Friday Group- We ended up doing a random encounter for a Planet of the Week campaign where some pirates attacked our ship (which is basically a mega passenger ship that we protect from any enemies). One person had to run 300 feet to the Ballista, but it must have been satisfying for them to shoot the pirate ship from below, making the ship's deck shake under them. We also had a long debate on whether or not the gunslinger could shoot the monk and the monk could catch and throw it at an enemy.
Saturday Group- About to play, will update
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Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Had our first Spelljammer session, which might feature spoilers as it is an out-of-the-book campaign, so read on at your own risk!
The party is a bronze Dragonborn Fighter, a totem barbarian whose race hasn't come up yet IIRC, a thri-kreen rogue who's an archaeologist and talks with a spiffinf british accent, telepathically, a tiefling warlock, a bard who often dresses as a horse, and my Autognome wildmagic sorceror.
Session 1, the party is in a tavern when the world starts to end, and after a brief fight with some crystalline blights, we follow a captain out to her ship, at her invitation. At the docks we are stopped by thugs, and she tells us she needs to get to her ship. Reasoning that the world appears to be ending anyway, I use Thunderstep to symultaneously get her to her ship and kill all the thugs - it was awesome!
Once aboard we find ourselves flying! turns out the ship is a Spelljammer and we're off to space, which is a relief for my character as he's on the run from his Dad (who built him) after stealing a load of his magic gems (which fuel his powers).
We then are attacked by some space-elves and we establish from the Thri-Kreen (the only one of us who even knew about spelljammers and space) that the Hazodee in their masts are likely pressganged, so we should avoid killing them.
The battle was awesome and tense, but resulted in a dramatic victory. We convinced Flapkjack, the Flumph piloting the ship, to engage ramming speed. We successfully "sniped" the pilot on the other ship. With fireball. and had both the Barbarian and Warlock suspended out front by ropes, having jumped off to get more range. as we closed to 20ft. from the enemy ship, I pulled out my ace; I Reduced the enemy ship. Elves started spinning off as it swept out from under them, the Hazodee leapt to our ship, and then we hit the ship with 19D10 damage, breaking it into splinters!
The last thing the ship would have seen was a horse at the prow, two people on ropes out the front, and 4 mage hands flipping them the bird, before the prow of the ship struck them!
Then we went on to encounter a fallen nautiloid ship and in an excellent show of non-metagaming, the bard took one of the brains-in-a-jar. We also found a teenage youth, who (in a show of thorough metagaming) the Thri-kreen insisted on checking his eyes, repeatedly.
That was where we left off, leveling up to level 6 next session! Wild magic only went off once, and that was to make me (an autognome who doesn't need to eat or drink) immune to alcohol for 5d4 days. Looking forward to some more interesting results! I've already decided that if I get the one where I turn into a potted plant, I will turn into a bowl of petunias, the only thing which goes through who's minde will be "oh no, not again".
First session of what is soon to be an eldritch horror sort of campaign. Very funky time.
the party: - Gorf, the Tortle bard who only speaks in the third person - Aramil, the Elf Ranger who loves Not Talking and who’s only here because he’s “going on a walk, a long walk” - Vanya/Vaughn, the Kalashtar artificer who’s got secrets, looks like a vampire, and is extremely socially awkward (my character) - Vitamin C, the Yuan-ti warlock (idk what patron- oh SH*T i just realized something about his backstory) who has “a wife who he’s not married to but they care deeply about each other, she just doesn’t like showing her affection outwardly” who I’m JUST realizing as I’m writing this is probably his patron :| I’ll ask about that when he actually does warlock stuff in-game…
The DM is brand new to dming, but was a player in the campaign I just dmed. They admitted to not being super prepared, and that this would be a “player led” session, where essentially we would walk around and try to do stuff and they would only pop in when necessary. It started off a little slow, but all first sessions do. Once we got the ball rolling with how ridiculous some of these character are, it really started picking up. We started in a tavern because of course we did, where we accidentally ticked off the barkeep, got an underground job offer, and tried our best not to look suspicious while loitering around the shop we were told to wait in front of for an hour. We met an NPC named Dave, who has mild backstory connections to my character, and basically got the quest to retrieve the stolen items from his shop that will be going on auction in a few days by the people who stole them, and also “cause mayhem” if we so choose.
Basically our goals now are to investigate around town to find out more about this auction, and my personal goals are to find out more info about a character from my backstory, and to find out who Vitamin C’s patron is and work on curing Gorf’s amnesia (he woke up one day with a lute next to him and that’s all he remembers). So yeah! Playing again on Monday and I’m very excited to see where this goes now that the DM understands more about the scale to which they feel they’ll need to prep :)
I'm the DM of an 11 person campaign (you heard that right) and we were playing Wild Beyond the Witchlight. I had just started the campaign, and we started in this giant pumpkin farm. One of them decided to look for The Fairy Godmother's Chariot, and rolled a nat20... so a 24 in total. May I remind you that we are on level 1. So now I have to somehow tie in the Disney princess story into the entire campaign.
Then, they decide to finally get to the Witchlight Carnival, where they voluntarily get in a bar fight with 15 witchlight hands... I didn't think they would be dumb enough to do that... but then again 8 of them have never played dnd before... so I don't know what I expected.
Long story short, I had to send a friendly displacer beast into the fight to save their a**es, and 3 of them still somehow died.
My last session was an absolute blast - the party (after 4 very fun sessions) finally got moving on the main quest and set out from Steepfield to slay the Dragon of lake Hylemoor. This is after I tasked them with finding a sword which belonged to a goblin who went to slay said dragon, and never returned.
Before they left, they approached an inventor who has an invention I foreshadowed, perhaps a little too fiercely it turns out, called the Hashbow. He has sold these to the town to mount on their rooves, stating "if you mention flying monsters enough, you always sell a hashbow!". They are essentially 4 ballistas with their bows mounted in a "#" pattern.
They comissioned 4 hashbows for the party of 5 - the monk didn't care for one. They wanted one full-sized one mounted on a wagon, one arm-mounted one, one tiny one to mount to the warlocks familiar, and a shoulder-mounted javelin one. The inventor agreed, but said it would cost 1500 gold, which they didn't have. They roleplayed some very good pursuasion - saying they would endorse the hashbow, that he could say it was one of his bows which slew the dragon, and that they would bring him a share of the dragons horde when the dragon was slain. Combined with a high persuasion roll (not strictly necessary, with their roleplaying I would have granted it to some degree either way), they had him build the hashbows for them. But then he said it would take a week to make them, and they were on a tight time frame. They asked if there was any way that he could do it faster.
I could see that the realism of this was dampening the groups enthieusiasm, so I decided to break out something amusing instead. The inventor (Enzo Copperhead, a dark-skinned gnome with a russian accent and big bushy eyebrows) takes a small box out of his desk, and opens it, revealing a small crystal, with a silver suround with an "M" engraved in it. He explains to each of them what they need to do to build these hashbows, and then says "I've always wanted to use this - this is a gift from a friend" - (another NPC of mine, notorious among the players as Gizmo, the gnome who's obsessed with putting spells in gems and crystals) - "This is a Montage gem!" and with that, he breaks it on the floor at their feet, and they get to work.
The Montage Gem allows them to skip all the boring bits of making the bows - they will decide they need something, and before they even go to look for it they have it, and then it's fitted. The characters get disoriented, and after just 8 hours of work, they have completed a weeks worth. They all gain a point of exhaustion, and the hashbows are completed. The party loved it.
Now armed to the teeth with ranged weapons, they set out towards the lake. electing to rest as it gets dark, they find a meadow with statues of grazing animals, found some large footprints, and decided to move on (avoiding an interesting encounter which was unlikely to become combat), and find somewhere half an hour later. The person on watch (who had slept in the cart for the journey to be ready to take the watch as the others slept) heard trumpeting sounds from the way they came in the night, like some large animal. They are now convinced there's an elephant that petrifies things out there.
The next day, they have a strange encounter. They hear a voice on the wind, singing sea shanties and replacing a lot of the words with far ruder ones, and doing a bad job of that anyway. Scouting ahead, they see in the grasslands and hills, a ship on wheels, upon which sits a giant in a hat. They also hear some plaintie wailing from the ship, and immediately decide to attack. No parley, just straight at this giant with a huge fishing rod. It may have had something to do with him swatting the familia out of existence when it got too close to the large barrel behind him. The warlock was fuming.
One round in I upped the giant's health to last long enough, and the fishing line, which was cast into the distance, goes taught. The ship, which is on wheels, is spun around and pulled in the direction of the fishing rod, and the giant - badly hurt and on fire - lunges for the rod. In the next round he almost dies whilst reeling in, and the ship is pulled 50ft. forwards. Then the party cuts the line, and kills the giant - they did not want to know what was on the line. Inside the barrel, there are 4 halflings, who explain that there were 6 of them, but 2 have been used as bait. They thank the party, and look to have a rest before heading home.
The party is ecstatic that they have a landship now, especially the Artificer. They seek to repair the sails, and hook their mounts up to the front to pull it, and tow the wagon behind. I explain that the ship is very slow with this arrangement, and it will take longer to get to the lake than before, and they are happy to continue. They keep the giants still-burning corpse at the front to cook on (got to love dark humour), and this was perhaps unwise. They hear a hissing, slithering sound, and turn to see the rope from the fishing rod scraping across the deck, dragging from something in the air, but which they cannot see. And there, the session ends!
