I've been running my group through the various adventures in the Tales from the Yawning Portal book. They are currently doing the "Forge of Fury" adventure and had fought their way through the Stirges and Troglodytes on level two of the dungeon when they came across the Giant Subterranean Lizard that the Trogs were keeping to guard their treasure. The party's Monk thinks this would be a perfect time to test out that weird potion that they found while they were exploring the Sunless Citadel earlier.
To note, this is what the adventure has to say about that potion:
South Central Chamber. One goblin and two goblin commoners monitor the health of a diseased giant rat, which is strapped spread-eagled onto a wooden bench. The rat suffers from horrible tumors that look woody and fruit-like. Its tumors stem from an elixir Belak created to infuse twig blight traits into giant rats.
On a stand in the corner is a fancy crystal vial (worth 5 gp) that contains the elixir. Drinking the elixir exposes the drinker to the same disease that the diseased rat might impart with its bite, except the initial saving throw DC is 15.
When they got the potion checked out by a local alchemist, he warned them to pretty much destroy it, or at least make sure it never came in contact with living flesh....
So....with that in mind when the Monk chucks the elixir down the lizards mouth and it fails its save, I had it begin a horrific transformation over the course of a few turns.
Turn 1: The skin of the lizard grows barky and hard, like the Barkskin spell, increasing its AC.
Turn 2: Poisonous thorns erupt from all over the monster, allowing it to deal an extra 1d6 poison damage on a hit for its tail and bite attacks.
Turn 3: The monster's speed becomes 0 as thick black vines erupt from all sides, tearing and ripping the beast to shreds and also dealing damage to nearby characters.
Turn 4: From the rotting pile of remains rises a Blackroot Treant (which I happened to have the mini for on hand).
So the party had slog it out with a much stronger monster (at least it was vulnerable to fire?) than before.
Kobold wizard decides to fake that he's injured to lure enemies in for the rest of the party to jump. Doesn't explain the plan to the 6 int sorc beforehand, so as soon as he starts to call out for help, the sorc breaks cover to run to his aid, exposing both the ruse and the positions of the rest of the party to the enemy. Pincushioning promptly follows.
When they got the potion checked out by a local alchemist, he warned them to pretty much destroy it, or at least make sure it never came in contact with living flesh....
Players drinking unidentified potions is always fun. In one campaign I played the DM gave as treasure a box with a set of 8 potions, 5 in plain silver vials, and 3 in silver with decorative etching. The players identified one of the 5 and it was a healing potion, so they assumed all other 4 were, and that the 3 nicer vials meant stronger healing potions. During a fight one critically wounded player drinks one of the nice potions and finds out it is poison. Much more expensive than the usual healing potion, hence the nicer vial.
While recently playing the Sunless Citadel - one of my party members thought it would be a good idea to toss a torch in to the fountain that dispensed the potion of fire breath - the resulting explosion nearly killed everyone in the party
Party is clearing out a pirate cave at lvl 1. We decide to set a fire at the entrance to fill the cave with smoke and force the pirates to come out into the open. Stoking and burning the fire for hours and they still aren't coming out. We put out the fire and head inside finding no pirates, but lots of abandoned camps. Finally, we turn a corner to take 20 crossbow shots. They had all grouped up at the back of the cave and readied action for literally hours to shoot the first thing that turned the corner. We somehow don't die and fall back. Next, we attempt to go in through an alternate route we found out about by capturing a pirate and threatening him. We come in from the alternate route and are face to face with the pirate's first mate who immediately casts lightning bolt, true-killing three party members and downing the high level paladin that was coming with us.
Decide to stand in a door way and make them come to us............................................1 fireball later from a baddie we did not see amongst them and we are almost wiped out.
I run a 5e game for a group of friends. They like to party hard, so when we get to game it's also party time. We've had 2 sessions by now and I'm running the Starter Set game.
The group decided to split the party in the very first session, and the Tabaxi Bard with 5 in INT and Human Ranger stayed in town while the rest went to find a Goblin hideout. The Ranger and Tabaxi got of course jumped by 4 1/2CR ruffians. I let them live since it was their first time, so the rest of the group when arriving back to town found the two naked and tied up in the trees outside of the town.
