Rejoice! Game 4 of the RPPR 4E Dungeons and Dragons New World campaign is here! The party has to deal with the horde of goblins migrating to the new world as they are threatening their grippli allies! Plus, romance, orc migration, intrigue and a daring escape from a goblin ship. Oh and loads of profanity, banter and violence. Sweet, sweet violence.

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4th Edition Dungeons and Dragons
The New World Campaign- NSFW!

GM: Ross Payton

Players: Tom, Cody, Jason and Dan

Synopsis: The adventurers have gained some new friends, a tribe of grippli. They’ve also made some new enemies, the thieves guild.  Furthermore, a horde of goblins has arrived in the new world, their massive hulk anchored in the bay. The goblins seem content to work as laborers for the colony but who knows how long that will last? The party starts their new business as water barons selling precious H20 to the settlers. They also decide to try to sign a peace treaty with the Black Raven tribe. Oh and there’s a giant lobster monster named Pinchy, a dwarven cartographer, snotty noblewoman, Cordelia and a goblin ambush. Plus all four players are together for the first time in the campaign!  Oh and this is still very not safe for work.

The New World
a 4th Edition Dungeons and Dragons Campaign
Session 2

Players: Tom, Cody and Dan

IMPORTANT NOTE: This game is full of profanity, even by our standards. This is very much NOT SAFE FOR WORK.

Synopsis: The kingdoms of the old world have discovered a vast new continent across the ocean. Brave settlers have started the first colony in the net world. Among them, a small band of adventurers eager to earn glory and gold. In the first session, the characters ventured into the wilderness to find a source of fresh water. Upon finding a river, they came across a band of natives part of the The Black Raven tribe who fought them. After capturing one of the tribal warriors, the players learn of an ongoing tribal war and decide to talk to the other tribe, known as the Gray Fangs. The Gray Fangs tell them that a powerful water spirit can teach them a ritual that will conjure enough fresh water to supply the colony. However, after the characters ask for the spirit’s help, the spirit sends them to a dungeon in order to see if they are worthy.

The characters must find a way out of the dungeon in order to learn the ritual. Two groups stand in their way: a band of thieves and a tribe of primitive frog people. In this session, I called them tasloi, but in proper D&D lore they are called the Grippli. This mistake is corrected in the next session.

Due to a technical snafu on my part, the first session recording is gone. However all other sessions are backed up so this will not happen again.