Shaziro's D&D Group Stories Thread

For completed/abandoned Mish Mash Games.
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Shaziro's D&D Group Stories Thread

Post Post #0 (ISO) » Fri Nov 25, 2016 4:27 pm

Post by Shaziro »

In this thread I'll be logging the goings on of the D&D 5th edition campaign that I began on The 22nd of November. Feel free to comment, ask questions, give ideas, etc! It is a monster mash campaign, meaning that all of the players are some manner of monster race. The players are as follows:
Spoiler: Players
Clumsy
: The Kenku Sorcerer named Vital with the Wild Magic archetype. The Kenku are a race of humanoid crows, who speak only by mimicry. Occasionally, strange effects (some beneficial, some harmful, most just weird) will occur when he casts spells. His character in particular was kicked out of his group because of the chaotic nature of his magic, but remains blissfully unaware of this due to his naiveté and instead thinks he is out on a mission to learn more magic and become the greatest sorcerer ever.

Paeyton
: The animated armor known only as #7, a fighter with the Battlemaster archetype. Animated armor is exactly what it's name implies, a suit of armor that has been magically compelled to motion. He will gain special manuevers unavailable to other classes and archetypes such as rallies, feinting attacks, distracting strikes, and other such combat utility. He and his friend are on the run from his creator, a rather powerful elven spellcaster.

Kevin
: The pixie cleric of Wuakeen (The god of merchants) of the Knowledge domain archetype named Grix. He will gain the ability to be given divine proficiency with various tools (temporarily) and even read thoughts. As a cleric of knowledge he explores the world and seeks out new and interesting information, but has recently fallen into travelling with #7, often making use of his small size to hide within the walking armor while giving him various buffing spells.

Aaron
: The revenant fighter with the Eldritch Knight archetype. He will gain the ability to cast spells as well as fight with a blade. He became a revenant after what should have been his final tour of duty with a group of adventurers working for the Empire of Suns' military ended in him being betrayed and killed by what should have been his allies. He doesn't remember who they were or why they killed them, but the magic that raised him gives him a direction to go in order to find them, and he -will- get his revenge.


My campaign takes place on a continent dominated by three main empires:
Spoiler: Empires
The Empire of Suns
: A largely human nation which got it's name from their idea that their nation should spread until the rising sun on one end of the empire is the setting sun to the other.

Golmolaggan
: The largely underground nation of dwarves. A great catastrophy, of which they are loathe to speak, caused a drastic reformation in this society which lead to an incredible focus on equality and fairness, not only between members of the nation but also in their dealings with other nations.

Tal'Remar
: The elven mageocracy, where inborn is valued above learned in terms of magical power, and all others are ranked based on their usefulness to the mageocratic elites.


My campaign world's environment is fairly Earthlike, save for the presence of "mageblights", areas where magic has gone wild and corrupted everything within, from the creatures that live there to the vary land itself.
Spoiler: Map
Image


In this world, all gods technically exist. This is based in the idea that gods are created by belief, but are also timeless beings. Some gods take multiple names, or change names over time. Others remain mostly dormant, waiting for the time where their congregations will form and their powers will be called upon. Still others bicker and fight over domains they share, battling with the goal of proving themselves to be the supreme god of their domain.
Last edited by Shaziro on Sat Nov 26, 2016 3:10 am, edited 2 times in total.
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Post Post #1 (ISO) » Fri Nov 25, 2016 5:19 pm

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Our story began in the largely elven forests, where Vital wandered along the roads aimlessly. He stumbled across a charismatic half-elf by the name of Cadre, a bard, who took a liking to the strange birdman. He quickly set to travelling with the sorcerer, who didn't mind one bit. The bard proved to be a cheerful and trustworthy ally, greeting everyone with a smile whether they were friend or foe and brightening the nights with his songs.

Along their travels through the lands, a few months down the line, they happened across #7 and, within the armor, Grix. The pixie and armor duo were fleeing elven pursuers. Deciding to assist the pursued, he told #7 to quickly hide behind a nearby tree before the group chasing them crested the hill and regained sight of them, an order that was readily followed. He then fooled the would-be-captors into going the wrong way, and after fleeing the area with his newfound associates, quickly formed a friendship and an agreement to travel together.

Finally, a week or so later, they came across the revenant. Seemingly unphased by the living dead, Cadre simply walked up and asked his name. Learning this, and the revenant's purpose were all it took for Cadre to assume he would be joining them, and the rest of this strange group of compatriots didn't have time to voice any disagreements if they had any, as a bugbear rushed them while they stood talking. Jumping quickly to action, the revenant and armor shredded the goblinoid before it would even strike it's intended target, the weaker-looking sorcerer. His skill shown, the new party member was accepted without question, and for the first time in their travels the group had a clear direction to go, the revenant's target in the relatively nearby town of Rivendon.