Was exceptionally good fun! The warlock critted with a level 4 Witchbolt and did 53 points of damage, and had done 27 before with cloud of daggers, so she alone did over half his HP in damage! Our werebear barbarian was enlarged to make him as big as the giant, and the monk narrowly avoided the rope snapping taught, the ship moving, and then the ship rolling forwards with their excellent dex saves. Only the Barbarian took damage, from a club to the face and falling off the landship.
So now I need to plan for the landship, which I am planning on making a model for (with grid lines and everything). I also had to rule that the hashbow on the wagon only dealt 2d10 damage, as it was 3d10 originally and that's way too much with up to 4 shots! They have only got 12 bolts for it though, so if thye keep using it too much, they will be running low later on!
So in our most recent session, we had to help a town next door to a kingdom. They were being tortured is what it sounded like. We enter the town and it’s in ruins. Suddenly, 9-10 Gargoyles wake up and attack (we’re a party of 5 level 8 characters but we’re supposed to be a party of 7. Two people last second cancelled and the DM didn’t have time to adjust the encounter). In the fight we start of ruining the monsters, the sorcerer of the party harming three of them with a 4th level fireball. All of them lost their saves and took 48 fire damage. Our Hexblade then used Sickening Radiance on the same group, doing some more damage. The trouble started when they managed to get to melee range. I was playing a Firbolg Twilight Cleric, Vorden. I used Spiritual Guardians to protect the surrounding area and dropped a spiritual weapon too so I could make a melee attack with it. The rogue managed to avoid most damage and the Druid broke the earth under a large area of the map. The fight went on and we were looking rough. The Hexblade ended up having to use Tomb of Levistus to stave off death. However, our sorcerer wasn’t so lucky. He was hit and dropped to 0. However, our DM does Obliterate. Basically if you drop to 0, he rolls damage and if it’s higher than your max hp, your dead. 3 failed death saves dead. The sorcerer’s hp was 47, the DM rolled 48. The sorcerer’s throat is ripped out and he drops dead. My cleric is rather low at this point (the DM got like bullshit lucky and rolled 3 crits on me. He had me check the rolls as our table does with crits just to be sure nobody’s cheating. We had a player who wouldn’t change from that and left because he kept getting called out on it.) I’m swarmed by 3 gargoyles and can’t reach the Sorcerer, which is painful especially from an RP point of view. My cleric just seems to help everyone and use his ability for the greater good. Then, I as a player, screwed up majorly. I decided to cast a last-stand Spiritual Guardians. I would’ve died had I tried to get to the sorcerer to cast Revivify (the attacks we’re dealing 24 damage consistently and the DM crit on me a lot so I wasn’t willing to risk it. The DM wasn’t even targeting me. He did a very good job of spreading out the attacks and doing them from an RP standpoint), but I also failed to realize I had Death Ward. If I’d used Death Ward, I could’ve lived the turn and allowed my allies to attack and destroy the gargoyles around me so I could cast Revivify (they were all looking to be in rough shape) all but one succeeded their save for Spiritual Guardians and took 12 damage. Not enough. Top of the round and the gargoyles go. The one that was attacking the Hexblade turns to me and attacks (I’m within 10 feet and the only one in range at all of its movement). I go down. The DM looks at me, says he’s sorry and that it’s what the gargoyle would do and multiattacks. One failed death save. None of the others attack me (I think partially for RP and partially because the DM started to genuinely feel bad that he was killing 2 big parts of the campaign). Gets back to my turn. Two gargoyles left. Still have time to cast Revivify should I get up. Roll my death save.
I roll a 1.
3 death saves in. Nobody to revive me or the sorcerer now. We both die and I divvy up my loot between the remaining members after the fight. Nobody else dies, but we’re all feeling the fact that we just lost two party members and one of the only healers we had. The other was our bard (he was one of the last second cancels). Then I come up with the next character I’ll play; an Undead Patron Warlock. Then the Sorcerer’s player gives me the best idea ever. He asks what if I make the Undead Warlock a revived Vorden? I instantly agree, loving the concept. He says he plans on making a Halfling fighter and that the session was insanely fun. I agreed. I loved the twists, the pain, the hurt, the suspense, all of it. Now the next session (this Saturday), I’m playing a Battle Master Half Orc to simulate the passing time. Vorden will return the next session after that, with the Battle Master leaving at the end of the next session (if he’s not dead).
overall, the session was one of the best I’ve ever played. TL;DR Party of 5 fights a horde of Gargoyles, two of us die, and the other dead player gives me an amazing character concept idea.
As part of a game of Liar's Dice so the party could win money to make disguises for a planned robbery, the DM decided that no, I can't just roll perception against sleight of hand to have my character look at the opponent's dice and telepathically communicate them to the party member who's playing. In fact, I the player have to stand behind the DM when they roll and just Try My Best to see the dice before they covered them up.
I am the Dm running the campaign module The Wild Beyond the Witchlight. We had just gotten to the middle of the first 1/4 of the module, when they decided to break the entire game. They figured out how the mirror dimension works, and skipped the rest of the first 1/4, and skipped the second 1/4, all the way to the boss fight, a hag. This possibility wasn't mentioned in the book, and they play tested this for 2-3 years! So now they skipped my favorite npc... a french pseudodragon playboy.
In order to get into an auction to steal back some of the objects being sold there (which themselves were stolen from the guy that hired us), our Warlock and Bard decided they would offer to sell the Artificer/Rogue's homunculus servant as part of the auction. The auctioneer accepted, and the Bard, Art/Rogue, and Druid were guided to the room containing all of the goods. The Art/Rogue rolled a 27 stealth check to sneak between two boxes while the other two and the auctioneer left the room. They pulled out their bag of holding and started chucking the stuff we were meant to find into it, using the homunculus servant (a mechanical cat named Catamine Ram... for some reason,) to reach the higher up things, and then realized that two of the things on the list of stolen goods were living animals, and so they would only have five minutes each to be able to breathe in the bag of holding. And so a plan was formed. The Art/Rogue is a Kalashtar, and was mind linked with the Bard. The plan essentially ended up being "be a distraction so i can get out of this room, and i'm just gonna throw the cages in the bag, ask for the restroom, make throwing up noises for a little bit, tell the guards the hors d'oeuvres didn't agree with me, and RUN." The plan went off more or less as planned, and it turned out the DM had been keeping a five minute timer, and Art/Rogue had Exactly One Second left before the animals would have been suffocating. Now, the rest of the party is stuck at this auction trying to not look suspicious and get this mechanical cat sold, and Art/Rogue is busy hiding from any form of social interaction for as long as humanly (kalashtarily?) possible.
Finally got into a campaign that's been on hiatus for almost a year. We played a couple weeks ago too, but not everybody could make it to that session, but everybody made it to this one.
Way back at the start of the campaign, I let all of my players write up a second character sheet for more class diversity (originally half of them were rogues and the other half were wizards). They can only take one with them at a time, but I made an exception for last night's dungeon crawl, because one player finally got to introduce his new character.
The players followed the fire wizard to a dwarf mining outfit where his "uncle" was the blacksmith. They immediately realized something was wrong because dwarves were running to and fro with stretchers and injured miners. The player, flawlessly switching between his two characters, explained that the miners had opened a new cavern deep inside the mine in search of a valuable meteorite that crashed there many years ago. Unfortunately skeletons started pouring out of the newly opened cavern forcing the dwarves to retreat and barricade the entrance to the mine. The adventure started when the players heard something trying to break through the barricade, and they all lined up with readied actions to attack anything hostile that broke through.
I told them there were skeletons, I didn't tell them they were dinosaur skeletons! Two allosaurus skeletons smashed through the barricade, and one went down almost immediately in a flurry of ambush attacks. The other one went down within two rounds. Now my plan here had been for the players to lure one or both of the dinosaur skeletons into the mine and then crush it with a runaway minecart, but they just fought it on the surface. Which is fine, but I let them know there will be opportunities throughout the mine to use traps.
Anyway, next obstacle was a gate which had been forced shut when one of the miners destroyed the counterweight, which the players had to repair with items they found in the area. I let them figure it out, but made it very obvious what they should look at. After a brief tussle with some compsognathus skeletons, they repaired the gate and continued forward into a long downward slope. I had warned them ahead of time that there would be a chase encounter, and this was very obviously it. So everyone piled into two waiting minecarts when suddenly a puddle started rippling Jurassic Park style. I gave them a head start before a Tyrannosaurus skeleton entered the tunnel behind them.
I thought the chase was a thing of beauty, and it sounded like everybody else liked it too. The minecarts had a base movement speed of 40 feet, but every character who used their action to lean forward increased the speed of the carts by 5 feet until they moved next turn. This gave everybody something to do even if they couldn't contribute in other ways. There were also random events at the start of each turn which could either hinder or help the speed of the minecarts, like obstructions, hanging scaffolding which they could collapse on top of the T rex, steeper slopes that doubled the speed of the carts, etc.
They started strong with the fire wizard giving them a speed boost by using burning hands like a rocket engine. My house rule is to use spells in an unconventional but sensible way, they have to make an arcana check. The cleric at the very front of the carts was a little sad that his initiative was higher than the T rex's, so he was never close enough to the T rex to attack it directly, but he still played support effectively throughout the whole encounter.
