GenCon picture 8 – Adventurer’s League

D&D Adventuer’s League at GenCon.

Trouble stirs in the Moonshae Islands, as the tensions between the Ffolk and the Northmen are highlighted with the appearance of a massive army of gnolls led by fiends…

Tracking the source of the magic to the Giant Druid.

Lost Mines of Phandelver 1

  1. GM: Law
    1. 5 kids (grades 10, 9, 8, 7, 5), playing (respectively) Bard the Bard, Merlin (Wizard), ?? (Wizard), Mordek (? Rogue), Thorin (Ranger), and Andrew playing Bertie the Big Nose (named on account of his prominently protruding probosis, a Cleric
  2. Side note:
    1. My friend’s kids have been wanting to play D&D since I introduced them to the game about 3 years ago (but they were still fairly young). Since then, they’ve watch the Hobbit movies, and are more familiar with the fantasy genre. I also invited over some co-workers kids, all of whom had heard of D&D, but never had played. I was pretty surprised at the awareness of the game, not really realizing the penetration of it into the cultural awareness. One mom said she’d heard about it “from Sheldon on Big Bang Theory”, and another mom and daughter from Stranger Things. And, as we just started playing, the youngest said he had played this game at a camp and there was a goblin ambush coming up!
    2. Law, who had previously played through the first part of Lost Mines of Phandelver GM’ed the game, and it was a great deal of fun! The kids all had a good time, and didn’t want to stop, even though it was quite past their bedtimes. Over the past few days, they’ve been telling their parents they could get their friends to play, and wanted to game again.
  3. Story:
    1. We were newly hired caravan guards helping to guard provisions to be delivered to the town of Phandelver. Our employers first set out a few days before us. However, as we neared our destination, we came upon the dead horses of both of them, black arrows sticking out of their flank. As we deliberated what to do, a flight of arrows caught us by surprise as a group of goblins ambushed us! With a set of fantastic rolls, we easily overcame them. But our employers were nowhere to be found. There was an empty map case on one horse, and a set of tracks leading away to the north.
    2. The party tied up the horse with the caravan, and went north in search of the missing pair – as we couldn’t get paid without them! The tracks led into the mouth of a cave that had a small stream coming out of it. There, we were once again attacked by goblins – we overcame them, but not before one of them got out a cry for help.
    3. Nevertheless, we proceeded into the dark cave, lit only by the light of a small globe summoned by Bertie. We moved past the sounds of some growling on the right, and as we neared a bend in the stream, just caught sight of a bridge up ahead. There was a passage way to the left which we decided to take, but only Thorin and Merlin were able to get there before a torrent of water suddenly filled the passage and washed the rest of the party back out into the forest. A few bumps, but no major damage.
    4. Making our way back, we found ourselves entering into the heart of the goblin camp – complete with wolves, and a pair of naked bathing goblins! A fight ensued, but we were victorious but exhausted of resources. However, we located ?? Who was tied up in the back. He told us the had taken Rockseeker away.
    5. Retreating to rest and recover, we proceeded back along the stream the next day, and came upon a cavern full of crates of provisions – and were ambushed by more goblins hiding amongst them! Even as combat was entailed, a sudden sound caused Bertie and Bard to realize that an extremely large goblin had snuck up behind us with a pair of large wolves! Several of us were clobbered in the fight, but magical healing kept any of the adventurer’s from perishing before defeating the goblin leader.
    6. Amongst the recovered goods, we found a clue leading us onward.
  4. Rewards:
    1. XP: 350 each

 

Dangwaru

‚ÄčThe Tortle have a saying – “we wear our homes on our backs”. And yet, this one seems intent on asking for your help in returning to her birthplace at the Snout of Omgar. There, she says, she will pay you handsomely for ridding Dangwaru – theTyphoon Palace, of the monsters that terrorize the youth of Ahoyhoy.

