DM Story: The Day the Barbarian Lost His Head

This story takes place some 15ish years ago. It is also a collection of stories from the same campaign adventure. Enjoy!

I was running City of the Spider Queen for my game group, the one that I’d been running for since back in the 2nd Edition days.

Do you all know those games where everything is going well and people are taking the game seriously and everyone’s having a good time? You know those same times where somebody says something funny and it turns into a total comedy hour? Yeah, that’s what happened here.

Story 1:

So the party is lacking in the ability to get things appraised, and the Cleric decides to use an ability she has to cast a select arcane spell to cast find familiar.

She gets: a celestial hedgehog that happens to have a fairly high appraisal skill. The problem is, under rules for familiars and speaking with animals, animals tend to appraise things from their point of view. That means that human appraisal values don’t really mean much to them. When asked to appraise a valuable piece of artwork, I decided that the hedgehog would appraise things based on its value in barrels of nuts.

I thought it was clever. My player thought it was hilarious.

Story 2:

We had a new player join us, can’t remember who he was other than a mutual friend of some of the other players. He decides that he wants to play, but he wants to play a barbarian because he thought Conan was cool. Okay, fine. When asked to engage, he did what he thought a barbarian was supposed to do, which was run right out in front of everyone. In a normal combat situation, that wouldn’t be a terrible idea. The problem was, he played his character like he was an idiot. Although he was not an idiot. Therefore, his character died. A lot. His character died so often, and was brought back by the party so often, that I decided that his god, Tempus, the Lord of Battle, gave him a “Frequent Die-ers Card” which granted every 10th death a free resurrection spell. This got a good laugh from the party, for obvious reasons.

His 10th death? The party saw a balor guarding the entrance to a cave that they needed to go into. For those that are unaware, these particular demons carry a very large great sword that has the ability to cut the head off of anyone that it crits on. The party began formulating a plan to take on the creature when the barbarian’s player tells me he just charges the balor. I look at him. I look at the party. I look back at him.

“Okay. He gets an opportunity attack against you. Also, since you are charging, you get a +2 to attack and a -2 to AC.” (Remember: 3rd Edition)

“That’s fine. I can waste him.”

The party proceeds to groan. I tell them I am rolling in the open for this one. The balor threatens a crit on a 19-20. The barbarian’s AC? 18. The balor’s bonus to hit stuff? +19. Therefore, according to 3rd Edition rules, If my first roll to hit him is a 19 or 20, as long as I don’t roll a 1 on a subsequent roll to confirm the critical, I automatically lob off his head. This is why the party is groaning.

I roll onto the table. It comes up: a NATURAL 20. People, I can’t make this up. I roll the second roll. 19. I describe as the barbarian screams a death cry, charging up to the balor. I also then describe the Baylor casually turning and flicking his sword at the barbarian whose head lops off and rolls back towards the party. Combat ensues.

Story 3:

The party has just finished defeating Hydra. One of the players, a wizard I believe, knows that parts of a Hydra are good for certain spell components. Therefore, the wizard starts digging into the Hydra for parts. One of the player’s character is very engrossed in the new magic items they had found. He fails his spot check to see the wizard preparing to prank him.

The real world, the player who is getting pranked has his nose in a book trying to look up the properties of a new magic item he acquired and wasn’t really paying attention.

After the wizard makes a crack about swimming in the hydra’s innards being like “warm spaghetti” (becoming a long-time running gag), he pops up over the side of the Hydra wearing its dead head on his own, rolling high to make a convincing hydra roar.

I ask the player who’s nose had been in a book to make another spot check. He looks up at me and rolls.

“Uhhh…what am I rolling for? I’m by the Hydra body, right?”

“You’ll see. Just roll.”

Heroes and gets a rather low roll. I describe how he sees movement out of the corner of his eye. He turns and looks and sees a hydra head coming over the edge of the body. I asked him what he does. He launches a dagger. A magical dagger. The wizard gets hit. Hilarity ensues, with the new phrase “Hey look guys, I’m a hydra!” entering our vernacular for years to come.

This was a great campaign, as I remember it, and I’m sad to say that I haven’t spoken to those guys in over a decade. And so it goes, I guess.