While everything appeared to be going perfectly, fate had other plans for our heroes. As they made their way out of the thick forests and into the more grassland-like lands leading to their destination, they prepared to set up camp for the night. As twilight crept upon them though, so too did a new group of adversaries. From seemingly out of nowhere, four drow wielding crossbows with wickedly blessed bolts appeared. Cadre, who had just begun playing his lute and had been preparing to sing, suddenly found one of these bolts protruding from his chest. As the bloodstain bloomed on his shirt, the party jumped to action. The revenant and the armor charged directly into the fray with their new foes, one having temporarily found a new target for his vengeful soul, the other led by his prime directive to protect.

The sorcerer, who had failed to notice his ally's condition and was instead focused on the new threat, cast a rather powerful enchantment to force two of the four assailants to fall asleep at the feet of his more heavily-armored allies. The cleric, meanwhile, flew from within the animated armor and tried to find a way to aid his injured friend. However, as extracted the bolt and began to cast his healing magic, he found it would for some reason not work. Returning the bolt to it's position carefully to prevent as much blood loss as he could, he held Cadre while calling to his allies to spare one of the drow for the sake of interrogation in the hopes of saving his life.

The others had no problems at all dispatching three of their four foes, noting that they were wearing large mesh cloaks with grass and leaves coating the backs, perfect camouflage for the land around them which allowed them to lie in wait for the approaching group. They then set to rousing their new captive, who showed no fear at his impending death or torment. Furious at the attacker's casual and smug attitude, Vital cast a Magic Missile, a bolt of pure arcane energy, directly in the mouth of the elf. He did not die, and the cleric healed him. They cast the Friends spell, making him consider them as close friends for a few seconds. This was long enough to learn that the drow were hired mercenaries sent by #7's previous master, and that they had used bolts which were specially worked with a "blessing" of Lolth, causing the damage they dealt to be unhealable by conventional spells. The revenant noted that his natural regeneration had not been affected by this. With his use expended, the dark elf's neck was chopped open by #7, and he was left to bleed out on the grass.

The group gathered around Cadre, knowing he was not long for the world, and tried to think of anything they could do for him. Could the armor run him to town, as he didn't need to sleep? No, it would take too long, he wasn't fast enough. Could they seal the wound, stopping the bleeding? No, their magic was of no use, and the Biohazard symbol-shaped tip had sliced three circular holes directly through the half-elf. Desperate, they asked their compatriot what they could do. He simply asked them to re-stoke the fire, as he had never wanted to die cold. The sorcerer immediately used a cantrip to do so, and as they watched the life drain from the bard and his ever-present smile fade, he told Vital that the others were his responsibility now just before he passed. They buried him as best they could, and the revenant and cleric both said a quiet prayer to their gods for his soul.

#7, feeling as though it was his fault their friend had died, declared through sign language (literally) that he had to leave in order to keep them safe. Vital refused this notion outright, and with the group's support, the magical construct was swayed. They resolved themselves to continue on to Rivendon, and do what they had set out to do. Along the road, they came across two men in armor with spears, claiming to be guards and demanding a toll of ten gold each. They felt this was ridiculous overtaxing at best, and a scam at worst, so they pretended to be turning away to leave and then cast Sleep on the two, knocking them out. They tied their hands up and drew on their faces with charcoal to mock them for their actions, and continued along uneventfully until they reached the city's gates.

Rivendon had a large wooden palisade wall with equally large doors. Upon their approach, more guards in similar armor immediately let them in, assumedly in part due to their efforts to look less conspicuous. The pixie hid in the animated armor, giving him a "voice" and hiding his true nature. The revenant wrapped his face and more obvious decay with cloth, looking strange but not undead. The Kenku settled for a large hood and a ducked head to pass unnoticed. They even warned the guards of the fake guards, and were then informed that those were actually simply a different rank of guard. They managed to convince the gate guards, however, that they had paid the toll despite their wariness of it, and made it into the city unhindered.

Since they arrived shortly before nightfall, they quickly set to finding the nearby temple. The building was built to allow for worship of any god, though it favored those pertaining to agriculture, as this town was largely sustained by the massive plantations nearby it. The steps leading up to the front door were numbered, one through seventy five, and each step had increasingly valuable items on them, starting at a few coins, continuing through baskets of crops, precious gemstones, fine looking armors and weapons, and finally reaching the empty seventy fifth stair. As they entered, the abbot of the temple approached Grix, who had once again flown out of the animated armor as he was a known face in this temple.

