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Friday, March 2, 2018

Dice, Camera, Action Episode 82 - Tomb of Annihilation


Episode 82: Drinking Man's Game

This episode actually starts with the old Curse of Strahd intro. The group is more than a little perturbed by this.

 The Party

(Rachel Seeley) Miranda- Elf Druid
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

PREVIOUSLY: Way back when, Paultin rescued Evelyn's spirit after she sacrificed herself to save Strix and Diath. Paultin and Evelyn were hurled into a dark plane. A stick creature (the Raven Queen!) gave him a severed hand of hell.

The Raven Queen told Paultin that the hand would help him find a chalice - the skull chalice of Chigakare. That's an item from Tomb of Annihilation on page 189.

Paultin has a geas, placed on him by Shemeshka. He is magically bound to go on a quest to find Mr Fox, get his spectacles and obtain the X the Mystic book.

Last week, a simulacrum of Paultin messed with the group and then melted itself with the actual sunsword.

Diath's geas prevented him from going after Paultin. Strix casts remove curse, ending the geas! Huh. I didn't realize you could do that. It's right there in the description, though.

They come upon some crypts. Evelyn senses that there is a horde of undead here. Balls of light..! Will o wisps!


So this is weird. They're sort of minotaur/will o wisps. Minotaur spirits. Evelyn attacks the undead with treebane. She rolls two natural 20's, which is most un-Wafflelike.

The group keeps rolling well. Diath with a natural 20! The wisps have been defeated.
The heroes spot Simon running into a crypt an they follow. In it is a rotten black mummy... deteriorated... The mummy is missing one of its hands. So..! This is where Handrew came from?

We cut from the group to wherever Paultin is. He's in a forest with twisted trees. He has found the skull chalice of chigakare, which the Raven Queen wanted him to obtain.

The ring of winter tells Paultin, "I feel like I know which way to go", The ring of winter believes that this realm is where it was made.

Paultin comes upon a carriage pulled by Meathook, an ogre zombie. It's waiting there. A dude is nearby, peeing on a tree. It's a dusk elf dressed in Victorian garb. His clothes haven't been mended in a long time.
A female voice in the carriage says "This is taking too long!" Her name is Marisiano.

The pee person is named Lavardo. Lavardo is drunk.

So I can't tell if these dusk elves are shadar kai. It's funny, I never really thought about it, but they're extremely similar to each other. Shadar kai have more tattoos and piercings.

Shadar Kai
Paultin makes friends with them. He rides in the carriage with them. They pass by "leering buffalo", which might be catoblepases. Lavardo explains that Paultin is in the Shadowfell.

Back in Omu, the group is checking out the body of Ch'g'kare. They notice something else in here - a portal! Diath goes through. Everyone goes through.Waffles comes through the portal, too.

In the carriage, the ring of winter tells Paultin that it believes they were meant to be together in this place.
The road splits. Perched atop a hill is a snow-covered, dilapidated tavern. There's a lot of twig glyphs, protective wards and old crow cages hanging from the building.

Oh.. we learn that Marisiana has a bag of carved-off faces. And knives...

She pulls out a silver teardrop earring. A real teardrop frozen on the end of a hook. A gift from a grandmother to a grand daughter.

Meanwhile, Simon leads the waffle crew through the Shadowfell, hopefully toward Paultin. They begin to feel despair. The characters gain flaws imposed on them by the dark realm.
  • Evelyn and Diath: "I can't tell what's real anymore."
  • Strix: "I am convinced that this place is going to kill me."
  • Miranda: "I don't believe I can make a difference to anyone or anything."
Up ahead is a dude with a sack on his head riding a horse. He has a longsword. His name is Lord Nihil. The waffle crew makes a new friend!

Lord Nihil asks the adventurers, "Have you seen a coach pulled by an undead ogre? They attacked my estate?" He pulls the sack off.. his face has been shorn off.

Waffles is suffering from despair. She can't tell what's real! She attacks Miranda. Chris is making his weekly Miranda assassination attempt but she just won't die. It would be funny for him to up the stakes every week, making it more ridiculous/obvious. Like... a house falls on her. Make a Dex save.

To curb the owlbear's aggression, Strix turns Waffles into a baby chick.

At the bar, Paultin asks about the faces. The shadar kai want Paultin's face. They have a drinking contest. If Paultin loses, they get to cut off his face. This is like.. lose-lose.

Paultin loses. He wakes up later in  room in the inn. He feels his face. It's still there. He checks the mirror... yep, he still has his face. He comes downstairs. The dusk elves are drunk. They stop cavorting and laugh. They were just kidding! He can keep his face.

Then they tell him they want to help kill Paultin's friends...

Overall

The Shadowfell! Pretty cool. These face-cutting villains are apparently from the upcoming Tome of Foes.

This party split/conflict is really weird, but it's fun to watch because I have absolutely no idea what is going to happen.

We talked with Holly about this episode right here:

Dice, Camera, Action Episode 81 - Tomb of Annihilation

Artist is right here

Episode 81: Alignment

Rachel has returned and will be playing Miranda again tonight! This was a heck of an episode.

The group is level 10!
  • Diath: Took a feat. He won't reveal which one. His Wisdom is now a 15.
  • Evelyn: Aura of courage: Noone can be frightened.
  • Paultin: Got some new spells. His bardic inspiration is bumped up to a d10.
 The Party

(Rachel Seeley) Miranda- Elf Druid
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

Last time, Paultin stormed off and took Simon with him. The group is in the lost city of Omu. They just deactivated an egg bomb, stopping it from exploding and possibly killing everyone.

It's night. Strix flies up above the city and looks for him. No sign of Paultin. It will be very hard to find him at night.

Miranda blames the ring. She says that her people (the elves) made it. It houses an evil entity.

Evelyn performs a eulogy for Typho and keeps asking for details because she didn't know Typho at all, which amuses me greatly. The group is bummed and decides to sleep.

