D&D5e, player and new DM. I want to share the stories of my groups as they venture through my trainwrecks!
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Group 3: Bread, Potions and Centipedes
The gang starts touring towards the rumoured tower while doing some sightseeing on the way. Also bread. Thereâs bread and shitâs lit.
After retrieving Idronariael with swiftness after Peregrinâs .. potion stuff or something.. They venture out to the west to the fortification that may hold the seemingly important gem that Maaram is in need of, which is âbout two days of travel away. The first day goes quickly and is pretty uneventful, although as it gets dark they notice a very small village in the distance. They also notice a person being harassed by a couple of goblins! I canât quite remember who did stuff, but someone said âHey you! Stop thatâ, probably in goblin language. The victim is a woman holding a bunch of bread. Who holds bread in the middle of the night?! Crazy. Swish, swash, swosh and the goblins are pretty much knocked out by the gang as the woman, apparently the shopkeeper of the general goods and lots of bread store. She thanks them by offering them somewhere to stay for the night. The group takes a peek around the silent village and goes to bed at the shopkeeperâs house.
As they wake up they get breakfast from the thankful woman, of whom they had saved the life of the former night. They quickly pick themselves up and leave her house after getting a nice map of where she believes she heard once a long long time ago where there was a fort. Ingrid, the tiefling sorcerer with a⌠personality⌠quickly notices one of the village children. She says something along these lines; âChild, have you heard of a fort nearby?â. The child cries at the scary woman as it runs over and hides behind an old man.
Peregrin, the reasonable artificer, goes over to this old man and tries to pick it up where the tiefling had dropped it. âAre you terrorizing our children!?â, he queries, interrupting whatever it was that Peregrin wanted to say. âWhat? No, no no, that wasnât our intention, we just wanted to know if you knew of any forts nearby, possibly abandoned?â or something. A conversation gets going and the old man describes that he has heard from some travellers that there is, in fact, probably a tower at a location nearby, but that has been used as a hideout for bandits? This is just a rumour, though! âAnd stop bullying our children!â.
Doing a montage series with a passing deer, and that itâs getting more and more snowy and whatnot, they end up noticing an abandoned stone structure in the distance. They notice footsteps leading up to the fortification. Bandits?!?!?!?!!??!?
The gang is extra extra cautious from now on as they enter the fortification. They notice the main entrance is blocked by rubble as they see footsteps leading up some stone stairs to a tower on top of the main structure of the site. They cautiously explore as they enter the tower, which is empty, and explore the trapdoor leading to the inside of the fort, revealing some bedrolls. Oh, and also a huge collapse in the floor revealing an entirely different architecture resembling dwarven ruins. As they go down they see a long corridor with three doors, one on each side and one all the way in the back. Doing some thinking, the kenku characters, Coin Tosser and Gormslork position themselves in front of the two parallel doors and on three, try to open them. Only one door opens as the other one seems locked! The open door contains a dormitory containing three beds, and a chest at the end of each bed. Coin Tosser does the thing where he Detects Magic, revealing all magical items with a faint aura. Only one of the chests have a faint aura. Idronariael goes and opens the two chests that donât seem magical. One chest has 1 hand mirror and a book written in a foreign language, but seems to be a steamy romance novel. The second chest includes some golden coins, a dwarven love letter and a ruby in the shape of a heart.
Then comes the last chest⌠Everyone is anxious. âWhat if itâs a mimic?â some of them mention. âMimics are in 5e?â, âYeahâ, âOhâ. Anxious and ready to fight, the party opens up the chest. The aura comes off a potion of healing inside the chest. In the chest, thereâs also a small wooden bear figurine. Everyone feels at ease as they go back to the other door which seems to be locked. Ingrid coughs as to get attention of her fellowship as she mentions, OOC, âhey donât i have some magic stuff to create small trinkets or what not?â. Itâs reminded that Prestitidigididtiditdigiditation, the arcane cantrip, does in fact have the ability to create small trinkets. With extreme luck, Ingrid creates the best key that has ever keyed. She hands the key over to one of the kenku who proceed to open the door. Shocking everyone, a skeleton falls out as they open the door. While everyone sees that this is simply an inanimate skeleton, Gormslork freaks out and stabs the shit out of it. The skeleton is now double-dead.
