Readers! After some months of Dragonbaning, now it's a return to Dungeon and Dragoning. If you don't remember the happenings from before, you can find links here: Girlfriend Claire's Linking Page of Kindness!
Dungeon Master: A new challenge for your Dungeon Master! Hopefully with Dungeon Mastering experience points gained from earlier gamings, I can succeed.
Plummet: I have confidence in this success!
Rouge: The same. But what challenge is our Dungeon Master concerning about?
Dungeon Master: Never before have I returned to Dungeon Mastering a campaign after a break. Will I remember how? Will I remember where characters were?
Pilchard: There are notes.
Grolka: Also players to help you.
Rouge: It's especially easy to help if there are experience bonuses for such activities ...
Dungeon Master: Only for necessary and appropriate help! But it's probable if a Dungeon Master asks.
Luce: I re-read some of the notes. Many villagers and adventurers have exited a pit that is basemented in the creepy black tower.
Dungeon Master: Yes! Players helped name some of them. This part I perused again also. Let's remember them together: Matavor!
Pilchard: Sister of the plesiosaured adventurer that Rouge grave-robbed.
Dungeon Master: Correct! 10 experience points. Manglor of Mage-Mashing!
Rouge: I think I named that one, but additional memories have escaped.
Dungeon Master: Failure! No experience. He is a powerful adventurer unhappy with mages. Very troublesome for them, it was said.
Pilchard: I'm remembering this now.
Dungeon Master: Matavor and Manglor are first at climbing out of a pit. "Thank you for the help of your rope!" says Matavor. "Have you seen a brother of mine, Rovatam?
Rouge: No, definitely not.
Bingly: We read he was plesiosaured.
Dungeon Master: "Oh no! Poor Rovatam! Also, he owed me some money. What disappointments of brotherly death and never paid debtings! Are you sure?"
Plummet: A sad skeleton wrote it.
Dungeon Master: "Was this skeleton named Glomulus?" This is a newly climbed-up voice. It is Arngo, companion to Matavor.
Pilchard: He had provisions, right? I'm thinking this is a memory.
Dungeon Master: Yes, 10 more experience points.
Pilchard: I will increase in levels any moment.
Grolka: I say that we don't know a name for this sad starved skeleton. We never heard one, right?
Helsa: Contrary to usual journal-writing norms, for a journaller to write in third person. How often do any journallers in this house do by-name referencing of themselves?
Bingly: I did, only two or three days ago.
Plummet: I know I do it some.
Rouge: Pretty sure it's yes for me also.
Dungeon Master: Appropriate evidencing! 10 experience points each. Your Dungeon Master has also done this. So probably this sad starved skeleton wrote something like, "I'm so starvational and hungry. If I could just warn myself of a month ago, don't go ruin-visiting on that plateau, Glomulus!" So you do know the name of our skeleton.
Pilchard: I tell this to Arngo and Matavor, then.
Dungeon Master: This news dis-spirits them. Manglor says, "Was he mageful? If so, it's not such a big loss." Matavor indicates Glomulus had a monkish class. After some bowing of his head, Arngo asks, "Well, did you find his Ring of Jumping? I mean, my Ring of Jumping, that I loaned to him?"
Pilchard: No. He was a pauperish skeleton.
Rouge: Do I sense a sound of deceiving in Arngo's speech? Do I roll something?
Dungeon Master: No rolling required. Matavor gives a disapproving glance when Arngo says this. Unless you have a very poor number for Intelligence, it's easy to conclude the ring is not Arngo's.
Rouge: Then I say, "No, we did not find your ring. That's definite."
Dungeon Master: Climbing up soon after Manglor is Ardman Pardonbeggar, Manglor's companion. He looks around for any mangled mages and sighs. This is a sigh of relief. Then he notices some magely looking members in your party and moves toward you with subtle steps to whisper that if you are mages, don't tell Manglor.
Pilchard: I whisper back, "Who is Manglor?"
Plummet: Ooh, yes, there was no description of Manglor introducing himself! So we don't know.
Dungeon Master: Ardman makes a noise of shush, but Manglor does not hear your conversing, because he is near the rope into the pit. As more individuals climb up, he asks each, "Are you a mage?" After they say no, he helps them exit their imprisonment. With these increasing persons, the basement begins to crowd!
Grolka: I say, "Look, stairs! Discontinue crowding us."
Dungeon Master: Many obey, despite confusedness. Stairs out of a creepy tower basement appeal more than remaining in a creepy basement.
