No real combat tonight. Roleplay and research were done. We offended and made peace with a thieves guild. We did amazing research at a magical library - I found a serious weakness of an impossible to hurt enemy of ours. Further, we found a magic store and prepped for a battle ahead.
The land we are in is in big trouble. an anti-magic army wants to take over and kill all mages and arcanists. the king was just poisoned. The prince is missing, and three princesses are either dead or held captive by the army. Now a new enemy has appeared. People I can only describe as earth benders from Avatar. They can 'disappear' people by sucking them into the earth.
My DM made my character think that he was buying a headband of intellect or something along those lines.
It was a hat of vermin. It was suppose to be a useless waste of money.
I am a fiend lock so now I can pull a frog out and kill it 3x a day to get dark ones blessing for 9 temp hp. I'm also level 5 so I can hex one and kill it before a short rest to give myself an active hex for 8hours while still refreshing my 2 spell slots.
We actually ran from an encounter. It started off with undead, simple biting zombies. They had 10 hit points and anything could kill them. BUT they would be sucked into the ground and be spat up a round later reanimated. The real monster was underground, at least 60 feet wide, and seemed to have traits of both a corporeal, and uncorporeal undead behemoth. Further, the 60 feet wide creature we saw may have just been the mouth.
The zombies were trying to focus on our horses, and we burned up our inspiration points giving them better saves. We just used a few dash actions and ran. the undead entity was slow.
Now we are not cowards, but we have been forced to flee superior foes before, like a CR 16 fiend at 5th level. Still, it is good to know more about your foe before to take it down.
We are exploring an ancient temple of arcana...we have yet to discern the deity's name. the first level had traps, mimics and a Minotaur skeleton. the second level was where the challenge and treasure was. each room dedicated to a school of magic with either knowledge of a spell or some item of power as a reward. I now bear a troubling award...a ring that allows me to animate dead once a day with permanent control....and no known limit on the dead I could animate. Such a ring would be a great prize for Necromancers bent on world conquest. Should they ever learn of its existence there would be trouble. Methinks the magic here is a sort of Monkey's paw granting power but cursed at the same time.
The conjuration room had animated suits of armor immune to my eldritch energies. However the suits seemed tied to very mundane chairs. Each time a suit was defeated a chair disappeared. I blasted the remaining chairs and the suits winked out of existence! The wizard found a scroll of summon elemental at 5th level.
The big fight was when we released fire and ice elementals. The fire elemental could cast fire spells and absorb such spells directed at the ice guy. We were forced to retreat out of the room as an energy barrier trapped the elementals and their magic inside. But the fire guy was empowered , and broke through the barrier. I used quicken spell to double my blasts, buying time for the wizard to summon an air elemental. With the added muscle we defeated both elementals...and the campaign ended there for the night.
We are getting some good magic but we are fighting hard for every piece. Great dungeon! Great DM! I feel like we really accomplished something here.
My Lock is an odd character. He is a hex blade with 4 levels (and no more) of sorcerer. the build is to get quicken spell doubling my eldritch blast for a critical number of times a day.
The temple level we ran through was a testing ground for young mages...those who survived were rewarded. There was one room for each school of magic, but this was an ancient tomb, and not every magic node was still operating.
~~there was an old friend in the temple with us. A massive undead entity,. it lived underground and would send giant sized arms up to drag people down to it. Feeding on their life force and would make them undead slaves. It began to burst through the floor, forcing us to flee before its relentless attack. We found sanctuary in a part of the temple not yet profaned. There was a sentient pool of water that could transform things for the better. It could talk and we spend a good deal of time talking to it.
the ruins led beneath the city walls and outside this desert city. Our initial goal was to restore the oasis to its pristine state as it was corrupted somehow. Corrupted it was! Two Poison Elementals skated on it's surface. Defeating them we found a water nymph dying from the poison. A player gave her his Periapt of Proof Against Poison. and we poured the transformative water from the temple to clear away the poison. The day was saved, ~~Still this is a first in my book, players gave away magic to a monster...
Last night we fought an orc tribe menacing trade caravans. I rolled *terrible*. 4d6 Burning Hands for 7 damage (and they made their saves). Shatter for 3d8 and rolled 9 total damage. We won the combat, but it was frustrating having both spell slots do less than one EB.
We had a most unusual game. We fought a ruin full of glyphs of warding. Our party ended up there in a teleport trap and we had to search for anything magical that would bring us back. To complicate matters we had a mind flayer and a giant octopus to deal with. Time was of the essence because we were trying to save two kids chained to the wall back where we came from.
My job was to keep the big pile of hit points busy while the party searched. the others took down the mind flayer. We were one point away from having our wizard's brains sucked out...Once the beasties were gone, we still had to trigger magical traps by touching them to see if they would send us home. One of the more unique situations I have ever been in. We did find a starter set of illithid tadpoles but no elder brain, so we fried the little parasites.
In the end it was a magic bone that would send us home...the kids were saved. Hooray!
In three years of playing my warlock I rolled death saves for the first time ever! Didnt help that most of my party ran off to the end of the room to fight a mage (all melee characters) and left the only two predominately range attackers in melee combat with her elite guard. She was a 100ft away perfect for me and the wizard! Forgot about an ability that gave me a d10 to any save so lost my Starspawn that I had brought in to help me out (those things are lethal lol) and was downed. 1 success 1 failure later the fight was over and I got some healing. This is only the 2nd time I have been downed, but the first time rolling to survive.
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From Within Chaos Comes Order!
