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Post by Scott on May 31, 2020 15:55:08 GMT -5
5/30/2020 Session We picked up in the ogre mercenary barracks from last week. As the party was preparing to leave, they were met by several wandering frost giants. Maylin tried a hold monster spell on them and I rolled three 20s for saving throws. Even so the giants fell pretty quickly. The party headed west and south and ran into eight more frost giant guards in two connected caverns. The party fell for the initial 4 giants’ clockwise rotation and were surprised from behind by the second group of four. The party took a few lumps before killing the giants. The giants had several sacks of go.d and jewelry that the party collected, and then they headed west. The party found the entrance to the lower level, and ignored it. Which I think was a mistake. They did the same thing in the Hill Giant Steading, treating it more like an expedition to a Greyhawk Dungeon Level than a seek and destroy mission. They made about as direct a route to the lower level as you could, they were health with a lot of spells left, and they decided to keep exploring the Upper Level. Next time the giants will be on guard. The cleared rooms will be reoccupied, etc. So anyways, they continued west. The fought more frost giant guards, and the fire giant visitors. After about 25 charges, a monster finally failed its saving throw when Jastra used her wand of paralyzation. They didn’t feel like walking on any of the ledges on the west side of the rift, so they returned to the northeast. Poked around for a little bit finding nothing of interest and then backed out and came down the west fork of the entrance. The entered the yeti lair and wiped them out, but by now they were almost out of spells and decided to return to their base camp. I was expecting them to finally slip on the icy ledges at his point, but no such luck. They made it out and ack to base.
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Post by Scott on Jun 14, 2020 12:44:29 GMT -5
5/13/2020 Session Waterday, Richfest 5th, 577 CY While much of the Flanaess is enjoying Richfest festivities, our party members find themselves waking in a small, frigid cave high in the Crystalmist Mountains. As most of the party huddles around the dying embers of the fire, warming breakfast, Corbek struts around in nothing but small clothes and his ring of warmth saying for the hundredth time, “I’m not cold at all”. The spell casters perform their morning rituals of reading or praying, memorizing their chosen spells for the day. Afterwards the party heads out into the bitter cold. For almost a mile they trudged through gusting winds and knee high snow until they make it back to the entrance of the Glacial Rift of the Frost Giant Jarl. Their plan is to make their way south as directly as possible to take the sloping passage down to what they assume is a deeper dungeon level. Heading south along the entry passage the come to a fork and took the southeast option. On the ledge on the edge of the rift Volgar slipped and almost went over, but the party was able to stop him. They moved into the ice caves. As they approached the first cavern, they saw four frost giants had been stationed here to replace the ones they killed last time. The giants started hurling boulders and ice balls at the party as they approached. After two rounds of fighting three more frost giants joined the melee, coming up from behind. After several rounds of combat the giants were dead and the party moved on. Down a long south running passage that took them back outside to another ledge. The hugged the wall, staying as far from the edge as possible until they were back inside. Into another cavern where four more frost giants had been stationed to replace the dead. A hold monster spell from Maylin stopped one of the giants from running to alert others. After a quick battle the frost giants were dead, and the party moved to the downward slanting passage. The passage opened up into a huge, grand cavern. The walls were covered by bas relief carvings of frost giants fighting and hunting. Several passages could be seen exiting the cavern It appeared that a boulder was blocking another passage about halfway down the east side. Findros discovered another boulder blocking a passage about halfway down the west side. It looked like attempts were made to hide this one, but the elf enhanced senses saw it for what it was. The party started at the north and made their way south through the grand cavern. The first passage was a natural/semi-worked cave to the east that went about 60’ and came to a dead end. A search for secret doors turned up nothing, so they went back and proceeded south They decided to explore the east side boulder first. Volgar, with giant strength and Corbek’s efreeti were able to move it, and the proceeded warily along the southeast passage. After 20’ or so the passage turned sharply to the northeast. Rounding the turn the party came face to face with a large, ancient white dragon. The party avoided being surprised and Corbek reached for his cube of force. The dragon prepared to blast the party with its icy breath weapon. The party won initiative and the cube activated. Unfortunately the party was too large to fit everybody within the protected area.The efreeti and the elf were caught outside. The efreeti made his save and survived. Findros the elf, rescued from the hill giants’ dungeons was not so lucky, and from within their protected cube the party watched him freeze solid and perish. The party realized that they had taken some damage fighting the frost giants and should have healed. Corbek ordered the efreeti to go back up the passage and him and Ember started casting cure spells. A moment later a second white dragon joined the combat and breathed another icy blast at the cube. After a couple rounds of curing the party lowered the cube and attacked. The dragons attacked with claw/claw/bite routines. After one round of combat with both spell casters unloading on one dragon with magic missiles, one dragon was dead and the other was close to it. The surviving dragon was going to breath again. The party lost initiative, but it was a two attack round for Plāsolder and Volgar. They both hit and killed the dragon before it could breath again. Huge sigh of relief. To be continued…