Well, I hope you enjoyed these DM stories! Until next time, dear readers!

The Haunt 2 (Part 2)

DISCLAIMER: LIKE THE PREVIOUS INSTALLMENT WARNED, THIS ADVENTURE IS GRAPHIC AND CONTAINS POSSIBLE TRIGGERS.

YOU’VE BEEN WARNED!!

The party engaged the Oblex, for that is what it was that took the form of an Astral Deva, with it temporarily stealing the memories of the spicy cleric!

After a short battle, the Oblex lay defeated and the party stood, victorious. It was then they decided to take a short rest. That was, until…

The Evil Doll was heard running to and fro in the hallway, seen at the last minute by Iul, the party wizard, as it ran across the ceiling in the hall!

After a short fight, with the Doll escaping, the party rested. Seeing a double door exiting the room to the south, the party declined heading back into the hallway, and elected the south exit.

Opening the door, Iul was presented with an evil aura of negative energy and 6 human-sized maggots of a fiendish nature. The gnome mage quickly shut the door with an audible “Nope.”

Opening the door after a better attack plan, Iul cast a fire-based line spell, hitting three of the creatures, killing them instantly.

Quickly, the blood hunter and monk entered, attacking the last three and being affected by some sort of energy emanating from that section of the hall.

The battle won, the party entered the hall, finding yet another one of the infamous drawings. This one was of the mother being found dead in a tub of water, her wrists cut.

There remained one door. THE door. The one with one of the nurse-creatures, and 14 of the demonic aberrant creatures seen from above before.

The paladin/blackguard rushed in, using a frightening aura ability, causing the room (except for the nurse-like creature) to become frightened, preventing their advancement. The “nurse” attacked, putting up a decent fight, but falling under the onslaught of the paladin’s withering two-handed sword attacks.

After a fireball from Iul, the room was cleared. Inside, the party found the 5th of the drawings, with the accompanying vision.

This time, it was of little Carol Anne, hooked up to various tools and whose consciousness was being placed in, you guessed it, the Evil Doll, killing her in the process.

This would be the end, except the ground began shaking and the building and rooms seem to be reconstituting themselves! The party resolved to quickly exit the building.

Trying to head upstairs, the party reached the stairs only to have them turn into a slick ramp, slick with ectoplasm and blood. It was a hard climb, but with Loris the Artificer’s rope of climbing the physically frail party members were able to overcome the ramp.

Getting to the top, the party realized that the ground floor of the hospital had totally reconstituted to its original form. They attempted to leave, only to find the windows and doors unable to be opened. Then they heard a howl and a scream:

What should appear, but the bloody little brother of the Evil Doll/Carol Anne. The battle was coming to a head when the Evil Doll screeched and launched herself at the party, stabbing and dodging and shadow stepping all over the room.

The cleric/warlock, getting an idea, pulled out the drawings she’d been collecting, and fumbled, sending them all over the room. Between the magic missiles from Iul, and fire bolts from the artificer, the drawings were destroyed sending the Evil Doll into a rage and causing her to retreat.

Wasting no more time, the party beat feet out of the building only to watch it crumble.

Silence fell.

Until…

SHE RETURNED!!! Bursting from the rubble, the Evil Doll launched herself once again at the party!

She screamed at the party: “YOU RUINED EVERYTHING! YOU RUINED MY DRAWINGS! So… NOW YOU DIE!”

The fight was hard fought, but the party was victorious, the monk landing the final blow, and the Evil Doll falling, seemingly once and for all, unmoving.

The party was then greeted with the following ending:

As the dawn begins to lighten the early morning sky, the stormy rain squalls cease. The Evil Doll lays on the sodden ground, unmoving. As the first rays of sunlight hit the empty shell of a body, the porcelain skin, ragged hair, and blood stained dress begin to wither and blacken to flecks of charcoal. A moment passes and the Evil Doll quickly break into a small pile of ash that washes away
into the morning puddles. The day is new, and the goodness of light somehow returns to this once forsaken place. You know that this may not last long, however, but for now the world is a better
place.

Thanks for your reading and until next time, dear readers!

