Aiding Farmers’ of Red Larch – One Shot

Red Larch

Welcome Readers,

In this one shot session I guide 5 adventurers to the town of Red Larch and have them encounter the town as well as the game of Dungeons and Dragons 5th edition.

For the sake of player name, I will refer to them as the classes of their characters. I placed them in the starting point in hopes they would join the rest of the crew. But that wasn’t the case. I had a plan to do this as well but with the group somewhat mixed in terms of levels of experience as well as knowledge of the game it was not really probable. So I needed to make a decision of either starting again with the whole team back in Red Larch or just run them at the same time. I ran them at the same time. It was crazy. But by the end of this session, one of my players decided it was best to just run a different session altogether. With him as a DM of that group.

This group was mostly full of young teens that wanted nothing more than to destroy and cause chaos for the world of d&d. Starting with Red Larch. But unbeknowst to them I was experienced enough as a DM to react to their crazy requests like robbing townsfolk or killing other player characters, just to act some pented up frustration they had with them for the course of the day or trying to act like adults in a world of fantasy. As weird as their requests were I was more shocked that they were so tame. Maybe I’m just that messed up.

The other players was an older player returning to the game and all of his action were somewhat bland but appropriate, like heading to a tavern and casually taking his time like it was real life. The last player was still very new to this game and she was very engaged with acting her character and learning about the world.

Player Characters

  • Level 1 Gnome Ranger – Beginner level
  • Level 1 Wood Elf Druid – Beginner level
  • Level 1 Human Rogue – Beginner level
  • Level 1 Half-Orc Figher – Beginner level
  • Level 1 Human Fighter – Advanced level

 

Here is what happened to them in this session:

1- Entering Red Larch

2- The Rogue is searched & stolen from & zapped

3- The Druid is shunned by the stablemaster

4- Druids can indeed heal

5- Fighter enters the tavern + casual ale + having a chat

6- Fighter gets a quest = Help the farmers

7- Ranger enters the Three Brothers shop

8- Half-Orc joins the Druid and Rogue

9- Ranger recruits allies

10 – Adventurer’s arrive at the farm

11- Scaring those poor farmers

12- An Ambush!!

 

[Insert Full Story Here]

Princes of the Apocolypse Part 12

PotAcover

Welcome back readers, in this session the crew was missing Gevuaden, Lothram and Grizilla. Gevuaden’s player had Uni exams. While Lothram and Grizilla were still sick. But in terms of the story, the remaining team managed to cross the secret tunnel avoid the traps and hunt down some retreating bandits through the cavern.

Also, this session was hectic for me as I was running 2 different games of D&D at the same time. I will write that story in a different post. So the table had 8 players.

3 players were from the regular session (Adran, Randal and Rock). They were experienced players so waiting wasn’t a problem.

The other 5 were very new to the game. One of them had played other roleplaying games and had hosted his own sessions but from my experience with playing in his session it was combat oriented regardless of edition or game format. 3 of them were young teens so that was different. The name of the Session will be called [Aiding Farmers’ of Red Larch?]

Anyway, in this session of Princes of the Apocalypses. The crew struggled to understand that none of them were equiped with dealing with traps as none of them were rogues or had a set of Thieves’ tools. Magic could be used but Adran was very mindful of the DM? as he thought I would be trying to kill the party. Or TPK (Total Party Kill). I never liked the idea of killing the players just for the sake of killing. I wanted them to journey through the story and struggle… I mean overcome the trials I placed in front of them. So that it would be a memoriable time.

Instead of the standard, Talk to NPC = Fight monsters, then fight boss scenerio. I have played far too many times. If you’d survive you would get a reward but if you failed you died. Failing shouldn’t kill your character (maybe in a fight).

Team

  • Randal Level 5 Ranger
  • Rock Level 5 Fighter
  • Adran Level 4 Wizard

Here is the short summary of the session:

1- Randal leaves notes

2- Rock leaves notes on valley stones and walls

3- All characters enter the tunnel

4- Traps?

5- Avoiding and Dodging

6- Checking for traps!!!