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Post by Scott on Jun 14, 2020 14:31:18 GMT -5
The party searched the cave, and the heaps of treasure. It would take hours to go through the piles of coins. Maylin using his staff, and Jastra with her sword that can detect gems did find a few choice items, but the party left most of it for now. The death of Findros was a problem, since raise dead won’t work on an elf. Corbek has one more wish with the efreeti. He really did not want to use it, but suspected that there might be consequences for a lawful good cleric of St. Cuthbert who refused to bring a party member back when he could. The decision was to bring the elf’s body back to the cave and wish him back to life there. For now they decided to continue exploring. The moved across main cavern to the boulder on the west side. Again using the efreeti and Volgar they were able to move it. A frost giant was waiting for them. A 2nd frost giant could be seen behind him running for a large horn. Corbek was going to try to cast a silence spell on the horn before the giant reached it. The party and the giant exchanged missile fire. The 2nd giant tried blowing the horn, but there was no sound. The next round melee ensued with the nearer frost giant and Maylin successfully paralyzed the 2nd. That effectively ended the encounter. The party broke the horn up and headed west, taking a northern side passage, and then turning east. The party came upon a chamber where five ogre maji were staying. This has the potential of being one of the most dangerous encounters in the module. The party took them by complete surprise. Having some experience with ogre maji and their cone of cold attack, the party let loose with a lightning bolt, javelin of lightning, and a fireball. It took the two surprise segments and the first segment of the first round for the spells to be cast, but they beat the ogre maji initiative roll. The party wasn’t aware that there were five. The placement of the fireball hit the three they did see, plus one more out of site. Now the party was fighting two ogre maji instead of five, including one seriously injured one. The party did take a lot of damage, but they all made their saves against the cold. And they killed the monsters before they could escape. Miraculously, only one bag of gems failed to save against all the damage spells. We had a late start, so this is where we ended it, with the party not aware that their fireworks display had attracted some attention that will arrive at the start of our next game.
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Post by grodog on Jun 14, 2020 23:12:07 GMT -5
When you have players wish to raise dead/resurrect a PC, do you still require a RS roll, Scott? Just curious  Allan.
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Post by Scott on Jun 15, 2020 8:13:02 GMT -5
For a wish, I do not.
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Post by Scott on Jul 12, 2020 8:36:02 GMT -5
7/11/2020 Session Report After skipping a week, the party continued their assault on the Glacial Rift of the Frost Giant Jarl last night.
As the party was resting after their fight with the ogre-magi a band of seven ogres investigating sounds of combat, entered the chamber. Seeing the dead ogre-magi they attacked immediately. The party quickly slaughtered them, and then headed back to the last intersection. North from the intersection after about 10’ the passage was blocked by a boulder. The party tried once to move it, but failed. A second try and the pushed it out of the way. The noise they had created alerted the cloud giant within, who was now standing across the room with a boulder ready to throw. (When I have time I make some rolls in advance so I have a better idea of how the encounter will unfold. In this case, I had rolled that the giant would be surprised, but only if the party approached by the other entrance. My notes: “7. Guest Cavern: Reaction: 62 (uncertain but 55% prone towards positive). If the party comes through the passage without the boulder, they will surprise the cloud giant for 1 segment at 20’ distance. If they move the boulder the cloud giant will be ready with a boulder to throw at 40’”) The party immediately charged and began casting spells. The giant hurled a boulder and hit Ember the cleric. Three fighters charged and hit the giant while the rest of the party approached more cautiously. The next round the giant grabbed his club and started swinging. The giant got one swing in and then fell under the party’s assault. The party searched the giant and room, found over 13,000 GPs worth of treasure and moved on, keeping to the north and west. They came to another boulder blocking progress. They moved and and discovered a giantess chained hand and foot to the wall of a long cavern. Before her, but out of reach was a table covered with heaps of food on gold and silver plates. Speaking to her they learned that. Her name was Gundi, and she was a storm giant. A clan of evil cloud giants launched a surprise attack on her family’s home on a cloud island. She was captured and brought here by one of the cloud giants as a gift to Grugnur, the frost giant jarl. Her hatred of frost giants was great, and she agreed to come with the party to assist in wiping them out. After scarfing down some of the food, the party headed south.