They almost reached the end of the tunnel where I said they would be safe, when the T rex finally caught up to them and took a bite at one of the players with an opportunity attack. I made sure to target the barbarian who would be able to survive the bite, and she was grappled in its jaws. Unfortunately the mine carts left without her, and they were almost at the end. The barbarian used her last rage to hulk out and force the T rex's jaws wide open. It had already taken a lot of damage at this point from traps, so when it tried to chase down the mine carts, it was the barbarian's turn for an opportunity attack and she cut right through the dinosaur's ankle. Everybody, even me, cheered because it was amazing and she took several of its fossilized teeth as trophies.
They took a short rest after that, and the next area was a labyrinth full of dinosaur skeletons and traps. Again I called attention to the traps for the players benefit. The idea was for them to sneak around and take out the skeletons with traps, but it turned into a slug fest anyway with the players sometimes using traps. One trap, a weak wall which one player collapsed with a missed shot from the catapult spell, did a number on a saber-tooth tiger skeleton, and everyone made it out of here mostly unscathed, before they reached the final area.
A wight had been resurrected by the power within the meteorite, and he was protected by a triceratops skeleton. After some back and forth and banter with the villain, the players rushed the monsters. Unfortunately for them, the meteorite was empowering the wight, and healing it between turns. This was unfortunate because the players had wanted the meteorite for themselves, but they were forced to destroy it. The barbarian who killed the T rex skeleton exploited the grapple mechanic to drag the wight into a more tactical position, because her weapons weren't silvered, so attacking him directly wasn't practical.
I came very close to killing an NPC follower when she took almost full damage from the triceratops, and she only survived because the dinosaur skeleton missed with its stomp attack.
So after that the players got to loot the wight's treasure hoard and they investigated the room. Right next to the meteorite was a ruined campsite which one of the players learned had belonged to a character from his backstory. They didn't find out where he went from reading his journal, but they learned a bit more about what there up against when they found a heavily armored... thing buried under a pile of rubble. Interacting with the armor dealt lightning damage, so it couldn't be safely removed. Casting identify on it revealed nothing because the armor wasn't magical, it was technology. In hindsight that probably would have worked though.
Anyway, the players hiked back to the surface, hired an NPC to make repairs on their fort, then two players had to take their kids home for the night. They agreed that the rest of the players could continue onward to a town which was right across the lake from their main objective. However, they already knew it wasn't safe to cross the lake because some kind of predatory fish had moved into the lake and was killing fishermen. The locals were pulling a poor gentlemen out of the water by the time the players got there, and a nature check revealed the wounds were caused by a shark. Somehow, right out of the blue, one of my players correctly guessed a wereshark and I just barely held in my shock. I shouldn't have been that surprised, this is a lycanthrope campaign after all.
Anyway, a local woman took a look at the corpse was walked away with disappointment. When the players questioned her, she had hoped it was her husband, just so she could have some closure. He was getting a lot of attention from her sister, a witch who lived on an island, and the players more or less correctly figured out the man was on the witch's island, although they hadn't figured out the full extent of it yet. As they paddled out the meet the witch, the jaws music started playing as their boat was chased all the way to land by a triangular dorsal fin. The artificer made another unorthodox use of a cantrip, so I made him roll for arcana. He used shocking grasp on the oar of the boat to electrify the water directly behind them which kept the shark at bay long enough for them to reach land. Unfortunately as they pulled into shore, the shark leapt out of the water on two legs, confirming that, yes, it was a wereshark! Once again though, completely out of the blue, the artificer took a shot in the dark and correctly deduced the identity of the wereshark as the woman's husband.
After that I guess my players just... forgot that lycanthropes were immune to regular physical damage or something, because one of them tried to give me some lip when I said her weapon attacks didn't make a dent in it. So instead she and the new dwarf fighter both grappled the wereshark while the artificer pummeled it again and again with silvered caltrops that he had forged the previous session.
To keep the encounter from lasting an hour given how little damage they could deal to it on one turn, I had the witch show up and blast it with eldritch blast. In the wereshark's dying words as he turned human, he whispered to the players "don't trust her" ie the witch. This was followed by a very understandably tense conversation with the woman who tried her best to deceive them, but circumstantial evidence was not in her favor. Nevertheless, the players struck a deal with her, and may or may not have recruited her to their cause and they took the dead man's body back to shore with them. The woman confirmed it was her husband, even though her sister the witch said she had never seen him in her life.
After that, they handed in the bounty on the predator in the lake, and were rewarded with some horses from the mayor, which is where we ended the session.
That was a roller coaster. I had every intention to turn the wereshark into a much longer sidequest of intrigue, but because it was being double grappled, it couldn't escape and so they managed to kill it. Between that and the T rex I'm amazed how they got their asses kicked in the session before this against some undead werewolves.
It sucked. One of the most crucial party members, our druid, was sick with Covid (which he gave me.) It initially went okay. We met one of our party members new characters. His old one, Baz, our cleric, had died in a glorious sacrifice where he literally took on the form of his god, and tore the guard captain to shreds, where he then turned to a statue. So, we ended up converting an entire continent to his religion from fear. In the fourth session. At level 4. So that happened. So, we get our new healer, we go north-east, and head to a town full of humans. My character is insanely uncomfortable around humans because of his backstory, but that didn't matter since I didn't do anything that session. Long story short, our healer duels a guy, our necromancer doesn't know what lethal means, challenges the healer to a lethal duel, and dies. They were arguing for hours over if they could use certain spells.
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Call me Zeg.
I enjoy making homebew, and making characters in hero forge. Shoot me a message if you want your character created at no charge.
I arrive to the session having built a landship for the party, which makes everyone extremely happy. Going on their merry way with the DM's warning that if they decide to abandon the ship after I spent so long building the model then the world is probably going to spontaneously end, ringing in their ears, the party begin their combat from last sessions cliffhanger.
The rope was attached to a Phase-Shark, which is a homebrew I made. I adapted it to instead link to the Astral Sea instead of the Border Ethereal, and the fight began with them turning to run, and dropping the giants corpse off the back of the landship (now called The Dairylea Dunker). They look back to see an enormous, flying shark materialise and bite a chunk out of the giant, and then pursue the ship. They engage in an awesome fight with the giant flying shark, which results in both the Warlock and the Barbarian grappling the shark when it phases. Their faces when I describe to them how they suddenly can't hear anything, can't breathe, and are surrounded by emptiness and stars, was priceless. Then the barbarian went and finished killing the shark!
Image of the shark battle on the table:
Fortunately, the shark was still hooked to the line. After 2 rounds of discussion, the Artificer activated their Strength armour and hauled down on the line, and pulled the shark, and it's occupants, back through to the material plane. About 40ft. above themselves. Damage was taken, and the Monk saved the Warlock, but the fight was won. They harvested the shark for oil and meat, and found a magical fishing hook which has the power to transport creatures it is embedded into to the astral sea, or to pull them back again. The barbarian takes the hook.
The weather continued to worsen, the party sought to waterproof the leaking landship, and were attacked by two shambling mounds as they tried to cut down trees. They dispatched them, and the Barbarian picked some mushrooms off them, and rolled a 12 for survival as to whether they were edible. He concluded that they were.
That night,they find shelter underneath a pair of large, very dense trees with large, feathery leaves. The barbarian player jokes that they might be legs, but the investigation rolls turned up nothing and most of the players just laugh at the idea. They start cooking and resting, and then when the Monk leaves the barbarian at the pot, I hand the barbarian a note saying he's just taken 22 points of piercing damage, and is now blinded, restrained, suffocating, and seems to be inside a bag of some sort. I tell the others that the Barbarian has just disappeared. They start searching around, and the barbarian tries to fight his way out, but fails, and another note tells him how much acid damage he takes. In his next round, he deals enough damage, and suddenly is dumped on the ground beneath the trees, covered in bile. At this point, the party twigs as to what's up, and attacks the trees. They immediately uproot themselves, and with an indignant squawk of rage and pain, the treestork which had swallowed the barbarian ran away, leaving the party in the rain again. The raging barbarian picks up his stew, which is full of shark, venison, booze, mushrooms, spiced peaches (I watched Holes the day before they got the boat and checked for supplies), and various spices, and takes 0 damage from the heat of it as he carries it back into the ship.
The part bed down for the night, but ony the barbarian and the wolf eat the stew. The barbarian is woken by some growling noises, and goes to check them out. He sees the wolf growling at a barrel, and sees a goblin peeking out of a barrel, and demands that it comes out. The Monk, on watch, hears this and investigates, and sees the barbarian making demands of an empty barrel. The goblin (to the barbarian) seems to leap out and roll behind a crate. To the Monk, nothing happens. The goblin snatches the barbarians precious necklace of bear claws and runs off, and the monk sees nothing. The monk tries to reassure the barbarian that nothing is happening by pulling on the necklace, which is still there, and to the barbarian, as soon as he touches it, his top half turns into a goblin, grabs the necklace, and jumps off of the monks still-standing legs and runs behind the wolf, which has taken it upon themselves to turn into a small pink dragon in a straw boater, which is odd considering the weather. The two sleeping party members are now looking like a hairy beholder and a blue bottle full of storm clouds, which are rumbling up and down in time with their snoring. The barbarian concludes that he is tripping balls because of the mushrooms, and goes to bed. The monk casts sleep on the wolf, who also drops like a sack of potatoes. I was hoping for more of a rage, but hey-ho!
