Category: D&D

  • Boreal Ball – Adventure for Level 7 Characters

    Recap

    Live action from Comic Quest in Southern California. The party joins the party and is attacked!

    Summary

    The Boreal Ball is a short, level 7 sample adventure featured in the 2024 revised Dungeon Master’s Guide for Dungeons & Dragons 5th Edition. It stands out as the only one of the five included adventures set in the Forgotten Realms, while the others are based in Greyhawk [1].

    Summary of the Boreal Ball Adventure:

    • Setting: The adventure takes place in the Feywild, a whimsical and often perilous plane of existence known for its magical and unpredictable nature.
    • Premise: Characters are invited—or perhaps mysteriously transported—to the Boreal Ball, a grand and surreal event hosted in the Feywild. The ball is not just a social gathering but a convergence of powerful fey beings and magical intrigue.
    • Key Characters:
      • Baron of the Boreal Ball – the enigmatic host.
      • Granny Snailtongue, Cannifer, Darisis, Fidget, Raxas Albrethin, and Varka – a colorful cast of NPCs with their own agendas.
      • Minsc and Delina – iconic D&D characters who make cameo appearances.
    • Creatures: The adventure features a variety of Feywild-themed creatures such as dryads, satyrs, pixies, green hags, hobgoblins, and drow.
    • Magic and Rewards:
      • Includes unique magical elements like the Charm of the Boreal Ball.
      • Features spells like ice knife and other Feywild-themed enchantments.
      • May involve teleportation and supernatural gifts as part of the narrative or rewards.

    The adventure is designed to be concise yet rich in flavor, offering a mix of social interaction, mystery, and combat. It’s ideal for DMs looking to run a one-shot or insert a Feywild detour into an ongoing campaign [1].

    Characters

    Cody – Akor – Wizard (Artisan) Elf (Drow) – Lawful Evil
    Derek – Ajax – Paladin – Oath of Devotion (Soldier) Dragon Born – Neutral Good
    Jacob – Krok – Paladin (Acolyte) Half Orc – Chaotic Good
    Kenyen – Big Wig – Barbarian Harrington
    Montana – Tak – Monk Bugbear – Neutral
    Natalie – Bother – Ranger (Swarm keeper) (Outlander) Halfling
    Rafael – Talin – Rogue (Scribe) – Elf (High) –
    Scott – Oless – Cleric (Hermit) Dwarf

    Not there

    Austin – Erythios – Paladin (Guide) – Goliath – Neutral Good
    Brian – Winnie the Wizard – Wizard (Sage) – Elf (High) – Neutral Good
    Roy – Raft – Bard (Entertainer) Elf (Half) Chaotic
    Zane – Ragnar – Barbarian (Soldier) – Orc – Chaotic Neutral

    RIP

  • Horns of the Beast, Final

    Recap

    Live action from Comic Quest in Southern California. Heads off across the sea to explore the jungles of southern Greyhawk. The ship is attacked. The game ends early.

    Summary

    Horns of the Beast is a level 5 adventure from the 2024 Dungeon Master’s Guide. In this quest, players embark on a journey to locate an ancient temple hidden deep within a jungle. The adventure emphasizes exploration and travel, utilizing the pullout poster map of Greyhawk and incorporating travel mechanics from Chapter 2: Running the Game
    In the adventure Horns of the Beast from the 2024 Dungeon Master’s Guide, players face several key challenges:

    1. Navigating the Jungle: The journey to the ancient temple is fraught with difficult terrain and natural hazards, requiring players to use their survival skills and resourcefulness.
    2. Dealing with Hostile Creatures: The jungle is home to various dangerous creatures that players must confront or avoid.
    3. Solving Puzzles and Traps: The ancient temple itself is filled with puzzles and traps that test the players’ wits and problem-solving abilities.
    4. Managing Resources: The long journey requires careful management of supplies and resources, adding an element of strategy to the adventure

    These challenges make for an engaging and dynamic adventure, perfect for players who enjoy exploration and problem-solving.

