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Jasper DMS Season 9 & Descent into Avernus Adventure League
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<blockquote data-quote="jasper" data-source="post: 8149982" data-attributes="member: 277"><p>Descent into Avernus # 2 Session 3</p><p></p><p>Chapter 1</p><p></p><p>Blessed Bacchus Bathhouse</p><p></p><p>Day 2 8 AM to Day 2 10 AM.</p><p></p><p>We pick up in room D12</p><p></p><p>PC killed 0 Monsters Killed 29 Villains Captured 2 Villains Escaped 2.</p><p></p><p>No treasure or level this time. This will happen due to various reasons.</p><p></p><p>Start Time 7:08 End Time 9:00</p><p></p><p>Magic item spell books. See very bottom.</p><p></p><p>I had a strong group of six but ran combat as average due people are still learning. (HEY DM ALSO MENTION YOU FORGOT SOME OF US MONSTERS. WHAT ARE WE JUST RANDOM XP?)</p><p></p><p>Healing Man Cleric 2. Smog Warlock 2. Ditty Kong Barbarian 2 Goliath. Tartar Bigmens Paladin 1 played by a seven-year-old. Likus Bard 1. Hafice Tallfellow rogue 2 halfling. Tartar was supposed to watch but I let him play. The more the merry.</p><p></p><p>Captain Zodge demand the group return to Bacchus bathhouse and find the secret door and discover what is under the bathhouse. They arrive at 8:08 AM the bathhouse is open for business.</p><p></p><p>Healing Man, “Jadaz a round of massages for all of us. I go first and need some information.” Jadaz does not know of any cult activities for the Dead Three but does think Mortlock Vanthampur son of Duchess Thalamra Vanthampur is up to some shady stuff. After an hour Tartar remembers something about the secret door in the north room. He enters the massage room interrupting Qurmilah. Ties her up and starts looking about the secret door. The rest of group flash their badges and tell everyone to calm down. Hafice finds the secret door.</p><p></p><p>After some discussion of no witnesses, but we are cops, but we don’t want people to know we coming, Kong tosses the Qurmilah over his shoulder. “We just take her with us.” They enter the dungeon. The smell of mildew and rot wafts up the stairs. Arriving at bottom of the stairs, Hafice climbs the barbarian. “That water is going to be over my head.”</p><p></p><p>Healing Man, “Is not.”</p><p></p><p>Hafice, “Is so.”</p><p></p><p>Healing Man, “IS NOT!” And he steps in. “See. Is not! It only be up to your chin. I was right and you were wrong. And we go right. No left. No.”</p><p></p><p>(DM. People I have something called a Party Caller. It is a person who decides left, right, etc. so these debates don’t take up time. Yes, you can go against what the caller says so. But let me know. And remember it going to be Bob not Bob’s character. Agreed. Good.)</p><p></p><p>Healing Man, “Line. Is not! It only be up to your chin. I was right and you were wrong. And we go right.”</p><p></p><p>The group wades through two-foot-deep water. They notice some the support beams are rotting due to the water. (DM yes you be able to knock the roof down on you or the bad guys.) They find a secret door and push through it. A Hand brushes against Kong’s knee. He smiles until he notices it is not the massage woman. He screams like a little girl. Dropping both Hafice and Qurmilah into the water.</p><p></p><p>Hafice, “Help her. Grab her. Not the dead body. The one with bubbles coming from the gag.”</p><p></p><p>Kong drops the dead body which had been dead for three days. Shakes some of water from Qurmilah and toss her over his shoulder again. The group goes east and finds an altar to Bhaal the god of murder and some suffering. Healing man prays over the altar until it melts as his gawd is the gawd of life. Exploring south, they barbarian brushes up against a tapestry causing. (I don’t know. Forgot the DMG. D&D Beyond is not pulling it up. Note. Notes. Okay.) Kong takes poison damage from yellow mold which somehow does not affect Qurmilah because everyone is forgetting about her half the time.)</p><p></p><p>The group comes to a chamber with three doors. North door has a carving on Bhaal. East door Bane caving. South door Myrkul carving.</p><p></p><p>Hafice pics the lock and slowly pushes the door open until he is nearly pulled into the room by a minion of Myrkul. The three necromites of Myrkul would have been a great fight but they only got a four on their initiative and did not live to see that. In an adjoining room, the altar of Myrkul is discovered. Myrkul is the Lord of Bones, claiming power over corpses and souls. Healing Man prays over it till it melts.</p><p></p><p>The group regroups and heads east. Coming across an active ceremony of you guessed it Bane god of tyranny. The group tries to attack but discovers five foot corridors suck. Especially when the two people in the front roll the lowest initiative. (Yes unless you are a halfling it cost two movements to pass through a friendly square.</p><p></p><p>The group spread out. Tartar charges and attack two fist of Bane. Then</p><p></p><p>Tartar, “Can I go to the bathroom.”</p><p></p><p>DM, “Yes.” Three people get up and leave. “Um. Guys. I just meant we skip Tartar’s turn.”