The next day, they arrive at the edge of the Hylemoor; a bleak washed-out stonescape of gulleys and pools, under torrential rain. The party decide to leave the landship tied at the edge of the forest, and proceed with their mounts and their hashbow-cart. The first thing that they encounter is a sinkhole and a dust devil, which they make short work of, and then they meet a Pressure Weird, another homebrew monster of mine which sucks the air from around itself. The weird initially seems non-hostile, but they quickly realise that it is very curious and playful, and will kill them just by proximity. Through clever maneouvring, the party baits the weird to play with the hook, and the barbarian pulls on the line, causing the weird to disappear to the astral sea. The barbarian pulls again, hoping to recover the hook, and brings the weird back. One more pull sends it back to the astral sea, and they abandon the rope, leaving the weird behind. I was very happy that they decided not to kill it, as it was only curious!
There ended the sessions, with them arriving at the lake of Hylemoor, wherein supposedly dwells a blue dragon.
At the end of our previous session, the DM gave us three leads to follow. The idea was we would choose one to follow in the next session, but instead, we decided to (gasp) split the party. So we decided that each team of 1-2 would meet with the DM over the course of the week.
The DM chooses not to rebalance it for one player as punishment for our stupidity, which we agree is fair, so we’re all taking on challenges for the entire party individually. Also, each lead ends with a boss encounter.
Suffice to say I’m lucky I finished with 9 HP remaining (level 8 bard). It was not a good day.
After a mini session with only half the party where the DM showcased their new homebrew Madness table, we started this session with the party split as the half of the party that was at the mini session was pulling our 450lb Tortle through the woods because he won't come out of his shell because he's scared of everything (a result of the madness inflicted in the mini session and also our way of dragging him along when his player couldn't make it lol).
It turned out that in the previous full session, where we left the town we were in to head to a larger city, we never specified a cardinal direction and just went "to the right", so after running in circles going mad the previous night, we had no idea where we were in the morning. Luckily our alchemist artificer rolled a flight potion (we're level 4 so no one has the ability to fly by other means yet), so we sent the druid up to look around above the tree line, spotted some smoke rising, and followed it. Unfortunately the fire was rising from the campfire of a trading company run by cowboys, who were burning one of their members for also going mad the previous night and becoming a liability. So yeah they were not very fun people; but they did literally pay the druid to turn around and get out of the woods and also kill our tortle friend instead of heading to the city we were trying to get to, which is apparently very overrun with monsters right now.
We ended up just sneaking in a wide berth around the cowboy camp and heading up the road we found until we got to a small town on the way, where we dropped out tortle on a bed in an inn, instead of just putting him on the floor or parking him outside like our warlock suggested, and we're going to long rest, shop, and investigate.
The last three sessions were extremely good fun, following on from 2 posts up!
In the first, the player met a flying octopus that can change shape to mimic things, and tried to adopt it, but scared it away with fire. The players then spent some time locating the dragons lair below the surface of the lake, and swam inside. There they crept into what they found to be an abandoned silver mine, and could hear a regular rumbling (which was the dragon snoring, and which electrified the silver veins every 3 rounds), and fought a pair of Umber Hulks. After several of them looked them in the eyes and started running in random directions or hitting each other, the whole party decided to not look at the second one as they killed it. We went through two rounds of combat, then 3, and one of the players even remarked "the other one went down way quicker than this!". Then on the fourth round, one of them elected to look at the Umber Hulk, and I passed them a note which simply said "It's dead. Nobody has looked at it to find out.". The party loved it! This fight saw them work out the link between the regular rumbling and the lightning damage they were taking when they stood on the veins.
In the second session, the party continued into the mine and found a curiously new-looking chest-cart on a minecart track, containing 500 giant gold pieces. The track showed evidence of having been used recently, and the chest contained a very large note which they could not read, though they deduced it was written in Giant. They hauled the cart off the tracks and onto another set which led back the way they came, for later. Then they found a tunnel leading to an underground lake, and doubled back because they could hear the rumbling from behind them. They found a vertical shaft, and so two of the party proceeded to climb it whilst the other three went to the lake, where the artefact they were seeking was supposed to be (using a Locate Objects spell). There the three of them fought a Thunder Salamander (reskinned Frost Salamander with lightning damage instead of cold) and they almost died - luckily one of them got Hold Monster off, and the beast was punched and kicked to death by the Monk, who then collapsed with 6hp left. Meanwhile, the two who climbed arrived at the top, and the werebear transformed into a bear to let the human artificer-paladin - who can't see anything - ride him. He saw a huge door with a pair of dragonheads facing downwards at him, and opted to walk forwards, which sprung the trap. A torrent of water washed them down to the others, and they found the huge, circular door on the opposite side of the lake. They opened the door using the lightning rune on the wall (they could have linked themselves in a chain to a silver vein to do it if they hadn't had lightning damage, but they did). They found a Dragon's horde, featuring a huge sum of gold, several magic items (most of which are of my own design) and all sorts of other valuables. After some remarkably restrained pillaging, in which they took a few magic items and some coins, they made their way back out of the lair, enchanted sword in hand (the object of their quest) and snuck back to their cart of gold, loaded up on gold, and escaped.
Session 3 saw them press through the night and take a hit of exhaustion for doing so, re-encounter the Pressure Weird which the Cleric tried to subtly attack to drive it off, and failed miserably as it turned it's lightning-crackling glare at him, and when the other party members tried to distract it with movement (as had always happened before) it didn't change it's attention. In the end, the Monk had to knock it out with non-lethal attacks, which was close as they only switched to non-lethal when it had 6hp left. They recovered their magical hook and returned, battered and bloodied and exhausted, to their landship, which they find in the possession of a group of mercenary types who couldn't believe their luck in finding it. The party successfully intimidated them off, with the monk turning invisible and flying up to the deck behind the gang's leader, the were-bear transforming, the warlock creating a spreading darkness about her, and the cleric unfolding the large hashbow mounted to the wagon. It was excellent roleplay, and I didn't even make them roll!
Once aboard, the party started working out what they had gotten as they rested. The Monk had the magical sword Cursebreaker, which is the artefact they sought (essentially a sword of antimagic), which they gave to the Barbarian. The barbarian had a Steedstone (homebrew), which creates a steed magically from nearby materials, and is possibly my favourite piece of homebrew yet. The Warlock has a Coat of Arms (homebrew), which allows her to draw any non-magical weapon she desires from it, and a pair of Leapstones (homebrew), which will teleport themselves back together, along with any creature holding them. The Cleric got a rubber duck with as-yet unknown powers, and a driftglobe. The Artificer-paladin got a Hammer of Thunderbolts, and has made themselves a new artificer infusion using the mandibles of an umber-hulk to allow them to grapple one creature which they hit with it. Made it an infusion to balance, so they have to choose between +1 weapon or the grapply-majig.
The session ended with them standing on the hill over steepfield, and seeing that, despite their advice not to, the steepfieldians have herded the immortal hydra-cows to outside of the town, ready for "slaughter"! Looking forward to next session!
New group I'm playing with which is great. I did get thrown off a little, though with what felt like some metagaming. My PC got possessed in the middle of a fight, and was ordered to defend the possessor, and so I started swinging. Everyone was good natured about it, and I apologized which made for some funny banter. Obviously I was pretty outnumbered, and the possessor then ordered me to take its talisman necklace and "kill" it, effectively allowing said bad guy to escape into the necklace. So I did so, and grabbed the talisman with my shield hand (sword and board fighter). One of the other PCs, already aware of this talisman, immediately said he was going to take it off of me once they knocked me unconscious (yay for non-lethal damage!). My problem is that he was screened from seeing me do the thing to the bad guy and grab the talisman by the party's goliath, and wasn't asked to make a perception roll to see if I'd grabbed it. I got dropped, and the PC did as he said before I could even muster up a question, rifling my body to grab the talisman.
So, instead of an interesting RP thing with some juicy implications later on, especially since my character has huge backstory issues over losing control, I feel a little steamrolled. Not a big deal, but a little disappointing. The DM is great, and the other PC is a nice guy although he does push into the spotlight a lot and occasionally metagames things his character probably wouldn't know without some game explanation. That said, it was a fun night and the other RP was kind of cool. Have to see how it goes this coming week!
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"You think you have won! What is light without dark?
What are you without me? I am a part of you all. You can never defeat me. We are brothers eternal!"
Amazing. We had a boss fight today against a malevolent spirit called Corrosion. Two of us went down and almost died, but not quite. So a perfect fight. 😄 Our barbarian was down to his last failed death save when he was revived to 1hp and landed an insane rage-fueled reckless attack crit and killed the boss. I was also down at the moment, but had yet to make any death saves.
We then had to quickly escape the place through an elevator shaft while we were being chased. I twin levitated myself and the artificer up there while the barb and ranger climbed the chain. The ranger kept failing so the artificer deviced a plan to use a counter-weight mechanism to pull them up. 😄
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Friday Group- We ended up doing a random encounter for a Planet of the Week campaign where some pirates attacked our ship (which is basically a mega passenger ship that we protect from any enemies). One person had to run 300 feet to the Ballista, but it must have been satisfying for them to shoot the pirate ship from below, making the ship's deck shake under them. We also had a long debate on whether or not the gunslinger could shoot the monk and the monk could catch and throw it at an enemy.
