Jereed the Tortle Monk
This will be a short entry because I never got to play this character. I saw an online posting from a DM looking for players to join an Out of the Abyss campaign. That sounded like fun to me so I responded. As one of the first people to reply, I got a spot in the game. I then imagined that it would be the perfect opportunity for me to finally play a tortle monk like I have been wanting to do.
Unfortunately, when the day game for the game, I messaged the DM and he said I “didn’t make the cut” for the game. That didn’t make any sense. That phrase implied that there was some sort of competition or something to get a spot in the campaign, but that never happened. He had never messaged me back about anything other than answering my questions about the lengths of the sessions and such.
I messaged the DM back to try to figure out what happened, but I just got no response. Oh well. Eventually, I will play this character. I just need to find the right time to introduce him.
Monday, March 18, 2019
AL Season 8
The changes in the rules from AL Season 7 to Season 8, and events surrounding them, caused me to take five months off from playing in Adventurers League. By coincidence, that was also the beginning of the school year and thus I got busy again. But wow – I remember being angry and confused. At first, I was also in denial that the rules would stay the way they were; I, like many other people, believed the AL Admin Team would listen to the community feedback and make the changes less extreme. Thus, part of my wait was originally hoping that they would still change back at least some of the rules.
The funny thing was that I had already paid to go to a couple of conventions and play some D&D in person, but I ended up not playing in the sessions because I was afraid the rules were “in flux” and about to be amended. They weren’t. The AL Admin Team stuck to their guns and kept all of the changes, despite so many of us thinking them too extreme. Bottom line, I didn’t think it would feel like D&D without any treasure or loot from the adventures. But, looking back, I also hadn’t given it a chance yet. I didn’t fully understand the ACP/TCP system and the content catalog was full of strange-speak. I wish I would have just kept playing though. For my pre-season 8 characters the TCP system is working out fine (because they already have some magic items). It’s just my new characters that don’t have anything of value. The levels at Tier 1 are hard to get through, waiting to have enough treasure points to buy a magic item.
In the end, I missed the community and decided to go back to playing AL in February. Now that it’s been over a month back, I realized that even though it’s different – it’s still fun to play AL D&D. What does bother me are the players and DMs who call the treasure in the adventures “chocolate coins” and ruin my immersion (even more than it already has been). Technically the DMs are just supposed to not mention the treasure or explain away why we adventurers can’t keep it (such as it going back to our guilds or being donated or returned to whomever it was originally stolen from).
The main sadness for Season 8 is the less-incentivizing DM Rewards system. With DMs seeing less rewards for their time, less people are DMing. That means less sessions are available. To compensate for that, I have joined more online Discord communities to find more games. Unfortunately, most game postings fill up within ten minutes of the posting. That means, if I really want to play a lot of D&D, I have to watch all of the Discord groups like a shark. With a job during the day, that’s just not possible.
For now I am going to just remember the old saying “the more things change, the more they stay the same” and keep on rolling my dice. I also keep checking the official AL Facebook group, which was not something I really worried about in Season 7. But the Admins post official rulings there without updating the actual rules documents. In an age with such great technology, I don't understand that. A simple Google Drive shared file or something similar could have constantly updated documentation. But whatever. I'll do what I have to, to try to be in compliance with the needlessly complicated Season 8 rules system.
Friday, February 22, 2019
CoMT Update 16-30
The team: Seiken the elf kensei monk, Elyrin the
human necromancer, and Ovin Snakestaff the eldritch knight-tempest cleric.
