Double feature: A dragon surprise…

So, being a dad and a DM, leaves less time for prep. And obviously, prep is more important than the recap and the blog. But I will keep at it, but the recaps of the latest two sessions will be short and to the point.

lazy_dm_cover_340wI’ve been looking into The Lazy DM (Lazy DM download), and there are some very good tips, but aren’t fully applicable to the kind of campaign I’m currently running. The kind of depth that I’m looking for in the history of the world they slowly uncover simply can’t be extrapolated from a few notes and improvisation (I can’t at least). It requires a bit more prep.

I did one thing in session 19 that I think warrants a pat on the DM-back, and that is letting go of prepared stuff, in favor of moving the plot forward.

When the PCs finished with the mine and returned to the settlement to rest, they discussed what to do next. I had already cut out the attack on the goblin tribe nearby by having the other adventuring party deal with that threat. That also reinforced the meta-theme of colonizing a new land and dealing with the natives. It is brutal, and interesting, how easy the dilemma of wanting to build something in a new land, but faced with enemies and diverging interest, leads to morally questionable choices. In any case, I had mapped the goblin lair and made a few rooms, but they were already too high level, and I would rather follow other, and more important, plot threads.

I also clearly said that the Kuo Toas could be dealt with by others as that adventure also wouldn’t push the plot(s) forward.

But back to the recaps.

Session 19:

The group explored the umber hulk lair and the tunnel from there that lead down to a natural cave, where the ancient miners had begun digging. From that cave they found the first shaft, which they entered the complex through.

The dragon simulacra had less dangerous breath weapons and only AC 17. 

Finally, they went down to the automaton storage via the unexplored elevator. The automatons didn’t attack, and the room led to the vault. The vault was protected by a security system, including an automatic portcullis, a very intelligent magic mouth that shot frost rays from its eyes and two dragon simulacra of metal that attacked when they tried to pick the lock to the vault.

They succeeded in dispelling the worst of the trap and rapidly killed the simulacra (the damage output, when the party is lucky, is insane). Inside the vault they found their first platemail, a few magic items, including an axe made by giants, and a lot of knowledge. This included letters between two elven sisters and a story about a curse put on an elven family by giants.

Having cleared the mine, they returned to the settlement and spent a month and a half of down time. In that time, they returned to the mine with a few dwarves from the settlement and made an anvil in the mine, so they could setup their own smithy and the druid awakened a couple of beasts to help protect the settlement.

Session 20:

Of the four most interesting options: going after the remaining hags through the portal, visiting the Colourless Bridge, exploring the ruined city and exploring Fort 25, they chose the first.

Before they left, someone scried on the party, and Welk, the wizard with a weird item, knew that to be the case (for some reason).

After the harvest, they returned to the lair of Kinsira, but went a different route, and found a devil trapped in an old building with magic. They decided it would keep until they returned.

When they approached the huge tree stump, they noticed webs in the area that would warn anyone inside of their approach.

Inside the tree, there were apparently giant spiders, and something spoke to them in draconic, demand that they leave. They tried to intimidate it into submitting, but they were unaware that the creature behind the voice had been paid by the two remaining hags for protecting the area.

I liked the idea of having a quite mercenary young dragon, who ran into more dangerous adversaries. 

The spiders eventually attacked together with some ettercaps. At the worst possible moment, for the group, the young green dragon attacked, and its breath weapon drained a lot of hit points from the team (42 to be exact). Unfortunately for them, I rolled a 6 on recharge next round, and gave them another breath, but couldn’t cover them all, and it could have ended in a TPK, but the characters still standing responded with a wall of thorns and a fireball, and when the dragon failed to fell the mighty half-orc fighter the following round, it submitted to the stronger adversary.

Back on their feet, they questioned the dragon and learned a couple of things, including the facts that the eldest of the hags lives in a swamp to the south and the middle sister lives in a crystal forest to the north, and that they are called the Sisters of Sorrow. The group argued about whether to make a deal with this evil dragon about staying there as their ally, but they ended up banishing it, and hoping it will stick to their deal.

Finally, they passed the portal into the Warrens. Inside they found a tortured elf and was almost immediately attacked by animal spirits of beast that Kinsira had conducted her experiments on.

Roll initiative! 

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