Last session our party was trying to free slaves from a sahuagin base. We heard what sounded like hammers on stone and sahuagin yelling commands opposite a door when we were ambushed from behind. One of our party members readied an action to cast a fire bolt if anyone came through the door due to the commotion. Unfortunately a slave came through the door first and was promptly engulfed in flames by the spell resulting in their death. Needless to say the remaining slaves did not trust us to save them lol
To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
so he didn't need to kill the slave
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This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic byVitaly S Alexius
The party was told to assassinate a hobgoblin commander and we got a map of his base so we were able to plan. The plan was that our ranger would go into the command tent claiming she was a turncoat with some important information. Our rogue was going to use acid and break through on the side and when the signal came throw a alchemist fire into the barracks. The rest of the party had a cart in the forest at the back of the camp and would move in to get the party members out if the plan failed or to grab the supplies from the supply tents. The party had called in several favors for the job and had got 3 scrolls of fire ball 5 bottles of Alchemist fire and an artillery bombardment. The ranger had the two of the fireball scrolls and resistance to fire.
the plan went well the hobgoblin Commander was blown to pieces as well as his lieutenants, anyone in the barracks burned to death and the party broke past the wall and was killing anyone in the back of the camp. Then our wizard cast fireball on a supply tent full of gunpowder and it turned out that all the supply tents were full of gunpowder. We managed to survive but then we had a second problem our artillery was ordered to fire when they saw an explosion in the sky and the hobgoblins had hell hounds which were immune to fire damage. After making a retreat to the wagon we were chased by the hell hounds. Then the session ended
So, our campaign has been boiling down to us taking down the Raven Queen. In our adventures, we obtained Blackrazor, her most powerful weapon. We were told that Blackrazor would eventually corrupt its wielder, who was our rogue at the time. I confronted him about it, he ran away and eventually became the god of war for a time. We eventually get him back and we head to the Shadowfell. Some things happen and the rogue walks through a portal to make up for the bad things he's done (and to let the bard, who couldn't think of a SINGLE time he'd been humble come with us through a teleporter to Gloomwrought) and he becomes a planetar, rejoining us during a fight that would have been difficult, if the bard didn't turn the monster we were fighting into a cat.
ANYWAY, we finally make it to Gloomwrought, get the lowdown on the local situation and why we're still trusted, despite having Blackrazor in our posession. We try to work out where the Raven Queen is going to appear and decide to check out her throne room, where she will destroy all the planes if she sits in her big ol' chair again. Still, we have Blackrazor, which might be the only thing that can kill her. That's good, right?
That's when things get bad. See Blackrazor, we brought it with us. It starts laughing, flies out of its scabbard and TURNS INTO THE FLIPPING RAVEN QUEEN!
So the Raven Queen's back (unless this is a very realistic illusion) and she's right where she needs to be. We're level 20 at least, so maybe some of us won't die if the cleric does his job.
So, our campaign has been boiling down to us taking down the Raven Queen. In our adventures, we obtained Blackrazor, her most powerful weapon. We were told that Blackrazor would eventually corrupt its wielder, who was our rogue at the time. I confronted him about it, he ran away and eventually became the god of war for a time. We eventually get him back and we head to the Shadowfell. Some things happen and the rogue walks through a portal to make up for the bad things he's done (and to let the bard, who couldn't think of a SINGLE time he'd been humble come with us through a teleporter to Gloomwrought) and he becomes a planetar, rejoining us during a fight that would have been difficult, if the bard didn't turn the monster we were fighting into a cat.
ANYWAY, we finally make it to Gloomwrought, get the lowdown on the local situation and why we're still trusted, despite having Blackrazor in our posession. We try to work out where the Raven Queen is going to appear and decide to check out her throne room, where she will destroy all the planes if she sits in her big ol' chair again. Still, we have Blackrazor, which might be the only thing that can kill her. That's good, right?
That's when things get bad. See Blackrazor, we brought it with us. It starts laughing, flies out of its scabbard and TURNS INTO THE FLIPPING RAVEN QUEEN!
So the Raven Queen's back (unless this is a very realistic illusion) and she's right where she needs to be. We're level 20 at least, so maybe some of us won't die if the cleric does his job.
no one died, but one of my players told a pack of goblins to come closer and when they did he casted fireball, he was a sorcerer tiefling btw, I was surprised!!