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Post by Scott on Jul 12, 2020 13:08:04 GMT -5
Before heading south the party went back to the cloud giant’s chamber to get a weapon for Gundi. Heading south the party entered a large cavern. There were four frost giant guards here and the started yelling in frost giant. Plasolder, with his helm of comprehending languages understood that they were yelling a warning that they were being attacked. The frost giants were in positions about halfway through the room, two on the east side, two on the west. The party split to attack them, dodging boulders as they closed. Jastra was now using her wand of force and at one point she scored maximum damage: 24 points with the magic bonus and the boost she gets from casting a strength spell on herself before each adventure. The party was also awestruck by the amount of damage Gundi could deal out as she pulverized one of the frost giants. After a few rounds the combat was over. The found no loot on the frost giants, or in the cavern, so the cautiously continued south. After 30’ or so they were entering a huge cavern, maybe 120’ east to west, 180’ north tp south. They entered and started examining what they could see. A large throne on a raised dais near the south end caught their attention. Suddenly they heard loud cracking sounds from above. On ledges, about 30’ above the ground, there were 2 frost giants, each using a ballista to fire at the party. Corbek was struck by the missile, another just missed Ingo the gnome. After the surprise segment the party started racing up the step like ledges carved into the walls, or flying up to attack the giant there. The giants got off one more round of ballista fire. Two more giants stepped out from behind the throne and started hurling boulders at party members not engaged. At the same time, the party saw several fire giantesses at cave entrances at the northeast of the place trying to force several reluctant ogres to join the fray. The giants were the most dangerous from a distance, but once the party closed they went down quickly. None of the monsters had anything of value. Investigating the caves the ogres came from, the accessed a kitchen complex. The fire giantesses morale failed and they begged for mercy after a round of combat. The told the party where the Jarl’s cavern was, and then fled the Rift. In an alcove in the kitchen the party found 4 human captives. All of them were 0 level, normal humans. With some general information about the area. The party freed them and had them hide behind the throne for now. Then they headed towards where the giantesses had told them were Grugnur could be found. Down an east heading passage they went until it was blocked by a boulder. Moving it aside they saw a large trophy room. Multiple skins, skulls, horns, etc. were decorating the walls. As the party started looking around, the frost giants sprung their ambush. Multiple frost giants rushed in from the Caverns of the Carls, and Grugnur, his lady, and two large winter wolves sprang from behind a tapestry at the east end of the place. Magic missiles were flying, wand of paralyzation beams, etc. Gundi saw Grugnur and unleashed a lightning bolt that she was saving for him. As the frost giants were being cut down, Grugnur turned to flee, but before he could duck behind the tapestry again, Jastra blocked his escape with a wall of force. Grugnur and his allies fought til the end. After the battle the clerics went over the trophy room, the Jarl’s chamber, and the escape tunnel with find traps spells and true seeing. They discovered several traps and found the hidden box in the escape tunnel, as well as an iron bar coming out of the wall 10’ off the floor. The bar was a lever that radiated magic. Plasolder really wanted to pull it. This debate went on for a while, and eventually the party said fine, but then at the last instant, they stopped him and the clerics remember they had augury spells, which saved them from being sent unprepared to the fire giant lair. The party had Ingo try to disarm the trap on the box. DM rolled high. Ingo said, “oops!” There was a hissing sound and a cloud of gas coming out of the box. Ingo fell. Jastra used a gust of wind to blow the poisonous cloud down the eastern tunnel. The clerics dispelled the poison on Ingo. They grabbed as much Loot as they could, and headed back to camp. At camp, the party had Ingo try to figure out the puzzle box they had found with the ogre-magi. Again the DM rolled high. Ingo was poisoned again. And was again saved by a cleric. The efreeti was grinning from ear to ear. He knew what was coming, and he knew Corbek really didn’t want to do it. “Is there something I can do for you”, he taunted. Corbek wished that Findros was restored to life, his third and final wish. “As you wish”. The efreeti snapped his fingers. Findros began to awaken. The efreeti laughed and disappeared in a gout of flame. End of session.