Miniature Painting Spotlight: Finally!

So, dear readers, I finally got some painting done. Of course, some of that painting was done today, thus my late post.

This isn’t going to be a long post, but it will have some cool things I’ve been working on.

First, another dear restoration project.

Finally done!

Next is a Wizard of Thay that I am working on for my Tuesday game (Shhhh… don’t tell them!)

Note that both of these miniatures are, in fact, metal and end up looking a tad different than the plastic or resin miniatures.

Speaking of, here’s the tiefling that I’ve been working on.

As you can see, I have the coat pretty much done. I wanted to the inside of his lapels a different color, gold or copper. Not sure yet.

Next week I will be featuring a couple of miniatures painted by a friend of mine. I don’t make any claims about being an expert painter, although I take pride in my work and think I do a fairly good job. After all, I have had a few people have me do commissions for them. But this guy? This guy makes my work look like garbage! Not going to lie, I’m kind of jealous and have asked him to teach me his ways. Once I have learned them, I will, in turn, teach you all that I have. Sharing is caring and all that.

Until next time, dear readers, keep painting and keep playing!

Feel free to link a picture of your miniature that you’ve been working on in the comments!

Sunday Highlights: Assault on Caer Dineval

It just came to my attention that I mis-scheduled this post today, so it’s late. That said, here it is:

We last left our intrepid band of heroes in Targos, having just disposed of Sephek and Torga, had headed off to Bryn Shander to sell loot and gear up for their next task: going to Caer Dineval to check up on Cora the innkeeper’s (The Buried Treasure in Bremen) son, on their way up to Kelvin’s Cairn to rescue the husband (Garret) of the scrimshander (Keegan) in Targos.

The party arrived in Caer Dineval, not sure where to begin. Deciding that, since the inn had been out of business for the better part of two years, that the Uphill Climb Tavern would be their best bet.

The innkeeper, named Roark, told them that he had no rooms to let, but that they may be able to get lodging up at the Caer (the keep) further up the road in town.

After a short discussion, the party headed up the road.

The uninviting and squat keep stood further up on the hill, overlooking the bay. Walking up to the portcullis, they heard a shout from above asking their business. When the party stated their wish to see the Speaker, they were turned away, saying that he was too ill to be seen. When they said that they had a healer with them, the inhabitants balked, yelling about “heathen remedies.”

Deciding that something was definitely amiss, the party pretended to leave and walked around the east side of the keep, and with the Monk’s shape water ability, they walked up a set of snowy stairs to the battlements above. Seeing nobody in the courtyard, and a tower to their immediate north and south, they decided to enter into the south tower, where they were attacked by barely-competent men and women wearing robes and wielding scimitars and wearing a strange crystal around their necks!

The battle raged, and were soon joined by similarly dressed people coming from the north tower, and then from the stairs in the south tower, as well as the south west tower, and an additional force of two spellcasters from the northwest towers (the party holding the line in and by the southeast tower), with the fallen turning to solid ice statues. After a relatively easy battle between the groups, the party stood, triumphant, with a captured prisoner: Huarwar, the wayward son of Cora the innkeeper. Binding and gagging him, the party knocked him unconscious and left him in a pile of boxes to be retrieved later on.

Entering into the courtyard, the party made a plan to enter the main keep, which they did in short order, meeting a young servant girl, who seemed reluctant to help for fear of someone by the name of Kadroth and Avarice, both tieflings, with Avarice being albino. They asked her to point the way to Kadroth, which she did, and point out where the speaker was being held.

The party went first to Kadroth’s office, running into another of the robed men, whom they dispatched with no difficulty (and who also turned into an ice statue), but not before he alerted Kadroth of their presence. Kadroth came out of his appropriated office, only to be seen wearing the infamous necklace, and was cut down. Kadroth, curiously, did not turn into a statue, although he wore the same crystal.

Kadroth

Heading up to the room where the Speaker was being held, they burst into the room to find the Speaker on the chamber pot, and his jailer standing watch over the room. The party eliminated the guard, and let the Speaker finish his…business…before asking him about his captors. Finding out that the cult members (for that was what they were) were of Levistus, one of the Dukes of the Nine Hells, and were holding several of his servants hostage down in the cistern. Additionally, they heard of a n old soothsayer inside that may also be part of the cult.

