DND worlds and campaigns

Tomb of Horror Complete/Shelligans Ship
moving on

The PC encounter the ancient Demi-lich and its ghost and things went badly. Grimm, Hemlock, and Dude lost their souls in an epic battle and their equipment was also lost. We mourn their loss and the survivors gained 2 levels. Then some more PC moved on the retrieve Shelligans ship but… its a trap. Gillgabeebee sent the letter and awaiting the party where two ships, 3 beholders, some hill giants and a bunch of pirates. The fight was chaotic and Gillgabeebee’s forces boarded 2 larger ships and made way for the Isle of Dread….

Tomb of Horror Final
2 more rooms

There are but 2 rooms left undiscovered in the Tomb (and we all know what that means), we finish it on Thursday and immediately move on to Shelligans ship. Be there as soon as possible and be prepared to play late and fast- Cory just be yourself, Travis get there early, Kurt go out and come back in again, James don’t pass out before 10, Dana don’t leave before 10, Jeff don’t smoke any dope, Charlie get them spells ready.


Tomb of Horror PT 4

another week of trudging through the ultra slow paced tomb of horrors, the group will have a long wait to go back at it and find their gear, as we’ll not play this adventure again until the new year

Tomb of Horror PT 3
more of the same

The party continued to pick its way through the dangerous traps and magical doors of the deadly crypt of the Demi-Lich Acererk. Some gear was found and now it seems the party has a better chance, but still dangers remain.

Tomb of Horror PT 2
Where the fuck is my stuff?

The PC had some trouble navigating the tomb and regretable they stepped through a portal that took all their gear and left them naked at the entrance!. With much effort they ripped the gems from said portal and used them on the gargoyle statue and then they tried to vaccuum the floor with its arm. They did eventually find the gem of seeing the statue produced and made their way to the temple area of the tomb and alittle beyond. Will they regain their gear? or will the difficulties of the tomb prove to much…

Tomb of Horror PT 1
1,000 XP

1000 xp to whomever writes the best adventure log of the fuck mess we call DND last night… I have not the effort within me.

Rob wrote an adventure log but it didn’t go through, so here it is in a nutshell. Shelligan and her band of undead retreated from Dragon Statue INN to the cemetery where they went beneath a tomb. Inside her lich’s brought down a strange barrier that protected the entrance to the fabled TOMB OF HORRORS. Then the PC made their way down to bring the fight. A disentergrate spell and chain lightning spell later and Shelligan was a pile of dust, making her way into the HALL OF FAME. The PC then entered the portal into the Tomb of Horror. The hallway had colorful stones on the floor, but the red ones seem to lead to the end of the hallway. The walls had strange paintings on them and the PC spotted a secret door behind one of the paintings, that also had a pit trap right underneath it. The new rogue (Two fingers) disarmed this trap and the PC moved into a room with multiple doors that just seemed to make a circle around the area.

White Plume Complete

The group continued its way through the weird tunnels beneath White Plume. The Paladin was killed when the rest of his group moved on and he couldn’t find a way past the burning plates. The frictionless room proved to much for him (did the DM move him to far on his turn or did the group leave him behind to his death?). The 2 mages found a key on the murderer Bluto and it showed them a hidden secret door that lead to a strange Ogre Magi. The Ogre told them a wizard named Sarzec had taken the last item Blackrazor.
The 2 mages then flew the corpse of Ivan Slicenov to Hommlet where it was raised by the cleric Grizlack. A new roguish companion was met and chosen to head to the trap filled Tomb of Horrors. His name Theodosus. The group made their way east to the location of the tomb of horrors and stopped to the Dragon Stone Inn on the way. While they tried to rest they where attacked by Shelligan an old enemy of the Clogged Door Company. She came prepared with 10 cultist whom turned the Inn workers into ghoulish undead, and 5 Lich’s.

White Plume PT 2
Split the Party

As the Characters delve deeper into the weird wizard gone mad dungeon, the party became somewhat split. Cinnamon Whiskey lagged behind and couldn’t answer the Spinx riddle and it attacted him and he was rendered unconsious. Whitebase, Dude and the Monk (forget his name) moved forward past the spinning cylinder and made way to the guardians Burke and the werewolf Snaria. Spells caused these three some problems but ultimatley they defeated these two foes. Raycoth became charmed by the mysterious kelpie and was not much use to the party at first and Hammerslayer moved past the metal doors to find a strange underwater bubble that was home to a giant crab and a treasure chest. After the werewolf was taken care of the party toke a short rest and Raycoth snapped out of the charm but when the party tried to move past the water to help Cinnamon, Hammerslayer and Whitebase where both charmed and ordered to kill Raycoth. After multiple HP raising spells Dude killed the kelpies and the charms where broken and Cinnamon was saved (but let it be noted this is conterversal.) With Cinnamon saved the group moved to the crab room and Dude unwisely fired an arrow and burst the bubble,, but because of the quick reflex’s of the monk the chest contents where saved and battle with the Crab beast avoided. THe group then moved left, then right, then left, and then right again to a room with 9 hanging globes that held some interesting trinkets. One of the three magic weapons has been recovered (Wave) What next?

White Plume PT 1
Cyclops' and Komodo's

The new group made their way across the fiends bridge to a ruined castle overrun with Cyclop’ and then made it to white plume mountain. Before finding the entrance they came across a 30 foot long Komodo dragon that was a bit of a problem but nothing the group couldn’t handle

Wanted For Mass Murder
Sir Bluto Sans Pite

Wanted for the murder 3 women, 2 men and 2 children.
Wanted for multiple rapes and horse theft

By the residents of Midgard and Hommlet

Sir Bluto Pite was hired by the town of Hommlet to serve as knight and protector of the town. Later Sir Bluto agreed to guard the town of Midgard after a strange incident where several of the towns younger girls went missing. Two weeks after accepting this job Sir Bluto toke several women, men, and children hostage and murdered them near the river to the north of Midgard.

Sir Bluto and his men have since been reported travelling across the Fiends Bridge towards White Plume Mountain.


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