Characters: Level 2 Half-orc Fighter, Level 2 Rock Gnome Sorcerer, Level 2 Mountain Dwarf Ranger and Level 2 Dragonborn Ranger
- New player joined the party. (Level 2 Dragonborn Ranger)
- We investigated the basement of a mansion of our recently killed quest giver.
- There was 3 puzzles in dungeon: Locked door that required two types of blood to open, a floor with trap tiles and locked door that required 5 different symbols in right order to open it.
- There was some fighting with enslaved kobolds and a vampire baron.
- We learned that there is a town under the lake in our campaign area. Legends say that vampire king can be found from there.
- Now we have a book with lot of information about vampires and symbols that vampires use. (I believe these symbols are going to be important part of the puzzles)
Three-Axe Johnson and Sharp Teeth, the lizardman ranger have been taken prisoner by the Drow!!!! Or rather, A drow. Kez'z Kokk, who fled her city decades ago, suspecting an assassination attempt by her cousin, has acquired a fistful of green slaad control gems. Now she intends to use her army of shape-changing, invisible, telepathic spies to infiltrate her old home and bring it to its knees. She marches her entourage towards the Underdark trading post of Zondernaam.
Along the way, our heroes escape by diving into an underground river. Pooling the lizard man's ability to swim in manacles with the half-orc's darkvision, they survive just long enough to wash ashore in a peaceful cavern. The ranger finds a common agate he can use to cast his own darkvision spell and begins to take his bearings. Surely his survival skills will prove invaluable, even in this alien environment! The two successfully kill and eat a giant beetle and create crude weapons from its carapace.
And not a moment too soon, as through a mud wall crashes an umber hulk, terror of the Underdark!
After a mighty struggle, our heroes are victorious. They find a safe place to rest and discuss the next move. Three-Axe has had his axes stolen by the drow. He has literally no axes! This cannot stand! Sharp Teeth really doesn't have a dog in this fight, but he is, if nothing else, a supportive friend. The two begin their own quest to reach the webbed gates of Zijdespin, the Vault of the Drow!
Gather round the fire, as I tell ye a heroic tale.
In a far away town, several lumberjacks have gone missing. The mayor of the town decided to call a meeting and to draw lots to form a search party. The lots were drawn, a Dwarf blacksmith (fighter), a magic scholar from a nearby magic college (wizard), a previously convicted criminal (Rouge), and a Cleric from the local church were chosen as the search party.
They went forth into the woods where the lumberjacks were last seen. After a while, they found a trail of footprints and followed them. Soon, however, another set of feet joined the trail. They were smaller, and left claw indents in the soil. The trail led to a cave, and the search party bravely entered. Inside the cave, they crept forward and suddenly came across Goblins!
The search party fought off the small monsters as they made their way deeper into the cave. Eventually they come into a larger room with the lumber jacks huddled together on an elevated ledge. Below them was the leader of the Goblins and his bodyguards. The party fought them and were victorious. After helping the lumber jacks down, they searched around the cave. On the body of the Goblin leader, they found a note.
The note was from an infamous group of bandits and it offered a large sum of money if the Goblins could capture some people from the nearby town. Attached to the note was a map showing where the bandit hideout is hidden! After returning the lumberjacks home and resting, the party set forth to destroy the bandits. The mayor even offered to double the reward they will receive from finding the lumberjacks.
After a long hike, the party finally came across the bandit hideout. They entered in and began to clear the hideout. After fighting through two rooms of bandits, they find a magic scroll in the library. After the Wizard read it, he learned how to cast a magical web! In order to progress, they now had to solve a puzzle that a surrendering bandit had revealed.
There were four statues and they were all facing different directions. In order to unlock the door forward, they had to align the statues correctly. After several attempts, the Rouge had an idea, the statues have weapons, and to face a siege, they should face their weapons to the entrance. After moving the statues in this order, the door opened! The party then progressed to the second floor.
On the second floor, the party fought through more bandits, and even found some gold! They made their way to the chambers of the bandits' leader. After defeating his bodyguards, the party burst into the bandit leader's room. The leader stood from his throne and drew his sword, the party charged forward!