Finding out this, the party headed downstairs and into the trap door into the cistern. Not finding much, they found a small alcove where they found a shrine to Levistus. Heading to an adjacent room, the party found an albino tiefling studying over some books, who told them simply, without looking up “Get out. Now.”

The party ignored her and engaged her in conversation. Apparently glad to have Kadroth eliminated, she attempted to make a deal with the party to help her find the Lost Netherese City of Ythryn in exchange for a share of the treasure found there. The party declined, asking her what reason they shouldn’t kill her and just take everything they find, where she turned around holding a staff of frost aimed at them.

Both sides, deciding to cut their losses, the party made her give her word that she would not return to Caer Dineval, although she refused to agree to leaving Ten Towns. The party allowed her to leave, having no more use of Caer Dineval with her cult-members having been decimated.

After rescuing the cold and hungry servants, the party went off to find the soothsayer, who greeted them, knowing her own life was coming to an end, knowing her fate in the Nine Hells, and yet wanting another group to succeed. She spoke of one named Xardorok Sunblight, a duergar warlord, who was preparing some sort of terrible fate for the people of Ten Towns. After giving them the information, she died, and that of old age.

The Cult Soothsayer

Not knowing what she was talking about, the party informed the Speaker of the success of their winning his freedom, and prepared to leave.

Miniature Painting Spotlight: 10/25/2020

Hello, dear readers. Today’s miniature painting spotlight is brought to you by “Unfinished Works”. Unfinished works, were all I’ve done is prime some stuff and paint little else.

In all seriousness I started painting again, but realized a lot of what I needed to paint needed priming first. Remember when I told you that Dungeons & Dragons miniatures aren’t the only thing I paint? Well guess what, I’ve got some inclusions there.

First in our list is Xanathar. I’ve been trying to get this stupid miniature primed for some time now. Unfortunately, I keep finding places where I’ve missed priming. But on a larger mini, I’m not totally surprised about this. I’ll get him all primed before I truly start on him. The biggest problem, as I’ve told you before, is having to paint the inside of his mouth before I could glue on his lips and teeth. Well, I got that done and glued on his lips and teeth. Additionally, I have painted and assembled the base to his miniature.

I’m very satisfied with how it turned out.

Here he is, just sitting on top of his stand:

As you may be able to tell, and for those of you who are unfamiliar with the process, I used liquid green stuff to fill in the gaps around his lips. It’s a little messy, but I got the spots filled in.

Next on our list is one of my restoration projects. You may remember her.

Well, I had a harder time than I had previously thought I would in finding the specific type of green that matches her cloak. It took me two tries but I did get it and I’ve started to restore the back where it was particularly chipped. The staff is already looking very good.

Ashley of our D&D miniatures, is a tiefling warlock that I began. Mostly, I painted his chest hands and tail. He is, of course, largely unfinished, but that won’t last the week.

Lastly, is my attempt at painting my battle tech miniatures of course, they are all plastic and need primer. That’s perfectly fine, but there are a lot of nooks, crannies, and crevices. they send it up being a much more daunting task than I expected, and will likely be using spray primer next time. Priming these things by hand has become the bane of my existence. Thankfully, I’m doing my learning on the two miniatures that came with the starter set. They will likely just augment my normal neck forces so it’s not too big of a deal. That said, I sat next to it and unpainted/primed miniature so that you can see the difference between prime and unprimed in the greys.

If you can’t tell, The one on the left is the one that has been primed. You may be able to notice all the crevices that are still the same color as the one on the right. Part of the problem, was that I didn’t follow my own advice. I forgot to wash the mini before I painted. It’s an important step, but even people who have an idea of what they’re doing can screw up and skip a step once in awhile.

Well, that’s what I got this week. I know you may have wished for more, but so did I. Next week I should have the tiefling done, and my restoration projects completed.

Until next time, dear readers.