Saturday Group- About to play, will update
Helper of Create a World thread/Sedge is Chaotic Neutral/ Mega Yahtzee High: 34, Low: 14/I speak English, je me parle le Francais, agus Labhraim beagan Gaeilge
Dream of Days Lore Bard 9/Wizard 4 Baulder's Gate: Descent to Avernus (In Person/Over Zoom)
Saleadon Morgul Battle Smith Artificer 11 Tyranny of Dragons (In Person/Over Zoom)
Hurtharn Serpti Ghostslayer Blood Hunter 7 Spelljammer (Over Zoom)
Ex Sig
Had our first Spelljammer session, which might feature spoilers as it is an out-of-the-book campaign, so read on at your own risk!
The party is a bronze Dragonborn Fighter, a totem barbarian whose race hasn't come up yet IIRC, a thri-kreen rogue who's an archaeologist and talks with a spiffinf british accent, telepathically, a tiefling warlock, a bard who often dresses as a horse, and my Autognome wildmagic sorceror.
Session 1, the party is in a tavern when the world starts to end, and after a brief fight with some crystalline blights, we follow a captain out to her ship, at her invitation. At the docks we are stopped by thugs, and she tells us she needs to get to her ship. Reasoning that the world appears to be ending anyway, I use Thunderstep to symultaneously get her to her ship and kill all the thugs - it was awesome!
Once aboard we find ourselves flying! turns out the ship is a Spelljammer and we're off to space, which is a relief for my character as he's on the run from his Dad (who built him) after stealing a load of his magic gems (which fuel his powers).
We then are attacked by some space-elves and we establish from the Thri-Kreen (the only one of us who even knew about spelljammers and space) that the Hazodee in their masts are likely pressganged, so we should avoid killing them.
The battle was awesome and tense, but resulted in a dramatic victory. We convinced Flapkjack, the Flumph piloting the ship, to engage ramming speed. We successfully "sniped" the pilot on the other ship. With fireball. and had both the Barbarian and Warlock suspended out front by ropes, having jumped off to get more range. as we closed to 20ft. from the enemy ship, I pulled out my ace; I Reduced the enemy ship. Elves started spinning off as it swept out from under them, the Hazodee leapt to our ship, and then we hit the ship with 19D10 damage, breaking it into splinters!
The last thing the ship would have seen was a horse at the prow, two people on ropes out the front, and 4 mage hands flipping them the bird, before the prow of the ship struck them!
Then we went on to encounter a fallen nautiloid ship and in an excellent show of non-metagaming, the bard took one of the brains-in-a-jar. We also found a teenage youth, who (in a show of thorough metagaming) the Thri-kreen insisted on checking his eyes, repeatedly.
That was where we left off, leveling up to level 6 next session! Wild magic only went off once, and that was to make me (an autognome who doesn't need to eat or drink) immune to alcohol for 5d4 days. Looking forward to some more interesting results! I've already decided that if I get the one where I turn into a potted plant, I will turn into a bowl of petunias, the only thing which goes through who's minde will be "oh no, not again".
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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First session of what is soon to be an eldritch horror sort of campaign. Very funky time.
the party:
- Gorf, the Tortle bard who only speaks in the third person
- Aramil, the Elf Ranger who loves Not Talking and who’s only here because he’s “going on a walk, a long walk”
- Vanya/Vaughn, the Kalashtar artificer who’s got secrets, looks like a vampire, and is extremely socially awkward (my character)
- Vitamin C, the Yuan-ti warlock (idk what patron- oh SH*T i just realized something about his backstory) who has “a wife who he’s not married to but they care deeply about each other, she just doesn’t like showing her affection outwardly” who I’m JUST realizing as I’m writing this is probably his patron :| I’ll ask about that when he actually does warlock stuff in-game…
The DM is brand new to dming, but was a player in the campaign I just dmed. They admitted to not being super prepared, and that this would be a “player led” session, where essentially we would walk around and try to do stuff and they would only pop in when necessary.
It started off a little slow, but all first sessions do. Once we got the ball rolling with how ridiculous some of these character are, it really started picking up.
We started in a tavern because of course we did, where we accidentally ticked off the barkeep, got an underground job offer, and tried our best not to look suspicious while loitering around the shop we were told to wait in front of for an hour.
We met an NPC named Dave, who has mild backstory connections to my character, and basically got the quest to retrieve the stolen items from his shop that will be going on auction in a few days by the people who stole them, and also “cause mayhem” if we so choose.
Basically our goals now are to investigate around town to find out more about this auction, and my personal goals are to find out more info about a character from my backstory, and to find out who Vitamin C’s patron is and work on curing Gorf’s amnesia (he woke up one day with a lute next to him and that’s all he remembers). So yeah! Playing again on Monday and I’m very excited to see where this goes now that the DM understands more about the scale to which they feel they’ll need to prep :)
:)
I'm the DM of an 11 person campaign (you heard that right) and we were playing Wild Beyond the Witchlight. I had just started the campaign, and we started in this giant pumpkin farm. One of them decided to look for The Fairy Godmother's Chariot, and rolled a nat20... so a 24 in total. May I remind you that we are on level 1. So now I have to somehow tie in the Disney princess story into the entire campaign.
Then, they decide to finally get to the Witchlight Carnival, where they voluntarily get in a bar fight with 15 witchlight hands... I didn't think they would be dumb enough to do that... but then again 8 of them have never played dnd before... so I don't know what I expected.
Long story short, I had to send a friendly displacer beast into the fight to save their a**es, and 3 of them still somehow died.
-Archie
My last session was an absolute blast - the party (after 4 very fun sessions) finally got moving on the main quest and set out from Steepfield to slay the Dragon of lake Hylemoor. This is after I tasked them with finding a sword which belonged to a goblin who went to slay said dragon, and never returned.
Before they left, they approached an inventor who has an invention I foreshadowed, perhaps a little too fiercely it turns out, called the Hashbow. He has sold these to the town to mount on their rooves, stating "if you mention flying monsters enough, you always sell a hashbow!". They are essentially 4 ballistas with their bows mounted in a "#" pattern.
They comissioned 4 hashbows for the party of 5 - the monk didn't care for one. They wanted one full-sized one mounted on a wagon, one arm-mounted one, one tiny one to mount to the warlocks familiar, and a shoulder-mounted javelin one. The inventor agreed, but said it would cost 1500 gold, which they didn't have. They roleplayed some very good pursuasion - saying they would endorse the hashbow, that he could say it was one of his bows which slew the dragon, and that they would bring him a share of the dragons horde when the dragon was slain. Combined with a high persuasion roll (not strictly necessary, with their roleplaying I would have granted it to some degree either way), they had him build the hashbows for them. But then he said it would take a week to make them, and they were on a tight time frame. They asked if there was any way that he could do it faster.
I could see that the realism of this was dampening the groups enthieusiasm, so I decided to break out something amusing instead. The inventor (Enzo Copperhead, a dark-skinned gnome with a russian accent and big bushy eyebrows) takes a small box out of his desk, and opens it, revealing a small crystal, with a silver suround with an "M" engraved in it. He explains to each of them what they need to do to build these hashbows, and then says "I've always wanted to use this - this is a gift from a friend" - (another NPC of mine, notorious among the players as Gizmo, the gnome who's obsessed with putting spells in gems and crystals) - "This is a Montage gem!" and with that, he breaks it on the floor at their feet, and they get to work.
The Montage Gem allows them to skip all the boring bits of making the bows - they will decide they need something, and before they even go to look for it they have it, and then it's fitted. The characters get disoriented, and after just 8 hours of work, they have completed a weeks worth. They all gain a point of exhaustion, and the hashbows are completed. The party loved it.
Now armed to the teeth with ranged weapons, they set out towards the lake. electing to rest as it gets dark, they find a meadow with statues of grazing animals, found some large footprints, and decided to move on (avoiding an interesting encounter which was unlikely to become combat), and find somewhere half an hour later. The person on watch (who had slept in the cart for the journey to be ready to take the watch as the others slept) heard trumpeting sounds from the way they came in the night, like some large animal. They are now convinced there's an elephant that petrifies things out there.
The next day, they have a strange encounter. They hear a voice on the wind, singing sea shanties and replacing a lot of the words with far ruder ones, and doing a bad job of that anyway. Scouting ahead, they see in the grasslands and hills, a ship on wheels, upon which sits a giant in a hat. They also hear some plaintie wailing from the ship, and immediately decide to attack. No parley, just straight at this giant with a huge fishing rod. It may have had something to do with him swatting the familia out of existence when it got too close to the large barrel behind him. The warlock was fuming.
One round in I upped the giant's health to last long enough, and the fishing line, which was cast into the distance, goes taught. The ship, which is on wheels, is spun around and pulled in the direction of the fishing rod, and the giant - badly hurt and on fire - lunges for the rod. In the next round he almost dies whilst reeling in, and the ship is pulled 50ft. forwards. Then the party cuts the line, and kills the giant - they did not want to know what was on the line. Inside the barrel, there are 4 halflings, who explain that there were 6 of them, but 2 have been used as bait. They thank the party, and look to have a rest before heading home.
The party is ecstatic that they have a landship now, especially the Artificer. They seek to repair the sails, and hook their mounts up to the front to pull it, and tow the wagon behind. I explain that the ship is very slow with this arrangement, and it will take longer to get to the lake than before, and they are happy to continue. They keep the giants still-burning corpse at the front to cook on (got to love dark humour), and this was perhaps unwise. They hear a hissing, slithering sound, and turn to see the rope from the fishing rod scraping across the deck, dragging from something in the air, but which they cannot see. And there, the session ends!
