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Redmark Session 45: We find El Aserradero

Third Age—April 21, 1331

Like you’ve never seen a floating stream before…

After making it to the other end of the slippery hallway of traps, the group enters a room with a fast-moving floating stream running through it and kayaks on the floor nearby.  Taking the obvious clue, one by one we climb into stream with our flesh golem servant holding a kayak in place for us.

It’s a trap!

Enjoying the wind in our face and the spray of water, the group enjoys a short ride through a dark tunnel.  Quintos spends a short period upside down as his kayak gets flipped over but manages to right himself.

As we see light at the other end of the tunnel, we are caught in nets and pulled out of the stream by a group of human fighters waiting for us to arrive.  A battle ensues, Ghost Dancer & Quintos in the group fire off spell after spell, Lundie slams Whelm into the ground to send out a shockwave, Ivamel takes advantage of the stun from the shockwave to dispatch the leader of this group.  Lundie gets surrounded, Quintos stays inside his net, and Ghost Dancer gets surrounded as well. The battle has the group separated and this end having a devastating effect. Ghost Dancer makes a break for it past three of the fighters and each is successful in get a hit on him as he runs past.  This drops Ghost Dancer, he is down, and they are looking for blood. Lundie runs over and tries to intercept with his shield, but there are too many strikes for him to deflect. Three of the fighters kill Ghost Dancer. This rallies the group and they dispatch remaining fighters. Ivamel taking down three in one round.

Floating River Trap

Floating River Trap!

After the battle, Lundie is able to use one of Marcus’ diamonds he has, pray to Moradin for his grace on the life of Ghost Dancer, and Lundie uses Revivify on Ghost Dancer comes back to life and the group is relieved that their friend did not suffer the ultimate fate.

After the battle, Ivamel notices that the leader of the group is Sir Bluto from Stonehelm who had a price placed on his head by King Corwyn of Stonehelm.  Ivamel cuts off his head and places it in a sack to receive the reward for his capture/demise.

Quintos casts Speak with the Dead on the head of Sir Bluto and asks five questions:

  1. How did he get here?
    1. Was teleported here by a wizard
  2. Where does the key go?
    1. To the secret door at the south of the room
  3. What is at the end of the hallway to the south?
    1. A terraced aquarium
  4. What was the wizards name that teleported you here?
    1. He did not know
  5. Where is the urthjarl stone that is supposed to be in this dungeon?
    1. It is in the tomb of King Melsnase
      1. Group recalls that King Melanase is from the 2nd Age and fought alongside the gnolls

Is it an aquarium?  Is it a zoo? I think it’s both.

After a short rest…

Continuing down the hallway, we enter a room that is a terraced aquarium/zoo.  One level aquarium the next level a zoo. With the bottom floor holding two Manticores.   Ivamel & Quintos shoot at these two from the top which after a few rounds cause all the glass to break which was holding in the water.  This causes a giant pool and the monsters in each level to fight each other. After the water drains, the group find a secret door with the help of Whelm, behind this door is a “safe” we think from Earth.  Ghost Dancer uses the shatter spell on it to bust the lock on the “safe”. There is loot inside!

Loot Report

  • Boots of Striding & Springing from Sir Bluto – Lunde now wears these
  • Key – from Sir Bluto – opens secret door out of the room he was in
  • 6,000 SP from “safe”
  • One diamond worth 3,000 GP from “safe”

Redmark Session 44: The Heated Hallway

Date: Third Age – April 20, 1331 & April 21, 1331

After dispatching (temporarily) the vampire, the party head back the way that they came. With no further places to go, they have rested and feel restored, Lundie feeling more powerful, albeit with a sentient weapon speaking to him. They pass the room with swinging platforms with ease, now knowing how to do so. Upon arriving at the one-way gate (turnstile), the party find Ghost Dancer’s axe beak missing. Realizing the dangers that could still be lurking in the water, Marcus speaks a few magical words and the party is able to then walk upon the surface of the water. They use this strategy and meander all the way to the opposite side of the mountain’s interior. They pause upon arriving in a certain hallway. As they make their way down the hallway, they note large copper-like pieces covering the walls on both sides (and the ceiling too). Moving along the hallway all of their metal items begin to heat up rapidly to the point of causing severe damage. After experimenting for a while, Marcus places all of his metal items into his tent and drags it behind him until he exits the area with the metal plates. Following suit, soon the other members of the party were through the hallway.