Tuesday Game: The Haunt 2 (part 1)

So today I am going over “The Haunt: 2.” It actually has a “Parental Discretion Advised” warning on the first page. As y’all know, I don’t do things too graphically, but, you know, trigger warning and all that. You’ve been warned.

Last time, on “The Haunt: the Series…”

“The hail’s too much! We have to find shelter!”

“Well, the manor is out, now that it’s crumbled to the ground…”

“Well, surviving the manor won’t matter if we’re crushed under hail stones!”

“Quick! Over there! A stairwell! Maybe we can actually get some shelter from this accursed storm!”

The tagline on this is just the best, right?

The party scrambled downstairs into a large room with a single double door, which appeared to be an old, abandoned, and dilapidated waiting room. After the ordeal in the mansion, the party decided to take a rest, taking them into what was presumably the morning, although one couldn’t tell by the dark and stormy skies above.

In the waiting room was a ruined desk of some sort, maybe a receptionist’s desk. Searching the strangely sturdy portion of the desk (having been broken into with a warhammer!), the spicy cleric found the oddest thing:

Upon picking it up, she was tossed into a vision of a young girl, a very familiar young girl, the one who was stabbed by the doll in the room prior to meeting Gertrude, holding hands and walking and talking with Gertrude! The cleric/warlock got a glimpse of Gertrude’s hag form for a moment, before the vision faded, gleaning some sort of information regarding the girl’s mother and some sort of “present.”

Concluding their rest, the party ventured through the double doors and further into this basement.

They came to a hallway with three possibilities: South, West, and East.

The party decided for the west door. Opening the door, the party was struck with a horrid stench, looking at four, seemingly fresh puddles of vomit. Upon closer inspection, the cleric was attacked by those puddles, as they were some strange form of ooze! The battle was short, but fierce, the party victorious. Finding nothing more, the party moved on to the east door.

There they found several tubs of rusty and algae-covered water as well as a curtain that separated them from another section of room. The spicy cleric tears down the curtain and dust billows around her as she coughs and chokes a little, but otherwise seems okay. What they found was a maternity birthing ward, with holes along the floor. There was a singular bed and bassinet at the end of the room that seemed to have fresh blood in them. Using his shadow step ability, the monk teleported over to see what was going on.

No sooner did he look in then a demonic, bloody, needle-toothed infant jumped from the crib, launching itself with a deadly wail, at the monk. The monk dodged this way and that, and when able to, struck with deadly precision the demonic creature, destroying it utterly.

The party, having checking around the corner, or looking that direction, saw the cleric/warlock wanting to look below. Having someone hold her legs, she was dipped in the hole in the floor only to see some 15 creatures, one seemingly dressed in a nurse’s uniform. The cleric was pulled back up, deciding to skip that room once they come to it, and realizing that there is a floor below theirs.

Understanding that there was only one room remaining, the party headed south.  Opening the door, they were at least six beds, three on either side, with a moaning figure into far back right.  Additionally, being noticed that, besides the double tour the ritual you came into this room, there was another room exiting off this area separated by a door.  Upon closer examination, the figure was an armless and legless ghoul.  The monk, being the morbid sort, flipped it onto its face and tied it onto his back.  They decided to call him Nugget.  The party decided to take a short rest when they heard a familiar girlish giggle…

It leapt from the ceiling, knife and it claws extended, standing the gnome wizard.  It stabbed and slashed at her, and disappeared without a trace after attacking once more, this time at cleric, as it had surprise round and first in initiative.  The party tentatively finished their short rest before heading to the door, and down the stairs they found.

The party came to yet another long hallway, bending to the right. At the bottom of the stairs, though, they found what looked like a large brown carpet. The air felt chilly. Feeling the cold, the dragonborn sorcerer cast fire bolt at the patch, causing it to grow! The whole party began freezing, their skin cracking and damaged from what they realized was brown mold. Seeing the need, the dragonborn used her breath weapon of fire on the whole lot, killing the brown mold and damaging the party in the process.