Miranda summons a little protective zone that makes it hard for enemies to find them.

The next morning, Paultin returns. Strix is the only one awake. He ignores her.

Paultin is heading into the gloaming thing. I get the feeling he is going after Miranda.

Paultin stares at Diath. Roll initiative! Evelyn refuses to get involved. Anna does not roll init.

Paultin draws the sunsword! Wow. He runs up, is about to swing.. then he disappears. Invisible! He becomes visible a moment later. The sword is at Diath's back. Is he going to...?

Then Paultin starts laughing. He says he was joking. Huh. The group is not sure what to make of this.

Diath tells him not to do that again.

Paultin asks what the deal with Shemeshka. There's a lot of interpersonal weirdness.

Diath hands a key over to Strix and tells her that no matter what, he needs to hold on to this key. He gives her a pep talk and tells her she's powerful. It's true! She is. He forces the key into her hand.

When he hands the key to Stirix, a pulse goes out from the keys. That doesn't sound good. The group assumes the worst.

Parsnip the vegepygmy shows up. Green bean is here, too. Miranda is overjoyed.

Paultin approaches Evelyn. He puts his hands on her shoulders and tells her everything is fine and he's right where he needs to be.

Awkward! Evelyn is stunned. By the time she is able to bring herself to react, the moment has passed.

A vegepygmy gives a flower to Paultin. This quote is uttered: "Evelyn has something for morning glories, you can't remember exactly what."

Evelyn takes the flower, flies and spins in the air. She summons her horse, Morning Glory!

It has been a long time. Morning Glory is no longer an undead monstrosity. His mane and tail are golden. The horse does not have wings, but does have a wing pattern emblazoned on her shoulders.

Evelyn quietly apologizes to the horse. Strix is chewing on the key.. she smashes it on the ground.

The heroes head out into the city of Omu. There's shrines out there to be explored. They come upon an icy clearing. A frozen garden of death. Lots of dead vegepygmies. Did Paultin do this the night before with the ring of winter?

Parsnip points back at Paultin, blaming him for what happened. Evelyn wonders aloud if maybe there's some other handsome bard out there in Omu.

Miranda ha had enough. She wants Paultin to take the ring off.Paultin refuses. Strix tries to cast hold person on Paultin. Paultin shuts it down with counterspell! Wow, Nate. Wow!

Something is coming through the trees. It's Waffles!

The group asks Simon if Paultin killed the vegepygmies. Simon shakes his head no. It wasn't Paultin.

Diath talks about the weird vision he had of Paultin with glowing blue eyes. He tells Evelyn she wasn't in the dream at all. She sadly notes that she knows she is not the main character.

Paultin takes off the ring of winter. He puts it in his pocket.

Diath remembers trying to take the ring off of Paultin, and Paultin's reaction was much different. Diath makes an insight.

Also... where's Handrew? It's gone. Paultin says that the hand got lost in the cold. I don't know where he went, says Paultin.

Miranda casts detect magic. Paultin's an illusion! The ring's not there either! Paultin draws the sunsword. He stabs himself and melts. Yep, he's a simulacrum.

Diath tackles Simon, trying to get him away from Paultin. The only thing that's real is the sunword.

Evelyn realizes that Paultin touching her shoulders.. that wasn't real. Man... Evelyn's having a rough life.

Miranda tries to cheer Evelyn up by making her a Lathander bouquet.

Diath asks Simon where the real Paultin is. Simon points into the city. The group decides to go find the real Paultin and deal with this ring of winter problem.

Suddenly, Diath feels a stabbing icy pain in his brain. He takes 25 points of psychic damage. Blood pours out of his nose and eyes. The geas!

That's where we stop.

Overall

The players filled this session on their own and it was fun to watch!

Anna says that she will run a 5e game?! She's running the starter set adventure! Episode 1 is next Tuesday after DCA on Misscliks. Rachel is also starting a show with a great name: Shit Goes Down.

We talked about this episode on Waffle Talk:

Thursday, March 1, 2018

Trapped in the Birdcage Episode 2


OK, people! It's time for Birdcage, episode 2. I loved this episode. Definitely check it out if you have the time.

Also, check out the subreddit for Trapped in the Birdcage.

The Party

(Anna) Wilhelmine - Human Rogue
(Jimmy Whetzel) Saturn - Human Bard
(Chad Quandt) Reader - Warforged Rogue
(Hadeel) Nejma - Elf Wizard 


Last time, the group was magically sucked into a tea shop run by an old wereraven named Crone. She needed the heroes to deal with a few problems. She showed the group her gigantic pentacosm and then the adventurers went under the tea shop, where they fought two mephits. They saw a vision in a magic mirror of cranium rats killing people in Sigil. An injured dude stumbled into the tea shop. That's where we left off.

Holly says that this injured fellow is a bariaur named Wooly Cupgrass! That's an NPC from Faces of Sigil! He lies there, bleeding, as the group stares at him. He asks for healing.

Wooly Cupgrass

Saturn realizes that he can cast cure wounds. He's hurt, and is inclined to heal himself. Crone sighs and gives Wooly a healing potion.

Crone tells the group that they need to find two other wereraven women named Mother and Crone. Nejma isn't thrilled with the idea of going to find Mother.. thinking it's her Mother. Nejma apparently broke some stuff and isn't welcome. Nejma is awesome.

We are told that Maiden is in the Great Gymnasium, which is a location from In the Cage. I love how Holly is using all of this stuff right out of the books.

Crone mentions in passing that "Crone" isn't her realm name, and that her real name is really boring. And... now the group must know. She doesn't want to say. Saturn casts zone of truth! Thee people are hilarious.

He casts it. Crone is going to make a Wisdom save... failed. We learn that her real name is Adele.

The adventurers hit the streets of Sigil to check on Wooly's shop. They get a look at the weirdness of the city.. it's inside a hollow donut... there's city above them.. planar citizens...

Nejma had kept a piece of the broken mirror. Looking through it, he can see a sort of augmented reality.