After trading hits back and forward, the leader sliced through the Cleric, and the Cleric fell to the ground, dead. Seeking revenge, the Wizard blasted the bandit leader with Magic Missile causing their demise. The party was victorious, but at the cost of the Cleric.
Returning home, the party was celebrated as heroes and were given the reward money. The town also held a funeral for the Cleric, and put her to rest. And that is the heroic tale of the party who saved the town.
It was a harrowing journey for the group, as we try to make our way to the Myconid village. My character suffering from intense headaches because of the mushrooms in her head. Not made any better after the fight with more fungal zombies.
And after some side stuff, we finally made it to the village. The Sovereign examined me, and where I found out I had 6 days to live, and my character began to have a mental breakdown. My character along with our Paladin, and a couple NPCs, were asked by the Sovereign, to join in a melding ritual to see what could be done about my condition. During which we each saw each other's pasts and inner thoughts.
My character was basically going down a laundry list of people she believed she'd wronged, and begged for forgiveness. And all the NPCs, and the paladin came together to reassure her that they held no ill will towards her. Though the happy feeling suddenly faded, as the demon lord Zuggtmoy entered the melding ritual.
She tried to tempt me into joining her, in return for removing the mushrooms in my head. But remembering one of the NPCs that didnt make it, and the environment that had been damaged by her; my character simply flipped her off.
I was of course punished with a point of madness. And the melding was broken. The villagers were now afraid of me because they thought I was one of the lady of fungi's agents. One of the NPCs with us, an adorable myconid child, decided to take me to her house to see her mother. While the others took a mission to deal with an alpha grick.
As me and the NPC Swoomy entered her house. I see her mother, shriveled, and dead. Swoomy didn't believe me when I tried to tell her, that her mom had been dead for a year. And that's when the corpse begins to move, and a raspy female voice begins to speak through the cadaver. When the voice called my character's name, I instantly realized who it was, Zuggtmoy, once again trying to persuade me to join her.
Thinking quickly I knocked out the child, hoping to keep her from seeing harm what she presumed was her mother. But Zuggtmoy dropped her, and my character loses it, and with a nat20 eldritch blast (I renamed eldritch fist), I disintegrated the corpse.
I grabbed the unconscious child and rushed back to the village to find help. Luckily, she only had a mild concussion, and I was able to convince the village Sovereign that I was not on the demon lord's side .
As the rest of the party came back from their mission, I find out that one of the NPCs did not make it back with them. And i explained to the party what had happened. And that the Sovereign asked us to find out what Zuggtmoy's plan was.
We make our way to the area, Swoomy insisting she come along, and as one of the members had a conversation with Zuggtmoy's husband; the lady herself shows up. (Keep in mind the we are all still level 3.) Once again she tries to convince me to join her, and I just replied with, "Look, I dont care about joining you. All I want: is to find my friends, and get everyone home safely".
Zuggtmoy finally relented, and gave us a quest, in return for removing the mushrooms in my head. And agreed to slow the time of the mushrooms to 30 days, but this only means I'll be cutting it close.
It's going to take a miracle that my character will make it
I'm playing a Leonin Conquest Paladin, armed with a whip and an authoritarian streak, and the party is assisting a church whose head Father disappeared into catacombs underneath. Suddenly, while we're asking questions, undead started coming through the walls, grabbing acolytes left and right, and taking them down into the catacombs. Now we've got to descend into the catacombs to go all Castlevania/Diablo on it.
Anyways, my character takes serious issue with the interim head acolyte, who feels he being forced to lead the church in the absence of the Father, because this acolyte is a sniveling little Shinji-coward. I roar him into compliance with a nat 20 intimidation roll and advantage assist from my Goliath Barbarian buddy. "GET IN THE *@%#ING CRUSADE, SHINJI." He's now following the party down into the catacombs in hopes he can "help."