Seeing the double doors on the left and right, as well as the left, but further along the hall, the party opened the left door, heading east. They saw a horrid sight: four of the creatures dressed as nurses. They didn’t seem to be reacting to the party, and so the party realized that it must not react to any sort of sound. Deciding to see what happened, the monk tossed “Nugget” into the room, at which point it was cut, bitten, and slashed apart by the creatures! A rat ran across the room and the same effect happened. Realizing that the creatures reacted to movement, the party used mage hand to retrieve what appeared to be another child’s drawing. The “nurses” ran after the paper, but the party closed the doors before anything else could come through.

The cleric took the paper, and was subjected to yet another vision…

The young, blonde girl is seen again, and again with Gertrude. This time, they came across the scene of a woman, dead and covered in blood, giving birth to a hideously deformed and demonic-looking child, stillborn. A man, whom they know as General Montarthas, sit nearby, sobbing. Gertrude calls the girl to leave, calling her Carol Anne…

Again the cleric came back from the vision, shaken at what she had seen, telling the party the name of the little girl.

Crossing the hall, the party entered into the last room, seeing a ruined chapel with an angelic deva laying injured on the floor, calling for help. The cleric attempted to cast a ranged healing spell and the deva began dragging itself across the floor towards the cleric who came out towards the deva. Just as the cleric got close, the deva revealed itself to be a large red blob…

Will the party survive the encounter? Will they make it out of this hellish former hospital? Join us next week to find out!

Until next time, dear readers!

Not A Mini-Painting Spotlight: The Haunt (part 2)

As you can tell from the title, this is NOT the mini-painting spotlight that I normally do. This is for two reasons: 1) I have had ZERO time to paint in recent days, and my ability to do so when I am symptomatic are hampered severely, and 2) I have a lot of catching up to do for my various game stories.

Therefore, today will be dedicated to finishing out The Haunt. Enjoy!

When last we left the party, they were preparing to enter into the room with the double doors. They carefully checked it for both traps and locks. Finding none, they entered into the room…

They entered into a large room that appeared to be a spellcasting chamber including three stone practice dummies. Seeing yet another set of double doors to the east, they continued onwards.

A fire had gutted this once beautiful library. Charred books and the remains of several skeletons lay around the ground. The only intact thing in the room seemed to be a leather cloak hanging on a melted metal coat rack on the far back of the room. Ignoring caution, the bloodhunter bounded across the room to examine the cloak. The cloak, not being a cloak but a cloaker, turned on him and attacked, fully enveloping him in its folds!

After a difficult fight, in which the tabaxi bloodhunter was injured as he was wrapped up by the cloaker, with the death of the cloaker and the bloodhunter surviving.

Deciding to go back and finish exploring the rest of the house, they continued to be harried by the evil doll, with the cackling gleeful laughter and horrid lullaby predicating its attack.

Along the way, the party noticed the portcullis covering the stairs was lifted, but the party decided to finish exploring the first level.

They made their way back to the tea room, where the party went to the dining room, seeing a ghostly visage of people eating around the table. The artificer decided to simultaneously and independently check out the fireplace, where the evil doll attacked yet again! Fending her off, who disappeared into the shadows yet again, the party continued onward.

This time, the ghostly visage began anew, and the party was accosted by the visage of, what they could only assume was the General himself. The visage and ghostly meal concluding, the party continued onward toward the double doors to the south.

As soon as they entered, they were witness to a ghostly scene from the past, in which Gertrude and the General made plans to run away together, despite the General’s marriage to his wife. As the scene dissipated, the party noticed that, within this grand ballroom, to the east was a set of mirrored doors. The party set themselves to open it.

They find themselves on the edge of an outdoor pool area, although the pool itself is a murky algae, with the occasional ripple disturbing its surface. On the far side of the pool, laying on the stonework, is a jewel-encrusted sword.

The monk, using his shadowstep ability, teleported to the far side and picked up the sword. What rose from the depths of the algae-covered pool will haunt the nightmares of the party for years to come: a beholder zombie.

Of course, a fight ensued, with one character nearly hit with the creature’s disintegration eye beam! All that, however, was for naught, for the beholder zombie, as the dragonborn sorceress cast a fireball at it, the zombie dodging right into the line of fire (beholder zombie rolled a Nat 1 on it’s Dex save and my table rules state this causes double damage; a way for non-crit type spells to be able to crit)! The beholder zombie was obliterated to ashes at the immense ball of flame that struck it.