Rouge: Wait! Which is Mayor Moneybags? I wish to discuss the rewarding before she goes.
Dungeon Master: So unfortunate. Players named some NPCs, but only the first few have done introductions, so the others ... who are they? Mystery. Once pointed toward stairs, most go that direction instead of waiting around for name exchanging.
Pilchard: Yes, our characters don't even know there is such a mayor.
Plummet: This is why I named Mayor Moneybags to know about the town treasury and said it includes a purpose of rewarding heroic types for heroisms.
Helsa: Possibly there's trouble, though. Did we check the door of exiting this tower after our golem destruction? What if its lockage remains?
Luce: As long as creepy dark energies are gone, ropes can be used to climb down from the top of the tower.
Dungeon Master: Do you go with the exiters, or stay helping the out-from-pit climbers? Or, a better question: do players care about discovering the story of how to exit dozens and dozens of people from a creepy tower?
Pilchard: I am unexcited about this story.
Plummet: I am partly excited! I can Feather Fall many townpeople to the ground from the tower top!
Grolka: Seems like wasting spells when there is rope they can climb. And a front door, possibly unlocked.
Luce: Also, I read that spell because I have it. You can only cast when you observe people begin falling. So to Feather Fall townpeople to the ground, first you must convince them, "Townpeople! Jump off the tower! I will cast a spell and stop you from dying. It's a promise!" Probably not many takers.
Plummet: Oh. Then I am less excited.
Helsa: Seems less like Dungeons and Dragons, more like Logistics and Lethargies.
Rouge: Also, Rouge probably has more interest for dividing treasure than being a stair-guide.
Luce: Luce also.
Dungeon Master: Excellent. Did all players read about the available items?
Pilchard: Yes.
Plummet: The first couple. Then, kind of tiring.
Grolka: Most sounded boring to an orc of barbarism. I did read Rings of Jumping and of Swimming.
Helsa: Yes. I may have read about some additional items with alphabetical proximity also, just because reading is an enjoyment.
Rouge: I read the ones with names of enticing.
Bingly: Bingly is interested only in spellbooks. The other listings didn't sound cool.
Luce: I read about items over the shoulder of Helsa's player.
Dungeon Master: Good. Each player write down your character's top three choices in order. Spellbooks don't count, by the way. One is cursed and the other could be shared among mages.
Pilchard: Done.
Plummet: Me too!
Grolka: Here.
Helsa: Enumerated.
Rouge: This was pretty easy.
Bingly: I'm done.
Luce: Yes as well.
Dungeon Master: All right. First choices that only one individual picked: Grolka, Ring of Jumping, Rouge, Cloak of Elvenkind, Bingly, Robe of Useful Items ... here is the list of robe patches.
Bingly: Cool!
Dungeon Master: I randomly determine the winner of the item everyone else chose first: Pearl of Power goes to Luce.
Pilchard: Boo. She's not even really a mage.
Luce: Rude, but my Arcane Tricksterism needs extra spells more than your magedom.
Dungeon Master: Now second choices make it easy to award remaining items. Pilchard, Bag of Holding, Plummet, Ring of Swimming, Helsa, +1 Dagger.
Pilchard: I'm good with that.
Plummet: Now if I Feather Fall into water, I can swim there.
Grolka: Satisfied.
Helsa: "Is this a dagger I see before me?"
Rouge: The Dungeon Master said so, didn't she? Rouge is pleased with new Elvenly sneakiness.
Bingly: I won't let her read this list of patches, then. She might be less pleased.
Rouge: What? Why? Now I must read them!
Bingly: Should have picked it, then. It's even cooler than I expected!
Luce: I am happy with my Pearl.
Dungeon Master: Now it's back to tower exit results. The door -- unlocked! So all pit prisoners arrive outside before you. Matavor and Arngo have asked directions to the remains of their sad starved skeleton friend, Glomulus.
Pilchard: I think we can provide those.
Rouge: No directions to the plundered grave of Rovatam, though. I warn them to avoid heaps of rock and dirt and grass. "Dangerous poisonous snakes! They're trouble!"
Dungeon Master: Town citizens have attempted different actions: some, off to the ruins to explore for their homes. Others, following Mayor Moneybags to retrieve the treasury in case it remains. They don't announce this, though, so you don't know it. A few others loiter with nervousness around the tower. It's creepy, so they don't like being near it. Yet the ruins also creepify them -- possibly they could find signs of events very tragic that occurred during their imprisonment. Also, they're discussing the absence of food. Manglor and Ardman the adventurers find commonality with Matavor and Arngo and accompany them. Possibly they'll form a new party.