</p><p></p><p>The fight continues. Healing Man charges Yignath iron consul of Bane ducks under his spear, and starts praying at altar.</p><p></p><p>DM, “So you not going to attack or defend yourself?”</p><p></p><p>Healing Man, “No. Just going to pray.”</p><p></p><p>Klim, “You not going to cut me loose, or heal me. The evil guy may stab me. And I got one hit point left!”</p><p></p><p>Healing Man, “Nope.”</p><p></p><p>DM, “Okay Advantage against you and the iron consul will focus fire on you.” (WAIT A MINUTE DM. THAT IS NOT FAIR. SHUT IT DM. IT IS NOW SIX TO ONE. AND WE WILL SEE HOW THE DICE FALL.)</p><p></p><p>A few dice rolls later, the altar has melted. Klim is offering a reward for his rescue. We have all forgot about Qurmilah again. (AND YOU FORGOT ABOUT THE FLYING SWORDS. Well it was on the other page and the lighting is bad!)</p><p></p><p>End of the session.</p><p><span style="color: rgb(0, 0, 0)"></span></p><p><span style="color: rgb(0, 0, 0)"><em>Spellbook 1 is bound in red leather and contains the following spells: <em><a href="https://www.dndbeyond.com/spells/burning-hands" target="_blank">burning hands</a></em>, <em><a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a></em>, <em><a href="https://www.dndbeyond.com/spells/disguise-self" target="_blank">disguise self</a></em>, <em><a href="https://www.dndbeyond.com/spells/fog-cloud" target="_blank">fog cloud</a></em>, <em><a href="https://www.dndbeyond.com/spells/ray-of-sickness" target="_blank">ray of sickness</a></em>, <em><a href="https://www.dndbeyond.com/spells/silent-image" target="_blank">silent image</a></em>.</em></span></p><p><span style="color: rgb(0, 0, 0)"><em></em></span></p><p><span style="color: rgb(0, 0, 0)"><em>Spellbook 2 has the personal rune of its previous owner burned into its umber cover. This book contains the following spells: <em><a href="https://www.dndbeyond.com/spells/charm-person" target="_blank">charm person</a></em>, <em><a href="https://www.dndbeyond.com/spells/find-familiar" target="_blank">find familiar</a></em>, <em><a href="https://www.dndbeyond.com/spells/identify" target="_blank">identify</a>, <a href="https://www.dndbeyond.com/spells/magic-missile" target="_blank">magic missile</a></em>, <em><a href="https://www.dndbeyond.com/spells/sleep" target="_blank">sleep</a></em>.</em></span></p><p><span style="color: rgb(0, 0, 0)"><em></em></span></p><p><span style="color: rgb(0, 0, 0)"><em>Spellbook 3 is bound in scaly black reptile hide and contains the following spells: <em><a href="https://www.dndbeyond.com/spells/cloud-of-daggers" target="_blank">cloud of daggers</a></em>, <em><a href="https://www.dndbeyond.com/spells/darkvision" target="_blank">darkvision</a></em>, <em><a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a></em>, <em><a href="https://www.dndbeyond.com/spells/feather-fall" target="_blank">feather fall</a></em>, <em><a href="https://www.dndbeyond.com/spells/mage-armor" target="_blank">mage armor</a></em>, <em><a href="https://www.dndbeyond.com/spells/magic-missile" target="_blank">magic missile</a></em>, <em><a href="https://www.dndbeyond.com/spells/tashas-hideous-laughter" target="_blank">Tasha’s hideous laughter</a></em>.</em></span></p><p></p><p><em>I don't know why the links are here. </em></p></blockquote><p></p>
[QUOTE="jasper, post: 8149982, member: 277"] Descent into Avernus # 2 Session 3 Chapter 1 Blessed Bacchus Bathhouse Day 2 8 AM to Day 2 10 AM. We pick up in room D12 PC killed 0 Monsters Killed 29 Villains Captured 2 Villains Escaped 2. No treasure or level this time. This will happen due to various reasons. Start Time 7:08 End Time 9:00 Magic item spell books. See very bottom. I had a strong group of six but ran combat as average due people are still learning. (HEY DM ALSO MENTION YOU FORGOT SOME OF US MONSTERS. WHAT ARE WE JUST RANDOM XP?) Healing Man Cleric 2. Smog Warlock 2. Ditty Kong Barbarian 2 Goliath. Tartar Bigmens Paladin 1 played by a seven-year-old. Likus Bard 1. Hafice Tallfellow rogue 2 halfling. Tartar was supposed to watch but I let him play. The more the merry. Captain Zodge demand the group return to Bacchus bathhouse and find the secret door and discover what is under the bathhouse. They arrive at 8:08 AM the bathhouse is open for business. Healing Man, “Jadaz a round of massages for all of us. I go first and need some information.” Jadaz does not know of any cult activities for the Dead Three but does think Mortlock Vanthampur son of Duchess Thalamra Vanthampur is up to some shady stuff. After an hour Tartar remembers something about the secret door in the north room. He enters the massage room interrupting Qurmilah. Ties her up and starts looking about the secret door. The rest of group flash their badges and tell everyone to calm down. Hafice finds the secret door. After some discussion of no witnesses, but we are cops, but we don’t want people to know we coming, Kong tosses the Qurmilah over his shoulder. “We just take her with us.” They enter the dungeon. The smell of mildew and rot wafts up the stairs. Arriving at bottom of the stairs, Hafice climbs the barbarian. “That water is going to be over my head.” Healing Man, “Is not.” Hafice, “Is