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Upcoming events (5+)
• What we'll do ***NOTE*** This group is currently full and not accepting any new players. If you wish, send me (the organizer) a direct message and I will add you to my wait-list. Thank you for understanding. The Powers Company is lost in space! Well, not so much lost...more like on a detour. After narrowly escaping death in an erupting volcano, the members of our fearless bunch were ferried by one method or another aboard a spelljammer ship. They were given a mission and pointed in the right direction...so to speak. Their mission, should they choose to accept it? Follow Bahlrun and intercept him before he can deliver to the mighty Ba'Lial whatever it is he got from the volcano. Pretty straightforward, right? Well, it was but only for a little while. Because then another opportunity presented itself. The opportunity to recover the Staff of the Night King! "The Pursuit of Power" is a biweekly game that I am running in the Central Jersey D&D MeetUp group under the banner of “Adventures in Azocar”. It meets on the second and fourth Mondays of each month. Our venue rotates between the homes of several of our players and our DM. • What to bring All are welcome to contribute to stock of refreshments for all the participants. • Important to know Game info, scheduling updates, and idle chit-chat can be had over at our game's IM/SMS group. If you're a member of the game, you're a member of that group. If you're not a member of that group, well...then you know what's what...
*This meetup is currently full and no longer taking new members. Blingdenstone has been a welcome change of pace for the adventurers Nym, Derhvia, Ranna, Smirk, and Gribble. Comfy beds, a nervous yet welcoming reception, and plenty of places to shop and trade. Smirk has brought music and entertainment to the once stale Foaming Mugg Inn and it's patron Happy Foamstrap has been gracious and giving to the party. After a few days R&R the group got down to business trying to find a way out of the Underdark only to be met with mistrust by the leaders of Blingdenstone, the Diggermattocks. Since then the group has helped forge a union between the wererats of clan Goldwhisker and uncovered a dire situation in the old royal sector of Blingdenstone. The pudding king, who was once a svirfneblin and friend to Dorbo Diggermattock, is staging a grand gathering of oozes to take Blingdenstone for an unknown purpose. Our adventurers relayed what they say to the Diggermattocks and a grand council of Blingdenstone is to be called. Senni Diggermattock asked the group to help out in the rockblight to free up the leaders of the stoneheart enclave. We last left off with our party slaying Naheedra, a drow princess turned Medusa over a century long exposure to Ogremochs bane. We continue in the rockblight where the temple of steadfast stone awaits.
*This Meetup I currently full and not taking on new party members. Last time on Dragon Heist: Our intrepid adventurers have been on the hunt for the missing Floon, friend of Volo, and discovered he was kidnapped by the Xanathar Guild, taken from his original captives the Zhentarim. Needing a nights respite before storming the sewers to rescue their quarry, the party retired to The Yawning Portal Inn and planned their morning escapade. Waking in the early pre-dawn hours, the group had a quick breakfast and set out to the dock ward in search of the symbol that would mark the path to the Xanathar Hideout. Discovering a very small symbol, a circle with 10 spokes around it, on a manhole cover, the party made the descent to the sewers. A Gazer guarded the tunnel intersection on the way to the hideout and was dispatched and the team found the hideout. The Changing Sails fought their way through goblin and kobold guards, a few Xanathar Guild members, and found themselves in a grand room with a Mind flayer, his pet intellect devourer, and Half-Orc Apprentice Wizard torturing Floon. The Illithid (proper name of the mind flayers) Arose from his chair and set down his pet, ordering the Wizard to destroy the Intruders as he left out a side set of double wide doors. An epic battle ensued in which a daring moment of heroism by Fiddler leapt at the Intellect Devourer and grappled it to save the brain of Maroda. The wizard was run through by Kahn, only to fight off the shroud of death with his Orcish bloodline. With his last act he hurled a firebolt at Eldora which nearly killed her if it wasn't for the quick action of Maroda to spare her from dying. Heroically, Maroda ran forward with a stroke of inspiration, and hurled a rock at the Wizard which hit him square in the temple and killed him. Floon was rescued but not all was as it should be. It turns out Volo is quite broke, having not received his royalties from Volo's Guide to Monsters, and offered a run down yet grand mansion in Trollskull Alley. The Changing Sails have accepted this reward after inspection of the estate, finalized the deal, and liquidated their assets at the market. Once back in their new home, unwinding from the past few days, a knock abruptly sounded at the door. A short, portly but muscular man, introduced himself as Dickey, a representative of the Carpenters, Roofers, and Plasterers guild. We begin our next session as Dickey enters the manor.
This adventure is currently full and not seeking any new PC's at this time. We are running Waterdeep Dragon Heist into Storm King's Thunder. The epic tale of 4 unlikely individuals. Tempo the ever performing bard, looking to expand his fame so that the entirety of Faerun knows his name. Glassa, just a small town gnome, learning more about the world and hoping to expose its mysteries. Helena, an ex-pirate whose love of the sea keeps calling her back from the beds of countless lovers. Rogar, the sailing dragonborn cast out of his tribe and wandering the sword coast ever since. Our story begins as the plushie like Glass was making her way to Neverwinter to seek passage to Illvermorny Wizard Academy, to increase her knowledge of all things magical. While alone, she was ambushed, captured, and given to the Half-Orc Roc, as part of a mysterious organization's slave trade. She was locked away in a cage, aboard the Wind Cutter. A simple merchant vessel, typically dealing with exotic animals. The secret compartment where slaves where kept gagged and bound was found by Rogar as the ship wearily pulled into Waterdeep Harbor in the dark of night. Seeing a gnome awake and bound, Rogar sliced through her binds and pulled apart her steel cage letting the door clatter to the ground. Roc, hearing the noise from below checks on his investment. Seeing the large scalely crewmate and the little dot of a gnome he gets ready to attack. Glassa shoots harnesses her arcane magic and unleashes a firebolt, missing him but setting a few barrels of food aflame causing Roc to turn and put out the potential disaster. Rogar proceeds to try and open the rest of the cages, yet most of the other slaves are took weak or drugged to do much. He tosses a halfling out the secret dock unloading compartment and a dwarf woman at Roc to distract, potentially killing the small figure. He then gracefully dives into the water, grabs the halfling, and swims to another dock. The rest of the crew makes its way to the top deck and seeing this sabatuer start unleashing arrows. While this is happening, a tipsy pair of friends stumble back to their ship the Silver Tide to get a most delicious bottle of wine to woo a lady lover for Helena. Tempo, ready to wingman his friend impatiently grabs the bottle and makes way to the Castle Ward and the Yawning Portal Tavern, while Helena's sharp ears, and less intoxicated mind notices activity across the water. They see a gnome jump into the water, followed by a halfling splash and start to drown, then finally a dragonborn dive and grab the halfling. Tempo runs back up the ship, grabs a rope latter and comes back beckoning the strangers to swim towards him. The city watch and Griffin Riders seeing this commotion sound the alarm. Glassa, reaching the top of the dock sends off another firebolt burning their aft sail. The ship starts to row away, back out to sea and the four strangers start running through the Dock Ward, wanting to avoid any confrontation from the authorities. They are eventually stopped by the City Watch and are taken in to the station. There they explain who they are and what they were doing causing mischief in Waterdeep. The Constable gives them a fair warning that trouble is not to be tolerated in this city and lets them go, taking the halfing to a temple to be healed. The other four make their way to the Yawning Portal Tavern, exhausted, dirty, and for some, with nothing but the clothes on their back.