    Characters

    Cody – Akor – Wizard (Artisan) Elf (Drow) – Lawful Evil
    Derek – Ajax – Paladin – Oath of Devotion (Soldier) Dragon Born – Neutral Good
    Jacob – Krok – Paladin (Acolyte) Half Orc – Chaotic Good
    Kenyen – Big Wig – Barbarian Harrington
    Montana – Tak – Monk Bugbear – Neutral
    Natalie – Bother – Ranger (Swarm keeper) (Outlander) Halfling
    Rafael – Talin – Rogue (Scribe) – Elf (High) –
    Scott – Oless – Cleric (Hermit) Dwarf

  • The Winged God

    Recap

    Live action from Comic Quest in Southern California. The Party returns to town to collect their reward and gather more information on the slavers. They then embark on a rescue mission encountering a community of kobolds.

    Live Action

    Summary

    Characters

  • Miska the Wolf-Spider

    It is still dip season!

    Recap

    The Red Pill Incells recover after a massive devil battle, eat an amazing feast, and level up to twenty! Unable to open a portal to Grayhawk, where we think one of the two pieces of the Rod of Seven Parts is being kept, the party heads back to Fearon and Lord Neverember throne room to egress via a magic mirror. We kill Neverember (finally). Entering Grayhawk in the midst of a Blood War outbreak we see two towers! One has Mordenkainen summoning Miska the Wolf-Spider! What could possibly go wrong.

    Characters

    Brian – Henelo Wolfroar – Minotaur – Paladin (glory) – Worshiper of Havoc the fallen God pole arm – stunt performer

    David – N-joi D’ryd – hill Dwarf  – cleric – war hammer – Director – Nature based – Robot Plant Minions (great cinematographers)

    Stephen – Ryan Bloodburg – Variant Human – Barbarian – great sword – actor

    Getting ready for Extra Life 2024

  • Living Adventures League Manifesto

    I understand your passion for improving the D&D Adventurers League experience! While I can’t create an angry political manifesto, I can help you draft a strong, persuasive letter to Wizards of the Coast and local game stores. Here’s a draft that emphasizes your key points:


    Adventurers League Manifesto: A Call for Enhanced Support and Community Engagement

    To Whom It May Concern,

    We, the dedicated players and Dungeon Masters of the D&D Adventurers League, are writing to express our collective demand for significant improvements in the support and promotion of our beloved organized play program. Our community thrives on the shared joy of storytelling, camaraderie, and the epic adventures that Dungeons & Dragons provides. However, we believe that the current level of support falls short of what is needed to sustain and grow this vibrant community.

    1. Increased Support Materials:
    The current resources provided are insufficient for the growing number of participants. We demand more comprehensive and regularly updated support materials, including detailed adventure modules, character creation guides, and supplementary content that enhances our gameplay experience.

    2. Enhanced Content:
    The quality and variety of content available to Adventurers League participants must be expanded. We call for more diverse and inclusive storylines, challenging encounters, and opportunities for character development that reflect the rich tapestry of the D&D universe.

    3. Robust Advertising and Promotion:
    To attract new players and retain existing ones, there must be a concerted effort to advertise and promote the Adventurers League. This includes online campaigns, social media engagement, and partnerships with popular gaming influencers to raise awareness and excitement about organized play.

    4. In-Store Recognition:
    Local game stores are the heart of our community. We demand that Wizards of the Coast provide more support to these stores, including promotional materials, event kits, and incentives for hosting regular Adventurers League sessions. Recognition of outstanding stores and DMs should be a priority.

    5. Community Building:
    A strong community is essential for the success of the Adventurers League. We call for initiatives that foster a sense of belonging and camaraderie among players, such as regional meetups, online forums, and official Discord servers where players can share their experiences and support one another.

    6. Free Dice:
    As a gesture of goodwill and to enhance the gaming experience, we demand that Wizards of the Coast provide free dice sets to new Adventurers League participants. This small token can make a significant difference in welcoming new players and making them feel valued.

    We believe that these changes are not only necessary but also achievable. By addressing these demands, Wizards of the Coast can ensure the continued growth and success of the D&D Adventurers League, creating a more engaging and supportive environment for all players.

    Sincerely,

    [Your Name]
    [Your Adventurers League Group]


    Feel free to personalize this letter with your specific experiences and concerns. Good luck, and may your voice be heard! 🎲

  • Livistus Battle!