Last session, we explained to a local lord how we had defeated some hags who had cursed his lands and we made preparations to transport some prisoners to the nearest capital which is a 2 week journey away. One of our other players, a warlock, had been cursed in the battle against the hags and the night before we were set to leave, our cleric performed a ritual whereby he prayed to have the curse removed from the warlock and transferred to himself. The next morning the warlock had little more than a small scar but the cleric was obviously struggling. What followed was an emotional heart to heart, where the cleric confided that he would go on a pilgrimage to absolve himself of this curse. The cleric asked the warlock to explain to the rest of the party and to take special care to help the big, dumb, lovable paladin (me!) with his quest to understand more about gods and what being a paladin means. Needless to say, he got up a left after that and we were all left in shock! The party gets on the move and has some forlorn conversation. On the first leg of the journey, we were attacked by some giant ravens but a ranger appeared from the wilderness to help us. When we go to speak to the ranger, the former cleric player bursts into the room and starts talking! Total mind**** but in the best way possible. the DM and the player had done the bait-and-switch perfectly and the story beat really worked.
We have a druid in our party who likes to use his decanter of endless water nearly every bonus action he has which is cool as if the enemy fails the saving throw they take 1d4 bludgeoning damage and falls prone. Now I am a warlock so I get the usual grief about eldritch blast and role with it, usually out of the party I am dealing the most amount of damage in the party (my cha is +5 and I usually roll badly for every single RP check, but I seem to do really well with damage rolls). So second round of combat, I completely miss both eldritch blasts and he is laughing about how bad I rolled, his previous attack had failed but his endless water trick had done 3 damage. I ask the DM if I can quickly check something as usually I don't get to add this as it takes two rounds to setup and usually the enemy dies before I get my second attack on them. We are lvl6, I have Maddening Hex! In the previous round I had hexed the enemy we were attacking, I laugh and say to the DM "hmmm apparently Maddening Hex only needs your target to be hexed, doesn't need to hit so he takes 5 psychic damage" DM replies with "nice, so you missed him and still did more damage than the druid" Druid shuts up lol The following round, Druid turns into giant snake and grapples same enemy, I roll a nat 20 on my attack (we are playing brutal criticals) so enemy auto takes 26 damage and I roll for the rest 1d10+5 I roll a 9 so 14 plus Hex I rolled a 5 plus Maddening hex another 5. I deal 50 damage with only one shot of eldritch blast, I aim the second blast at the guy who is engaged with our ranger and hit them for 22 damage total. DM "describe how they both die" I start with the rangers quarry "he just dissappears in a puff of red mist" then onto the other guy who is being constricted by our giant snake druid, I have his internals explode out of the top of his head to absolutely cover the druid.
Our bugbear ranger thinks he is awesome as this isn't the first time I have killed an enemy he is fighting in this way (it's become a kind of theme lol) and he gets upset when he kills an enemy and it doesn't "red mist away"!
My eldritch blast is styled as an invisible force, so nothing flashy if you have ever seen the film (or read the graphic novel) The Losers, there is a part where one of the guys does a whole "finger guns" trick on two security guards convincing them that he was part of a government experiment and his hands are lethal weapons, he "kills" them with his hands. Then you see the two bullet holes in the glass behind him and his sniper friend in the building across the way. I always like the scene so decided my eldritch blasts would be my "finger guns" lol
My DiA group had a session where the DM decided to throw some random weather effects in to add some flavor. Cue Avernus fog. We as players decided to move through it because we were concerned there was something hiding in it. Three hours and three failed con checks later and my character is bolting across the wastes.
What happened next was a game of hell tag as the others tried tracking my character through the fog, using misty steps, hold person, spiritual weapons, and straight up attacks to subdue me.
Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken. Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing. Yaethel Akeelan, a druid with a plan; a very, very big plan. Damien Rook, full time author, part time adventurer. Plays god on Saturdays.
Our Wild Magic Sorcerer, who we've been convinced would fry himself in a fireball since session 1, climbed a tree and got sniped by a Spy with a Heavy Crossbow.
Natural 20, 35 piercing damage (with sneak attack) to -15 HP, and then failed a 50:50 to fall out of the tree, taking a further 1d6 damage and auto failing 2 death saves. It was then immediately his turn in the initiative order, and he failed the first roll.
It was just the run of the dice, damn it was intense.
Our Wild Magic Sorcerer, who we've been convinced would fry himself in a fireball since session 1, climbed a tree and got sniped by a Spy with a Heavy Crossbow.