CoMT 16: Bleaksin was left behind when the team ended up in the
Astral Plane, in a gith city, hiding in the shop of a gith tailor named Glacia;
she gave the team headbands that made them magically look like githyanki – with
Ovin’s making him look like a woman. She was actually a spy and recruited the
team to help slay an illithid. Days later, the team was meeting the lich queen
of the city and off on the adventure. The team killed a young red shadow
dragon, slime creatures, and 3 mindflayers. Then they went to fight an elder
brain…
17: The team fought the elder brain in the cave, but it
teleported out. They brought the monster heads back to the gith and the lich
queen at the cathedral. A week later, the team (still parading around as gith)
became members on a planar ship to “engage in a raid” on the prime material
plane – but really, they just wanted to escape and get back home. The raid took
them to a dwarf city in the Sword Mountains, near Waterdeep. Elyrin had an epic
airship battle while Seiken and Ovin took out the ground troops trying to kill
the dwarf king. The invading gith were defeated and the dwarf king declared the
team heroes.
18: The dwarves teleported the team back to the pillar city
for their mission. Bleaksin was gone, but the team took out 2 mindflayers. They
then used the rooftops to avoid the army of undead to get to the pyramid in the
center of the city. They locked themselves inside, where they found Netherese
murals.
19: Inside the magical ancient Netherese pyramid, the team
fought off devils and golems. A team of 4 succibi tried to trap them in rooms;
Ovin sacrificed himself to get Seiken out of a trap-room. Ovin ended up charmed
once he was alone with a succubus (and he impregnated her – but it was assumed
that she either killed him or left him to starve to death, where the team
couldn’t rescue him). Elyrin and Seiken continued in the pyramid…
Note: That means Ovin only survived 5 sessions, after Mory
who lasted 12 sessions, after Derv who lasted 2, after Fox who lasted 6
sessions. But don’t worry, my next character makes it to the end…
Backstory: Long ago the elf war cleric Keravel Ual (which
means “Holy Spellsword”), had visions about the Netherese wizards bringing
about an apocalyptic event that would destroy his home elf village. The people
there kicked him out. While on his own, he was captured by the Netherese and
put into a temporal stasis…
20: Seiken and Elyrin found Keravel and took him out of
stasis, explaining that a long time had passed and his visions had been true –
his elf village was destroyed along with most of the ancient Netherese. They
also updated him on the mission, but Keravel warned that they might need to
destroy the pillar when they found it (because it was evil ancient Netherese
magic). They battled and destroyed a bunch of devils and golems.
21: After resting, the team took out a bunch of slaads,
mummies, spectres, zombies, flame skulls, and a mummy lord. The team destroyed
the ancient Netherese mummy heart and blew up the base with all of its chaos
energy. The succubus that had taken Ovin taunted the team before they left.
22: With the ancient Netherese pyramid temple destroyed, the
undead army was no longer attracted to the area. The team destroyed the
straglers. Elyrin explained how the team was in the “reclamation business”
(with what Mory told Elyrin about being the “Criminals of Many Things”).
Keravel explained ancient history with the gem dragon that competed with Tiamat
and Bahamut for godhood amongst the dragons – since it connected to the team’s
story and the City of Many Things. Once they were back at the city, they were
treated as heroes. They found out Parker was dead and Oozy had fled. The City
Council that had formed had Bruth, Braylinn, and the leader of the Roaming Gold
Caravan (in charge of the Merchant’s Guild). The team also fought a team of
gnolls and fiends.
23: The team fought and killed more demons and gnolls.
Elyrin hired an apprentice to help with his wizard tower. Keravel recruited an
elf clerk of Corellon for his temple tower. Ten days were spent on town and
maintenance stuff. Then the team took out all of the enemies in the Marilith’s
district!
24: The team coordinated with two dragons to engage in a
huge assault and take over the central gnoll area with the central building in
the City of Many Things. The main team, along with Braylinn, took the Bell
Tower while the dragons led the others in taking over the area with the
churches. The team won the battle and the remaining gnolls retreated.