Wooly's trail of blood is easy to follow. The group gets distracted, though, to Reader's consternation.

The group witnesses some sort of transaction go down. Nejma makes an insight..a 2. he thinks it is a planar crack deal.

Wil wants to steal stuff. There's a good looking aasimar selling fruits. Wil leans forward, says 'nice wings', and tries to steal some fruit. Batting her eyelashes. She stole it.. rolled a 25.

Saturn wants to steal stuff. Wil tells him, "Stick to your triangle." Died laughing.

Wil steals more fruit.

The group realizes they should have asked Crone for more details instead of bugging her about her name.

Reader can't help but notice that a child slips in the blood trail that the group should be following.

The group chats up a tiefling rug seller. They cast charm person on him.

Saturn notice that a rug is shaking. He wants to steal it. How is he going to hide it? Who knows.. he touches it. It's a rug of smothering!

Wil is hiding. Here comes some (I assume) Harmonium officers. They're looking for thieves. Wil makes another stealth. 14. She has this magic omnidress that can change forms. She changes her gown into a glamorous blue toga type thing.

Reader tries to pull the rug off of Saturn. Another rug jumps him! The adventurers realize that this tiefling is not selling decorative rugs.. these are security rugs!

Nejma wants to set the rug on fire. I love the idea that she is always starting 3 alarm fires everywhere she goes.

A crowd is gathering. Nejma goes, "Ladies and gentlemen, please stand back... please step out of the splash/burn zone". Died laughing. Performance check: 16!

The crowd thinks it's a show. One dretch is super into it.

Dretch
Reader is blinded and restrained. Reader takes 7 damage. He's down! Defeated by a rug. Death save... 1 success.

Nejma makes a minor image of huge moths, which scares off the rugs. The tiefling is unhappy. Saturn solves this by kissing the tiefling. The tiefling smells bad.

The group grabs unconscious Reader by the ankles and drag him along.

Knowing that the rats have been abducting potion sellers, the group decides to buy some healing potions. They find a potion dealer. They test the potions.. rub it on their gums.. I absolutely love the idea of expired potions of healing. What weird side effect could they have?

Nejma sips it. Her tongue turns purple. They dump it in Reader's mouth. It does heal him, but he also turns green. Groggy, he asks, "Did we buy the rug?"

Reader really wants to follow that blood trail now. The adventurers leave the vendor.

Wil scans the streets for a wealthy person.. spots a tiefling. Gold on their horns. Possibly a magic user. Wil says, "Look at the coin purse on that one."

"Please, no" says Reader.

Wil tries to pick the tiefling's pocket. Rolls an 8. Uh oh.. the tiefling yells, "guards!"

The two armored guards look right at Wil. She tries to bluff..

Nejma casts darkness! The heroes flee into Imel's Happy Tongue, which is also detailed in In the Cage: A Guide to Sigil. A waitress asks, "How many?"

"Four Please." They hide their faces in the menus. Holly is rolling with all of this incredibly well. She is so smooth and polished. I think a lot of DMs would struggle with these shenanigans. Some might try to railroad the group. Others might get too heavy-handed with the town guards. Holly's 100% along for the ride and it makes this very enjoyable.

Saturn turns Wil invisible. The guards approach the group... ask around.. clueless breaking laws.

There's a monkey. Nejma wants to steal it. She ends up in an opposed strength contest with the monkey. The monkey rolls a NATURAL 20. It takes her mirror piece and runs. Nejma snatches he monkey with a mage hand and drags it back over.

Wil, invisible, takes advantage of the chaos and snatches the cash box/tip jar. 10 gold.

Reader, flummoxed, starts writing all of their crimes in a book. I love the idea that he starts keeping track of things the group does - fires started, things stolen, seduction attempts, etc.

The monkey leads the group through the streets for about a mile. They get to an open area of marble and stone. Like a Greek coliseum. The Great Gymnasium! Lots of naked people. Jimmy uses the Zoom in function on his camera for effect. Dude is hilarious.

A woman groans. Are these the people they sent me?" It is Kylie! Kylie the tout is a fairly famous Planescape NPC. She helps people get where they are going in the city. She has this furry pet called an ethyk. Its name is Dib (Dybb?).

Wil starts ripping on Kylie."Your monkey smells. Your ponytail is wack." Moments later, Wil humbly concedes that Kylie's ponytail is not actually wack.

Reader wants to find someone to talk to about the crimes he wrote down. This poor dude is totally out of his element, it is very amusing.

The heroes can't help bu notice that there's a bunch of naked people working out in this Great Gymnasium. Kylie leaves the group for a minute and Saturn immediately starts talking to dudes.

He flirts with a guy who has buzzed hair and a lovely mustache and sideburns combo. His pickup line: "Can I play my triangle all the way to your heart?" Rolls a 10. Amazing.

Nejma flees the depravity and hides. She is uncomfortable around all of this gratuitous nudity.

Wil steals from a gym bag. She loots... an onyx panther figurine. Holly has a trinket chart she's rolling on.

Reader again tries to nudge the group on. He reminds them that most crimes that aren't solved in the first 48 hours go unsolved. Again... I died laughing. Great show!

Kylie comes back. he is crying. What...? She melts into rats! They swarm all over.

Saturn busts out a thunderwave. Jimmy is new to the game but he is all over this. Yes, the triangle triggers the thunderwave. He hits his allies, too. Reader's down. Nejma uses another potion on him.

All the athletes look right at the group. Saturn winks at all of them.

Their dretch fan from earlier is here, cheering them on. He chucks gold at them.

Uh oh... everything is melting away. This entire thing is an illusion! They see cranium rats everywhere, even in the sky.

Then, suddenly, Kylie's next to them. "What are you doing? We have to get going!"

That's where we stop!

Overall

I love this show! Holly is a really, really good DM. The group is firing off curveballs left and right, but she doesn't miss a beat. It's so smooth - no pauses or stumbling. The rug thing - did she pull that off the top of her head? If so... amazing.

