One of my players wasn't there, but a new players was. My players were:
- Bugbear Ranger (Hollow Warden)
- Dwarf Barbarian (Path of the Berserker)
- Lupin Druid (Circle of the Moon)
One of my players wasn't there, but a new players was. My players were:
Here's the next member of Dispatch's Z-Team I'm giving the DCC treatment, Punch Up.
Colm, otherwise known as Punch Up, was a circus strong man who madea deal with a sorceress. She gave him the strength of 10 men, but have the height of one. He knew he would be regulated to the freak show because of his stature so he became an alcoholic and and became a fighter. He eventually turned to crime. At some point he ticked off the wrong criminal, leading to the assassin Coupe' being sent to kill him. The two fought but their fighting soon turned to sex. They dated for a bit before joining SDN's Phoenix Program.
June 11th is International Day of Play. In honor of that D&D Beyond is offering another free Borderlands Quest for anyone to claim.
Dagger Danger is a short quest the player's find on the job board in the Keep. The characters are tasked with interring a kobold lair and retrieving a heirloom dagger. It's short, but includes a few kinds of encounters, a variety of foes, and some roleplay opportunities. I'll be adding this one to my Heroes of the Borderlands sessions.
If haven't already, you can still claim last year's adventure, Goblin Trouble, for free as well.
Shared this with a few of my regular readers already, but this idea is hilarious, brilliant, and I think I'll use it in my next game.
Going back to the goblin trap above. I think I will put a door at the end of the tunnel in D2. The three goblins will be in that room with the dwarf prisoner, Vinx (who will be gagged so she can't spoil the fun).
A majority of the three-hour session was used for character creation. Because of that we didn’t really get to play most of the adventure, Grave Awakenings. While most sessions this season are 90 minute one shots, Grave Awakenings is designed to be a three hour “Encounters Celebration” event. The event is designed for up to four tables playing the adventure simultaneously. It’s a cool idea, but we only had six players total so this couldn’t happen.
I won’t spoil the adventure, but the premise is cool. Multiple groups of heroes are drawn into the domain of Sithicus to cleanse a graveyard. There’s a ticking clock mechanic because townsfolk have been buried alive. There’s also the protentional for a character to become a wereraven.
My group got through one combat and then we had to call it a night. The other group aggroed the graveyard and got pretty far. I spoke with the other DM and decided that instead of continuing with this adventure we are just going to move on to the second adventure Terror in Tepest next week.
The adventure is broken down into three parts. The first takes place in the fishing village of Oshorio. In addition to the history of the region (which is tied to the adventure), we’re given a nice town map with 18 locations. Pretty much all locations have some lightly fleshed out npc’s attached to them (with a quote for good measure).
After investigating the town, the party will make their way to the second part of the adventure, Rotwood Bog. This appropriately named location is filled with all kind of nasty creepy crawlies. There are a few encounters (with maps) and encounter tables listed.
The final part of the adventure takes place in the lair of the hags. Like the lairs of certain legendary hags, it initially appears as an unassuming hut, but its much more than that. The lair is located on the remains of a huge tree with ties to the Shadowfell. There are a variety of encounters that can take place here, even including some puzzles.
The book ends with a lunch of crunch. There are many new monsters to torment your party with (mostly hags and corrupted fauna). Several new magic items are presented to help and hinder adventurers. Finally there is a really helpful glossary of important names and places for the adventure.
The Coven of the Nine is a great mix of action, exploration, and intrigue. It’s dripping with insidious folk horror. Plus, it’s just a gorgeous book. If you play 5e (specifically 5.5) and love folk horror, this one is worth your time and money.