Was exceptionally good fun! The warlock critted with a level 4 Witchbolt and did 53 points of damage, and had done 27 before with cloud of daggers, so she alone did over half his HP in damage! Our werebear barbarian was enlarged to make him as big as the giant, and the monk narrowly avoided the rope snapping taught, the ship moving, and then the ship rolling forwards with their excellent dex saves. Only the Barbarian took damage, from a club to the face and falling off the landship.
So now I need to plan for the landship, which I am planning on making a model for (with grid lines and everything). I also had to rule that the hashbow on the wagon only dealt 2d10 damage, as it was 3d10 originally and that's way too much with up to 4 shots! They have only got 12 bolts for it though, so if thye keep using it too much, they will be running low later on!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
So in our most recent session, we had to help a town next door to a kingdom. They were being tortured is what it sounded like. We enter the town and it’s in ruins. Suddenly, 9-10 Gargoyles wake up and attack (we’re a party of 5 level 8 characters but we’re supposed to be a party of 7. Two people last second cancelled and the DM didn’t have time to adjust the encounter). In the fight we start of ruining the monsters, the sorcerer of the party harming three of them with a 4th level fireball. All of them lost their saves and took 48 fire damage. Our Hexblade then used Sickening Radiance on the same group, doing some more damage. The trouble started when they managed to get to melee range. I was playing a Firbolg Twilight Cleric, Vorden. I used Spiritual Guardians to protect the surrounding area and dropped a spiritual weapon too so I could make a melee attack with it. The rogue managed to avoid most damage and the Druid broke the earth under a large area of the map. The fight went on and we were looking rough. The Hexblade ended up having to use Tomb of Levistus to stave off death. However, our sorcerer wasn’t so lucky. He was hit and dropped to 0. However, our DM does Obliterate. Basically if you drop to 0, he rolls damage and if it’s higher than your max hp, your dead. 3 failed death saves dead. The sorcerer’s hp was 47, the DM rolled 48. The sorcerer’s throat is ripped out and he drops dead. My cleric is rather low at this point (the DM got like bullshit lucky and rolled 3 crits on me. He had me check the rolls as our table does with crits just to be sure nobody’s cheating. We had a player who wouldn’t change from that and left because he kept getting called out on it.) I’m swarmed by 3 gargoyles and can’t reach the Sorcerer, which is painful especially from an RP point of view. My cleric just seems to help everyone and use his ability for the greater good. Then, I as a player, screwed up majorly. I decided to cast a last-stand Spiritual Guardians. I would’ve died had I tried to get to the sorcerer to cast Revivify (the attacks we’re dealing 24 damage consistently and the DM crit on me a lot so I wasn’t willing to risk it. The DM wasn’t even targeting me. He did a very good job of spreading out the attacks and doing them from an RP standpoint), but I also failed to realize I had Death Ward. If I’d used Death Ward, I could’ve lived the turn and allowed my allies to attack and destroy the gargoyles around me so I could cast Revivify (they were all looking to be in rough shape) all but one succeeded their save for Spiritual Guardians and took 12 damage. Not enough. Top of the round and the gargoyles go. The one that was attacking the Hexblade turns to me and attacks (I’m within 10 feet and the only one in range at all of its movement). I go down. The DM looks at me, says he’s sorry and that it’s what the gargoyle would do and multiattacks. One failed death save. None of the others attack me (I think partially for RP and partially because the DM started to genuinely feel bad that he was killing 2 big parts of the campaign). Gets back to my turn. Two gargoyles left. Still have time to cast Revivify should I get up. Roll my death save.
I roll a 1.
3 death saves in. Nobody to revive me or the sorcerer now. We both die and I divvy up my loot between the remaining members after the fight. Nobody else dies, but we’re all feeling the fact that we just lost two party members and one of the only healers we had. The other was our bard (he was one of the last second cancels). Then I come up with the next character I’ll play; an Undead Patron Warlock. Then the Sorcerer’s player gives me the best idea ever. He asks what if I make the Undead Warlock a revived Vorden? I instantly agree, loving the concept. He says he plans on making a Halfling fighter and that the session was insanely fun. I agreed. I loved the twists, the pain, the hurt, the suspense, all of it. Now the next session (this Saturday), I’m playing a Battle Master Half Orc to simulate the passing time. Vorden will return the next session after that, with the Battle Master leaving at the end of the next session (if he’s not dead).
overall, the session was one of the best I’ve ever played.
TL;DR Party of 5 fights a horde of Gargoyles, two of us die, and the other dead player gives me an amazing character concept idea.
Gonna fight the BBEG on Friday, wish me luck!
I uses to be dndlover_2.
As part of a game of Liar's Dice so the party could win money to make disguises for a planned robbery, the DM decided that no, I can't just roll perception against sleight of hand to have my character look at the opponent's dice and telepathically communicate them to the party member who's playing. In fact, I the player have to stand behind the DM when they roll and just Try My Best to see the dice before they covered them up.
We lost 5 gold.
:)
I am the Dm running the campaign module The Wild Beyond the Witchlight. We had just gotten to the middle of the first 1/4 of the module, when they decided to break the entire game. They figured out how the mirror dimension works, and skipped the rest of the first 1/4, and skipped the second 1/4, all the way to the boss fight, a hag. This possibility wasn't mentioned in the book, and they play tested this for 2-3 years! So now they skipped my favorite npc... a french pseudodragon playboy.
-Archie
In order to get into an auction to steal back some of the objects being sold there (which themselves were stolen from the guy that hired us), our Warlock and Bard decided they would offer to sell the Artificer/Rogue's homunculus servant as part of the auction. The auctioneer accepted, and the Bard, Art/Rogue, and Druid were guided to the room containing all of the goods.
The Art/Rogue rolled a 27 stealth check to sneak between two boxes while the other two and the auctioneer left the room. They pulled out their bag of holding and started chucking the stuff we were meant to find into it, using the homunculus servant (a mechanical cat named Catamine Ram... for some reason,) to reach the higher up things, and then realized that two of the things on the list of stolen goods were living animals, and so they would only have five minutes each to be able to breathe in the bag of holding.
And so a plan was formed. The Art/Rogue is a Kalashtar, and was mind linked with the Bard. The plan essentially ended up being "be a distraction so i can get out of this room, and i'm just gonna throw the cages in the bag, ask for the restroom, make throwing up noises for a little bit, tell the guards the hors d'oeuvres didn't agree with me, and RUN."
The plan went off more or less as planned, and it turned out the DM had been keeping a five minute timer, and Art/Rogue had Exactly One Second left before the animals would have been suffocating. Now, the rest of the party is stuck at this auction trying to not look suspicious and get this mechanical cat sold, and Art/Rogue is busy hiding from any form of social interaction for as long as humanly (kalashtarily?) possible.
:)
I was DM, and tje party's rouge shot a chandelier with hos shortbow. Hit and killed a cultest.
Sorry, I ment the
Finally got into a campaign that's been on hiatus for almost a year. We played a couple weeks ago too, but not everybody could make it to that session, but everybody made it to this one.
Way back at the start of the campaign, I let all of my players write up a second character sheet for more class diversity (originally half of them were rogues and the other half were wizards). They can only take one with them at a time, but I made an exception for last night's dungeon crawl, because one player finally got to introduce his new character.
The players followed the fire wizard to a dwarf mining outfit where his "uncle" was the blacksmith. They immediately realized something was wrong because dwarves were running to and fro with stretchers and injured miners. The player, flawlessly switching between his two characters, explained that the miners had opened a new cavern deep inside the mine in search of a valuable meteorite that crashed there many years ago. Unfortunately skeletons started pouring out of the newly opened cavern forcing the dwarves to retreat and barricade the entrance to the mine. The adventure started when the players heard something trying to break through the barricade, and they all lined up with readied actions to attack anything hostile that broke through.
I told them there were skeletons, I didn't tell them they were dinosaur skeletons! Two allosaurus skeletons smashed through the barricade, and one went down almost immediately in a flurry of ambush attacks. The other one went down within two rounds. Now my plan here had been for the players to lure one or both of the dinosaur skeletons into the mine and then crush it with a runaway minecart, but they just fought it on the surface. Which is fine, but I let them know there will be opportunities throughout the mine to use traps.
Anyway, next obstacle was a gate which had been forced shut when one of the miners destroyed the counterweight, which the players had to repair with items they found in the area. I let them figure it out, but made it very obvious what they should look at. After a brief tussle with some compsognathus skeletons, they repaired the gate and continued forward into a long downward slope. I had warned them ahead of time that there would be a chase encounter, and this was very obviously it. So everyone piled into two waiting minecarts when suddenly a puddle started rippling Jurassic Park style. I gave them a head start before a Tyrannosaurus skeleton entered the tunnel behind them.
I thought the chase was a thing of beauty, and it sounded like everybody else liked it too. The minecarts had a base movement speed of 40 feet, but every character who used their action to lean forward increased the speed of the carts by 5 feet until they moved next turn. This gave everybody something to do even if they couldn't contribute in other ways. There were also random events at the start of each turn which could either hinder or help the speed of the minecarts, like obstructions, hanging scaffolding which they could collapse on top of the T rex, steeper slopes that doubled the speed of the carts, etc.
They started strong with the fire wizard giving them a speed boost by using burning hands like a rocket engine. My house rule is to use spells in an unconventional but sensible way, they have to make an arcana check. The cleric at the very front of the carts was a little sad that his initiative was higher than the T rex's, so he was never close enough to the T rex to attack it directly, but he still played support effectively throughout the whole encounter.