Helsa: Hm. A commonality I notice is, each pair has a "Ma-" name and an "Ar-" name. Is this also what they found similar?
Dungeon Master: Unplanned, but yes! 50 experience points! Manglor especially is full of superstition. These similar names suggest interferings of a deity to him. Meanwhile! Some townpeople wish to depart their ruined village and therefore speak to Guendry Guidestar. She is a guide of legendary knowledge and says she will lead them south.
Plummet: Should we join this journey?
Grolka: Seems indirect. Braddlebrick Bay is our goal, yes? Isn't it west, not south?
Helsa: It is, but remember our location on a giant plateau. Maybe there's no climbing down its steep sides to the west.
Luce: If only someone of legendary guiding knowledge could advice us about that.
Bingly: I will ask this Guendry Guidestar about it, then. As a merchant, I probably experienced travels with guides before. What does she look like?
Dungeon Master: A gnome, her hair in four purple poof-balls around her head's top. Dice say ... an 11 out of 18 in attractiveness. Her clothing and accessories suggest she's outdoorsy in type.
Bingly: I ask if she would like to see my bat. Even if only an 11, her gnomishness means, she's in my size category.
Dungeon Master: Make a roll of Persuading to entice her. It's with disadvantage because your question interrupts discussions with townspeople and seems very detour-ish.
Bingly: My roll is 14.
Dungeon Master: She rejects your offer of bat-viewing, but not in a tone of malicious. "Anything else?" she asks.
Bingly: I tell her our destination is Braddlebrick Bay. "It's west, right? Can we just go that way?"
Dungeon Master: She takes out a map and shows the plateau on it. Here's a closeup.
Pilchard: It's labeled this way?
Dungeon Master: No. You conclude those things as she tells you, "Take the wreckaged road west, then turn left at the next wreckaged road, then follow a river to go westerly again. You'll end up here." She points at the spot that is question marked in my picture.
Plummet: Since it's question marked, I ask what that spot is.
Dungeon Master: 20 experience points! This sort of asking is why it is marked. Guendry Guidestar explains that a fortress and stairway are there where the river flows off the plateau. "It has dangers, though, so be careful!"
Pilchard: This map ... it's very small and my eyes are old. Can we receive a closer-up?
Dungeon Master: It's allowable.
Pilchard: I ask Guendry Guidestar, "What is this grey splotch where the roads and river meet? Possibly a town?"
Plummet: Or a parking lot of large size!
Rouge: For parking what?
Plummet: I said "lot," not "what."
Rouge: No, I meant --
Dungeon Master: Guendry Guidestar explains it is a town. Quick! What is this town's name and why did she not say, "At so-and-so town, find the river"?
Grolka: It is called, "Town of Bih'chen and Monen." Those are the road names that meet there. She did not mention this town due to recommending we avoid it.
Bingly: So why did she tell us to turn left at "a" road instead of at "Bih'chen Road"?
Grolka: Because it is wreckaged, obviously. So, no sign naming it.
Luce: Also, if she called it Bih'chen Road, probably our expectations would be too high for its quality.
Dungeon Master: Excellent reasons! 30 experience points each, Grolka and Luce.
Bingly: No experience for asking Grolka's player a set-up question?
Dungeon Master: This question -- it sounded dubious about Guendry Guidestar's choice to description it the way she did. With legendary skills, her directions must have been appropriate.
Bingly: True.
Dungeon Master: But! Still there remains the mystery of why she recommends its avoidance. Who can say?
Grolka: The townspeople complain about everything. Also, they aspire to make others complain. So if you go there, they will give bad directions about the river.
Dungeon Master: Exceptional! But no extra experience, because you explained a mystery created by your previous explanation. A Dungeon Master of suspicion might think the first explanation intended more opportunities for bonus experiencing.
Grolka: This mistrust is woundful to me.
Dungeon Master: Sorry. A Dungeon Master must be careful of crafty players. Soon, everyone adopts a strategy of, "Here's my explaining for the situation ... oh! There is a hole in it shaped just like another opportunity for explaining! How did this happen?"
Grolka: Then can I at least have experience for inventing this strategy?
Dungeon Master: 5 experience. But I will deduct them if you use it again!
Helsa: With explanations complete, is it time for exiting the town of ruination?
Rouge: Since I don't know the mayor went to retrieve town funds, I vote yes.
Bingly: Same. My bat has been spurned, so no more need to discuss things with Guendry Guidestar.