Coin Tosser explores the room which held the now broken remnants. It seems like some sort of storage room in the same style of the dormitory, but more broken down. âThereâs a bag on hanging off one of the shelves and the shelves contain books.â, the omnipotent being (me) explains. The kenku paladin takes the bag as the tiefling, Ingrid, picks up the books and is dumbfounded when she notices she canât read this language. She reluctantly shows it to the gang, in hopes that they speak this language. One of them reads them as Dwarven. âHow to Build a Wooden Bed & Other Woodworksâ is the title and seems to be exactly that. A guide to build wooden furniture. There are other books explaining fauna and herbs. It all seems like encyclopaedia. Coin Tosser stores the books in the bag that he found. A bag that holds items.
Opening the last door they open up to a round room full of bookshelves. It seems obvious that our protagonists are in some sort of library. Lots of encyclopaedias. They see several doors and archways and proceed to walk through the archway parallel to the door they entered. They see a door further ahead and simply open it as a ghoul, two pretty big caterpillars and a swarm of rats show up. Highlights of this is when Coin Tosser almost dies and Ingrid almost insists on using an area of effect fire spell that, while effectively would kill the evil being, it would also possibly kill her kenku acquaintance. This fight gets rushed through and our good friend the potion dealer, Peregrin, gives Coin Tosser some stamina back as the group must decide how to venture forth through this Dwarven ruin.
What happens next time on âThe Gang Gets Bread, Talks To Some Children, Get Afraid Of A Potion Of Healing and Almost Kill A Friendâ? Find out next session!
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Group 3: Enter Kriegswald
This is a campaign Iâm holding with my online friends. In this story weâll meet five peculiar characters! We have Ingrid the Tiefling Sorcerer, whoâs kind of a bitch but she knows whatâs up. Thereâs the two kenku, a Paladin of Luck named Coin Tosser, a relatively sane member of the team, as well as an extravagant rogue named Gormslork. We have the alchemical artificer Peregrin Owlkeeper, sometimes found dealing in elixirs and last but not least, the easily impressed Idronariael Dornshade, a wood elf ranger currently working as a city guard in the regionâs capital, Kriegswald.
The story begins with the somewhat experienced party of four, Ingrid, Gormslork, Coin Tosser and Peregrin, heading into the town of Kriegswald to deliver an item to a court wizard named Maaram, which is an object from an acquaintance south in the country. Entering the settlement, a young wood elf gets eccentricly excited about adventurers, and presents themselves to the group of travelers. They end up going to a tavern, not far away from the main gates.
The tavern is crowded with dwarves who are gathering for the all-you-can-eat sausagefest! In the midst of the crowds, they conveniently find an empty table and quickly gets some ale going as Idronariael gets to meet the group. After some time, the group mentions they have to get going to deliver the McGuffin to Court Wizard Maaram. âI know just where to go!â, is something that Idronariael probably said. They all gather their stuff and head on, following the young city guard through the city. âI have to go grab some equipment, so we gotta sweep by my apartment!â, she says, now leading the party on a minor detour.
A moment after, they hear some commotion and noise coming from one of the market squares. Feeling a spark of interest, the party goes to check it out. It seems a kobold is riding a large snail with flails for eyes around the marketplace, causing destruction in itâs wake.
Doing their best to beat the flail snail menace, the group tries their best to impress Idronariael, and although they are all failing, she is still impressed and cheers them on as she tries to use a bear trap as a ranged weapon, not having her bow with her. I mean, during the combat, Ingrid fails all her magical abilities, Peregrin does a flask thingy, Coin Tosser grabs said flask thingy in his beak and Gormslork almost dies. They do end up beating this minor encounter, and conveniently meets their goal, Maaram, who retrieves the McGuffin and asks them to go on a new quest while Ingrid takes all the credit from the fight she knows she didnât affect the outcome on. Coin Tosser does some motions and sound effects to convey that âBut you didnât do anything and I was ultimately the one who ended up slaying the monster.â, making Ingrid do her best to.. To say⌠s.. SssâŚ. a reluctant thanks. Maaram needs some new items that are eerily descriptionless for his research, which he believes is stowed away in some abandoned fort.Â
 What happens next time on âThe Gang Basically Adopts A City Guardâ? Find out in the next session!
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Group 2: The Tournament of Morec
The grand city of Lionsroar is under their shoes, and theyâre ready to enter the tournament. They make a new friend and they also make another encounter with a nasty group. The Tournament of Morec is ahead, and so is the goblet!