They almost reached the end of the tunnel where I said they would be safe, when the T rex finally caught up to them and took a bite at one of the players with an opportunity attack. I made sure to target the barbarian who would be able to survive the bite, and she was grappled in its jaws. Unfortunately the mine carts left without her, and they were almost at the end. The barbarian used her last rage to hulk out and force the T rex's jaws wide open. It had already taken a lot of damage at this point from traps, so when it tried to chase down the mine carts, it was the barbarian's turn for an opportunity attack and she cut right through the dinosaur's ankle. Everybody, even me, cheered because it was amazing and she took several of its fossilized teeth as trophies.
They took a short rest after that, and the next area was a labyrinth full of dinosaur skeletons and traps. Again I called attention to the traps for the players benefit. The idea was for them to sneak around and take out the skeletons with traps, but it turned into a slug fest anyway with the players sometimes using traps. One trap, a weak wall which one player collapsed with a missed shot from the catapult spell, did a number on a saber-tooth tiger skeleton, and everyone made it out of here mostly unscathed, before they reached the final area.
A wight had been resurrected by the power within the meteorite, and he was protected by a triceratops skeleton. After some back and forth and banter with the villain, the players rushed the monsters. Unfortunately for them, the meteorite was empowering the wight, and healing it between turns. This was unfortunate because the players had wanted the meteorite for themselves, but they were forced to destroy it. The barbarian who killed the T rex skeleton exploited the grapple mechanic to drag the wight into a more tactical position, because her weapons weren't silvered, so attacking him directly wasn't practical.
I came very close to killing an NPC follower when she took almost full damage from the triceratops, and she only survived because the dinosaur skeleton missed with its stomp attack.
So after that the players got to loot the wight's treasure hoard and they investigated the room. Right next to the meteorite was a ruined campsite which one of the players learned had belonged to a character from his backstory. They didn't find out where he went from reading his journal, but they learned a bit more about what there up against when they found a heavily armored... thing buried under a pile of rubble. Interacting with the armor dealt lightning damage, so it couldn't be safely removed. Casting identify on it revealed nothing because the armor wasn't magical, it was technology. In hindsight that probably would have worked though.
Anyway, the players hiked back to the surface, hired an NPC to make repairs on their fort, then two players had to take their kids home for the night. They agreed that the rest of the players could continue onward to a town which was right across the lake from their main objective. However, they already knew it wasn't safe to cross the lake because some kind of predatory fish had moved into the lake and was killing fishermen. The locals were pulling a poor gentlemen out of the water by the time the players got there, and a nature check revealed the wounds were caused by a shark. Somehow, right out of the blue, one of my players correctly guessed a wereshark and I just barely held in my shock. I shouldn't have been that surprised, this is a lycanthrope campaign after all.
Anyway, a local woman took a look at the corpse was walked away with disappointment. When the players questioned her, she had hoped it was her husband, just so she could have some closure. He was getting a lot of attention from her sister, a witch who lived on an island, and the players more or less correctly figured out the man was on the witch's island, although they hadn't figured out the full extent of it yet. As they paddled out the meet the witch, the jaws music started playing as their boat was chased all the way to land by a triangular dorsal fin. The artificer made another unorthodox use of a cantrip, so I made him roll for arcana. He used shocking grasp on the oar of the boat to electrify the water directly behind them which kept the shark at bay long enough for them to reach land. Unfortunately as they pulled into shore, the shark leapt out of the water on two legs, confirming that, yes, it was a wereshark! Once again though, completely out of the blue, the artificer took a shot in the dark and correctly deduced the identity of the wereshark as the woman's husband.
After that I guess my players just... forgot that lycanthropes were immune to regular physical damage or something, because one of them tried to give me some lip when I said her weapon attacks didn't make a dent in it. So instead she and the new dwarf fighter both grappled the wereshark while the artificer pummeled it again and again with silvered caltrops that he had forged the previous session.
To keep the encounter from lasting an hour given how little damage they could deal to it on one turn, I had the witch show up and blast it with eldritch blast. In the wereshark's dying words as he turned human, he whispered to the players "don't trust her" ie the witch. This was followed by a very understandably tense conversation with the woman who tried her best to deceive them, but circumstantial evidence was not in her favor. Nevertheless, the players struck a deal with her, and may or may not have recruited her to their cause and they took the dead man's body back to shore with them. The woman confirmed it was her husband, even though her sister the witch said she had never seen him in her life.
After that, they handed in the bounty on the predator in the lake, and were rewarded with some horses from the mayor, which is where we ended the session.
That was a roller coaster. I had every intention to turn the wereshark into a much longer sidequest of intrigue, but because it was being double grappled, it couldn't escape and so they managed to kill it. Between that and the T rex I'm amazed how they got their asses kicked in the session before this against some undead werewolves.
It sucked. One of the most crucial party members, our druid, was sick with Covid (which he gave me.) It initially went okay. We met one of our party members new characters. His old one, Baz, our cleric, had died in a glorious sacrifice where he literally took on the form of his god, and tore the guard captain to shreds, where he then turned to a statue. So, we ended up converting an entire continent to his religion from fear. In the fourth session. At level 4. So that happened. So, we get our new healer, we go north-east, and head to a town full of humans. My character is insanely uncomfortable around humans because of his backstory, but that didn't matter since I didn't do anything that session. Long story short, our healer duels a guy, our necromancer doesn't know what lethal means, challenges the healer to a lethal duel, and dies. They were arguing for hours over if they could use certain spells.
Call me Zeg.
I enjoy making homebew, and making characters in hero forge. Shoot me a message if you want your character created at no charge.
Had a few sessions on our most active campaign recently. To summarise:
Continuing from This Post...
I arrive to the session having built a landship for the party, which makes everyone extremely happy. Going on their merry way with the DM's warning that if they decide to abandon the ship after I spent so long building the model then the world is probably going to spontaneously end, ringing in their ears, the party begin their combat from last sessions cliffhanger.
The rope was attached to a Phase-Shark, which is a homebrew I made. I adapted it to instead link to the Astral Sea instead of the Border Ethereal, and the fight began with them turning to run, and dropping the giants corpse off the back of the landship (now called The Dairylea Dunker). They look back to see an enormous, flying shark materialise and bite a chunk out of the giant, and then pursue the ship. They engage in an awesome fight with the giant flying shark, which results in both the Warlock and the Barbarian grappling the shark when it phases. Their faces when I describe to them how they suddenly can't hear anything, can't breathe, and are surrounded by emptiness and stars, was priceless. Then the barbarian went and finished killing the shark!
Image of the shark battle on the table:
Fortunately, the shark was still hooked to the line. After 2 rounds of discussion, the Artificer activated their Strength armour and hauled down on the line, and pulled the shark, and it's occupants, back through to the material plane. About 40ft. above themselves. Damage was taken, and the Monk saved the Warlock, but the fight was won. They harvested the shark for oil and meat, and found a magical fishing hook which has the power to transport creatures it is embedded into to the astral sea, or to pull them back again. The barbarian takes the hook.
The weather continued to worsen, the party sought to waterproof the leaking landship, and were attacked by two shambling mounds as they tried to cut down trees. They dispatched them, and the Barbarian picked some mushrooms off them, and rolled a 12 for survival as to whether they were edible. He concluded that they were.
That night,they find shelter underneath a pair of large, very dense trees with large, feathery leaves. The barbarian player jokes that they might be legs, but the investigation rolls turned up nothing and most of the players just laugh at the idea. They start cooking and resting, and then when the Monk leaves the barbarian at the pot, I hand the barbarian a note saying he's just taken 22 points of piercing damage, and is now blinded, restrained, suffocating, and seems to be inside a bag of some sort. I tell the others that the Barbarian has just disappeared. They start searching around, and the barbarian tries to fight his way out, but fails, and another note tells him how much acid damage he takes. In his next round, he deals enough damage, and suddenly is dumped on the ground beneath the trees, covered in bile. At this point, the party twigs as to what's up, and attacks the trees. They immediately uproot themselves, and with an indignant squawk of rage and pain, the treestork which had swallowed the barbarian ran away, leaving the party in the rain again. The raging barbarian picks up his stew, which is full of shark, venison, booze, mushrooms, spiced peaches (I watched Holes the day before they got the boat and checked for supplies), and various spices, and takes 0 damage from the heat of it as he carries it back into the ship.
The part bed down for the night, but ony the barbarian and the wolf eat the stew. The barbarian is woken by some growling noises, and goes to check them out. He sees the wolf growling at a barrel, and sees a goblin peeking out of a barrel, and demands that it comes out. The Monk, on watch, hears this and investigates, and sees the barbarian making demands of an empty barrel. The goblin (to the barbarian) seems to leap out and roll behind a crate. To the Monk, nothing happens. The goblin snatches the barbarians precious necklace of bear claws and runs off, and the monk sees nothing. The monk tries to reassure the barbarian that nothing is happening by pulling on the necklace, which is still there, and to the barbarian, as soon as he touches it, his top half turns into a goblin, grabs the necklace, and jumps off of the monks still-standing legs and runs behind the wolf, which has taken it upon themselves to turn into a small pink dragon in a straw boater, which is odd considering the weather. The two sleeping party members are now looking like a hairy beholder and a blue bottle full of storm clouds, which are rumbling up and down in time with their snoring. The barbarian concludes that he is tripping balls because of the mushrooms, and goes to bed. The monk casts sleep on the wolf, who also drops like a sack of potatoes. I was hoping for more of a rage, but hey-ho!