25: The city’s resources were depleted from the big fight
last time. The central tower has a lich in it. The gem dragon “demi-god” had an
underground tunnel that the team could use to get into the huge tower to try to
defeat the monsters on the inside. Seiken, Elyrin, Keravel, and Braylinn took
gifts to the gem dragon, who also gave them items to help in the coming
battles. Raylin Sunsoaker even made an appearance to get an update from Seiken
and encourage the team to finish the last push to clear out the city. The team
used the underground tunnel and infiltrated the central tower, where some
nymphs and fairies tried to seduce them (and failed).
26: Still in the tower, the team fought and destroyed a
bunch of demons. In a magical library in the tower, an aracanloth recruited the
team to deal with necromancers competing to be the main apprentice to the
master lich Wulgreth. The team had to fight brain dogs, spirits, grell, and a
lich. After the team won, they reported back to the arcanaloth, who
congratulated them.
27: Bleaksin arrived at the team’s dungeon rest spot, to
trade places on the team with Braylinn, who was needed back in the city. The
arcanaloth then took the team to Wulgreth the demi-lich and introduced them.
Wulgreth gave them the tour and explained his evil plan – he had captured
hundreds of souls in a giant phylactery and would use it to free himself from
this place; coincidentally, the gem dragon could replace Wulgreth and use it to
escape – along with the heart of the balor demon on the top level of the tower.
The team went up one level and killed some redcaps and yeth hounds, along with
a purple worm and some wood woads.
Then the team made a touch decision – they recruited two of
the necromancers and tried to use them against Wulgreth, but the plan went
sideways after Keravel killed the arcanaloth. Wulgreth killed Bleaskin and
Keravel. Elyrin used their Ring of Spell Storing revivify plan and brought
Keravel back, but Wulgreth captured the souls of Seiken and Keravel. One-on-one,
Elyrin finally destroyed Wulgreth and destroyed the gems – thus he released
Keravel and Seiken. They, in turn, freed the other trapped adventurers in
Wulgreth’s skull gems. Unforunately, there were still 5 angry necromancers
outside the room casting spells…
28: The team and the rescued adventurers defeated the 5
necromancers and then destroyed the phylactery, freeing all of the trapped
souls. The team went back to FOE Manor. Despite being brought back to life,
Bleaksin was done and left the party. The team took 2 weeks downtime. Keravel
paid the local bard to make contact with the local elves. Seiken, Elyrin, and
Keravel each donated 5,000 gp for the fort at the mines (in hopes of getting
15% of the mine’s profits). When they went back to the tower, they defeated a
bunch more demons and rescued a solar. They then spent a couple of days
re-consecrating the ground.
29: The leader of the Roaming Gold caravan asked the team to
help the people in Naeb, where he said there was unrest and people were in
danger. One of the rescued adventurers encouraged the team to go back and clear
out more of the tower demons since they couldn’t leave for Naeb until the next
day. They went in and defeated a bunch of quasits, 3 nebasu, a goristro, and a
marilith. A sibriex demon then feebleminded and transformed the NPC
adventurers. Seiken was feebleminded, Keravel and Elyrin got him to safety and
used greater restoration to save him.
30: Seiken, Elyrin, and Keravel defeated the sibriex with
the rest of his minions; Seiken was killed, but then revivified. The team
rested. The gem dragon offered rewards, to turn the team into half-dragons;
Seiken and Elyrin accepted, but Keravel negotiated to instead get the gem
dragon to help free the people of Naeb. The team made the final push up to the
king’s level of the tower and up to the roof, where the Orcus-empowered balor
demon waited with a bunch of cultists doing a ritual around a circle. The team
was able to delay the balor demon long enough for the gem dragon to gain power
and come join the fight – pushing the balor demon back to the realm of Orcus
and closing the portal.
It worked! The gem dragon also sent his chosen dragons to
Naeb and took out the evil leaders there, helping the people in their
rebellion. Seiken and Elyrin became half-dragons, but representatives from
Bahamut and Tiamat showed up saying they had made a mistake by bringing the gem
dragon to power. The team argued that they were simply on the side of
neutrality and balance, not trying to be enemies of Bahamut or Tiamat. The City
of Many Things mission had been accomplished, as the team had successfully
gained control of the city and driven out the monsters.