The adventurers have arrived to the great city of Lionsroar, which is the very heart of the kingdom of Heavensgate. Maybe I should actually introduce the area briefly. The Kingdom of Heavensgate is a large nation, valorously standing at the top of the world with borders with a more temperate region in the south, touching the smaller nation Ravenâs Gaze. Thereâs also a vague border up north in the unhabitable wilderness. To the west, water, and to the east, some more minor nations and coastlines. Itâs primarly a human kingdom, which honours more traditional means of adventurers, such as holy warriors and fighters. Mages have little place in Heavensgate.
Alright, back to the adventurers. As I mentioned, the adventurers have just arrived in Lionsroar, the capital of Heavensgate. As they walk through a district with shops, they enter a store full of weapons. Queek, fixated as he is, instantly buys a hand crossbow with money he, if I forgot to mention, stole from Fats McGee. Fats McGee manages to sell his homemade morningstar, made from some skulls and bones he found on a coast somewhere by his homestead, which the merchant of course somehow got the interest of buying. He bought a replacement weapon, which ultimately was more powerful.
After having done some shopping, they promptly managed to find the housing of the noble house of Griselda, which they had gotten a grateful response of being able to use their estate as housing while they were going to the Tournament behind held in the coming days. They all got a cold stare from the estateâs housekeeper, but was promptly invited in when he understood they were actually invited guests. They comfortably made it to their respective rooms, and Griselda Griselda, the mother, and apparent boss of the house, told them they could sponsor the ragtag team in the arena, even making them custom cloaks with their emblems on them. âShouldnât you go sign up for the arena? They close at the end of today!â, Griselda Griselda said.
The gang, all four of them, waddled to the arena district and found the registration boots. After standing in line for a while they made it to the nasal desk worker, asking them questions such as team name, sponsors, and some other frivulous stuff. They were abruptly interrupted by a question of âHow many are you? You look like 4, you need to be 5 initial members to enter the tournament. If you donât got one, you can pick from the ⌠extras⌠over thereâŚâ. The gang decides, after some quick deductions that the half-orc was the best choice. The half-orc rogue awkwardly, but also confidencely introduces themselves as âDr. Vendrickâ, who has been serving as a makeshift medic in the current troubles in the underground thievesâ guild. All members gotten, they sign their team name as âQueek Queekâs Qlanâ, and kept on trucking for the next day.
Shown into the arenaâs underbelly, they were shown a small area dedicated to their lilâ team. Some scrawny guy comes along and explains to them the rules and the happenings going on today. They are set up to fight one versus one against scheduled by the roles they drotted down during registrations. All in all, this goes by fairly quickly and they all succeed, even though some were close to fainting, themselves. Even their newest recruit, Dr. Vendrick keeps up a good fight! They go out to celebrate, and then get ready for the next day where they are scheduled to fight against another team.
As they enter the arena they notice the enemy team wearing similar colours as the.. The cultists who imprisoned them. They are competing for the same prize, which is, of course as mentioned, the Goblet of Morec, one of the relics that the cult of Nahkra are out to get to summon great evils to this realm! They are lacking a member, which proves the cultists have already lost one member during the tournament. With an obvious advantage, the team quite swiftly beat the opponents, getting the crowd cheering as they are to fight the last fight in the coming days, which are rumoured to be a grand monstrosity!
Will the heroes win the grand prize? What could the horror that awaits in the last fight be? Are the cultists giving up on the Goblet of Morec? Find out in the thrilling ending of The Tournament of Morec!
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Group 1: The Incident..
This is the adventure of my first group. This should follow the Mines of Phandelver adventure from the starter set. This is from the second session, but a quick recap of the first session is: The party escorted a caravan to a small settlement, but on the way they noticed some crime has been afoot. Attacked by goblins, they seek out the missing people, and they find a goblin hideout! They climb on the cave walls to the boss-man himself, Klarg the Bugbear, whom they promptly beat. The adventurers are Selendri the elven sorcerer, Alllaena the elven druid, Hawaiian Coffee the human rogue and Groggnor-Dangus, the half-orc barbarian, and Balmyr the dwarven fighter.
In this session, the gang further explores the cave, looking for the missing people, as they get into quite some trouble! (Also, Balmyr is away this session, so thereâs no dwarves in this story)
The adventures taking a little breather after beating Klarg the Bugbear and his companions, then take to the rest of the cave. They notice three goblins with their backs to the adventurers, presumably guarding the hall that the adventurers come from, which was the hall where Klarg was residing. Two of the goblin-speaking characters, the human rogue and the half-orc barbarian, decide to try and chat up the goblins. The goblins are shocked! The players promptly fail their diplomacy checks and the party has to roll for initiative. They clear this fight rather easily. The half-orc barbarian decides he wants to take a rock from the waters that are next to the path in the cave. This breaks a dam that the goblins had made, letting the water flow down through the rest of the cave. They hear the tiniest goblin scream. They walk down the path where the water flowed until deciding to walk back again and go another path.