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No real combat tonight. Roleplay and research were done. We offended and made peace with a thieves guild. We did amazing research at a magical library - I found a serious weakness of an impossible to hurt enemy of ours. Further, we found a magic store and prepped for a battle ahead.
The land we are in is in big trouble. an anti-magic army wants to take over and kill all mages and arcanists. the king was just poisoned. The prince is missing, and three princesses are either dead or held captive by the army. Now a new enemy has appeared. People I can only describe as earth benders from Avatar. They can 'disappear' people by sucking them into the earth.
My DM made my character think that he was buying a headband of intellect or something along those lines.
It was a hat of vermin. It was suppose to be a useless waste of money.
I am a fiend lock so now I can pull a frog out and kill it 3x a day to get dark ones blessing for 9 temp hp.
I'm also level 5 so I can hex one and kill it before a short rest to give myself an active hex for 8hours while still refreshing my 2 spell slots.
We actually ran from an encounter. It started off with undead, simple biting zombies. They had 10 hit points and anything could kill them. BUT they would be sucked into the ground and be spat up a round later reanimated. The real monster was underground, at least 60 feet wide, and seemed to have traits of both a corporeal, and uncorporeal undead behemoth. Further, the 60 feet wide creature we saw may have just been the mouth.
The zombies were trying to focus on our horses, and we burned up our inspiration points giving them better saves. We just used a few dash actions and ran. the undead entity was slow.
Now we are not cowards, but we have been forced to flee superior foes before, like a CR 16 fiend at 5th level. Still, it is good to know more about your foe before to take it down.
We are exploring an ancient temple of arcana...we have yet to discern the deity's name. the first level had traps, mimics and a Minotaur skeleton. the second level was where the challenge and treasure was. each room dedicated to a school of magic with either knowledge of a spell or some item of power as a reward. I now bear a troubling award...a ring that allows me to animate dead once a day with permanent control....and no known limit on the dead I could animate. Such a ring would be a great prize for Necromancers bent on world conquest. Should they ever learn of its existence there would be trouble. Methinks the magic here is a sort of Monkey's paw granting power but cursed at the same time.
The conjuration room had animated suits of armor immune to my eldritch energies. However the suits seemed tied to very mundane chairs. Each time a suit was defeated a chair disappeared. I blasted the remaining chairs and the suits winked out of existence! The wizard found a scroll of summon elemental at 5th level.
The big fight was when we released fire and ice elementals. The fire elemental could cast fire spells and absorb such spells directed at the ice guy. We were forced to retreat out of the room as an energy barrier trapped the elementals and their magic inside. But the fire guy was empowered , and broke through the barrier. I used quicken spell to double my blasts, buying time for the wizard to summon an air elemental. With the added muscle we defeated both elementals...and the campaign ended there for the night.
We are getting some good magic but we are fighting hard for every piece. Great dungeon! Great DM! I feel like we really accomplished something here.
My Lock is an odd character. He is a hex blade with 4 levels (and no more) of sorcerer. the build is to get quicken spell doubling my eldritch blast for a critical number of times a day.
The temple level we ran through was a testing ground for young mages...those who survived were rewarded. There was one room for each school of magic, but this was an ancient tomb, and not every magic node was still operating.
~~there was an old friend in the temple with us. A massive undead entity,. it lived underground and would send giant sized arms up to drag people down to it. Feeding on their life force and would make them undead slaves. It began to burst through the floor, forcing us to flee before its relentless attack. We found sanctuary in a part of the temple not yet profaned. There was a sentient pool of water that could transform things for the better. It could talk and we spend a good deal of time talking to it.
the ruins led beneath the city walls and outside this desert city. Our initial goal was to restore the oasis to its pristine state as it was corrupted somehow. Corrupted it was! Two Poison Elementals skated on it's surface. Defeating them we found a water nymph dying from the poison. A player gave her his Periapt of Proof Against Poison. and we poured the transformative water from the temple to clear away the poison. The day was saved, ~~Still this is a first in my book, players gave away magic to a monster...
Last night we fought an orc tribe menacing trade caravans. I rolled *terrible*. 4d6 Burning Hands for 7 damage (and they made their saves). Shatter for 3d8 and rolled 9 total damage. We won the combat, but it was frustrating having both spell slots do less than one EB.
We had a most unusual game. We fought a ruin full of glyphs of warding. Our party ended up there in a teleport trap and we had to search for anything magical that would bring us back. To complicate matters we had a mind flayer and a giant octopus to deal with. Time was of the essence because we were trying to save two kids chained to the wall back where we came from.
My job was to keep the big pile of hit points busy while the party searched. the others took down the mind flayer. We were one point away from having our wizard's brains sucked out...Once the beasties were gone, we still had to trigger magical traps by touching them to see if they would send us home. One of the more unique situations I have ever been in. We did find a starter set of illithid tadpoles but no elder brain, so we fried the little parasites.
In the end it was a magic bone that would send us home...the kids were saved. Hooray!
In three years of playing my warlock I rolled death saves for the first time ever!
Didnt help that most of my party ran off to the end of the room to fight a mage (all melee characters) and left the only two predominately range attackers in melee combat with her elite guard. She was a 100ft away perfect for me and the wizard! Forgot about an ability that gave me a d10 to any save so lost my Starspawn that I had brought in to help me out (those things are lethal lol) and was downed. 1 success 1 failure later the fight was over and I got some healing. This is only the 2nd time I have been downed, but the first time rolling to survive.
From Within Chaos Comes Order!