4U Update 17-27
Note: I suppose it’s time to reveal that the heart of this
campaign was an adaptation/reworking of the adventure The Emerald Spire (from
Paizo, made for Pathfinder), but disguised as “The Obsidian Fang” instead. The
green/emerald stuff became purple/obsidian. Also, the players didn’t want to do
a huge dungeon crawl, so parts of what would have been levels of the Emerald
Spire just got moved around to other locations.
The RPG SAGA continues in the 4th Universe
The team: Kori the aasimar arcane archer, Aegle the winged
elf monk, and Malath the half-elf rogue-bard
4U 17: After dealing with the Umberlee-worshipping sahuagins,
the group returned to Waterdeep. They recruited the NPC cleric Nesmira (a
half-orc from Nesme). They ventured back to the swamp, where Klauth had
destroyed the Bayou Brigade fortress. They fled and ended up getting a coin
from Koil.
18: Lady Faeyna’s agent brought the group through a portal
to her palace in the fairy plane. The group received info about the Floshin
family, who were guardians of an old elf temple with a portal that could go to
the plane of Shadow. They had a run in with the temple guardians and Koil. They
went to the plane of shadow, did the Shadar-Kai rituals – turning Malath and
some NPC hirelings into Shadar-Kai.
19: [This was a re-visiting of part of the module Scourge of
the Sword Coast] The team left their hirelings at Elvenport, with enough
training to continue advancing on their own. Nesmira and Doth accompanied Kori,
Aegle, and Malath to the Floshin family estate. The team fought the possessed
Shalindra and a green dragon; they saved Shalindra, who then romanced Malath
(which might result in a child). The team reported back to Lady Faeyna, who
told them about Ryali’s goal to vanquish Tharizdun; Malath left the Koil coin
with Faeyna.
20: The Green Wizard recruited the team to go fight some
devils in the 9 Hells, which resulted in a huge battle. An Erinyes surrended to
the group and romanced Aegle (which could result in some children in the
future). Malath communed with his shadow dragon patron (named S’dothian). The
next day the team killed the mummy lord druid dragon while the Erinyes made
plans to start an uprising and free her people from the ice devils.
21: Malath went off wit the Green Wizard, but Puff arrived
with a mission for Kori and Aegle on the fire elemental plane; there is an
artifact that they could get that can transfer energy and could help them in
their future battle against Klauth. In the City of Brass, they almost got
tricked in a tavern called The Blue Leprechaun, but they eventually made their
way to battle the palace forces of an evil prince and princess so they could
get the orb of transference. They took a portal to Kalibruhn, where they made a
resting silver dragon champion of Bahamut.
22: The team finished off the servants of the prince and
princess from the palace in the City of Brass. After looting the place, they
once again spoke with their new silver dragon friend. He took them to a secret
kobold temple in the sewers of Waterdeep; Puff trained to transform into a
bronze dragonborn of Bahamut. They spent a month of downtime.
23: Puff needed to go work for some nobles to pay off his
debts. Malath returned with news from the Green Wizard. A tiefling woman (who
seemed to be working for Kennara) came with a warning that a group of fiends
was about to try to assassinate the team, but offered that if they gave the orb
of transference to her mistress that she would stop the fiends for them. They
refused the offer and there was a huge battle in the Yawning Portal. Nesmira’s
soul was devoured, but the team defeated the assassins.
24: Durnan (of the Yawning Portal) suggested the team
recruit Wally Flake, the wizard – who needed the team to help him rescue his
cleric brother Cham. The team accepted, went through Undermountain, fought some
Shalathel worshippers, and went through a portal to fight the Erut (alien plant
people). Malath had to keep submitting himself to some bloodsucking vines to
get the team through secret passages, but they defeated their foes and overcame
the traps. After rescuing Cham, they took a bunch of dwarven artifacts they
collected back to a temple in Neverwinter.
