Archives: Deep Dives

Trouble in Waterdeep Session 3

Session 3 kicked off not with a well-deserved rest, but by plunging straight into the grim discovery made at the end of the previous session: bodies afflicted by the plague were being unceremoniously dumped into a sewer grate in the Copper District. Before venturing into the underground darkness, the session began with some necessary practical

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Trouble In Waterdeep Session 2

Picking up their investigation in Waterdeep, the party began Session 2 ready to explore the quarantined Copper District and uncover the source of the spreading plague [Implied from Session 1 conclusion and Session 2 start]. After taking a long rest, they were located in Waterdeep, with travel through streets like Bliss Street and Ignorance Alley

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Trouble in Waterdeep Session 1

Trouble in Waterdeep – Session 1: The Gates of the Copper District Welcome to the inaugural episode of “Trouble in Waterdeep,” our new campaign set in the legendary City of Splendors, played using Foundry VTT. Join our party as they arrive in Waterdeep and find themselves immediately thrust into one of the city’s most pressing,

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Dungeon of the Mad Mage Session 9

Welcome back, brave delve-mates! Session 9 picked up after our lengthy battle in Session 8, where we cleared out a significant Xanathar Guild presence, acquired some loot (and a goblin!), and got tantalizing hints of paths forward. With some experience points under our belt (just shy of level eight!), our adventure continued. We began by

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Dungeon of the Mad Mage Session 8

Welcome back, adventurers! Session 8 of our Waterdeep: Dungeon of the Mad Mage delve picked up right where we left off, fresh from our previous exploits where the party acquired a goblin, freed a dwarf, defeated bugbears and their leader Yak, and even bested a gelatinous cube. With a skull in hand from the cube

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Dungeon of the Mad Mage Session 7

Welcome back, adventurers! This week’s delve into the Mad Mage’s dungeon saw our intrepid party descend to Level 2 and encounter a host of bizarre and dangerous situations. The session kicked off with the party back in Waterdeep, tending to mundane matters after clearing the initial parts of Level 1. They engaged in some shopping,

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Trouble in Waterdeep Session 0

Welcome to the recap of our recent D&D session zero for “Trouble in Waterdeep”! This episode covers all the behind-the-scenes action as we got ready for our adventure. First up was character creation, which wasn’t without its hiccups. We had browser compatibility issues with Firefox causing problems with character sheets, so a switch to Brave

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Dungeon of the Mad Mage Session 6

Greetings adventurers! Session 6 saw our party facing immediate danger before ultimately deciding to head back to the relative safety of Waterdeep. We picked up right where we left off: facing three menacing manacores in a large room. Combat erupted quickly, with Anna opening the door and immediately casting mirror image. The manacores proved to

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Dungeon of the Mad Mage Session 5

The party began by investigating the sounds of a goblin army to the north, discovering dead goblins with strange wounds. They then encountered and fought two grells, resulting in Fanus being poisoned and paralyzed. The party took a short rest to recover. Continuing their exploration, they found a room with bone pillars and then a

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Dungeon of the Mad Mage Session 4

Session four began with the party being revered by the goblins they had previously manipulated. Fanus, Gala Door’s mouthpiece, commanded the goblins to “go forth and claim the rest of this domain”, marking them with an ass slap. The goblins presented Gala Door with a bugbear tooth and mooned the party before departing. The party

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Dungeon of the Mad Mage Session 3

Session three began with the party facing six goblins fighting a carrion crawler. Gala Door used malleable illusion to create a terrifying image of the defeated creature, convincing the goblins of the party’s power. This led to Gala Door, with Fanus translating, persuading the goblins to turn against their bugbear leaders. The goblins agreed to

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Dungeon of the Mad Mage Session 2

GM Wintermute returned us to the depths of Undermountain! Session two saw some familiar faces with Anna rejoining as a rogue forest gnome and Gala Door, a high elf illusionist wizard (brother of Orbs), joining the party. Kasev Grim, a devotion paladin, also remained with the group. A quick ruling allowed the use of a

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Dungeon of the Mad Mage Session 1

Delving into the Depths: Session One of Dungeon of the Mad Mage! Welcome, fellow adventurers, to the recap of our very first session venturing into the infamous Undermountain in Waterdeep: Dungeon of the Mad Mage, masterfully guided by our own GM Wintermute! After a profitable couple of weeks at their bar following their return from

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The Sunless Citadel Session 7

Session 7 of “The Sunless Citadel” begins with the adventurers having taken a long rest and leveled up. They decide to explore the northern room, which contains a variety of sickly-looking plants. Next, they check an unlocked door leading east. This opens into a domed chamber with dragging carved granite blocks, a huge marble statue

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The Sunless Citadel Session 6

Session 6 of “The Sunless Citadel” begins with the adventurers continuing their exploration. They start by encountering a room where a goblin and two goblin commoners are monitoring a diseased giant rat strapped to a workbench, which has strange, wooden, fruit-like tumors growing on it. A combat ensues in this room after Anna fires her

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The Sunless Citadel Session 5

Session 5 of “The Sunless Citadel” begins with the adventurers in goblin territory, having previously retrieved a prisoner named Murky Timber. The session starts with the party deciding to take a long rest in a room with a pit outside the door for added protection. They successfully complete their eight-hour rest without incident. After resting,

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The Sunless Citadel Session 4

Session 4 of “The Sunless Citadel” begins with the adventurers continuing their exploration of the citadel. They quickly encounter a room filled with rats, which they decide to leave undisturbed. They then find a locked door, which Anna picks open, leading to an empty chamber with tracks heading north. Moving on, they open another door

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