The Mystics of Trollskull Manor return in the first chapter of their new adventure as they delve into the mysterious mega-dungeon of Undermountain to undertake Halaster's Challenge!
The challenge is simple - Defeat the mad arch-wizard Halaster and they each get a wish. Many have tried, most have died. Can our heroes survive?
Here's a hint: Evergreen picked up an obviously cursed sword in the first room she entered. :🤦:
The Mystics of Trollskull Manor are challenged to a game of trivia by a creepy manticore!
Later they almost get eaten by a black pudding - AGAIN!
The Mystics of Trollskull Manor charge through the dungeon killing every goblin and goblinoid they encounter. It's a massacre!
The party finally meets the object of their quest - Halaster the Mad Mage himself - and their first meeting is not what they expected.
Later, they meet a deranged automaton. Get punked by some intellect devourers. Then get punked by some goblins and bugbears.
Don't worry - our heroes emerge victorious. Bloodied but stronger, smarter, and ready for their next challenge!
This week the party fights some grells(?) - gricks(?) - definitely a G-Word!
They meet and arrest Kelim the Weasel, notorious bad guy.
Then they fight a big group of goblins - so much fun! Goblins frustrate my players so much!
The Mystics of Trollskull Manor discover a subterranean market run by goblins. Hilarious role-playing hijinks ensue!
Glom the Wretched leads the party straight to the stairs leading to level 3. There the Mystics of Trollskull Manor meet their strangest foe yet - a zombie beholder!
The party meets a strange cube-shaped mechanical fellow named Halastron, discover a collection of very lifelike statues, battle some hungry owlbears, almost get squashed by a giant Indiana Jones trap, and free a trapped Spectator.
Later, they fight more gricks. There's always more gricks!
The Mystics of Trollskull Manor decide to retreat to the Goblin Bazaar to rest.
On the way they encounter Halleth Garke - the revenant - who has sword vengeance upon them for leaving him in a pit to rot.
After a tough fight they finally get some rest at the Goblin Bazaar. There Hu-man Patty Johnson and Honorary-Goblin Bearbite (aka Push-ta) orchestrate a little heist against Yek the Tall.
On the way back, they encounter a deadly goblin assassin sent by Xanathar's Guild - retribution for the damage the team has caused to the crime guild.
The Mystics of Trollskull Manor meet another party in the Undermountain - the Last Knights.
They decide to return to the surface together. On the way the team fights two-headed giants and a gray ooze.
Back on the surface, they return home, show Hu-Man Patty Johnson how toilets work, conduct some book-keeping.
Then Winterfrost and Hu-man Patty Johnson go shopping.
SHOPPING MONTAGE!
It's non-stop high-stakes action-packed thrills all the time!
The Mystics of Trollskull Manor clean up pretty nice when they’re going to a fancy spy party.
The Mystics of Trollskull Manor investigate some creepy scarecrow shenanigans on a farm outside of Waterdeep.
The party explores a lost dwarven city. There they encounter a chimera, some humongous spiders, and some evil dark elves!
As one player said, "We fought a chimera! How cool is that? When was the last time we fought a chimera?"
The Mystics of Trollskull Manor are attacked by deadly quaggoths!
Later they confront a squadron of drow warriors with the power of sunlight!
The party charges into battle against the drow and more as they continue their quest to find the Mad Mage!
The Mystics of Trollskull Manor encounter an unhinged drider in the Path of Wailing Torment. Later, they take a boat ride to the underground city of Skullport.
The party undertakes a quest to overthrow Xanathar's Guild from power in Skullport.
Chapter 18 - Return of the ThirteenThe Mystics of Trollskull Manor must overcome deadly sea hags in order to restore a flameskull - one of the thirteen former rulers of Skullport - to full power.
But first they must find a singing and dancing fish-man.
Chapter 19 - The Waning Confidence of Warlord Azrok
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