except for magic items or equipement). Split 6 ways that’s 10.25 gp apiece.

There were also 2 potions of healing which I presume you’ll keep for the next home game where I run Lost Mine of Phandelver.

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