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Post by Scott on Jul 12, 2020 19:01:39 GMT -5
Giants are worth a ton of experience. The party got 112,506 in XPs just from monsters for just the last visit to the Rift. On top of that they found about 300,000 thousand GPs worth of monetary treasure. Haven't figured out exactly how much of that they were able to haul out last night, but a lot of it is in gems and jewelry.
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Post by grodog on Jul 14, 2020 0:20:33 GMT -5
How are they planning to manage the rescued prisoners, Scott?: escort them back to civilization and then return to the rift again to pull the lever later, or....?
Allan.
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Post by Scott on Jul 14, 2020 6:59:21 GMT -5
They are going back to Istvin next. I assume because I use the BtB training rules more than anything else. Several party members have enough experience to level, including Maylin, who will reach 14th level, after years at 13. With the Jarl dead, they don't feel any urgency to continue attacking the rift, and they don't want to miss earning any experience because they already have enough to level. Plus there have magic items they want to identify.
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Post by Scott on Aug 8, 2020 23:04:55 GMT -5
We started G3 tonight. The party didn't make it past the entrance corridor. Well, before they got there they wasted a lot of time exploring the outside of the hill where the Hall is looking for alternate entrances. Eventually they gave up and went for the main doors. After trying unsuccessfully to open the doors with brute strength, Jastra used a knock to get a door open. They sent an invisible Ingo in to scout. An ettin heard him and started down the entrance passage to investigate, yelling at the door guard for leaving the door open. The rest of the party, who had not entered yet were peeking in from the outside. When they saw the ettin approaching the ran inside to attack. They ran into the giant just as he was coming out from behind the tapestry to respond to the ettin. The party saw the alarm horn he was carrying, and tried to stop him from blowing it, but failed. They were soon faced by waves of fire giants and their allies. At one point Jastra almost caught King Snurre in her Prison of Zagyg, but he made his save and fled. The party ended up fleeing after using a wall of force to hedge out most of the fire giants that arrived.
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Post by Scott on Aug 9, 2020 18:57:41 GMT -5
The game date for the last session was Reaping 22 (late July). Latitude-wise, the location in the Hell Furnaces where the Fire Giant Hall is located would be something like the Yucatan in Mexico. it's like 100 degrees in the afternoon. I haven't used the weather generator in a while. I use weather archive info for Earth equivalent locations and dates, but I might have to refresh myself on the effects of extreme weather on adventurers.
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Post by Scott on Aug 9, 2020 18:59:31 GMT -5
The players have been frustrated lately by the fact that they have reached a level of play where the monsters usually make their saving throws. I can't wait til I add magic resistance to the mix.
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Post by grodog on Aug 9, 2020 20:02:33 GMT -5
We started G3 tonight. The party didn't make it past the entrance corridor. Well, before they got there they wasted a lot of time exploring the outside of the hill where the Hall is looking for alternate entrances. Eventually they gave up and went for the main doors. Given that G1and G2 both have alternate entrances, it does seem a bit odd that there’s not more than one above-ground route into Snurre’s halls. I’ve toyed with adding another path in/out, in particular if Snurre rides a dragon into battle now and then, perhaps.... Allan.
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Post by Scott on Aug 9, 2020 20:08:41 GMT -5
I think it's an intentional meta decision. It makes the thing so much tougher from the very beginning.
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Post by Scott on Aug 9, 2020 20:51:53 GMT -5
If I have time, I try to re-write everything in a way that makes it easy for me to run the published adventures. Here's an example of the doc I am using to run this adventure. Green is stuff the party should see immediately. Bold and red are reminders for me. Usually I don't have the time to prep too much and end up running most of the session straight from the module + books.
Key to Level #1
Wandering Monsters Encounter occurs 1 in 12, check each turn.