Second Session, the group was going to find a band of Orcs. Inside a cave they see a bunch of large rocks big enough for a raiding party to hide behind, but they only see 1 Ogre. After doing a good deal of ranged damage to the Ogre, the Bard got confident an wanted to enage the Ogre in melee, as soon as he entered the cave he got 6 javalins through him.
Honestly I think the biggest mistake the party ever made was years ago..... They let me DM and drink at the same time. For all those new DM's out there, nothing good ever comes from this..... like ever!!!
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JT "You will find that many of the truths we cling to depend greatly on our own point of view."
I've been running my group through the various adventures in the Tales from the Yawning Portal book. They are currently doing the "Forge of Fury" adventure and had fought their way through the Stirges and Troglodytes on level two of the dungeon when they came across the Giant Subterranean Lizard that the Trogs were keeping to guard their treasure. The party's Monk thinks this would be a perfect time to test out that weird potion that they found while they were exploring the Sunless Citadel earlier.
To note, this is what the adventure has to say about that potion:
When they got the potion checked out by a local alchemist, he warned them to pretty much destroy it, or at least make sure it never came in contact with living flesh....
So....with that in mind when the Monk chucks the elixir down the lizards mouth and it fails its save, I had it begin a horrific transformation over the course of a few turns.
So the party had slog it out with a much stronger monster (at least it was vulnerable to fire?) than before.
Kobold wizard decides to fake that he's injured to lure enemies in for the rest of the party to jump. Doesn't explain the plan to the 6 int sorc beforehand, so as soon as he starts to call out for help, the sorc breaks cover to run to his aid, exposing both the ruse and the positions of the rest of the party to the enemy. Pincushioning promptly follows.
While recently playing the Sunless Citadel - one of my party members thought it would be a good idea to toss a torch in to the fountain that dispensed the potion of fire breath - the resulting explosion nearly killed everyone in the party
heheh
Skameros - Bugbear Barbarian - Out of the Abyss - By Kerrec
Follow your Arrow where it Points - Tabaxi Monk - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
Citron Pumpkinfoam - Fairy Monk - Project Point: Team Longsword
Party is clearing out a pirate cave at lvl 1. We decide to set a fire at the entrance to fill the cave with smoke and force the pirates to come out into the open. Stoking and burning the fire for hours and they still aren't coming out. We put out the fire and head inside finding no pirates, but lots of abandoned camps. Finally, we turn a corner to take 20 crossbow shots. They had all grouped up at the back of the cave and readied action for literally hours to shoot the first thing that turned the corner. We somehow don't die and fall back. Next, we attempt to go in through an alternate route we found out about by capturing a pirate and threatening him. We come in from the alternate route and are face to face with the pirate's first mate who immediately casts lightning bolt, true-killing three party members and downing the high level paladin that was coming with us.
The classic level 1 mistake: putting your ear to a door that turns out to be a mimic.
Decide to stand in a door way and make them come to us............................................1 fireball later from a baddie we did not see amongst them and we are almost wiped out.
I run a 5e game for a group of friends. They like to party hard, so when we get to game it's also party time. We've had 2 sessions by now and I'm running the Starter Set game.
The group decided to split the party in the very first session, and the Tabaxi Bard with 5 in INT and Human Ranger stayed in town while the rest went to find a Goblin hideout. The Ranger and Tabaxi got of course jumped by 4 1/2CR ruffians. I let them live since it was their first time, so the rest of the group when arriving back to town found the two naked and tied up in the trees outside of the town.
Second Session, the group was going to find a band of Orcs. Inside a cave they see a bunch of large rocks big enough for a raiding party to hide behind, but they only see 1 Ogre. After doing a good deal of ranged damage to the Ogre, the Bard got confident an wanted to enage the Ogre in melee, as soon as he entered the cave he got 6 javalins through him.
Honestly I think the biggest mistake the party ever made was years ago..... They let me DM and drink at the same time. For all those new DM's out there, nothing good ever comes from this..... like ever!!!
JT " You will find that many of the truths we cling to depend greatly on our own point of view."
Hi