It turned out that the abbot was actually a man by the name of William, who Grix had actually met 50 years ago when he was a child who went by Billy. The pixie expressed his surprise at just how long it had been since his last visit as they were led to a room to spend the night in, courtesy in part of Grix's history with the temple, and in part due to his Acolyte background. On their way, he asked about the gifts on the stairs. They were informed that it was a part of a yearly event in which the temple asks the people of the town for a donation based on their level of wealth. While the donations are not mandatory, the people are usually more than willing to give back to the temple for the various services they provide freely. The food is saved up in the storehouse of the temple and is used to feed both the residents and the needy. The gemstones are sold, or used in magical items to be given along with the donated arms and armor to the paladins and fighting clerics of the temple who defend it and the townspeople from the terrors of the world. The town mayor, who usually gives some non-material donation such as tax exemption, payment for an expansion, or in one case a pardoning of a particularly unscrupulous member of the clergy...had not yet given. No, instead it turns out that he had a penchant for bartering, and while he refused to give no gift, he demanded to haggle with the abbot for his donation.

This new information fresh in their minds, the group slept. In the morning, however, the revenant was back on his mission immediately, and he felt the magical direction more strongly than ever. Whoever his target was, they were very close. He told his allies, and they set out to find their mark. They did not have to travel far, for as they went to leave the building, they encountered a man who was clearly the town's mayor arguing with the abbot. The revenant immediately recalled this man, Theodore, his old group's trapfinder and resident rogue. He wasted no time in drawing his weapon and declaring loudly his charge against the man, who recognized his voice despite the chill of the grave it carried and immediately set to a paniced escape attempt.

To his credit, the abbot attempted to save the mayor by making an effort to turn the now obviously undead attacker. The revenant, however, is immune to turning. Upon seeing this fail, the abbot realized that this was probably far above his paygrade, and decided that saving the crooked and despicable mayor was not worth his life. He instead fled to the inside of the temple, while the group handily knocked out Theodore. With a series of slashes and chops of the revenant and animated armor, the mayor was reduced to a bloody corpse despite his attempts at firing upon them with his concealed repeating crossbow. Their obvious murder did not, however, go unnoticed by the town guards, who had already set to charging in on them in force. In an attempt to give them a path of exit, Vital cast Sleep once again on the guards. He successfully knocked several of them out, but his Wild Magic took effect, and he suddenly doubled in size. With more guards closing in on our party, the game night ended, leaving the players (and any readers) hanging. For now, at least.
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Post Post #2 (ISO) » Fri Nov 25, 2016 7:01 pm

Post by Untrod Tripod »

Wrong forum, yo
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Post Post #3 (ISO) » Sat Nov 26, 2016 3:09 am

Post by Shaziro »

Ohp. Am I able to move it, or does it need to be moved by somebody else or deleted?
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Post Post #4 (ISO) » Sat Nov 26, 2016 3:32 am

Post by Untrod Tripod »

PM one of the discussion mods.
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Post Post #5 (ISO) » Sat Nov 26, 2016 6:34 am

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It is done!
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Post Post #6 (ISO) » Sat Nov 26, 2016 7:01 am

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Thread located.
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Post Post #7 (ISO) » Sat Nov 26, 2016 7:13 am

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That was a great read.

It's pretty funny to watch the all-monster party making their way around town.

I am looking forward to reading about how they escaped the guards.

Is the party all lv 1s?
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Post Post #8 (ISO) » Sat Nov 26, 2016 8:22 am

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Glad to hear you enjoyed it! Yes, they all started level one, though I've been trying rather accelerated experience for the first 3 levels in order to get them fully established in their archetypes and let them really get into their characters without waiting for those first and most defining features. As such they have all already hit level 2.
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Post Post #9 (ISO) » Mon Dec 05, 2016 7:35 pm

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So, when we last left off, our adventurers had found themselves at the wrong end of the law after the group's revenant Artur got his first revenge on those who had wronged him. As the guards rushed in, the Sorceror figured he would even the odds some, casting Sleep and knocking four of them out, leaving the guard captain and a pair of his men conscious. He also, however, doubled in size due to his wild magic. Unphased by the sight, the guard captain rushed up, blade in hand, and demanded that the strangers lower their weapons. Surprisingly, they complied after looking to the Sorceror for guidance on the matter. While the remaining guards roused their sleeping allies, the captain demanded to know the meaning of such a blatant murder.

Artur decided to explain that he was a revenant, an undead raised to get revenge on those who wronged him, and that the town's mayor was such an individual. The captain just stared at him for a moment, processing what had been said.

"You do realize that the person you've gotten revenge on was the mayor of our town, yes?"
"Yes" said Artur.
"And that you are an undead on the steps of our temple, yes?"
"Well, yes."
"....Right. None of the rest -matters-. You're going to have to come with me, one way or another."