so.” Healing Man, “IS NOT!” And he steps in. “See. Is not! It only be up to your chin. I was right and you were wrong. And we go right. No left. No.” (DM. People I have something called a Party Caller. It is a person who decides left, right, etc. so these debates don’t take up time. Yes, you can go against what the caller says so. But let me know. And remember it going to be Bob not Bob’s character. Agreed. Good.) Healing Man, “Line. Is not! It only be up to your chin. I was right and you were wrong. And we go right.” The group wades through two-foot-deep water. They notice some the support beams are rotting due to the water. (DM yes you be able to knock the roof down on you or the bad guys.) They find a secret door and push through it. A Hand brushes against Kong’s knee. He smiles until he notices it is not the massage woman. He screams like a little girl. Dropping both Hafice and Qurmilah into the water. Hafice, “Help her. Grab her. Not the dead body. The one with bubbles coming from the gag.” Kong drops the dead body which had been dead for three days. Shakes some of water from Qurmilah and toss her over his shoulder again. The group goes east and finds an altar to Bhaal the god of murder and some suffering. Healing man prays over the altar until it melts as his gawd is the gawd of life. Exploring south, they barbarian brushes up against a tapestry causing. (I don’t know. Forgot the DMG. D&D Beyond is not pulling it up. Note. Notes. Okay.) Kong takes poison damage from yellow mold which somehow does not affect Qurmilah because everyone is forgetting about her half the time.) The group comes to a chamber with three doors. North door has a carving on Bhaal. East door Bane caving. South door Myrkul carving. Hafice pics the lock and slowly pushes the door open until he is nearly pulled into the room by a minion of Myrkul. The three necromites of Myrkul would have been a great fight but they only got a four on their initiative and did not live to see that. In an adjoining room, the altar of Myrkul is discovered. Myrkul is the Lord of Bones, claiming power over corpses and souls. Healing Man prays over it till it melts. The group regroups and heads east. Coming across an active ceremony of you guessed it Bane god of tyranny. The group tries to attack but discovers five foot corridors suck. Especially when the two people in the front roll the lowest initiative. (Yes unless you are a halfling it cost two movements to pass through a friendly square. The group spread out. Tartar charges and attack two fist of Bane. Then Tartar, “Can I go to the bathroom.” DM, “Yes.” Three people get up and leave. “Um. Guys. I just meant we skip Tartar’s turn.” The fight continues. Healing Man charges Yignath iron consul of Bane ducks under his spear, and starts praying at altar. DM, “So you not going to attack or defend yourself?” Healing Man, “No. Just going to pray.” Klim, “You not going to cut me loose, or heal me. The evil guy may stab me. And I got one hit point left!” Healing Man, “Nope.” DM, “Okay Advantage against you and the iron consul will focus fire on you.” (WAIT A MINUTE DM. THAT IS NOT FAIR. SHUT IT DM. IT IS NOW SIX TO ONE. AND WE WILL SEE HOW THE DICE FALL.) A few dice rolls later, the altar has melted. Klim is offering a reward for his rescue. We have all forgot about Qurmilah again. (AND YOU FORGOT ABOUT THE FLYING SWORDS. Well it was on the other page and the lighting is bad!) End of the session. [COLOR=rgb(0, 0, 0)] [I]Spellbook 1 is bound in red leather and contains the following spells: [I][URL='https://www.dndbeyond.com/spells/burning-hands']burning hands[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/disguise-self']disguise self[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/fog-cloud']fog cloud[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/ray-of-sickness']ray of sickness[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/silent-image']silent image[/URL][/I]. Spellbook 2 has the personal rune of its previous owner burned into its umber cover. This book contains the following spells: [I][URL='https://www.dndbeyond.com/spells/charm-person']charm person[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/find-familiar']find familiar[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/identify']identify[/URL], [URL='https://www.dndbeyond.com/spells/magic-missile']magic missile[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/sleep']sleep[/URL][/I]. Spellbook 3 is bound in scaly black reptile hide and contains the following spells: [I][URL='https://www.dndbeyond.com/spells/cloud-of-daggers']cloud of daggers[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/darkvision']darkvision[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/feather-fall']feather fall[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/mage-armor']mage armor[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/magic-missile']magic missile[/URL][/I], [I][URL='https://www.dndbeyond.com/spells/tashas-hideous-laughter']Tasha’s hideous laughter[/URL][/I].[/I][/COLOR] [I]I don't know why the links are here. [/I] [/QUOTE]
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