25: The Green Wizard showed up in Neverwinter and took the
team to the planet Yarth, to trade magic gear with the wizard lord of Blueberry
Farms; unfortunately, he also brought news that Prince Marsellan (of Elvenport)
had been petrified and was in the Green Wizard’s portable hole. In fact,
Elvenport had been attacked by the Skull Lord and other servants of Orcus (who
went there in retaliation for Ryali trying to take over the part of the plane
of shadow that Orcus controls). The team went to Elvenport and fought the
forces of the Skull Lord, defeating all but the Skull Lord himself (who
teleported away).
26: Kori, Aegle, Malth, and the Flake Bros were at the ruins
of Elvenport when the ground exploded and the phoenix – along with several fire
and air elementals – were released; a rift to the steam elemental plane had
opened up along the edge of the river, going through the center of the village.
Wally and Kori were both killed. Malath managed to teleport himself and Cham
away with Kori’s body. Aegle saved Wally’s body, but had been split off from
the core team. In Waterdeep, Malath had Kori resurrected and then said he was
going to retire from adventuring. He offered to recruit a replacement for
himself.
27: Kori and Cham met Malath’s replacement, the tabaxi known
as “Page in a Book.” Durnan told the team there were “Barbarians at the gates
of Waterdeep” and the city leaders needed a team to go find out why there were
there. The group agreed to deal with the problem, but found out these
barbarians believed Ryali had sent them to take over the city and convert it to
Ravendeep, a city of Ryali followers. They also saw Puff, who claimed to have
infiltrated the Steam Lord and organized a parade before flying off in
airships. After coordinating with Lady Silverhand, the team convinced the
barbarian King Slayer and Shaman Supreme (who called Kori “The Conduit”) to
stand down and accept a temple and manor instead of trying to conquer the city.
King Slayer also agreed to go with the team when they try to defeat the forces
of Orcus on the plane of shadow.
Meanwhile, Aegle should be flying back to Waterdeep with
Wally’s dead body in his portable hole…
Tuesday, February 12, 2019
AL PC: Thoxina
Season 7 Play: Attained Level 4 (???)
The “Legacy Character” trend continues with Thoxina, the
daughter of Thokson, granddaughter of Thok. For this character, I am torn with
what to make of her leveling experience. In some ways the AL rule allowing
players to rebuild characters at levels 1-4 is bad because it makes me second
guess my characters. Thoxina started as a war cleric, then she was a wizard
multiclass, only to then convert to full out tempest cleric. And now I don’t
know what to do with her. I’m trying to balance out my characters (class-wise so that I am playing every class) and I already
have too many clerics. I was thinking maybe arcane trickster rogue. I don’t
know for sure, but I will need to decide before she levels to 5.
Appearance & Backstory
Thoxina is a fire genasi tempest cleric wearing splint armor
with a shield, a warhammer, and a longbow. She is the secret daughter of
Princess Amira Kessara (from the City of Brass) and the half-orc adventurer
Thokson. She was raised by Thokson's mother in the Feywild, in a "time
warp" patch where time went by much faster than outside in the rest of the
multiverse. Absurdly, that means she and her twin brother are now almost the
same age as their father. After spending time searching for spiritual
enlightenment, she went out into the world to adventure and try to find her
father.
Adventures
DDAL05-2 The Black Road
This session was deadly because only three players showed
up, but we managed to survive.
DDEP07-02 Drums of the Dead
The epics are always fun, but I had only played them at Tier
2. I was curious what the Tier 1 experience would be like and I was not let
down. It was a challenge, but we got a success in the end.
DDAL05-12 Bad Business in Parnast
Having DM’d this module over and over, and having played in
it as well, I decided I would just have Thoxina kind of stand back and respond
to things; I didn’t want to meta-game the mysteries and twists of the module.
It worked out well and was an easy success for the team.
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