Upon examination, the sword ended up being enchanted!

Going back to the stairs, the first level being explored, the party decided to forgo the basement and head upstairs. Seeing a hallway, they followed the hallways to the right, and ended up in a waiting room of sorts, with the killer evil doll smiling demonically at the end.

Initiative began and the doll carved its way into the party but the party was nearly too much for the evil toy, which disappeared at the last, into the shadows once more. Cursing their luck at being unable to defeat the doll for good, the party continued through the next door.

Here, they met a curious sight! A skeleton writing at a desk over a ghostly ledger. The skeleton bade them welcome, telling them that they were expected. Suddenly, the door flew open, sucking in all but two of the party!

There they were met with a ghastly sight: Gertrude, her masked beauty unveiled to show her wicked demeanor as a night hag! The poor general, plastered to the ceiling a green gem stuck in his chest, and some sort of tentacles throughout, seemingly sucking the life out of him.

The battle was quick and brutal, the party successful in defeating Gertrude. At the end, the general fell to the floor, whispering thanks as he disappeared into dust, the evil green gem left behind. It was then the house began to shake.

The party, deciding that discretion was the better part of valor, broke the large bay window and jumped or teleported out of the house to the ground below, watching as the large manor house collapsed upon itself, the party standing in awe.

This is the ending the party received:

You manage to escape the falling manor, which has been the epitome of true evil. The night hag, Gertrude, has been defeated and the undead have been laid to rest. You know not who the hag’s victim was, however, but they did leave you the emerald in their departure. Now, standing before you, are the piles of rubble and decayed remains of the manor; finally resting in peace. The night begins to grow old as the first hints of dawn start to creep over the horizon. It is then, among the woods that surround the manor; you all notice a pair of glowing crystal blue eyes.

A horrifying girlish giggle carries over the, now, still night air, and the eyes fade into blackness.”

Suddenly, the previous storm began to produce hail the size of one’s fist, and the party found the rubble of a building, with stairs going down as the only refuge from the storm…

Stay tuned for “The Haunt: 2” this coming Tuesday!

Sunday Game: Rime of the Frost Maiden; Finding Sephek

The ranger, realizing that the creature in the water was a plesiosaurus, quaffed one of his potions of animal friendship and began speaking with it. It responded with a polite “Hello!”

After a short discussion, the party found that this talking plesiosaur was ensorcelled to become sentient by a druid who’s instructions were to terrorize the people of Bremen or else become a dumb creature once again. After some cajoling and convincing, the party managed to convince him that the effect of the spell was permanent and that he did not have to prey on the people of Bremen.

Finding that he did not have a name, the party decided to name him Bob, which he decided was a great name, not having had one before.

Bob towed them back towards Bremen and was asked to wait so they could introduce him to a new friend. Getting Tali, the half-elf whom the journal was for, the party introduced them, much to Tali’s pleasure.

Heading back to the inn, the party found that Sephek asked about them and checked out with the rest of the merchants he travelled with. The ranger attempted to track him, but lost the tracks on the edge of town.

Deciding to rest, the party stayed overnight, and left the next day, heading to Targos and hoping to find evidence of Sephek’s whereabouts.

Arriving in Targos, the party quickly located Torga and her retinue. They found that she and her crew were leaving in the morning.

To kill time, the party decided to partake in a local festival called Liar’s Night. The contest was one of a pumpkin carving contest, of which the monk won with a traditional jack-o’-lantern design. The ensuing chaos over the loss of a ring garnered everyone with a ring that, when worn, imbues the weather with a translucent mask in the design of their pumpkins.

The festivities concluded, the party decided to check out Torga and found that she was a most unsavory character, who engaged in extortion, blackmail, protect rackets, and even murder for hire. The party decided that she, too, should meet her end, and therefore would eliminate all of her retinue.

Setting up an ambush at the fork in the road, a blizzard fell upon the area. The dogsled teams of Torga came into view, led by Sephek himself! The party let loose with a heavy barrage of attacks.

