Every year I create a Halloween adventure for my party to go through, sort of a mini-Demiplane of Dread. This tale goes back to three or four years ago, while we were all playing 3.5.
The party had just tripped over a hole in the plot and fallen into the Demiplane of Halloween, which consisted of a small, haunted castle. Glowing eyes in the bushes, animated suits of armor, and wailing ghosts abounded in the fog-shrouded night. The first encounter was in a graveyard where zombies were supposed to rise from their graves and attack the party. The party was middling-high level by then, so this was more of a mood-setting encounter than an…
The manor was haunted. Manors are often haunted, it's a thing, and this haunted manor was being dealt with by my party's group. And, score, we'd found the ghosts! All three of them. All at once. Which we weren't actually supposed to do… Our DM should really know better than to throw a locked door at us by now. And spooky feelings and such are just a sign to hit the door harder because there's something interesting behind it.
In any case, our party of five was currently a party of three, with our Rogue unconscious and our Bard having no offensive spells or magic weapons, which were the only things that could harm the ghosts. This left…
I run a 5th edition game for my friends, who seem determined to never do what I expect them to. Recently, this reached a high point. Possibly a low point, depending on which way you look at it.
Through clever positioning, a few really good stealth rolls, and a few minutes spent untying ropes behind them, the group ended up facing a small band of cultists on top of a gigantic stone spire. The rock pillar they were fighting on was one carved by natural erosion, and was close to a hundred feet high. It had stairs and ladders hung along the sides, but the PCs untied them as they climbed towards the top "so no one can get away."
Our party was in a dungeon crawl. We had reached the lowest part of the dungeon and found a secret door.
Behind the door was a small tunnel that emptied into a large cavern supported by stone pillars, and housed a Naga, the boss monster for the dungeon. She welcomed us to her abode by spitting a fireball at the party, in accordance with Ancient Naga Law 1. All but our NPC made our saving rolls, so damage to the party was halved, except for the poor little goblin Alchemist. Luck favored our Paladin, Ruldrag, as he rolled highest initiative, followed by our Orc Barbarian Bumhug (his mother's name was Bum, so his father was... an Orc na…
I was invited to play D&D 3.5 with a co-worker's group (lv. 18 at the time). He and another fellow (now my brother-in-law) were alternating DMing their games since one wasn't always available.
Being new to D&D I said I wanted to play a dragon, and being new to D&D I was absurdly stubborn about it. One of the group member's found a way to make my request viable (a.k.a. the man who is now my husband) and thus my Young Mercury Dragon Monk lv. 15 was born.
In one of our later sessions we were traversing some underground caverns. In total we were the Dragon Monk, Female Dwarven Cleric (of the most feisty sorts), Human Ranger (real-life b…