In this new area, as they are waiting for their items to cool down, the party are attacked by several monsters. Thinking quickly and ignoring the damage he would take, Marcus picks up his red-hot weapon and presses a button, causing a force shield to surround the group. Quintos casts a spell, summoning darkness and otherworldly tentacles to attack some automata from a side room before they could attack. Before long, the same is done on the opposite side of the room. The vampire appears again but quicky leaves before being attacked, biding his time for revenge.

Heated Hallway

Heated Hallway!

The enemies now dispatched, the group takes a few moments to finish cooling off their items and re-equip themselves. There is a hallway with a small room beyond. Inside this room there are three pieces of floor, with empty spaces sandwiched between. Sending in the golem, he quickly slips on the ground and careens into one of the pits, his skin pierced and shredded in the process. After further experimentation, a rope connected to an arrow is anchored in a door across the two pits and the party slowly work their way across.

Redmark Session 43: Cuddle-Flying Through the No-Magic Zone

Redmark Date: Third Age—April 21, 1331

Say Bye-Bye to Magic

Our adventurers—and Quintos’s new flesh golem—go down a hallway and find a strange metal gate (out of game, a very big turnstile). The gate allows them to enter but not to exit. Ghost must leave his glorious Axe Beak at the gate. “Wait for me,” Ghost says to Axe Beak. The Axe Beak shrugs and eats a scuttling cockroach.

Around the corner, the party finds themselves in a giant cavern with pulsing green lights in the ceiling. Kind of like a rave.

A series of small platforms hang from the ceiling, forming a very dangerous way to cross the 50-foot pit filled with boiling mud.

No problem. We’ll cast spells and fly across.

Lundie snorts pixie dust from Fire Willow. The party ties a safety line around him, and he leaps. His magic fails and he plummets toward the boiling mud. (Mmmm. Roast Dwarf.) Fortunately, the safety line saves him.

This cave is a no-magic zone.

Though the party is unable to solve the riddle of the cave, they figure out that they can get a fly spell to sorta work when the 2 Urthjarl stones are together. The group has to huddle together to all fly across. Quintos calls it Cuddle-flying. He seems disturbingly happy about Cuddle-flying. The flesh golem can neither confirm nor deny that he was groped several times during the Cuddle-flight.

Vampire Lair

On the other side of the pit, another hallway that ends in a door. The door opens into a magically pitch-black room, home to a vampire and his bat swarm.

And epic battle of good versus evil erupts.

The highlight of the battle seems to be a moment when Ivamel shouts at Quintos: “Look, I can take two steps into the room and turn left and swing at the vampire even if I can’t seem him. It’s not like I’m retarded.”

The party dishes out punishment to the undead monster until, nearing death—permanent death if it loses all its life force in its lair—the vampire disappears in a puff of smoke and escapes.

He’s still out there, somewhere.

But, he left behind all his loot. The party finds a bunch of stuff in the room, headlined by a mythical weapon for Lundie: “Whelm” the sentient +3 warhammer from the 2nd Age.


  • “Whelm” the sentient +3 warhammer from the 2nd Age
  • 6 leather sacks filled with—
    • 18,000 sp
    • 9,000 gp
    • A potion as yet undetermined
    • 3 spell scrolls
      • Conjure minor elemental
      • Dispel magic
      • Magic mouth
The Floating Disks

 The Floating Disks

Walking Across the Floating Disks

 Walking Across the Floating Disks

The Vampire's Lair

The Vampire’s Lair

A Vampire Emerges

 A Vampire Emerges

The Fight with the Vampire

 The Fight with the Vampire

Cool Dice and Minis!

 Cool Dice and Minis!

Redmark Session 42: We Found Where the Janitor Kept His Keys

Redmark Date: Third Age – April 20, 1331

Marcus catches a Wave

As the loot from the crab filled room is passed around.  Marcus is handed the trident.  It is a sentient weapon that is called Wave.  Marcus ponders changing his religion.

Ghost Dancer casts Leomund’s Tiny Hut for the group to rest in.  Something must go wrong with the casting this time as inside the hut it is usually warm and humid.  Ivamel does not get a good nights rest.

Redmark Date: Third Age—April 21, 1331

A puzzle and golden orbs

The party heads back towards the entrance to the dungeon.  Marcus spends some time discussing various points of interest with the sphinx near the entrance.  Nothing much comes from this, other than time is wasted.  Marcus casts water walking on the group and they continue down the hallway to the east.  This time easily bypassing the acid on the floor that stopped them before.  Ivamel notices it appears to be some sort of slime.