Natural 20, 35 piercing damage (with sneak attack) to -15 HP, and then failed a 50:50 to fall out of the tree, taking a further 1d6 damage and auto failing 2 death saves. It was then immediately his turn in the initiative order, and he failed the first roll.
It was just the run of the dice, damn it was intense.
And you thought that he would die to his own fireball!
Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken. Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing. Yaethel Akeelan, a druid with a plan; a very, very big plan. Damien Rook, full time author, part time adventurer. Plays god on Saturdays.
To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction.
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger.
so he didn't need to kill the slave
This Mug immediately shared with me a transcendental tale of an Infinite Mug that anchors the Universe and keeps it from folding in on itself. I filed this report under "illogical nonsense" and asked why its sign is in Times New Roman font, when it is basic knowledge that Arial Black is a far superior font. I wondered: How did this mug even get past the assembly line with its theistic beliefs and poor font choices?
quote from Romantically Apocalyptic by Vitaly S Alexius
The party was told to assassinate a hobgoblin commander and we got a map of his base so we were able to plan. The plan was that our ranger would go into the command tent claiming she was a turncoat with some important information. Our rogue was going to use acid and break through on the side and when the signal came throw a alchemist fire into the barracks. The rest of the party had a cart in the forest at the back of the camp and would move in to get the party members out if the plan failed or to grab the supplies from the supply tents. The party had called in several favors for the job and had got 3 scrolls of fire ball 5 bottles of Alchemist fire and an artillery bombardment. The ranger had the two of the fireball scrolls and resistance to fire.
the plan went well the hobgoblin Commander was blown to pieces as well as his lieutenants, anyone in the barracks burned to death and the party broke past the wall and was killing anyone in the back of the camp. Then our wizard cast fireball on a supply tent full of gunpowder and it turned out that all the supply tents were full of gunpowder. We managed to survive but then we had a second problem our artillery was ordered to fire when they saw an explosion in the sky and the hobgoblins had hell hounds which were immune to fire damage. After making a retreat to the wagon we were chased by the hell hounds. Then the session ended
Mostly nocturnal
help build a world here
OH BOY WE JUST GOOFED
WE GOOFED BAD
So, our campaign has been boiling down to us taking down the Raven Queen. In our adventures, we obtained Blackrazor, her most powerful weapon. We were told that Blackrazor would eventually corrupt its wielder, who was our rogue at the time. I confronted him about it, he ran away and eventually became the god of war for a time. We eventually get him back and we head to the Shadowfell. Some things happen and the rogue walks through a portal to make up for the bad things he's done (and to let the bard, who couldn't think of a SINGLE time he'd been humble come with us through a teleporter to Gloomwrought) and he becomes a planetar, rejoining us during a fight that would have been difficult, if the bard didn't turn the monster we were fighting into a cat.
ANYWAY, we finally make it to Gloomwrought, get the lowdown on the local situation and why we're still trusted, despite having Blackrazor in our posession. We try to work out where the Raven Queen is going to appear and decide to check out her throne room, where she will destroy all the planes if she sits in her big ol' chair again. Still, we have Blackrazor, which might be the only thing that can kill her. That's good, right?
That's when things get bad. See Blackrazor, we brought it with us. It starts laughing, flies out of its scabbard and TURNS INTO THE FLIPPING RAVEN QUEEN!
So the Raven Queen's back (unless this is a very realistic illusion) and she's right where she needs to be. We're level 20 at least, so maybe some of us won't die if the cleric does his job.
Wait...
I'm the cleric...
Hoo boy...
Good luck
no one died, but one of my players told a pack of goblins to come closer and when they did he casted fireball, he was a sorcerer tiefling btw, I was surprised!!
Campaign 2, 5th session:
Characters: Level 2 Half-orc Fighter, Level 2 Rock Gnome Sorcerer, Level 2 Mountain Dwarf Ranger and Level 2 Dragonborn Ranger
- New player joined the party. (Level 2 Dragonborn Ranger)
- We investigated the basement of a mansion of our recently killed quest giver.
- There was 3 puzzles in dungeon: Locked door that required two types of blood to open, a floor with trap tiles and locked door that required 5 different symbols in right order to open it.
- There was some fighting with enslaved kobolds and a vampire baron.
- We learned that there is a town under the lake in our campaign area. Legends say that vampire king can be found from there.