The battle was hard fought, with the balance of advantage teetering one way then the next. After the fall of Torga, Sephek too was soon killed. The remaining four guards followed soon after.

After looting the bodies and disposing of the same, the party took the sleds and dogs, and headed towards Brynn Shander, selling them and splitting the loot.

Deciding not to stay long, the party set their sights onto Caer Dineval, the town on the way to Caer Konig, where they had a search for a missing husband.

Will they find him? What will happen along the way?

Join us next Monday, dear readers, to find out!

Tuesday Game: The Haunt (Part 1)

So, this week, to celebrate “Spooktober,” I decided to run one of my favorite horror-themed adventures, and set this adventure on their path back to Waterdeep.

October is a spook-tacular month in which to run spooky adventures. The brave and dedicated adventurers that investigate the strange and messed up stories are members of a rag-tag group of a B-List group known as “Those Guys.” This is their story.

DUHN DUHN!!!

The heroes began by approaching the house, seeing through the darkened windows a pair of crystal blue eyes. No matter what they tried, the doors to the house would not so much as budge. Deciding to go around back, the door opened, seemingly of its own accord.

Entering the large mansion, party found in the entryway two statues, like that of grotesque demons. Looking around and seeing no sign of what would cause those blue eyes, the party artificer advanced further into the mansion. Once he passed the two statues, they animated and attacked!

The battle did not last long, and the party triumphed easily over the two gargoyles.

Advancing upwards to a landing, the party managed to find a stairwell going up and down, but contained a portcullis blocking the stairs. Tries they might, the parties unable to open it. The party did, however, find a couch with a strange doll laying on it. The party warlock / cleric picked up the doll and tied it to her sentient glass jar of flying mothballs. The artificer found a small statuette with a raised arm of a Griffin.

Pulling down the arm, the party heard a sound as if two doors were opening or shutting. Hearing that it came from the large tea room off of the entryway where they were, the party went down the short stairs onward, seeing an open part of the wall to their right, and another room up a short set of steps to their left.

Deciding to go into the room to the door that was opening and shutting, the party decided to go left towards the door, leaving the bloodhunter by the statue. The artificer crossed to the door when…

CRASH!!!!

…the chandellier above crashed into the middle of the room!

The party waited only a minute before heading onward, before the cleric/warlock realized that the doll was no longer tied to her jar.

That…was not good.

The party called for the bloodhunter to pull the lever, and they observed that the door ahead closed, but they heard two doors move. Deciding that the monk would go in, the monk went inwards, whereas the party stayed outside and had them observe the goings on in the short hall beyond what was likely a secret room. The monk entered and the door behind him was shut as a passage in front of him opened!

The monk stepped through and after doing so, the party, sans the bloodhunter, entered the hallway beyond the secret door, so the party could make their way through. After trying ways to wedge the door and finding none, the party prepared to have the bloodhunter pull the lever, cutting him off from the party and joining them with the monk, who found himself in a large room with a set of double doors to the southeast, and a single door to the south.

The bloodhunter, alone with his thoughts, was attacked, the sound of small footsteps and a girlish giggle predicating it!

The doll, with a knife in hand and claws extended in the other, flew from the ceiling and stabbed and clawed at the bloodhunter, who reeled in pain. The battle lasted only a moment, before the evil doll had disappeared without a trace into the shadows, the sound of giggles and footsteps fading away, as he yelled for the party to come to his aid.

Leaving the cleric/warlock as a companion, the remaining party entered into the room with the monk, who led them to the single door, finding a small wizard’s study. The brittle and ancient remains left only a single scroll tube (containing a spell scroll of invisibility), and a page out of a journal, detailing the descent into madness of the General after a new advisor, Gertrude, had come into the picture.

After seeing that there was nothing left to find, the party decided on heading into the double doors…

What happens next? Join us later for part 2!

Short Announcement

So here’s the deal: I have Multiple Sclerosis. Today has been…challenging and I haven’t been able to finish my posts. Yeah, I know, but I’m symptomatic as all can be, and my pain levels are through the roof.

I am sorry that I couldn’t get content out. I should be good by Monday.

I appreciate your understanding in this time.

Until tomorrow dear readers.