Well, we’re coming to the end of our first adventure. I realize that it’s been a long time since our last update, so I won’t go into all the details. The team, pictured in the header image,1 includes Andraste the Wizard (Doctor Nick), Colfax the Bard (Nope), Guyryn the Fighter (myself), Smilla the Cleric (our one non-Avocado member), and Tashi the Monk (Sangamonster); and our amazing DM is The Hayes Code. We’ve defeated all kinds of creatures from orcs to owlbears, rescued a handful of NPCs from certain death, and found some fun and interesting loot. Our characters are all at level 4 now, and we’re busy exploring the final cave. In our most recent session, we encountered (and avoided potentially dangerous battles with) an angry wraith jealously guarding some kind of treasure, as well as a rather polite Spectator that talked like an automated customer service line–our conversation may have been being recorded for quality purposes, I’m not sure. The Spectator was set to guard the magical Forge of Spells, which could have enchanted our weapons if it wasn’t experiencing “technical difficulties.” We decided to see if we could find out what was causing said difficulties and wound up fighting a bunch of zombies and a floating, flaming skull. I think our next task is to figure out a way to restart the Forge.
All in all, I think the “Lost Mine of Phandelver” adventure was a great way to start out. We were all fairly new to this edition of D&D, and some of us (including myself) had never played any edition before. Speaking for myself, I didn’t really know how to build a character when we started, so I chose the simplest class, gave him the bare minimum of a background, and pretty much ignored anything that didn’t have to do with hitting monsters. But even from the first session, I had a blast. I started planning ahead for my Fighter’s progression, choosing abilities that gave me more options than “I swing my maul” (though that’s still my bread-and-butter move). I bought my own copy of the Player’s Handbook, plus one of the supplement books (Xanathar’s Guide to Everything) that has even more class options to choose from. One day I’ll pick up the DM’s Guide and Monster Manual and start running my own game (probably for my kids when they’re old enough).
As we approach the end of our adventure, we’re looking forward to what to do next. After some discussion, the group settled on running another official adventure module, “The Curse of Strahd,” with some brand new characters. This time, though, we’re trying something a little different. Rather than being a collection of random adventurers who meet in a tavern, Hayes had an idea that would give us a good reason to be traveling together: we’d play as members of a Victorian-era railroad company looking to expand our enterprise into small nation of Barovia, ruled by the reclusive Count Strahd. She even provided some general roles for us to fill in (the Leader, the Engineer, etc).
Shifting real-life schedules have necessitated some changes to the group. Though we’re pleased to welcome back forget_it_jake (who had to bow out after only a few sessions at the beginning of the current campaign), we still find ourselves with the potential to add another player to our group. If you’re interested in joining, and if you can be reasonably assured to be around Saturday nights starting at 9pm Eastern, let us know. (The Hayes Code is probably the best person to reach out to in that regard.) We’re still a few weeks out from starting the new adventure, so there’s plenty of time to make a character!
As always, feel free to use this thread to nerd out over D&D and other tabletop RPGs. Tell us about your group’s adventures, solicit advice on character building or GM rulings, or connect with others to get a new game going.