I guess if you are wanting the plot to progress, you might not like this episode as much as I did. But if you like shenanigans, you definitely need to check this one out. What a great group!

Wednesday, February 28, 2018

Dungeons & Dragons - A Guide to Flame

Today I'm going to write about a D&D villain who has been the focus of four published adventures and yet has a fairly low profile in the D&D world: Flame, the red dragon.

Flame was the subject of the iconic image that is the cover of the very first issue of Dungeon Magazine. Over the years, Flame kept being brought back in weirder ways. By 4th edition, he was actually the subject of a time travel adventure!

Here's some quick general notes:
  • Flame does things on a big scale. He likes to steal sailing ships and buildings. 
  • Tiamat becomes fond of Flame as these adventures progress.
  • Flame has a number of awesome lairs, including one inside a giant floating diamond.
  • We learn how mortal Vecna died! Seriously. I don't know if this is still canon.
  • Flame made babies with kobolds, giants and crocodiles.
  • There's a Flame clone, a Skeletal flame, and a demilich Flame!
Dungeon Magazine #1: "Into the Fire"

Written by Grant and David Boucher, this adventure is a classic assault on a dragon's lair. The group will have to deal with a number of random encounters o the approach and, once inside, the group must overcome the dragon's clever trap. If they survive, Flame has an absolutely massive dragon hoard ripe for the pillaging!

Backstory: 15 years ago, a prince vanished. Nobody knows it, but the prince's ship.. the entire ship!.. was pulled out of the sea by the red dragon known as Flame. Everyone on board died. That ship is now in Flame's treasure hoard.

The prince's necklace was recently found in some snowy mountains. The heroes are asked to head there and find out what happened to the prince.

Random Encounters: Along the way the heroes might have the misfortune of running into:
  • 20 ogres led by an ogre mage
  • A lone grey elf looking for shelter and "some companionship" (well!). 
  • Fire giants
  • An avalanche
  • A volcanic eruption
  • A wolfwere that tries to join the party to steal their magic items.
The Fallen Tower: The dragon lives in a crater at the top of a long-dormant volcano. The crater contains a lake filled with magma-heated water rising from old lava vents. Long ago, a wizard had built a tower in the crater, with the lake acting as a moat. Flame actually tipped the tower over and killed the wizard.

Flame's Trap: This is pretty rough. As the adventurers wander down a hallucinatory corridor:
  1.  A portcullis drops and possibly impales a character. The portcullis likely splits the party.
  2.  A pit opens up under the feet of the rear of the party, which drops them about 20 feet.
  3.  Flame breathes down the corridor. The fire fills the corridor and hits everyone in it, though the people who fell in the pit take half damage.
The idea here is that only the PCs in the front of the portcullis can fight the dragon. Flame hovers over a huge open cavern. The PCs will have to either walk out onto a side ledge or jump down 30 feet to engage Flame.

Flame Has Magic: Flame can see invisible, polymorph other, wears a necklace of frost resistance and has an ioun stone that frees him from the need to breathe.

Flame's Escape Plan: Flame will flee if he has to. There's a note that he'll probably fly right through the party to get out, giving each PC a free attack on him.

Once Flame is dead, the heroes get to search his lair for his mighty horde

Flame's Sleeping Chamber: Great flavor for his sleeping chamber: "You enter the chamber to see what was obviously the sleeping chamber for the great dragon. Tons of assorted clothes, furs, and cloth lie heaped on the ground, fully 20 feet thick at its deepest point. You can't help but think about all the beings that have been slain just to make this beast's bed. A large headboard, that appears to be made from the outer wall of a house, has the word "Flame" crudely burned into it."

The Treasure Hoard: This is the perfect flavor text for a dragon hoard:

"At last, you see the treasure of treasures, the dragon's hoard. The ransom of a king pales in comparison. The incredible might and ancient age of the dragon becomes apparent as you try to drink in the hundreds of contrasting period pieces. An imperial coach rests atop a massive pile of coins, its strong box precariously balanced on the roof. Even from this distance, you can see a pile of jewelry within.

Now your eye catches a silver-tipped beam of wood jutting away from you. You follow it back to its source and see the entire hull of a merchants' ship on one side of the cave. Scarred and battered, it lies tilted toward you with its masts broken off. Out of the ruptured hull spill the jewels of a thousand royal houses. Hundreds of similarly interesting artifacts duel for your attention. For a few moments, the sheer immensity of wealth holds you in a trance."

There's some awesome loot:
  • A pot of gold with a pile of little bones (yes, Flame killed a leprechaun and stole his pot of gold).
  • A large platinum chess set. The pieces are shaped in the forms of various creatures of good and evil.
  • A royal carriage made of oak with a tiara in it (maybe he killed Cinderella?!).
  • The boat! A "slightly crushed" merchant ship.
  • Chunks of adamantite stolen from a dwarven mine.

To me, this is a perfect "classic" dragon lair. It's unique, the dragon has a plan, the dragon is dangerous, and the treasure hoard is awesome.

Dungeon Magazine #17 - Out of the Ashes

The sequel! This one is for characters 8th to 12th level.

Backstory: The city of Justiminium is home to merchants, adventurers, and thieves guilds. Near it is the forest of Nograheim, a monster refuge. The law states: "Do not eliminate any cultures, clear section of the forest, or set up permanent fortifications." Awesome idea!

This adventure assumes that Flame was slain. We learn that, before he died, Flame had used a wish spell that would allow him to return to life were he to be slain. Tiamat granted the wish!

Tiamat: It is said that a dragon who dies of old age takes their treasure with them to Tiamat's lair, where the size of their "donation" determines their place in Tiamat's court. That might not work out so well with the looting that took place in the first adventure.

When slain, Flame returned to the material plane stripped of all spellcasting powers and treasures.