- Now we have a book with lot of information about vampires and symbols that vampires use. (I believe these symbols are going to be important part of the puzzles)
Three-Axe Johnson and Sharp Teeth, the lizardman ranger have been taken prisoner by the Drow!!!! Or rather, A drow. Kez'z Kokk, who fled her city decades ago, suspecting an assassination attempt by her cousin, has acquired a fistful of green slaad control gems. Now she intends to use her army of shape-changing, invisible, telepathic spies to infiltrate her old home and bring it to its knees. She marches her entourage towards the Underdark trading post of Zondernaam.
Along the way, our heroes escape by diving into an underground river. Pooling the lizard man's ability to swim in manacles with the half-orc's darkvision, they survive just long enough to wash ashore in a peaceful cavern. The ranger finds a common agate he can use to cast his own darkvision spell and begins to take his bearings. Surely his survival skills will prove invaluable, even in this alien environment! The two successfully kill and eat a giant beetle and create crude weapons from its carapace.
And not a moment too soon, as through a mud wall crashes an umber hulk, terror of the Underdark!
After a mighty struggle, our heroes are victorious. They find a safe place to rest and discuss the next move. Three-Axe has had his axes stolen by the drow. He has literally no axes! This cannot stand! Sharp Teeth really doesn't have a dog in this fight, but he is, if nothing else, a supportive friend. The two begin their own quest to reach the webbed gates of Zijdespin, the Vault of the Drow!
Gather round the fire, as I tell ye a heroic tale.
In a far away town, several lumberjacks have gone missing. The mayor of the town decided to call a meeting and to draw lots to form a search party. The lots were drawn, a Dwarf blacksmith (fighter), a magic scholar from a nearby magic college (wizard), a previously convicted criminal (Rouge), and a Cleric from the local church were chosen as the search party.
They went forth into the woods where the lumberjacks were last seen. After a while, they found a trail of footprints and followed them. Soon, however, another set of feet joined the trail. They were smaller, and left claw indents in the soil. The trail led to a cave, and the search party bravely entered. Inside the cave, they crept forward and suddenly came across Goblins!
The search party fought off the small monsters as they made their way deeper into the cave. Eventually they come into a larger room with the lumber jacks huddled together on an elevated ledge. Below them was the leader of the Goblins and his bodyguards. The party fought them and were victorious. After helping the lumber jacks down, they searched around the cave. On the body of the Goblin leader, they found a note.
The note was from an infamous group of bandits and it offered a large sum of money if the Goblins could capture some people from the nearby town. Attached to the note was a map showing where the bandit hideout is hidden! After returning the lumberjacks home and resting, the party set forth to destroy the bandits. The mayor even offered to double the reward they will receive from finding the lumberjacks.
After a long hike, the party finally came across the bandit hideout. They entered in and began to clear the hideout. After fighting through two rooms of bandits, they find a magic scroll in the library. After the Wizard read it, he learned how to cast a magical web! In order to progress, they now had to solve a puzzle that a surrendering bandit had revealed.
There were four statues and they were all facing different directions. In order to unlock the door forward, they had to align the statues correctly. After several attempts, the Rouge had an idea, the statues have weapons, and to face a siege, they should face their weapons to the entrance. After moving the statues in this order, the door opened! The party then progressed to the second floor.
On the second floor, the party fought through more bandits, and even found some gold! They made their way to the chambers of the bandits' leader. After defeating his bodyguards, the party burst into the bandit leader's room. The leader stood from his throne and drew his sword, the party charged forward!
After trading hits back and forward, the leader sliced through the Cleric, and the Cleric fell to the ground, dead. Seeking revenge, the Wizard blasted the bandit leader with Magic Missile causing their demise. The party was victorious, but at the cost of the Cleric.
Returning home, the party was celebrated as heroes and were given the reward money. The town also held a funeral for the Cleric, and put her to rest. And that is the heroic tale of the party who saved the town.
It was a harrowing journey for the group, as we try to make our way to the Myconid village. My character suffering from intense headaches because of the mushrooms in her head. Not made any better after the fight with more fungal zombies.