Coming to a split in the hallway, the group finds a room filled with Flesh Golems.  The Flesh Golems are numbered 5, 7, 9, 11, & 13.  The Flesh Golem numbered 5 says, “The one not like the others will serve you.”  Quintos quickly blurts out “Nine, it’s not prime!”.  Number 5 looks downtrodden (or is it Stan) by the quick answer.  Now, #9 is a servant of Quintos.

Down another hallway, the group finds a room filled with 9 silvered glass globes.  One by one the group breaks each globe.  In an effort to determine what to do, Marcus prays to … well no one is quite sure at this point … but it was some god.  Finding several items inside the globes (see Loot Report). 

Loot Report

  • Nine keys – from inside the globes
  • First globe =  600 GP worth of gems
  • Second globe = Potion of Flying
  • Third globe = Empty (except the grey ooze and a key)
  • Fourth globe = scroll of hold person
  • Fifth globe =magical silver ring that Ivamel quickly placed on his finger
  • Sixth globe = 600 GP
  • Seventh globe = grey nuggets (any value) & 3 shadows
  • Eighth globe = scroll of fear
  • Ninth globe = 12,000 GP & and a Air Elemental

Redmark Session

Redmark Session


Redmark Campaign Midpoint Updates

Last week we finished session 42. At the beginning of session 45 you’ll be 10th Level! I’m committed to getting you to level 20, and we’re half way there. Since this is roughly the half-way mark of the campaign, I’d like to suggest the following changes in focus, some new add-on rules, and a new way of leveling. We will discuss this week and firm up how the second half of the campaign will work.

New Focus

Levels 1-10 had a big focus on ‘can I live through these adventures?’ and ‘can I acquire wealth, magic, and knowledge?’. At this point you’re all rich and hard to kill. Although there will be a continued chance of death, as we slide into the end game of levels 11-20, I think the focus will shift to ‘can I effect the people and places I want to impact?’ and ‘can I accomplish my goals to shape the world?’

Kingdom Building

Matt Colville’s ‘Strongholds & Streaming’ book won’t be out in hard copy till February of next year (possibly later if there are more delays). Only one player mentioned kingdom-building / stronghold rules as part of they want to do. I’m inclined to allow holdings to be a more narrative aspect of our game and not get into rules (although we could adapt the Adventures in Middle-earth rules for holdings in the Mirkwood Campaign if we did want formal rules). Next time we do a D&D campaign with a strongholds focus we can start with the strongholds rules at the beginning and then craft the campaign structures around those goals (which probably has you staying local with less globe-trotting and plane-hopping).

World of Redmark MapMass Battles

I do foresee mass battles with 1,000’s of combatants being part of the future in our story, so look for rules on this to come. I’m thinking it’s something similar to my Traveller ship combat rules where characters have an abstracted impact on a game run with miniatures (or tokens), with the option to ‘zoom in’ and do character combat for an additional effect on the overall battle. Stay tuned for rules on this front!

Legacy Leveling

Finally, with all the above in mind, I suggest that once we hit Level 10 we shift to what I’ll call ‘Legacy Leveling’. This is inspired by Adventures in Middle-earth and would work like this:

  • 3 sessions per level (but you advance during next Fellowship Phase): Starting at level 10, you earn the right to level up, but you don’t actually level up until you have your next Fellowship Phase (as declared by the GM). So if you started a dungeon the first session at Level 10 (session #45), and three games later (session #48) you’res still in the dungeon, you’d still be level 10, but with a pending advancement at the next Fellowship Phase. Then at session #50 you take a Fellowship Phase and finally level up. At session #51 you’d have earned another level, and if you took another Fellowship Phase after that session you’d level up again.
  • Narrative Fellowship Phase events: During each Fellowship Phase we’d narrative declare (after some discussion and GM consent) events that took place during the months of the Fellowship Phase. You’ll also hear about news of events in the world that the GM introduces.
  • Random events and loot in the Fellowship Phase: We wouldn’t use mechanics to govern the Fellowship Phase, with one exception. The GM will roll for some random events and magic items from some tables the GM will develop. You’ll get some magic items and have a brief story to tell of adventures that took place off-camera during the Fellowship Phase. If need be, we’ll roll play out a scene and adjudicate results (if for example, you get another ‘bag of holding’ that tries to devour its bearer!).

With this Legacy Leveling structure, at session 75 you’ll be at 20th Level. That puts our campaign coming to an end around the end of 2019, having run a total of about 3 calendar years of gaming.


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