The Valley of Diamonds: Flame took refuge in a forest ruled by kobolds. The kobolds led Flame through the Valley of Diamonds to the Ring of Flame, a circle of volcanic mountains. At the center was a collapsed volcanic crater full of uncut diamonds. Flame touched the diamonds, and somehow regained his spells and some of his treasure.

In the center of the crater is a massive crystalline palace shaped like a huge diamond made of frozen fire magically suspended over a pool of lava. This is some crazy crap, right?
This was the home of Opikus the Dark, an evil mage. Flame killed him and claimed the place as his new lair. There's a vault inside that flame can't open. Supposedly there is a giant diamond in the vault worth 1 million gold!

Disguising himself as Opikus, Flame decided to hire adventurers to break the vault open.

Opikus: An old man with long graying red hair, a full beard and a bushy mustache. His black silk robes are embroidered in gold and silver. In life, Opikus was obsessed with obtaining the hand and eye of Vecna. He has a library dedicated to books and scrolls on the subject.

Vecna: As a reward, Opikus offers the group the hand and eye of Vecna!!

We learn more. According to this adventure, Vecna died in a mage-war that took place near the Ring of Flame. His corpse was flung into the great pool of lava in the crater, which triggered a huge eruption that destroyed all of the other wizards who took part in the mage war. The eruption brought forth a fountain of diamonds that rained down on the valley.

One of Vecna's minions survived and escaped with the eye and hand of Vecna.

Elemental Evil: When Vecna was thrown into the central volcano, the immortal forces of evil took revenge by sending the entire region into flame. Ogremoch caused a huge eruption that left a massive crater.

The god of good stepped in and made it so that the only way Ogremoch could get the diamonds back was to have someone summon the elemental prince of evil there, or to sacrifice the diamonds to him.

Opikus had been taking advantage of this. He'd been sending diamonds to Ogremoch in exchange for favors.

Tiamat wants to use the huge diamond to make a gem-topped staff to rival the powerful scepter of Asmodeus.

The Living Pass: This pass has animated frescoes that depict the mage-war. There are two frescoes:
  • One begins with the forces of good heading toward the ring of flame, and it ends with the death of Vecna. 
  • The other depicts the forces of evil triumphing over the slayers of Vecna. This scene ends depicting one of Vecna's minions fleeing with hand and eye.

There are a number of encounters in the valley:
  • A geyser that is a portal to the Elemental Plane of Water.
  • A band of frost giants led by Shegor the Strong and his pet dragon, Gerk (gerk means 'stupid' in giant). They were partying heavily when Flame showed up.
  • There's a monolith that, if touched, causes a djinn named Aradullah to appear. She wears flowing green silk and holds a silver goblet full of ruby red wine. She has been commanded to help good travelers only. Drinking from her goblet imparts knowledge.
  • There's a second monolith. This one is linked to Flame. Once you get within 50 feet of it, a magic mouth yells, "You're getting hotter!" and a fairly nasty trap goes off.

Inside the lair is all sorts of wackiness:
  • A gallery of cages holding a vampire, a medusa, and a beholder!!!
  • A maze of crystal-clear walls.
  • A frozen library that preserves books from decay.
  • Zagyg's flowing flagon: A magic item that will get you really, really drunk.
  • Giant golden balls that chase specific characters.
  • Guarding the vault is Geldoran, a type VI demon (I think that's a balor).
Dungeon Magazine #100 - Old Embers Never Die

Now we enter 3rd edition! Flame has been killed twice, now. We learn that, as an adult red dragon, Flame entrusted a githyanki wizard with a small chunk of his flesh, to be used to clone him should he meet an untimely end.

In addition to that, Flame's skeleton has become animated! A bunch of kobolds worship it in a swamp. So this adventure features two Flames.

Here is the description of skeletal flame: "A truly gigantic skeletal creature, the red pinpoint gleams in its eyesockets betray its animate nature... Bony wings creak and flap uselessly as it moves to attack."

The githyanki-raised Flame traveled to the western mountains, and found that fire giants had taken up residence in his lair from Into the Fire. He took control of the fire giant clan and "...fathered a half-dragon child with a comely fire giant maiden."

Underlings: Here are some of Flame's minions and offspring:
  • Skreebo, a half-red dragon/kobold who wields a red dragonfang greatsword. He's got two dire weasels.
  • Vermilona, a "dracolyte", which is a cultist who worships the dragon.
  • Dragonthralls: Creatures who pledge their life to the service of chromatic dragons.
  • 2 Ettins and a pack of hellhounds.
  • Pyrathax, half-red dragon, half fire giant.
  • A half-red dragon/giant crocodile. 

In case you're wondering where the draconic crocodiles came from, the adventure has you covered:
"One night about thirty years ago, after consuming an entire wagon of strong dwarven ale, the dragon polymorphed into a giant crocodile and frolicked with the crocodile denizens of the lake. By morning, Flame had forgotten all about the night before - but one particular female giant crocodile hadn't."

Battling the raised Flame actually involves returning to the original lair! It has been altered quite a bit. Pretty awesome.

Dungeon #200 - Flame's Last Flicker


Flame's been slain at least three times! Now what?

Well, Tiamat took Flame's soul and transformed him into one of her exalted - a trusted servant with designs on becoming an exarch. Technically, she turned him into a dragon demilich.

Flame has concocted a scheme to siphon off Bahamut's power and transfer it to Tiamat. She can use that power to drive Zehir from Tytherion (in 4e, Tiamat shares a plane with a snake god. They're at war).

Flame uses a stolen relic of Bahamut to divert souls to an area in the astral sea.

The heroes must find and destroy Flame's phylactery. Flame has multiple phylacteries, and hid them in the past.

Flame created a crystal island in the astral plane to divert the souls of Bahamut's faithful from their final rest.

From there, the heroes use an artifact sword called Justice's Edge to travel back in time. They're got to find and destroy three different phylacteries. Maybe I'm blind, but I don't see the first one anywhere in this adventure. I hit ctrl + f and everything.