And after some side stuff, we finally made it to the village. The Sovereign examined me, and where I found out I had 6 days to live, and my character began to have a mental breakdown. My character along with our Paladin, and a couple NPCs, were asked by the Sovereign, to join in a melding ritual to see what could be done about my condition. During which we each saw each other's pasts and inner thoughts.
My character was basically going down a laundry list of people she believed she'd wronged, and begged for forgiveness. And all the NPCs, and the paladin came together to reassure her that they held no ill will towards her. Though the happy feeling suddenly faded, as the demon lord Zuggtmoy entered the melding ritual.
She tried to tempt me into joining her, in return for removing the mushrooms in my head. But remembering one of the NPCs that didnt make it, and the environment that had been damaged by her; my character simply flipped her off.
I was of course punished with a point of madness. And the melding was broken. The villagers were now afraid of me because they thought I was one of the lady of fungi's agents. One of the NPCs with us, an adorable myconid child, decided to take me to her house to see her mother. While the others took a mission to deal with an alpha grick.
As me and the NPC Swoomy entered her house. I see her mother, shriveled, and dead. Swoomy didn't believe me when I tried to tell her, that her mom had been dead for a year. And that's when the corpse begins to move, and a raspy female voice begins to speak through the cadaver. When the voice called my character's name, I instantly realized who it was, Zuggtmoy, once again trying to persuade me to join her.
Thinking quickly I knocked out the child, hoping to keep her from seeing harm what she presumed was her mother. But Zuggtmoy dropped her, and my character loses it, and with a nat20 eldritch blast (I renamed eldritch fist), I disintegrated the corpse.
I grabbed the unconscious child and rushed back to the village to find help. Luckily, she only had a mild concussion, and I was able to convince the village Sovereign that I was not on the demon lord's side .
As the rest of the party came back from their mission, I find out that one of the NPCs did not make it back with them. And i explained to the party what had happened. And that the Sovereign asked us to find out what Zuggtmoy's plan was.
We make our way to the area, Swoomy insisting she come along, and as one of the members had a conversation with Zuggtmoy's husband; the lady herself shows up. (Keep in mind the we are all still level 3.) Once again she tries to convince me to join her, and I just replied with, "Look, I dont care about joining you. All I want: is to find my friends, and get everyone home safely".
Zuggtmoy finally relented, and gave us a quest, in return for removing the mushrooms in my head. And agreed to slow the time of the mushrooms to 30 days, but this only means I'll be cutting it close.
It's going to take a miracle that my character will make it
I'm playing a Leonin Conquest Paladin, armed with a whip and an authoritarian streak, and the party is assisting a church whose head Father disappeared into catacombs underneath. Suddenly, while we're asking questions, undead started coming through the walls, grabbing acolytes left and right, and taking them down into the catacombs. Now we've got to descend into the catacombs to go all Castlevania/Diablo on it.
Anyways, my character takes serious issue with the interim head acolyte, who feels he being forced to lead the church in the absence of the Father, because this acolyte is a sniveling little Shinji-coward. I roar him into compliance with a nat 20 intimidation roll and advantage assist from my Goliath Barbarian buddy. "GET IN THE *@%#ING CRUSADE, SHINJI." He's now following the party down into the catacombs in hopes he can "help."
Last session, we explained to a local lord how we had defeated some hags who had cursed his lands and we made preparations to transport some prisoners to the nearest capital which is a 2 week journey away. One of our other players, a warlock, had been cursed in the battle against the hags and the night before we were set to leave, our cleric performed a ritual whereby he prayed to have the curse removed from the warlock and transferred to himself. The next morning the warlock had little more than a small scar but the cleric was obviously struggling. What followed was an emotional heart to heart, where the cleric confided that he would go on a pilgrimage to absolve himself of this curse. The cleric asked the warlock to explain to the rest of the party and to take special care to help the big, dumb, lovable paladin (me!) with his quest to understand more about gods and what being a paladin means.
Needless to say, he got up a left after that and we were all left in shock!
The party gets on the move and has some forlorn conversation. On the first leg of the journey, we were attacked by some giant ravens but a ranger appeared from the wilderness to help us. When we go to speak to the ranger, the former cleric player bursts into the room and starts talking! Total mind**** but in the best way possible. the DM and the player had done the bait-and-switch perfectly and the story beat really worked.