This path is darker, leaving the human rogue unable to see. The rest of the characters have darkvision and easily navigate the path. On a bridge that is up ahead, the partyâs elf druid notice a goblin hiding and keeping watch. It doesnât seem like the goblin has noticed them. The druid sneaks up and does a quick poison spray, which the goblin manages to save with their constitution saving throw. Roll for initiative. The druid almost dies, and the barbarian throws the rogue off the bridge, down into some water, due to stupid ideas. They kill the goblin and the rogue climbs back up.
Sneaking up ahead, they notice a bigger room, filled with goblins and they eventually notice a human warrior prisoner. The elves go âoh, this must be the guy we were sent here for, to rescue!â. The rogue says âwhat if we just kill him and tell him we found him dead.â. The barbarian agrees. They end up fudging up their stealth rolls, and are instantly noticed by the goblins on one side of the room, and combat initiates. It looks like a stable fight until the rogue ends up climbing up a small wall and kills the human warrior prisoner, alerting the rest of the goblins in the room. The goblins focus the barbarian, and he falls unconscious. The goblins focus the rogue, he falls unconscious. They switch their focus to the druid, also some distance into the room, but he manages to escape with the elf sorcerer, both flipping off the unconscious group members. The rogue and barbarians are promptly killed by the goblins, and the elves meet up with their dwarven friend who was unable to attend the session today, and made it off to the nearby village, where they ended up resting and feeling no remorse for their âfriendsââ deaths. They have a nice time in the inn where they rest off the damage they have lost.
What will happen next time on Group 1âs adventures? Will they meet new teammates to replace the two they lost? Will they find other reasons to venture on? Find out next time, on Dragon Ball Z.
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Group 2: On the Road Again!
The gang makes it to a nearby coast village! Ztixx gambles, Fats finds a shady man and they all meet some thankful nobles on their way to Lionroar City, to enter the Grand Tournament of Morec!
The party runs through the woods for at least one or two days. They kinda lost track of time. They find a nice quiet village by the coastline. A small settlement with a nice little harbour. They make it to the tavern to rest, with the party bard, Queek, to provide them with free housing for the night with their entertaining nature. While in the tavern they find out that the nice lil' village is called Seastar. The party warlock, Ztixx, decides to play some card games around the inn and listen for rumours. All she hear is rumours about missing people, stolen valuables, and one particular woman being mopey about her sister, a guard at a nearby hold, being dead.
The party barbarian decides to go out and check 1) if there are any horses for sale, of which he buys one. 2) if there are any shady types around town, in which he finds one which he instantly begins pestering about some cave, in reference to a circlet. The thief, Nashen, says he has never heard of this circlet, but there is a nearby cave where Nashen says he's annoyed with, as there are apparently wolves there stealing items from him that he wouldn't mind getting back. The barbarian, blinded in the hunt for the circlet, decides to bring the rogue character to the rest of the party. The rest of the party doesn't understand what the barbarian, Fats McGee, wants with this character. He promptly leaves as the party comes to no conclusion. They go to sleep for the night.
Morning comes, and Fats and the party monk, Squink (short for Squid Ink Pasta), decide to go out in the woods to try and find some nice pets to tame, looking for wolves. They find... in a clearing.. a cat.... a crab.... and a... centipede... Squink tried to tame the cat with failure, and Fats McGee tried to tame the centipede, ending up falling unconscious (and having to roll death saving throws) from the centipede's poisonous bite. As he falls unconscious, the crab, the cat and the centipede scurry off together into the forest. When they venture back to the tavern to rest again, Ztixx and Queek are both pretty annoyed they have to postpone their departure towards the capital another day.
Next day, they get on the public transport wagon going to the capital city of Lionroar. They are stopped by two bandits, who wear outfits similar to Nashen's. Both the bandits promptly die from the ruthlessness of Queek and Squink. The wagon keeps going.