4 young fire giants with 2 young hellhounds Young Fire Giants (equal to frost giants) (4): AC: 3; Move: 12”; HD: 10 + 1d4; HP: 58, 61, 55, 55; THAC0: 10; # Attacks: 1; Damage: 4d6; Special Attack: Hurling rocks for 2d10; Special Defense: Impervious to fire; Int: Low (6); Align: LE; Size: L (10’ tall)
Young Hell Hounds (2): AC: 4; Move: 12”; HD: 4; HP: 17, 23; THAC0: 15; # Attacks: 1; Damage: 1d10; Special Attack: breath fire (In addition to a normal attack (simply biting with their great black teeth), hell hounds breathe out a scorching fire on an opponent up to a 1" distance, causing 1 hit point of damage for each hit die they possess, unless the opponent is able to save versus dragon breath, in which case only one-half damage is inflicted); Special Defense: only surprised on 1, able to see hidden or invisible creatures 50% of the time; Int: Low (5); Align: LE; Size: M
Fire Giant guards Fire giant Guards (2): AC: 3; Move: 12”; HD: 11+1d4+1; HP: 51, 60; THAC0: 10; # Attacks: 1; Damage: 5d6; Special Attack: Hurling rocks for 2d10; Special Defense: Impervious to fire; Int: Average (9); Align: LE; Size: L (12 ’ tall) Skin is coal black, hair is flaming red or bright orange, eyes are deep red, teeth are yellow orange
Fire Giant guards Fire giant Guards (2): AC: 3; Move: 12”; HD: 11+1d4+1; HP: 52, 57; THAC0: 10; # Attacks: 1; Damage: 5d6; Special Attack: Hurling rocks for 2d10; Special Defense: Impervious to fire; Int: Average (9); Align: LE; Size: L (12 ’ tall)
Encounter Areas
1. Entry Passage: The 20’ wide passage heading northeast is darker than before, there are no torches burning this time. From the entrance you see no sign of movement nor hear any noise. The floor is polished obsidian. Several tapestries done in bloody colors depicting scenes of victorious fire giants decorate the walls.
30’ in, just past the guard station, a trip wire has been set. The party will not detect without magical means. When tripped a ballista set at the northeast end oft he passage will fire 6 spear missiles. THAC0: 12 (Dex adjustments do not apply); Damage: 2d8 each
A fire giant guard is stationed behind the tapestry East A. He carries a great bronze horn that he will blow at the first sign of intruders alerting the Ettins at 2, 3, 18, and/or 21-25. The fire giant is armed with a club and 4 boulders for hurling. Fire giant Guard: AC: 3; Move: 12”; HD: 11+1d4+1; HP: 56; THAC0: 10; # Attacks: 1; Damage: 5d6; Special Attack: Hurling rocks for 2d10; Special Defense: Impervious to fire; Int: Average (9); Align: LE; Size: L (12 ’ tall)
2. Grand Hall: The doors opening or the trip wire will alert the ettin guards of the party’s arrival. If the ettins were alerted of the PCs approach they will both be waiting at the southwest corner of the hall. They will throw spears when the party is within range and then move to melee. If not aware one ettin will be at the west end, the other in the middle. If combat occurs here reinforcements will start arriving at the end of the 2nd round. From 3: after 2nd round; 24 after 3 rounds; 18 after 4 rounds; 25 after 5 rounds; and 21-23 after 6 rounds Ettins (2): AC: 3; Move: 12”; HD: 10; HP: 49, 44; THAC0: 10; # Attacks: 2; Damage: 2d8/3d6; Special: only surprised on 1; Int: Low (6); Align: CE; Size: L (13’ + tall)
The floor of this grand hall is of highly polished reddish black stone. The pillars are carved to appear as dwarves straining to hold up the figures on top of them. Light flickers weirdly from burning gases spurting from vents in the walls. Huge tapestries along the north and south walls show scenes of fire giants engaged in slaughter and plunder.
3. Throne Room and Audience Chamber: Two steps of white-veined black marble lead up to this area. Light is provided by huge torches set in bronze cressets.The floor is deep red polished stone, the huge stone pillars of polished obsidian. Between them a massive throne of jet and black and white banded onyx, the whole inlaid with precious stones and gems. The walls are inlaid with colored stone to show various scenes of victory by the fire giant king over opponents. Behind the throne the wall shows a huge flaming skull flanked by fire giants with clubs over their shoulders.