The final battle is against Flame in his demilich form. Yes, he really is a giant, floating dragon skull!

What Comes After Demilich?

Could you make a 5th adventure? A ghost Flame? A planar dragon Flame?

Maybe the son or daughter of Flame?

Why not, right? Flame's whole gimmick is that he keeps coming back in different ways.

Pretty awesome! There's tons and tons of ideas to mine from these adventures, so definitely check them out!

Thursday, February 22, 2018

Trapped in the Birdcage Episode 1


Trapped in the Birdcage is a new D&D show set in Sigil (!) run by Holly, who plays Strix on Dice, Camera, Action. Let's take a gander at what happened and how it went.

You can watch this show on Twitch right here.

The group is starting off at 3rd level.

The Party

(Anna) Wilhelmina - Human Rogue
(Jimmy Whetzel) Saturn - Human Bard
(Chad Quandt) Reader - Warforged Rogue
(Hadeel) Nejma - Elf Wizard

The show starts off with an intro involving a real-life set piece that Holly made, depicting the spire in the Outlands and 4 hanging cages. It's pretty awesome.

Each hero receives a magic scroll that sucks them into a dark, small room. Maybe a closet. Each scroll has a short phrase on it. I caught one: "I have passed to the innermost portal..."

Wilhelmina gasps, grabs Saturn's arm and tries to pick his pocket. It's the triangle. Saturn is a bard who plays the triangle. Jimmy actually has a triangle and it is tremendously amusing. He admits that it will be an uphill battle to convince the public to buy in to triangle-based music, but he is truly passionate about his craft.

Nejma, being an elf, has darkvision. She apparently just set fire to a circus tent prior to appearing here.. well, someone else did. Not her. We eventually learn that this is, in fact, a 3-alarm fire.

They find a door that opens into some kind of storage area that smells like old books. Yellow and green light. Behind a curtain, they hear clattering - they might be in a restaurant.

They see a black beak - it's a humanoid bird-woman. It's a wereraven! She tells the group to wait right there.

I just want to note that this show has 1,469 live viewers watching right now. Dice, Camera, Action has been getting about 2,300 lately. Holly is tremendously popular!

Bariaur

It turns out that we are in a tea shop. Customers: A bariaur (a goatman/centaur). A white-haired, blue-skinned woman with an owl on her shoulder, writing something. Two burly men with curled horns having a quiet conversation.

The wereraven's name is Crone. Wilhelmina wants to pick Crone's pocket. Sleight of Hand.. 22! She nabs a small plush dog.. kind of ratty, loved like a child. Holly says she has made a list of 100 trinkets to pull from. Tremendous.

Crone wants everyone to share their secrets with each other. Nejma is all ears. Reader, being a very literal sort of warforged, starts his tale with the day he emerged from the forge. He is on a quest to find out who killed his creator.

Crone leads the group to a room down below the tea shop, where there is a massive rotating planar thing known as the pentacosm. This is a magical planar device that has drawn the heroes here. The group has been "chosen" to help with an important task.

The adventurers agree to help. Crone wants to test the group. She says has a bit of a rat problem under the tea shop. She notes that there are also steam mephits down there that steam water for her tea.
Mephits
Reader sticks a candle and puts it on his head and down we go. Reader thinks that if he makes rat sounds, he can draw the rats out. "Squeak. Squeak."

The mephits are alarmed by the group's presence and attack!  A mephit lets out a blast of steam. Saturn takes 11 points of damage. He's got 27 hit points.

Nejma calls out that she's a bad bitch... she is hilarious. Saturn stabs a mephit through the heart and slays it.

The remaining mephit lets out a burst of steam. Everyone makes their save except Saturn again. Only 5 damage this time.

They cast sleep on the other mephit. It fails its save. Reader thinks that the mephit is a child and he cradles it in his arms.

The group realizes that they don't have a healer and groaning ensues. The heroes are annoyed at Crone. They start heckling her, shouting up the stairs.

Saturn hears something calling his name. Thousands of voices. Now they're calling for Wilhelimina. There's something beyond a door.

There's a rat on Nejma's shoulder... no, there's nothing there.

Reader tucks his baby in to some blankets and puts him somewhere safe. He approaches the door. Burned on the door is the word: "Rats". Beyond the door is a long dark hallway.. a shard of light, black water around some stones.

The heroes try to create a light source, but the light is gobbled up by the darkness in the hallway. Some entities speak all of their names at once.

Reader boldly walks down the hallway. He finds a large mirror that is fastened to a large, iron rat claw.

He sees a vision in the mirror. Rats rampaging through the streets of a city ripping everything apart. They feel a need to consume and destroy. As the image fades, a voice in their mind says, "We are the Us. We know you now. And we will find you."

I don't know if this is a spoiler or not, o skip this paragraph if you don't want to know the deal with the rats. The Us is a cranium rat hive-mind. Cranium rats have psychic powers, and when they get together, they combine into a swarm that has incredible psychic power. They're in Volo's Guide to Monsters and in most 2nd edition Planescape products. 

Wilhelmina tries to remove the mirror from the big claw, but the mirror is fastened tightly. After the group messes with it a bit, it shatters. Wilhelmina feels a rush of cold air. She pockets a shard of the mirror.
The group figures out that this was a scrying mirror attuned to a killer rat-thing.

The group leaves the hallway. The mephit is snoozing. Saturn wants to kick it. Saturn is injured badly and is not happy about it at all. He curbstomps it for 1 point!

The mephit wakes up. It's about to attack. Wilhelmina wiggles the doll she stole at it. The idea of them treating the mephit like a baby cracks me up.

Saturn wants to kick it again. The group isn't having it.

Reader asks, "Are we the bad guys?"

Saturn kicks the mephit and knocks it out. Then he snatches the doll.

The adventurers hear Crone call out "No!" They go upstairs. Crone asks them if they broke the mirror. Nejma immediately sells out Wil.

