Sunday, July 10, 2022

Meet the Myconids- 5E Campaign Session 9

     Happy to say we had our 9th session of our 5E Campaign last night.  May seem like a minor milestone to many, but for our group of folks with hectic jobs, families, busy schedules and other obligations, nine consistent 4 hour+ sessions is pretty good.  I honestly think that having a true Session Zero has made a huge difference in the overall quality of the campaign. The players had input in the setting and we all had clear expectations of the game and group from the beginning.  The party has had several close calls, and lost a gnome henchman in session 8.  I'm more of an OSR DM, so running 5E has been an interesting process for me.  I've applied my Old School mindset to the game and the players have learned to avoid combat where they can, fight on their own terms when they can't.  Early on they went into a few encounters "guns blazing" and about had a couple of TPK's (when you are at 0 hit points, the monsters can and will continue to attack if the situation fits, leading to failed death saves very quickly!).

    This session had a lot of roleplay. They have managed a loose alliance with a small group of Myconids, dealt with some renegade mercenaries preying on innocent folk, and have established a community/encampment (at the old farm site they cleared in Session 2) for a growing group of refugees that the party freed from a hobgoblin fort back in Session 5. They have crossed the local (rogue) prince of the Kingdom of Valorn and are now wanted for crimes against the kingdom in that region (They determined early on the prince was corrupt and had his own agenda seeking power and domination, while he worked to undermine his father the king). The group also managed to find a "Stargate", now getting it to work reliably and whom (if anyone) to tell about it, is another matter entirely... 

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