They make it to a trading post where they stay for the night. They buy some new weapons and sell some of their goods. They get back on the road in the morning, making it to the next stop, Riverend, a larger town. They stay in the tavern overnight. Ztixx beating a little girl in noble clothing, and Queek mocking her afterwards. The girl goes crying off to her parents. The next morning they go on the wagons again, with the noble family in a carriage now riding in front of them. Queek continues mocking the family.. A couple of bandits make it to the noble's carriage, threatening them and their little girl. The travelers manage to beat the bandits, and the noble family is thankful. They introduce themselves as the Griseldas. Mom, dad and daughter are respectively named Griselda Griselda, Da Griselda and GrĂźber Griselda. They are a travelling noble family from the neighbouring region to witness the grand tournament in the capital. They have agreed that the adventurers can stay in their estate in this region's capital, as well as spectator passes to the tournament.
How will the adventurers become champions in the grand tournament? Will the nobles sponsor them? Who knows? Find out next time on DragonBall Z.
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Group 2: The Great Escape
This is the beginning of the campaign of my second group, where we meet characters such as Ztixx the Drow Half-Elven Warlock, Fats McGee the Kuo-toa Barbarian, Queek the Aaracocrkarkakrkc Bard and Squid Ink Pasta, the snirfneblin (deep gnome) monk. This session the party find themselves imprisoned in an abandoned fort by the evil cult of Nahkra. Can they escape with the assistance of their prison mate?
ok so the first session started out with them waking up in a prison cell, knowingly owned by Nahkra, a cultist who wanted to summon a great evil to this world using some relics in her rituals. They were stupidly imprisoned with all their equipment.. The adventurers had managed to steal one of these relics by accident, which Nahkra without hindering got back right away, but she decided to jail them out of bitterness, and use their blood as fuel for their ritual.
In the same cramped prison cell they meet a new friend (NPC), a kenku called Tektek, who used to be a cultist under the same cult, but decided that it was evil and started working against it. He did not accomplish much but there he goes, into the cell. Tektek knows at least two of the items that Nahkra needs to complete her ritual setup. An old goblet, foolishy being used as the grand prize in the big tournament in the capital, and an old circlet, rumoured to be dusting away deep in a cave system, or an old, dwarven capital, perhaps? He explains that the prison is an old hold and breaking out through the sewers is the safest and fastest option, with only having to break open the make-shift toilet grate in the back of the cell. They do this and the guards nearby somehow didn't hear this noise (I rolled for it, I promise!).
In the sewers they find out after a while that some goblins have taken this as their home, which didn't bother the cultists too much so they pretty much just let them stay. The travelers end up killing two goblins in one room, making it to the next room where they manage to slay a goblin, a boar and a so-called giant centipede (a small creature, still). Two characters of the party decide to mush up the centipede into a ball and bring it further, as well as the boar. The characters not busy with this hears two sets of armoured footsteps behind them and they all hide in a make-shift storage unit where they stunningly enough manage to hide. They assume these are guards that noticed the cell were empty, and the grate was (literally) punched open. They walk back the direction they came from.
The party ventures further out the sewer system and notices a goblin, a cultist and a cultist higher up in the ranks, Rieln, is discussing terms about the goblins and their living situation. The prisoners try to wait it out and discussing how they should do this at a great length. After a while the guards are on their way back, and they are mumbling about how embarrassing it is that they couldn't climb up the grate again, and now have to go the whole length around the hold to get back up. How tedious. The gang tries to ambush them, in which they manage to instantly knock out one of the guards, but the other one is a more feisty one, fighting back even though she has a great wound on her throat. They both end up dead and two of the taller characters of the group try disguising themselves as guards in hopes of fooling the goblin and the cultists that they're actually just relocating some prisoners. They walk down the stairway past the chatting group of bad guys, being interrupted by the main guy, Rieln, who inquires the reason for this route. The two characters disguised as guards try and bullshit some reason but ultimately it ends with one of them paralyzed by the fanatic's great magic. A long fight breaks out, with the barbarian party member paralyzed through most of it. It ends with the spellcaster shoving her dagger in the enemy cultist's eyes. After the fight they notice that Tektek is killed. They all say "oh that's kinda sad" and then brush it off, taking with his knowledge of the relics out of the sewers, running away from the hold and into the dark night.
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A story from todayâs session
âTell me where the prisoners are!â the thief exclaims to the cultist, tied to a chair with a dagger slowly making itâs way under his fingernails as well as an intimidating half-orc staring him down. The cultist loudly speaks, âIâll never tell you! Iâm bound to my god, and I shall remain that way, even in death!â. The towering elven sorcerer makes his way through the group of companions only to say with a light mood, to the tied-up cultist, âActually, I believe you are bound to that chair right now.â. The whole group chuckles before they continue their serious situation...
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