Luce: Before we leave, though -- where is Milvicent Ox-Reiner? With us or elsewhere?
Dungeon Master: 100 experience points for finally remembering a wagon-driver's accompanying!
Pilchard: Sweet. I'm going to make sure to remember her next time.
Plummet: That's backwardish, though. It's only worth so much experiencing because we forget so much.
Rouge: Yes! We must remember to forget her many times, then remember to remember her just when it deserves so much experience in bonus!
Bingly: As long as we don't end up in battles over who gets to remember and receive bonuses.
Dungeon Master: Don't worry, the Dungeon Master has solved it. Milvicent Ox-Reiner is going south with Guendry Guidestar and the others.
Plummet: What! Why?
Helsa: Would you choose a party of such failure to notice you so many times?
Luce: I'd have nerves over it. What if the wrong moment of forgetting me meant, it's curtains for Milvicent Ox-Reiner?
Plummet: I'm going to miss her.
Bingly: Me too. Probably around ten sessions from now.
Dungeon Master: 20 experience points to Helsa for diagnosing the choice of Milvicent. Now, you can exit the town of a slightly less creepy black tower and resume journeying to Braddlebrick Bay.
Pilchard: Seems like we've been in this town for so long. In a fun way! But still ...
Plummet: Only a few sessions, right?
Dungeon Master: It's a true accusation though, because a dashboard of blogging says the first session of this ruined town exceeded a year in the past.
Pilchard: I hope the Town of Bih-chen and Monen does not occupy us so long.
Plummet: I thought we weren't going there, though?
Helsa: Such advicing came from legendary directioner Guendry Guidestar. But it's questionable whether adventurers of our sort are good at taking directions.
Dungeon Master: Following the westward wreckaged road is a direction so simple, though, so the journey renewal begins quickly. Now, I must roll for encounters of the random sort. None. Time to camp, then!
Pilchard: Have we reached a Bih'chen road yet?
Dungeon Master: Not today. Who is watching for each shift of nighttime?
Grolka: A barbaric orc can watch first.
Helsa: A ranger next. Remember, I am elvishly able to manage two watches, not just one.
Dungeon Master: The dice indicate encounterage at the first watch of a ranger. Who will name a page number from the Manual of --
Bingly: Wait! Here's a note!
Dungeon Master: Hmm. Okay, the Dungeon Master agrees with this. Helsa, roll Perceiving.
Helsa: I feel suspicion at this note. 16 is my total.
Dungeon Master: You hear sounds of large boundings, and also, ribbitting. Three giant toads appear near your camp! Roll to initiate with them!
Helsa: 18.
Dungeon Master: Giant toads are 8. What does Helsa do?
Helsa: By Bonus Actioning, I cast Hunter's Mark. Also, I yell for others to awaken. Then, I shoot my bow with a twang! 17 should hit a giant toad, I hope. Ugh. Might as well not be a hit -- 3 points from arrow damage, 1 from Force.
Dungeon Master: Bound! Bound! Toads leap into camp! The arrowed one bites at Helsa -- 16 is the total.
Helsa: I am bitten.
Dungeon Master: 8 points of Piercing damage! 6 points of Poison damage! Also, you are grappled by toad jaws. The next toad bites at Luce. Also a hit! The damage of biting is 7 this time. Poison -- 6 again! Plus, grappling toad teeth!
Luce: Ow. I subtract most from my Temporary Hit Points.
Dungeon Master: The last victim is -- Rouge Hornytail the Black! This toad is clumsy, though. Only 11 on its attack.
Rouge: Even asleep, I can evade a toad.
Dungeon Master: Initiate!
Pilchard: 1.
Plummet: Eek! 4!
Grolka: 21. I am barbarically quick.
Helsa: 5.
Rouge: 20.
Bingly: Ooh, Bingly gets 18!
Luce: Luce also.
Dungeon Master: Toads are poor -- still on 8.
Pilchard: That's better than most of us.
Grolka: I am enraged by toads as a Bonus Action. I leap up and Battleaxe at the toad swallowing Luce. Only an 11.
Dungeon Master: Toads are warty but have weakling skin. You hit.
Grolka: 15 damage of the Slashing type. Also, a Battleaxe has the property of Topple. It's a Constitution save of 13 to avoid being proned.
Rouge: Rouge attacks the same creature. I will Shortsword it and then Bonus Action to Dagger it. Both hit!
Luce: In my studies of rules, though, the Dagger's Nick property means you can add it to your Attack Action and not waste a Bonus Action.