King Snurre’s Guards (4): AC: 2 (chain shirts); Move: 12”; HD: 11+1d4+1; HP: 63, 62, 59, 58; THAC0: 10; # Attacks: 1; Damage: 5d6 (axe); Special Attack: Huge throwing hammer (5d4); Special Defense: Impervious to fire; Int: Average (9); Align: LE; Size: L (12 ’ tall, over 6’ wide at the shoulders)
Snurre’s Hell Hounds: AC: 4; Move: 12”; HD: 7; HP: 49, 46; THAC0: 13; # At: 1; Damage: 1d10+ fire breath; Special: Breathes fire (in addition to bits attack, breath does 7 points of damage or 4 with save range 10’; Surprise 1-4/surprised on 1 only; Locate invisible creatures 50% of the time; Int: Low (6); Align: LE; Size: M Description: Rusty red with glowing red eyes, teeth and tongue are sooty black
King Snurre Iron Belly: AC: 0 (black iron armor); Move: 12”; HD: 15d8+1d6+1; HP: 92; Attacks: 1 (giant two-handed sword that flames when he swings it; THAC0: 4; Damage: 7d6+6; Special Defense: Impervious to fire, cloak provides +3 to saves vs cold attacks and reduces damage by half; Int: Average (9); Align: LE; Size: L (over 13’ tall) King Snure wears a cloak of white dragon hide over thick black iron plate armor with a matching helmet. He is hugely muscled, covered in old battle scars. He has tusk like protruding teeth, almost orange in color. He has a full bright orange beard. Snurre wears a necklace of coral skulls and a broad girdle set with many gems.
Etc.
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Post by Scott on Aug 9, 2020 21:05:55 GMT -5
Last night Zoom started enforcing the 40 minute limit for free meetings, so I’ll have to either get a paid subscription or find another platform. FaceTime is just a little too limiting.
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Post by Scott on Aug 10, 2020 10:08:46 GMT -5
If I have time, I try to re-write everything in a way that makes it easy for me to run the published adventures. Here's an example of the doc I am using to run this adventure. Green is stuff the party should see immediately. Bold and red are reminders for me. Usually I don't have the time to prep too much and end up running most of the session straight from the module + books. Key to Level #1 Encounter Areas 1. Entry Passage: The 20’ wide passage heading northeast is darker than before, there are no torches burning this time. From the entrance you see no sign of movement nor hear any noise. The floor is polished obsidian. Several tapestries done in bloody colors depicting scenes of victorious fire giants decorate the walls. 30’ in, just past the guard station, a trip wire has been set. The party will not detect without magical means. When tripped a ballista set at the northeast end oft he passage will fire 6 spear missiles. THAC0: 12 (Dex adjustments do not apply); Damage: 2d8 eachA fire giant guard is stationed behind the tapestry East A. He carries a great bronze horn that he will blow at the first sign of intruders alerting the Ettins at 2, 3, 18, and/or 21-25. The fire giant is armed with a club and 4 boulders for hurling. Fire giant Guard: AC: 3; Move: 12”; HD: 11+1d4+1; HP: 56; THAC0: 10; # Attacks: 1; Damage: 5d6; Special Attack: Hurling rocks for 2d10; Special Defense: Impervious to fire; Int: Average (9); Align: LE; Size: L (12 ’ tall) Etc. What got me thinking about this was, as I'm running the G series, remembering how hard it was to keep track of this stuff back in the 80s. ToEE especially was a mess. I remember having big stacks of notes and stuff trying to keep things straight as they change due to player action. after the fact I'd always find some crucial bit I missed and it would drive me crazy. Since I have PDF copies of most things now I just copy/paste them and edit as I go. And that's pretty much how all of my home-brew writing looks. It makes it so much easier.
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Post by GRWelsh on Aug 10, 2020 10:21:24 GMT -5
Those are good ideas with the color coded notes. I also like to draw out floor plans for the rooms showing position of all the furniture and monsters when I have time. Sometimes positioning is crucial.
That sucks about Zoom. I knew there was something up when they gave the warning about the time limit and then giving us freebies as a nice surprise. Smart move on their part to get everyone used to using Zoom before setting up a pay barrier. Is Roll20 still free? What about Discord?
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Post by Scott on Aug 10, 2020 10:52:30 GMT -5
Yes, Roll20 still has a free level, and I’m pretty sure Discord does too. Google hangouts just relaunched too, but I haven’t had the chance to look at it yet.
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