D&D 5E – “Princes of the Apocalypse” Session 5 Recap

The party gains peaceful admittance to Feathergale Spire, attends a feast, hunts a manticore, and discovers a startling secret.

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Watch our sessions live on my YouTube channel every Sunday night beginning at 9pm Central. Subscribe and catch up on previous episodes!

Previously on “Princes of the Apocalypse” 

A standard monster-filled dungeon can be fun, but I really enjoy when an area has some unique twist about it aside from room-to-room monster-bashing. The Feathergale Spire is a neat four-story tower filled with seemingly innocuous knights and aerial enthusiasts.

The encounter can transpire in numerous ways depending upon how the PCs react. Nothing is more fun to me as a DM than listening to my players hastily deliberate on a course of action, each crazier than the last.

First the party had to make it to the spire. When we left off they’d just killed a bunch of griffons in the Sighing Valley and found an alcove to rest in. When they awoke I had a group of aarokocra find them. The aarokocra were wary but curious. It was a fun opportunity for some unique role-playing, as neither party could understand each other.

Talus rolled really well on a History check and I gave him some information on these bird-like humanoids – mainly that they’re not evil and often fight forces of elemental evil. Numerous drawing, pointing, and miming ensued which was delightfully funny.

Talus would eventually cast Comprehend Languages (gotta love when seemingly mundane spells become very useful), and I would give them a bit more direct information – drawing a symbol over the tower, skull and crossbones nearby, question mark over the gully, and a hidden trail that lead up to the tower. Continue reading “D&D 5E – “Princes of the Apocalypse” Session 5 Recap”

D&D 5E – “Princes of the Apocalypse” Session 1 Recap

Part 1 of the party’s journey from Phandalin to Red Larch, where they meet Cragmaw riders, cursed skulls, and ominous weather.

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Watch our sessions live on my YouTube channel every Sunday night beginning at 9pm Central. Subscribe and catch up on previous episodes!

After the events of our previous campaign “The Lost Mine of Phandelver,” the party receives a job to escort a wagon East to Red Larch. On the way they encounter a retaliatory strike by some Cragmaw Hobgoblins, experience strange weather patterns, and suffer fitful nightmares of elemental forces destroying the world.

If you want to learn about our cast of heroes, see this post from before our first adventure, “The Lost Mine of Phandelver.”

The logical next step after “The Lost Mine of Phandelver” was to select another official published adventure for our new campaign. I really enjoy having everything already organized and planned out, and especially official maps of dungeons. Since Phandelver only brought our heroes to level 4, I wanted to continue their journey. Out of all the official campaigns released thus far, “Princes of the Apocalypse” made the most sense to adapt it as a sequel to the events around Phandalin. Continue reading “D&D 5E – “Princes of the Apocalypse” Session 1 Recap”

D&D 5E – “Lost Mine of Phandelver” Session 17 Recap

A good old-fashioned dungeon crawl culminates in an awesome boss fight with a flaming skull and his zombie army in this giant 4-hour session.


Watch our sessions live on my YouTube channel every Sunday night beginning at 9:30pm Central. Subscribe and catch up on previous episodes!

It’s amazing how much progress you can make in a marathon four-hour session. How about five separate battles, including an epic confrontation with a fireball-slinging Flameskull and his army of zombies?

We started our session a bit earlier on Sunday. At this point “Lost Mine of Phandelver” has lasted us nearly four months, doing weekly 2-3 hour sessions. We’re coming up to a busy schedule for me at the end of January/beginning of February: a gaming convention followed by a family vacation. Wrapping up this campaign and going on a brief but necessary two week hiatus would be extremely helpful to my sanity.

Thus not only did we start earlier, but we ended up going an additional hour later than usual! I was impressed by my players’ energy levels and enthusiasm throughout this session. They were in their element – this entire session was one big dungeon crawl filled with baddies to deal with, culminating in the biggest fight of their lives. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 17 Recap”

D&D 5E – “Lost Mine of Phandelver” Session 13 Recap

After capturing renegade wizard Glasstaff from a Hobgoblin camp, the party infiltrates the goblin tribe hideout at Cragmaw Castle.


Watch our sessions live on my YouTube channel every Sunday night beginning at 9:30pm Central. Subscribe and catch up on previous episodes!


Damn that Sleep spell!

For the 2nd week in a row a single spell renders a combat encounter completely moot. The fact that my poor NPCs get no Saving Throw is very irksome. Especially since the wizard can scale up its power by expending a higher spell slot. Sleeping a group of foes has become my players’ de facto strategy, and it’s annoyingly effective.

Anyway, this week the party finally traveled to Cragmaw Castle. First, however, I wanted to insert a dangling thread from earlier in the adventure. The Redbrand leader, Glasstaff, AKA Iarno Albrek, had escaped their clutches, and had been on the run ever since.