Rouge: So studious -- thank you! My damage is 13 total for the two attacks.
Dungeon Master: Luce or Bingly may act next, then.
Bingly: I will let Luce go first, since a toad is gnawing her.
Luce: My action is the same as Rouge's ... my damage totals 17.
Dungeon Master: The toad is slain.
Bingly: I will Firebolt the toad that chews our ranger. I hit ... only 2 damage.
Dungeon Master: Toads may act! The one gnawing Helsa swallows her! She is now Blinded and Restrained, and at the end of the toad's turn, she receives 11 points of Acid damage. Digest!
Helsa: I request the rulebook to discover how Blinding and Restraining impair me.
Rouge: Here.
Dungeon Master: Last toad! It has 6 options for attacking a character ... Bingly!
Bingly: Yikes!
Dungeon Master: You are bitten. 3 points of toad toothing, 7 points of poisonousness. Plus grappled!
Bingly: Help!
Helsa: My turn? I have poor chances of hitting, but still I draw my Shortsword and attack. Ah, fortune! I hit, and the damage is 11.
Plummet: I don't like our ranger getting swallowed! I will cast Magic Missile with an extra missile for extra-helpfulness. Damage is 15 points!
Pilchard: That leaves me. I attempt Witch Bolting the ranger-swallower. Success! So poor in damage, though. Only 4.
Dungeon Master: Time to initiate again.
Pilchard: 18!
Plummet: 3.
Grolka: 17.
Helsa: 20. Our average exceeds the norm so far.
Rouge: No jinxing! Ugh. I have been jinxed. Only an 8. I am slow as toads.
Bingly: 19.
Luce: 7.
Dungeon Master: Toads ... 21!
Helsa: The fickleness of fate! I almost said, "With my usual luck, my 20 means toads will get 21." Then I said, "No jinxing, Helsa!"
Rouge: That was double jinxing!
Dungeon Master: Toads! One gulps Bingly! Digestion of 7 points! It hops away to enjoy its meal! 30 feet of distance. Helsa, you receive Digestion of 11 added points. And your toad Dashes away -- 60 feet distant!
Helsa: I feel danger from this choice, but I attack instead of curing myself. I hit! Maximum damage also!
Dungeon Master: The toad expires. You can crawl from its gaping mouth.
Helsa: I do so!
Bingly: On my turn, I cast Dragon's Breath and breathe fire on the toad from inside.
Plummet: Don't cook yourself!
Bingly: The spell does not say the breath is reflectable.
Dungeon Master: True. But it also does not say being Dragon-Breathed from inside prevents a Saving Throw. Inexperienced Dungeon Master moment! Do we apply sense of the common type, or ignore it because the rules don't say so? In the first case, no Saving Throw for a toad, but Bingly risks cookery. In the second case, the toad can roll, but Bingly is safe.
Bingly: As safe as being digested by a toad allows.
Pilchard: I recommend -- both! Bingly can point his head back out the toad's throat. The toad thinks, "Uh-oh!" and opens its mouth to try letting some of the Dragon Breath out. No worries for Bingly, Saving Throw for a toad. Or Bingly can breathe right at the guts of his gulper. No chance for it to avoid damage, but he takes some also.
Dungeon Master: Genius! 50 experience points.
Pilchard: Thank you.
Bingly: I am half digested already. I point my breath toward the throat. Damage of 10 points, or 5 if it saves.
Dungeon Master: I think it is Disadvantaged at this save ... and it fails.
Pilchard: I move nearer the toad and Witch Bolt it. Better damage this time! 12.
Grolka: Can I reach the toad this round?
Dungeon Master: Maybe. Roll Athletics to achieve it.
Grolka: 21. Good? Chop! Natural 20! 24 damage.
Dungeon Master: Very dead. Probably, it's good to end the session here.
Bingly: Wait! First, Bingly says, "So surprised I am to see these creatures here! I would not expect them before reaching the Bih'chen Road."
Plummet: Really???
Bingly: Like, Toadally!
Luce: I take Psychic damage.
Pilchard: Me too.
Plummet: Boo!
Grolka: Seconded.
Helsa: Thirded.
Rouge: The next time a note is passed by Bingly, I will grab and eat it.
Dungeon Master: Oh! Toad experience! 600 total points, so 100 for each character.
Pilchard: Thanks for math so generous! Divided by 7 it would only be 80-something.
Dungeon Master: It's only divided 6 times. None for Bingly. A Dungeon Master should not be made into a punster's accomplice!
Bingly: It was worth it.