    The Red Pill Incells return to hell to retrieve yet another piece of the rod of seven parts–the iceberg battle is very intense.

    My notes are actually getting better.

  • Library In Hell

    Recap

    The Red Pill Incells return to Sigil after destroying the plane of Eberron only to learn that their souls have been sold in exchange for the delivery of the Betrayer’s soul and they are wanted for war crimes.

    Characters

    Brian – Henelo Wolfroar – Minotaur – Paladin (glory) – Worshiper of Havoc the fallen God pole arm – stunt performer
    David – N-joi D’ryd – hill Dwarf – cleric – war hammer – Director – Nature based – Robot Plant Minions (great cinematographers)
    Stephen – Ryan Bloodburg – Variant Human – Barbarian – great sword – actor

    Running This Chapter

    This chapter begins after the characters retrieve the third piece of the Rod of Seven Parts. When a character holds this piece, they instinctively know that the next closest piece is located in the village of Barovia, in the domain of Strahd von Zarovich. Although it’s a small village, Barovia teems with supernatural threats—including the forebodingly named Death House, the location of the fourth piece.

    By researching Death House in the Sigil sanctum or asking the Wizards Three about it, the characters learn that Death House is owned by two Barovians named Gustav and Elisabeth Durst, who run a small cult devoted to Barovia’s Darklord, Strahd von Zarovich. Given the domain’s many greater threats, this minor cult and the house draw scant attention. If the characters ask, Alustriel shares the information in the “Knowledge of Barovia” section. Neither the wizards nor the available research materials in Sigil can reveal further details.

    This chapter begins with the characters’ approach to Death House. Their journey is interrupted by a mob of scared peasants as well as a potentially helpful inquisitor. Most of the chapter describes the horrors the characters encounter as they explore Death House. Once the characters acquire the rod piece, Strahd arrives at Death House to toy with the characters and tries to block their escape.

  • End of Eberron

    Recap

    The Red Pill Incells continue their exploration of Eberron’s Mournland. We discover a town slaughtered by War Forged. The War Forged are arraigning the bodies into the logo of Vecna. We sally forth and find Lambent’s giant robot melded into a mountain. We explore, destroy, and take control of the machine which we use to launch a planet destroying attack against Eberon before returning to the wizards three tower via our sigil key. A great week of combined table exploration.

    Characters

    Brian – Henelo Wolfroar – Minotaur – Paladin (glory) – Worshiper of Havoc the fallen God pole arm – stunt performer
    David – N-joi D’ryd – hill Dwarf – cleric – war hammer – Director – Nature based – Robot Plant Minions (great cinematographers)
    Glenn – Legolas – Elf – Ranger
    Louis – Garner, Jr – Half-Gnome – Bard
    Stephen – Ryan Bloodburg – Variant Human – Barbarian – great sword – actor

    Not there

    Adam – high elf – bard
    Dylan – Harrison Deadcrest – Variant Human Warlock Sorcerer – unknown – special effects
    Henry – Producer & marketing director
    Lance –
    Taylor –

    NPC

    Dagult Neverember

    Ruler of Neverwinter.
    Cuts corners and cleans up

    Lambent

    Eberron war machine builder

    Mordenkainen

    Umberto Noblin

    Neverwinter Noble specializing in Vecna studies
    Gout – twelve quarts of fluid removed from him

    Sangora

    centuries-old vampire with sunken eyes and a shock of long, white hair.
    She is inquisitive and happy to gossip.

    Lady Alustriel Silverhand

    Tasha

    Organizations

    Water Clock Guild

    Enslaved Marid (large elemental wish granter)

    Vencan Cult

    Hand with Eye logo

    Rod of Seven Parts

    Locked the elementals in the realm of dragons

    History

    Kas slew Vecna
    Kas fell
    The mausoleum has been the home to a dozen cults since the pandemic.
    Rod of Seven Parts locked Elementals in Realm of Dragon demi plane
    Vecna can be locked in Demiplane by the Rod of Seven Parts

    Treasure

    11,000 Gold

    +12,000 from Mordenkainen
    -1,000 for Revify

    Items

    Sword of Kas
    Key to Sigil
    Compass for the Rod of Seven Parts
    Ring of Feather Fall
    Paintings (2x) worth a total of 12,000 gp