The next day, they arrive at the edge of the Hylemoor; a bleak washed-out stonescape of gulleys and pools, under torrential rain. The party decide to leave the landship tied at the edge of the forest, and proceed with their mounts and their hashbow-cart. The first thing that they encounter is a sinkhole and a dust devil, which they make short work of, and then they meet a Pressure Weird, another homebrew monster of mine which sucks the air from around itself. The weird initially seems non-hostile, but they quickly realise that it is very curious and playful, and will kill them just by proximity. Through clever maneouvring, the party baits the weird to play with the hook, and the barbarian pulls on the line, causing the weird to disappear to the astral sea. The barbarian pulls again, hoping to recover the hook, and brings the weird back. One more pull sends it back to the astral sea, and they abandon the rope, leaving the weird behind. I was very happy that they decided not to kill it, as it was only curious!
There ended the sessions, with them arriving at the lake of Hylemoor, wherein supposedly dwells a blue dragon.
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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At the end of our previous session, the DM gave us three leads to follow. The idea was we would choose one to follow in the next session, but instead, we decided to (gasp) split the party. So we decided that each team of 1-2 would meet with the DM over the course of the week.
The DM chooses not to rebalance it for one player as punishment for our stupidity, which we agree is fair, so we’re all taking on challenges for the entire party individually. Also, each lead ends with a boss encounter.
Suffice to say I’m lucky I finished with 9 HP remaining (level 8 bard). It was not a good day.
After a mini session with only half the party where the DM showcased their new homebrew Madness table, we started this session with the party split as the half of the party that was at the mini session was pulling our 450lb Tortle through the woods because he won't come out of his shell because he's scared of everything (a result of the madness inflicted in the mini session and also our way of dragging him along when his player couldn't make it lol).
It turned out that in the previous full session, where we left the town we were in to head to a larger city, we never specified a cardinal direction and just went "to the right", so after running in circles going mad the previous night, we had no idea where we were in the morning. Luckily our alchemist artificer rolled a flight potion (we're level 4 so no one has the ability to fly by other means yet), so we sent the druid up to look around above the tree line, spotted some smoke rising, and followed it. Unfortunately the fire was rising from the campfire of a trading company run by cowboys, who were burning one of their members for also going mad the previous night and becoming a liability. So yeah they were not very fun people; but they did literally pay the druid to turn around and get out of the woods and also kill our tortle friend instead of heading to the city we were trying to get to, which is apparently very overrun with monsters right now.
We ended up just sneaking in a wide berth around the cowboy camp and heading up the road we found until we got to a small town on the way, where we dropped out tortle on a bed in an inn, instead of just putting him on the floor or parking him outside like our warlock suggested, and we're going to long rest, shop, and investigate.
:)
The last three sessions were extremely good fun, following on from 2 posts up!
In the first, the player met a flying octopus that can change shape to mimic things, and tried to adopt it, but scared it away with fire. The players then spent some time locating the dragons lair below the surface of the lake, and swam inside. There they crept into what they found to be an abandoned silver mine, and could hear a regular rumbling (which was the dragon snoring, and which electrified the silver veins every 3 rounds), and fought a pair of Umber Hulks. After several of them looked them in the eyes and started running in random directions or hitting each other, the whole party decided to not look at the second one as they killed it. We went through two rounds of combat, then 3, and one of the players even remarked "the other one went down way quicker than this!". Then on the fourth round, one of them elected to look at the Umber Hulk, and I passed them a note which simply said "It's dead. Nobody has looked at it to find out.". The party loved it! This fight saw them work out the link between the regular rumbling and the lightning damage they were taking when they stood on the veins.
In the second session, the party continued into the mine and found a curiously new-looking chest-cart on a minecart track, containing 500 giant gold pieces. The track showed evidence of having been used recently, and the chest contained a very large note which they could not read, though they deduced it was written in Giant. They hauled the cart off the tracks and onto another set which led back the way they came, for later. Then they found a tunnel leading to an underground lake, and doubled back because they could hear the rumbling from behind them. They found a vertical shaft, and so two of the party proceeded to climb it whilst the other three went to the lake, where the artefact they were seeking was supposed to be (using a Locate Objects spell). There the three of them fought a Thunder Salamander (reskinned Frost Salamander with lightning damage instead of cold) and they almost died - luckily one of them got Hold Monster off, and the beast was punched and kicked to death by the Monk, who then collapsed with 6hp left. Meanwhile, the two who climbed arrived at the top, and the werebear transformed into a bear to let the human artificer-paladin - who can't see anything - ride him. He saw a huge door with a pair of dragonheads facing downwards at him, and opted to walk forwards, which sprung the trap. A torrent of water washed them down to the others, and they found the huge, circular door on the opposite side of the lake. They opened the door using the lightning rune on the wall (they could have linked themselves in a chain to a silver vein to do it if they hadn't had lightning damage, but they did). They found a Dragon's horde, featuring a huge sum of gold, several magic items (most of which are of my own design) and all sorts of other valuables. After some remarkably restrained pillaging, in which they took a few magic items and some coins, they made their way back out of the lair, enchanted sword in hand (the object of their quest) and snuck back to their cart of gold, loaded up on gold, and escaped.
Session 3 saw them press through the night and take a hit of exhaustion for doing so, re-encounter the Pressure Weird which the Cleric tried to subtly attack to drive it off, and failed miserably as it turned it's lightning-crackling glare at him, and when the other party members tried to distract it with movement (as had always happened before) it didn't change it's attention. In the end, the Monk had to knock it out with non-lethal attacks, which was close as they only switched to non-lethal when it had 6hp left. They recovered their magical hook and returned, battered and bloodied and exhausted, to their landship, which they find in the possession of a group of mercenary types who couldn't believe their luck in finding it. The party successfully intimidated them off, with the monk turning invisible and flying up to the deck behind the gang's leader, the were-bear transforming, the warlock creating a spreading darkness about her, and the cleric unfolding the large hashbow mounted to the wagon. It was excellent roleplay, and I didn't even make them roll!
Once aboard, the party started working out what they had gotten as they rested. The Monk had the magical sword Cursebreaker, which is the artefact they sought (essentially a sword of antimagic), which they gave to the Barbarian. The barbarian had a Steedstone (homebrew), which creates a steed magically from nearby materials, and is possibly my favourite piece of homebrew yet. The Warlock has a Coat of Arms (homebrew), which allows her to draw any non-magical weapon she desires from it, and a pair of Leapstones (homebrew), which will teleport themselves back together, along with any creature holding them. The Cleric got a rubber duck with as-yet unknown powers, and a driftglobe. The Artificer-paladin got a Hammer of Thunderbolts, and has made themselves a new artificer infusion using the mandibles of an umber-hulk to allow them to grapple one creature which they hit with it. Made it an infusion to balance, so they have to choose between +1 weapon or the grapply-majig.
The session ended with them standing on the hill over steepfield, and seeing that, despite their advice not to, the steepfieldians have herded the immortal hydra-cows to outside of the town, ready for "slaughter"! Looking forward to next session!
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
DM's Guild Releases on This Thread Or check them all out on DMs Guild!
DrivethruRPG Releases on This Thread - latest release: My Character is a Werewolf: balanced rules for Lycanthropy!
I have started discussing/reviewing 3rd party D&D content on Substack - stay tuned for semi-regular posts!
New group I'm playing with which is great. I did get thrown off a little, though with what felt like some metagaming. My PC got possessed in the middle of a fight, and was ordered to defend the possessor, and so I started swinging. Everyone was good natured about it, and I apologized which made for some funny banter. Obviously I was pretty outnumbered, and the possessor then ordered me to take its talisman necklace and "kill" it, effectively allowing said bad guy to escape into the necklace. So I did so, and grabbed the talisman with my shield hand (sword and board fighter). One of the other PCs, already aware of this talisman, immediately said he was going to take it off of me once they knocked me unconscious (yay for non-lethal damage!). My problem is that he was screened from seeing me do the thing to the bad guy and grab the talisman by the party's goliath, and wasn't asked to make a perception roll to see if I'd grabbed it. I got dropped, and the PC did as he said before I could even muster up a question, rifling my body to grab the talisman.
So, instead of an interesting RP thing with some juicy implications later on, especially since my character has huge backstory issues over losing control, I feel a little steamrolled. Not a big deal, but a little disappointing. The DM is great, and the other PC is a nice guy although he does push into the spotlight a lot and occasionally metagames things his character probably wouldn't know without some game explanation. That said, it was a fun night and the other RP was kind of cool. Have to see how it goes this coming week!
"You think you have won! What is light without dark?
What are you without me? I am a part of you all. You can never defeat me. We are brothers eternal!"
Amazing. We had a boss fight today against a malevolent spirit called Corrosion. Two of us went down and almost died, but not quite. So a perfect fight. 😄 Our barbarian was down to his last failed death save when he was revived to 1hp and landed an insane rage-fueled reckless attack crit and killed the boss. I was also down at the moment, but had yet to make any death saves.
We then had to quickly escape the place through an elevator shaft while we were being chased. I twin levitated myself and the artificer up there while the barb and ranger climbed the chain. The ranger kept failing so the artificer deviced a plan to use a counter-weight mechanism to pull them up. 😄
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