7- Eavesdropping on bandits

8- Get ’em (The chase)

9- Passages + Rock = Blocked

 

[Insert Full Story Here]

Princes of the Apocolypse Part 11

PotAcover

Welcome back my readers, I know the readers of this campaign blog have all probably stopped coming back when I stopped writing them but that’s ok. This part of the story was run on the 28/8/2016 and I have had many unfortunate events happen to me during that time to this day (of 23/6/2017).

But enough of that, in this part of the story the crew have just returned to camp and dealt with the manticore they had been plaguing. Here I had to run the session in 1 hour turns as one of the characters wanted to rest after his ordeal in the bandit camp (or Stronghold due to the size of it). The reason for that was to attune a near legendary item he had acquired. It was Very Rare of rarity in terms of items in the Dungeon Masters guide. So I had the player meditate for 8 hours straight, without interruptions or would have to start again. It seems easy right? But since the rest of his team were raring to go and dispatch the bandits thinking there would be only about 50 or so, were very impatient.

After 4 hours though the crew head over to the bandit camp with Adran and Gevuaden as a guide. But misfortune follows them with every turn as it seems they are lost in the valley. The cause? Well that was the work of Handee the sneaky halfling. After they get themselves out of Handee’s maze. The crew must defeat him to proceed. But that wasn’t the only explosion waiting for the crew.

At this point of the adventure, I only had 4 of my regular players as the two playing Lothram and Grizilla were sick. I needed to at least stall the session as these players did not have enough information about the mission to proceed. I gave them 4 hours (turns) to get that information while Adran was resting but none of them even tried. Gevuaden just waited with Adran and ignored the potential of getting to know the NPCs or at least milk them for information. But that didn’t happen. Randal was more interested in action. And Rock was well Rock. So I made all of them have encounters with Handee (who had cast a Mass Suggestion spell on all of them) and Kriv to sort of use subtle hints to talk to the NPCs but that didn’t work. So I made them get lost in the valley. Only Adran voiced his concerns after the 3rd hour of meeting the halfling on the boulder. That something was up. I had them get lost as an obstacle instead of yet another fight. But it was very hard for them to overcome for some reason. It was a Suggestion spell combined with Hallucinatory Terrain and I would have thought the first reaction would be to attack the annoying halfling but I guessed not.

 

Team

  • Randal Level 5 Ranger
  • Rock Level 5 Fighter
  • Adran level 4 Wizard
  • Gevuaden Level 4 Witch Hunter

 

NPCs

  • Handee, the halfing
  • Kriv, the goblin Scout

 

So here is the short summary of what happened:

During the 4 hours of meditation

1st Hour

  • Adran being harrassed by Kriv and Handee (curious to what the wizard was doing) but Adran ignores them
  • Randal starts to learn Draconic with Lothram through studying
  • Rock gets bored and prays to a random god. Fire stack + War dance.
  • Gevuaden removes the two harrassing NPCs and ties them to a burnt out tree stump.

2nd Hour

  • Randal continues to study draconic
  • Adran continues to meditate
  • Kriv escapes from the tree
  • Rock continues his war dance
  • Gevuaden chases Kriv as a result, Kriv crashes into Adran and distrupts his meditation

3rd Hour

  • Randal continues to study draconic
  • Adran sighs… tries to rest for the remainder of the 2 hours
  • Kriv releases Handee
  • Gevuaden observes Rock
  • Rock riles the gods by building another Fire stack and more dancing

4th Hour

  • Randal continues to study draconic
  • Adran gets frustrated and blasts Gevuaden with a Firebolt spell
  • Rock’s prayer is answered by Talos god of storms with a Longsword of storms (Legendary rarity)
  • Rock fails to impress Talos and loses his right picky finger. In his frustration kicks the halfling wandering about into the valley

Journey to the bandit camp

1- Randal tells Lothram where he is going

2- Preparations semi-complete?

3- Following Adran and Gevuaden

4- Meeting Handee sitting on a boulder

5- Ignore Handee

6- 1 Hour later > Meeting Handee again?

7- Rock charges to attack = Hole (600ft drop) + underwater spring?

8- Avoid the Halfling

9- Later in 1 hour > Meeting Handee once more !!!!!!!

10- Adran breaks out

11- Adran leads the team = fighting Handee + 3 chests? (They were bombs)

12- Secret entrance + treasure chest [=p]

 

Full story

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