Onwards!
We have a druid in our party who likes to use his decanter of endless water nearly every bonus action he has which is cool as if the enemy fails the saving throw they take 1d4 bludgeoning damage and falls prone. Now I am a warlock so I get the usual grief about eldritch blast and role with it, usually out of the party I am dealing the most amount of damage in the party (my cha is +5 and I usually roll badly for every single RP check, but I seem to do really well with damage rolls). So second round of combat, I completely miss both eldritch blasts and he is laughing about how bad I rolled, his previous attack had failed but his endless water trick had done 3 damage. I ask the DM if I can quickly check something as usually I don't get to add this as it takes two rounds to setup and usually the enemy dies before I get my second attack on them.
We are lvl6, I have Maddening Hex! In the previous round I had hexed the enemy we were attacking, I laugh and say to the DM "hmmm apparently Maddening Hex only needs your target to be hexed, doesn't need to hit so he takes 5 psychic damage" DM replies with "nice, so you missed him and still did more damage than the druid"
Druid shuts up lol
The following round, Druid turns into giant snake and grapples same enemy, I roll a nat 20 on my attack (we are playing brutal criticals) so enemy auto takes 26 damage and I roll for the rest 1d10+5 I roll a 9 so 14 plus Hex I rolled a 5 plus Maddening hex another 5. I deal 50 damage with only one shot of eldritch blast, I aim the second blast at the guy who is engaged with our ranger and hit them for 22 damage total. DM "describe how they both die" I start with the rangers quarry "he just dissappears in a puff of red mist" then onto the other guy who is being constricted by our giant snake druid, I have his internals explode out of the top of his head to absolutely cover the druid.
Our bugbear ranger thinks he is awesome as this isn't the first time I have killed an enemy he is fighting in this way (it's become a kind of theme lol) and he gets upset when he kills an enemy and it doesn't "red mist away"!
My eldritch blast is styled as an invisible force, so nothing flashy if you have ever seen the film (or read the graphic novel) The Losers, there is a part where one of the guys does a whole "finger guns" trick on two security guards convincing them that he was part of a government experiment and his hands are lethal weapons, he "kills" them with his hands. Then you see the two bullet holes in the glass behind him and his sniper friend in the building across the way. I always like the scene so decided my eldritch blasts would be my "finger guns" lol
From Within Chaos Comes Order!
It was cool. Brought our bard back to life :))
Digital Artist, Voice Actor, and Storyteller | My Instagram | My Twitter |

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Divine Soul Necromancer Supremacy!
My DiA group had a session where the DM decided to throw some random weather effects in to add some flavor. Cue Avernus fog. We as players decided to move through it because we were concerned there was something hiding in it. Three hours and three failed con checks later and my character is bolting across the wastes.
What happened next was a game of hell tag as the others tried tracking my character through the fog, using misty steps, hold person, spiritual weapons, and straight up attacks to subdue me.
Killed my first PC last night. I'm still worn out.
Are you the DM or a PC, Jarly?
Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken.
Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing.
Yaethel Akeelan, a druid with a plan; a very, very big plan.
Damien Rook, full time author, part time adventurer.
Plays god on Saturdays.
DM.
Our Wild Magic Sorcerer, who we've been convinced would fry himself in a fireball since session 1, climbed a tree and got sniped by a Spy with a Heavy Crossbow.
Natural 20, 35 piercing damage (with sneak attack) to -15 HP, and then failed a 50:50 to fall out of the tree, taking a further 1d6 damage and auto failing 2 death saves. It was then immediately his turn in the initiative order, and he failed the first roll.
It was just the run of the dice, damn it was intense.
And you thought that he would die to his own fireball!
Ouch.
Maximilian "Mad Max" Oceanus, transmutation wizard, best known for being on the team that saved the universe from Kozelak's infinite hunger, and also an avenger of the Unspoken.
Olaf Ericsson, a jolly ranger with a bit of an anger problem. Also likes to sing.
Yaethel Akeelan, a druid with a plan; a very, very big plan.
Damien Rook, full time author, part time adventurer.
Plays god on Saturdays.
Well, I wrestled a toilet. That was weird.
Nikolai Buckman | vampire | bard
Solace Redgrove | tiefling | bard