Crone, dismayed, explains that she used the mirror to spy on the rats, her enemy. Nejma goes, "Maybe we can just tape it back together" and I die laughing.

Crone wants the shard of the mirror that Wil stole. She says she can protect the group from the Us, but that they will need to work with her.

There's a frantic knocking on the tea shop door. It's the bariaur who was in the shop earlier. He's begging to come back in. Crone opens it. The bariaur falls to the ground, a bloody mess.

That's where we stop!

Overall

Maybe I am biased because I am a Holly fan, but I honestly feel like she is a natural when it comes to DMing. The whole thing flowed really well, smooth from beginning to end. Holly seemed extremely comfortable and totally at home in the DM's chair.

Any time she needed to look something up, she did it in mere seconds. Clearly she was well-prepared.

I really like all of the players, especially Hadeel. I think she's hilarious and I love her character. 

There are a lot of D&D shows out there, so I get that you might not have time to watch more, but this one was really good. It didn't drag like a lot of them do. I floated through the whole 2 hours without watching the clock at all.

You won't be overburdened with Planescape lore, either. Holly kept it simple, which I think is smart. The factions, the Lady, the layout of the city, the Outlands, and all of that stuff is a bit complicated. Easing the players and the viewers in to the Planescape experience seems like a good decision.

Check it out! It's good stuff and a nice way to learn about, or get re-acquainted with, Planescape.

Monday, February 12, 2018

Dice, Camera, Action Episode 80 - Tomb of Annihilation

Episode 80: Kaboom it May Concern

Rachel has returned and will be playing Miranda again tonight! This was a heck of an episode.

 The Party

(Rachel Seeley) Miranda- Elf Druid
(Anna) Evelyn - Human Paladin of Lathander
(ProJared) Diath - Human Rogue
(Holly) Strix - Tiefling Sorcerer
(Nathan) Paultin - Human Bard

Last time, a magic egg-bomb had activated. This thing is counting down and the explosion will have the  power of 10,000 magic missiles. That's like 10,000d4 + 10,000 force damage, at least!

The group rolls initiative. The heroes are in the fane of the night serpent. Lying nearby is the corpse of someone Miranda knew.

Evelyn says she's going to use the bomb to destroy the Soulmonger. Paultin goes invisible.

Diath realizes that this thing is going to explode in less than one minute.

Diath has a great idea. He wants Paultin to freeze it!

Chris has a real life stopwatch going. The players freak out.

Paultin thinks the waffle hut could survive the nuke. The group determines that there is no time to cast leomund's tiny hut. It takes one minute to cast.

Evelyn wants to defuse the egg bomb. Insight check.. 9. No luck.

Strix wants to take it and dimension door outside. No.. she casts dimension door and throws it through. Now it's outside.

Paultin casts suggestion on Paultin and tells him to call Shemeshka. Diath and Strix are really angry about this. Paultin forces Diath to use the key on Gutter to summon Shemeshka.

Diath asks Shemeshka for help. She says, "I have to protect my one percent." She casts banishment on him! He is shunted to his home plane!? Sigil?

Diath appears at an elegant costume party. There are humans, a tiefling, and gnome servants holding platters with flutes of wine on them. They're talking in small groups.

There's a band in one corner performing live. The ceiling is arched and has glass panels. Through the glass panels Diath can see .. a city above. He's in Sigil. Sigil is built on the inside of a hollow donut with weird gravity, so when you look up you see building tops.

Shemeshka puts a paw on his shoulder. Diath says he wants to go back, but she says that would be suicide.

Paultin declares that he thought this would work out a little better.

Estavan

Estavan is here? Cameo! He's a semi-major NPC from the 2e Planescape products.

Diath tries to put the key in the blade of his sword, but nothing happens.

He puts the blade on himself and says, "If you want your investment, put me back..."

Back in Omu, Evelyn's flying down below in the caves with her boots of flying. She comes upon a boat floating on the underground river.

Strix starts crying. Paultin actually yells at her and tells her to try something. Miranda tells Paultin to step back. Paultin goes invisible and he takes a step forward and becomes visible, being somewhat menacing.

Paultin argues with Miranda, then uses his mandolin to fly after Evelyn. Yo...

Back in Sigil, Diath asks again... "How do I disable the Halruaan bomb?"

"You can't. It's too late." Shemeshka says two of the group will survive because of their bonus souls.

Diath looks up and sees a huge, weird clock. The hands are moving in weird ways.

He creeps up to Shemeshka and puts the tip of his blade in her back. Yiikkeesss. "Return me or save them all."

"What if you go back and you can't save them? What will you have gained?"

I'll save them. If I don't... their fate is the same as mine."

"I suppose I won't lose anything in the long run. But you owe me. Agreed?"

Diath hands over a key and appears back in Omu, right next to the Halruaan bomb. It's lying in the garden of a crumbled down palace.

Evelyn is outside in the Lost City of Omu. Sunlight reflects off her blade and shines toward a cliff far away. She sees Dragonbait leading the sidekicks and pets into the jungle, trying to get them to a safe place in case the egg explodes..

Evelyn sees the bomb.. she wants to grab it and fly up. Diath stops her.

Strix is in gaseous form. She shuts it off and casts gaseous form on Miranda. Wait.. no. Miranda points out she doesn't need that spell, as she can turn into a bird. They agree to fly out of there as fast as possible.

Outside, Diath notices that there's a keyhole on the bomb. Diath busts out his thieves' tools.. no, first he'll try a Shemeshka key. He sticks the key in. It turns. it clicks. The bomb stops. His key disintegrates.

The group is safe! Bomb is shut off.

Diath is not happy with Paultin and chastises him. Strix isn't happy with him either.

Paultin says it all worked out and he doesn't appreciate the wrist slap. Paultin casts dimension door and ditches the party. He takes Simon with him.

Uh oh.... little yuan-ti Typho comes out of nowhere and stabs Miranda in the back... 32 points of damage from the sneak attack and 5 from the poison! Miranda survives! The group attacks him. She drops an insect plague on him and Typho is done for.

