Skip to main content

D&D 5e Drednaught Campaign: The Road So Far

I am a bit behind on game summaries, so I though I would just do a recap, increasing detail as we approach the latest session.

So the party met in a tomb outside of Grievance during a spring squall filled with lightning.  After clearing some obstacles and gathering some treasure, they headed back to Grievance.  Grievance was attacked by "cultists" and a blue dragon.  The party was able to save many people and take out quite a few bad guys before the intruders fled with Grievance's wealth.

The party tracked the "cultists" (they seemed to be disguised as cultists) and kobold army back to a forward camp, that they ambushed.  There they gained some more gold and more insight into the main camp.

The main camp lie in a canyon with various groups of tents scattered therein.  A single lone watchman's tent lay on the land overlooking the canyon.  The party took out the guards and searched the main tent (the largest), finding a hostage.  His name was Varn, and he claimed to be an elven investigator from Baldur's Gate trying to figure out the recent town raids in the area.  The tent also contained maps showing the various attacks on local villages and towns.

Varn left to man the signal lantern on top of the ridge, while the party went to investigate a nearby cavern that one of the guards claimed help treasures and leaders.  Two guards at the entrance were quickly dispatched.  Inside the guards found more cultists with large battle lizards, the leadership remaining, and a captured gold wyrm.  The party slayed the leadership and cultists, freed the dragon, and recruited some of the bandits.  Farther in the bowels of the tunnels, the party found a treasure hoard guarded by a rather hungry roper.  They fought it off and recovered the treasure.  After resting, the party prepared to leave only to be intercepted by a group of perhaps 15 kobolds and a couple of bandits blocking the path of the treasure laden wagons.

Upon interrogating an acolyte leader, the party also discovered that the treasure is being collected to retake the Skullport home of some of the "cultists".  The acolyte gave the name "Low Lantern", a dockside tavern in Baldur's Gate.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...