  1. GM: Andrew (DCI #:5109855060)
  2. Players and Rewards:
    1. Omni – Human Ranger 1
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    2. Gundy Hazel (Solid) – Human Monk 3
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    3. Primus Ivoriil (C.Z.) – Half-elf Paladin 4
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    4. DAL59 – Human Wizard 3
      1. 1265 XP, 490 GP, 20 Downtime days, 0 Renown
    5. Sonic – Dragonborn Rogue 1
      1. 302 XP, xx GP, 10 Downtime days
    6. Ayberk – Human Paladin 1
      1. 212 XP, xx GP, 10 Downtime days, 0 Renown
  3. Monsters
    1. Lizard:

      50/6=8.3333

      Shadow

      400/6=66.6667

      Mimic

      450/5=90

      Topi

      600/4=150

      Xorn

      1800/4=450

      Shadow

      200/4=50

      Slug

      700/4=175

      Ghost

      1100/4=275

  4. Treasure:
    1. From Treasure room, everything converted to GP is 1,960 GP. Divided by 4 = 490

Storm King’s Thunder #1 – A Great Upheaval 1

  1. GM: Andrew (DCI #:5109855060)
  2. Players:
    1. Sparlock (Chad): Half-elf Warlock Hexblade 1
    2. Zarr (Daniel): Half-elf Bard 1
    3. DAL 59 (DAL): Human Wizard 2
    4. Phenaus (Brandon): Dwarf Cleric (Grave) 1
    5. Arara (Wolffine): Drow Sorcerer 1
  3. 1485 DR: The Year of the Iron Dwarf’s Vengeance
  4. Nightstone: A fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford.
    1. 5 traveling companions are making their way there after having heard rumors of goblins terrorizing the settlement. The High Steward of Nightstone, Lady Velrosa Nandar, a Waterdhavian noble has offered a reward to anyone able to deal with the goblin threat.
    2. Leaving the main road for the trail to Nightstone, the more perceptive of the group begin to hear the tolling of a bell a few miles into the 10 mile journey. It continues unceasingly for the remainder of the trip…
    3. Cresting the last hill reveals the town situated on a small rise in the middle of a large river, forming a natural moat. A wooden palisade surrounds it, with a lowered drawbridge flanked by stone watchtowers. Further to the right, a stone keep overlooking the village is partially collapsed; likewise the wooden bridge that connects the keep to the village.
    4. No activity other than the continuous ringing of the bell is seen or heard.
  5. Goblins!
    1. Making their way through the towers into the abandoned town square, the group encounter a pair of large wolves tearing at the corpse of a dog – no doubt, an unlucky pet. Noticing the arrival of the group, the wolves aggressively attack!
    2. The sounds of fighting draw out several goblins from the surrounding buildings! More mayhem ensues, but the party is victorious in vanquishing the little monsters.
    3. Curiously, there are enormous 5-foot rocks scattered among the town square – as well as similar boulders smashing through the roof and walls of several of the buildings. There is also a large gouge in the ground some 6 feet deep in the center of the square.
    4. Investigating the buildings leads the group to find a pair of goblins swinging from the bell-rope in the church. The entranced goblins have long since been deafened by the bell over the past several hours that they don’t even notice the party.
    5. Questioning a captured goblin, she reveals that “Boss Hark” sent them to the human’s home 2 nights ago to look for treasures when the humans came to their home in the caves o the north. The goblins didn’t kill the humans here, and she doesn’t know why they went to their home. Letting her live, she tells them her home is in the dripping caves a mile north of the village.
    6. The party barricades themselves in a building to rest.
  6. Epilogue:
    1. XP: 10 Goblins (50 xp each) & 2 Worgs (100 XP each) = 700 XP Total; 700/5=140 Each
    2. Treasure:
      1. Goblins carry:
        1. Stolen utensils

          0

          3 Vials of perfume

          5

          Battered copper flagon emblazoned with grinning visage of a halfing

          1

          gold wedding ring

          25

          Coin

          0.39

          3 blocks of incense

          15

          Silver amulet shaped like a unicorn’s head

          25

          “poor box”

          .52

          Sack of food!

        2. 81.91/5=16.382
    3. Downtime: 5