Diath calls out for Paultin. That's where we stop.

Overall


I have a lot of theories! Very good show. I agree with Paultin... they were all about to die. He saved them. Go ahead and be mad, at least you're alive!


We did a lot of waffle talking about this episode right here:


Sunday, February 11, 2018

More Thoughts on Running the Tomb of Annihilation


I ran some more Tomb of Annihilation last night and I have a lot of thoughts running through my head.

You can watch it on twitch here. It will be on youtube in a few weeks.

I got art of the epic aboleth fight from last week. Check it out:

Pretty cool, right? It is by Vaughn Distrito.

When I first started using this artist, I really wasn't too sure about the comic book style, but now I'm very happy with it. It's a fun idea to have a different art style for each group. It's sort of like in 2e how they had one main artist for Dark Sun, another for Al Qadim, and another for Planescape.

Missing Players: Two players couldn't make it this week, so it was just Ramrod, Mistletoe, and Asana. We've had a death in each of the last three sessions, so I was definitely worried.

"Writing out" characters is something I don't worry about any more. Way back when, I'd spend time trying to think of a logical way to explain why they're gone or inactive.

Over time, I have found that the best way to handle it is to just move on. Otherwise, you'll end up jumping through hoops that can affect the session in weird ways. I never want to be in a position where an absent player's character dies. That does not go well at all, ever!

Handling the Tomb: There are a bunch of groups in the tomb at the same time. They've been leaving each other notes. I've been doing a lousy job of remembering what notes are where.

Basically, I've been missing a million little things, and it's driving me nuts. On the second level of the central stairwell, there is a plaque that I have repeatedly forgotten to mention or describe. It's got clues that would have been helpful to the heroes.

Using Roaming Monsters: Before the game, I had a tough choice to make. Withers and the tomb dwarves are supposed to come up and reset traps. Poor Lemuel died in the wine room, so that needs to be reset. From page 141: "At dawn the next day, Withers sends tomb dwarves to clean up the room and tunnel, after which the wine cisterns magically refill and the trap resets."

That means I probably should have started this session with a battle against more tomb dwarves, assuming the heroes go to check out the wine room. During their long rest, the adventurers heard the wine spill out of the room and cascade down the central stairwell.

A fight against tomb dwarves felt like a drag to me - a time-waster. There's enough to do in this place, right? I don't want to bog it down with a fight I've run a few times already.

I can and probably should be having Withers attacking the groups while they rest, but that would mean sessions full of battles with the same creatures, and I really want to get on with it.

Also... I was looking through the book to see where Withers might be lurking once his office was trashed. For a moment I thought I remembered that he was way down with the hags. It turns out I got mixed up. There's a guy named Mister Threadneedle down there. In my head, Mister Threadneedle is quite similar to Withers - a thin flunky that serves the main bad guys.

Mr. Threadneedle is described on page 183. He doesn't talk at all.

The group awoke and made their way to the wine room. Were they going to trigger the trap? They found poor Lemuel's dead body and grabbed the two skeleton keys. After a lot of careful searching, they drained one tunnel of wine and found a crawlspace within.

This crawlspace led to Nangnang's tomb on page 143. The deal here is that there's a magic circle holding an invisible monster (a grey slaad). There's a sarcophagus in here, too.

I couldn't remember how everything worked in this room, and scrambled to re-read it as I ran it. I had the slaad attack the group as soon as they stepped foot in the circle. Two notes about this place:
  • The slaad is free if someone enters the boundary area of the circle.
  • You should probably not have the slaad attack until someone opens the urn and gets hit with the trap. Deadly!
The slaad attacked the group, did piles of damage, but then the tide turned against it. It turned invisible so it could move without provoking a billion opportunity attacks.

Dispel Magic vs. Invisibility: That's when a tough question came up. Does dispel magic work on invisibility? The dispel magic entry does not say "....on a target you can see". Does that mean you can just cast dispel magic blindly to shut off invisibility?

At the time, I ruled that the caster could do it, because I had went out of my way to tell the group that they could hear the slaad moving around. I figured that the caster had a general idea of where the slaad was.

Looking it up now, here's an official answer.

It looks like I made a good call. If the caster has a good idea of where the invisible creature is (probably by listening for it), then they can dispel the invisibility. If the caster has no idea where the invisible creature might be, they cannot dispel it.

Looking at the invisible condition on PH page 291, it says: "For the purposes of hiding, the creature is heavily obscured."

Heavily obscured is one of those really annoying hard-to-find things in the PH. It's on page 183.  "A creature effectively suffers from the blinded condition when trying to see something in that area."

Room 57: The slaad ended up trying to plane shift away but it went wrong (he got sucked into room 57). Later, they freed the genie (immediately) from page 142. She also tried to plane shift and ended up in room 57! It might be fun to roll out the battle going on in there - otyugh vs slaad, winner fights the genie?

Later, the heroes encountered the giant stone head in room 18. The group was very cautious, which is a good thing. The hole in the mouth leads down to room 35b, one of the rooms I've had a really hard time getting a handle on.

The one thing I'm really happy with is that I remembered to use the purple mold (see "alien growth" on page 146). Mistletoe used a flaming sphere to destroy one patch at a time, causing others to sprout eyestalks and shoot rays at him.

He got very lucky! I rolled randomly, and kept getting the "slow" ray.

Flaming Sphere: One question that came up - can he control the flaming sphere without looking at it? He was in another room. I decided that he did need to see it. He's trying to run over patches of mold, it seems like there's a good chance he'd struggle trying to do it blindly.

The heroes ended up smartly going all the way around and finding the exterior of room 35b. I think I understand this area now, but just barely. It's something I will definitely need to re-read right before I run it.

I'm really enjoying the tomb so far!

I'll be running a special Spelljammer game tonight on Twitch! I'd better get preparing for that, now.