The published adventure “The Lost Mine of Phandelver” doesn’t explain what happens if Glasstaff escapes the Redbrand Hideout, so I came up with a fun scenario. He found himself in the clutches of Targor Bloodsword, Hobgoblin war band leader, and was trying to seek an audience with King Grol of the Cragmaws. The PCs saw the camp outside of Cragmaw Castle, and formulated a plan of attack. Continue reading “D&D 5E – “Lost Mine of Phandelver” Session 13 Recap”

Shadowrun 5E “The Bodyguards” Session 3 Report

The runners fend off a sudden kidnapping strike force in the middle of a psychedelic concert performance.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “The Bodyguards” Session 1 Report
Read “The Bodyguards” Session 2 Report

If last week’s seemingly random events surrounding a rock concert resulted in hilarious shenanigans, this week was much more focused and down to business. The role-playing and fun random characters were neat distractions but I still had to move the story forward, and for that I had to unleash a squad of stealthy hit-men into the venue.

The players’ main job as temp security guards were to protect the star attraction – indie singer Lana Grace. Unfortunately for them her talents extended to both her musical ability as well as some latent magical skills that resulted in the players entering a euphoric high while she performed.

During the performance my anti-runner team got into place, and all hell broke loose once they hit her with a tranq dart from the catwalks. A pair emerged onto the catwalks to grab her and fend off the players. Another cast an illusory spell on a dragon statue on stage making it seemingly spring to life and panic the crowd below, and another set off a bomb in the backstage bathrooms to cement their getaway. Roll for initiative!


They didn’t get too far. I had written outcomes for the two possibilities of Lana getting kidnapped or being rescued, and the runners made fairly short work of the foes. Thus far I feel like I may be babying my players a bit as most encounters have felt like a piece of cake from my point of view, with little to no damage being sustained by the players.

In this case the kidnapping team were loaded with nonlethal rounds and were mainly trying to snatch and grab, so they were more interested in running than fighting. They were also unprepared for the players being there at all, so while they were equipped to handle some resistance, the players took them down fairly easily.

Even a fairly small combat encounter can take awhile in Shadowrun, and this one got a bit annoying as all but one of them went down quickly, while the last one was hopelessly outnumbered and outgunned and mainly just tried to flee – not terribly climatic! More exciting was Falkirk tazing one on a catwalk then having to roll Gymnastics to catch the falling unconscious Lana!

After the break the players got a surprising explanation from Lana herself after she came to, and her unfortunate past and parents’ ties with the Yakuza. At this point I was running out of material that I had prepared so I kind of sped things along. The adventure ends up becoming a Two in One. The initial job offer of working security for one show is technically over, but now the players have been hired by Lana herself to retrieve some blackmail-worthy evidence on her parents to use as leverage.

To do so they’ll need to get into her parent’s well-guarded mansion for their own smash-and-grab scenario. I was delighted to find my players already discussing different tactics on how to get in – including using their captured adversaries to gain access. Looking forward to it!

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Shadowrun 5E “The Bodyguards” Session 2 Report

Everything that can go wrong will go wrong when our shadowrunners work security at a rock concert in our funniest session yet.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “The Bodyguards” Session 1 Report

For our third Shadowrun adventure I really wanted to try something different. Our previous mission was very combat heavy as I shuffled my runners from scene to scene as they made their journey to downtown Seattle. This time I created a single, gigantic scene in Roll20 where multiple events transpire – and only a few involve actual combat.

In our previous session the runners had purchased eqiupment and scoped out the location of the warehouse-turned-concert hall The Dragon’s Maw. They’d been hired as temporary security guards to beef up the staff for an indie rock label and their star performing artist – Lana Grace. One night only, and anything can happen.

As a GM I like to overplan as much I can so I’m at least somewhat prepared for any unexpected things my players do. I also shepherd them somewhat, and even within a single scene I had events happening all around them to replicate the feel of being part of a security team. Since the players all split up to handle different tasks and areas, I also switched around to make sure I didn’t focus on any one player or situation for too long, and made sure everyone got to do something.


Before the opening band even took the stage I had a salvo of events lined up to take place. Most of them were just little side story kernels with a few notes. I was stepping a bit out of my comfort zone by having to ad-lib much of the specific dialogue and events, but it ended up being a hell of a lot of fun – I don’t think we’ve laughed so much and so hard in an adventure yet, and I was complimented on my voice acting (having a young child you read to every day helps immensely with this).

The folks backstage had to screen backstage passers to get into see Lana, a fun an direct way to screen people and use skills like Perception to find weapons and Judge Intentions to see how they were acting. I planted some questionable folks, some earnest ones, and even a creepy vampire – whom was totally allowed inside and subsequently had to be fought and put down! The dance floor area involved people trying to sneak backstage (which lead to a funny confrontation between the unstable decker of the group), and a drug peddler that was high on his own supply. The players guarding the entrance had to deal with a ticket scalper.

Most of these events were heavy on the role-playing and light on skill checks, and only the vampire ended up having any actual combat. It was a fun chance to let loose with some play acting and everyone ended up having a really fun time with it. Once the warm-up band took the stage I had a few more events transpire – like a streaker trying to run onto the stage.

All these mini-events ended up taking up all our time for the session, and we ended before our star actually hit the stage. I was nervous going into this session how well this system of seemingly random events would pan out, and if I ‘d be able to handle multiple things happening at once with the party split up. It ended up working out really well, and I’m pleased to see everyone having fun on a much more role-playing heavy session. Tune in next time to see if any more shenanigans arise when the star takes the stage!

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.