The group didn't feel like spending time in jail and in a trial, if they would even get that. Instead, the revenant leapt into action, and the guards responded in kind. While the guards sought to use tactics, preventing the flanking of their captain while at the same time flanking the revenant, the group was able to decimate the small preliminary group effectively. Vital, the Kenku, decided he would attempt to intimidate the captain into letting them leave without further bloodshed. The captain, knowing that this was a losing fight until he had the reinforcements he knew to be coming, agreed to let them leave despite having killed even more people there. The armor went to try and loot the mayor's corpse, in keeping with the time honored tradition of adventurers, but the guard captain was not having this, and the point of a sword blocking the armor's way was enough to dissuade him. He carried on with his allies, and they set to sprinting out the northern entrance of town, despite the fact that the revenant's murder-dar was directing him south. They decided this due to the facts that the town had two entrances/exits, one to the north and one to the west, and the one to the north was closest.

As they hightailed their way through the streets, all pretense of hiding gone, they passed an aged man on a cart, carrying his lettuce crop into town early in the morning. He saw the strange group and began fumbling in his pocket, assuming the strange monsters had clearly done -something- wrong to be fleeing like that. The group ignored him, and luckily the man's aim was faulty (possibly due to his age), as a bullet whizzed past the revenant's ear. They turned for long enough to see the man working hurridly at reloading what appeared to be a flintlock pistol, making note of the relatively new-to-them technology before continuing their escape from the city. But they had forgotten one thing, something that was specifically noted as they entered town. The large, mechanically closed gates.

On either side of the gate was a large platform, inside of which was housed the machinery which opened and closed the large doors. As they approached and remembered, the pixie urged the others to hide themselves in an alley while he became invisible with his racial ability and went ahead to inspect the gateway to freedom. Atop the platforms were a pair of guards each, looking idly guarded after having heard the gunshot. The pixie decided it would be an excellent idea to set to turning the large crank to open the gate, neglecting to realize that one of two large doors opening itself would not be well recieved. The guards noticed, and set to trying to figure out what was going on with the door that the crank was turning itself. As they prepared to start stabbing into the air around the crank, the pixie flew straight up, letting the door rest at about halfway open.

The group began debating whether or not this opening was enough for them to make a dash for, but the pixie decided to fly down and try his hand at sneaking the door open a bit more. Once again, the guards noticed, but the pixie had a new plan. He simply said "IIIII AM A GHOOOOOST". One botched roll on their part later, the two apparently rather superstitious guards bolted. In the time it took the other two guards to rush after them for deserting their post, the pixie hurridly opened the door the rest of the way, and the party escaped town with the sound of plated boots and tracking hounds fading behind them.

(More to come as time during finals permits)
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Post Post #10 (ISO) » Tue Dec 06, 2016 5:28 am

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The freaking ghosts man. Felt like I was watching a Danny Phantom episode unfold.
"I am the arrrmorrr ghoossstt! Fear me!"
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Post Post #11 (ISO) » Thu Dec 15, 2016 3:56 am

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Our heroes beat a quick trail away from town, but instead of inspecting the farms they saw to the north and risking the guard inspecting this section of town as well, they snuck their way around the eastern side of the city and stuck to the wooded thickets. Fortunately for them, it seemed the town guard wasn't interested in chasing the strange, murderous hobos outside of the city limits. The adventurers made it away from the town and rejoined the main road a decent distance southwards. The revenant's inbuilt detection for where his targets are was sending them that way, after all. The rest of them having no particular grievances with this, they followed along.

The road began to turn toward the southeast, and as they decided to follow it regardless they spotted an elven-looking woman and two heavily armored individuals coming up the road towards the town they had just fled. The pixie flew ahead invisibly to scout, and returned with little extra information aside from the fact that the guards were not wearing similar armor to that worn by the armor's pursuers. They decided to approach the strangers. The guards drew their weapons and adopted defensive stances, but when the relative lack of threat posed by our adventurers was proven, they calmed. The woman spoke with the air of a noble, condescension included, and after their short conversation proved nothing but the fact that she was heading to make a donation to the temple and that she did not want to dally, they let her continue on.

Their continuing trek led them to a fork in the road, one path leading almost directly west, assumedly towards the elf-occupied forests, while the other continues more in the same direction that had been going. The revenant's direction had not changed, and #7 was not interested in elves or their lands. The path they chose, however, had strange markers on either side of the road occasionally. The pixie, the only member of the group who had traveled the world with any level of extensiveness, recalled their meaning. They were grave markers, stacks of increasingly smaller stones in conical pillars meant to represent the location or general area of a dead traveler found along the road. As they were noting the frequency, they came across an overturned wagon, the oxen still lying dead and rotting in the yokes ahead of it.

The group was conflicted. They could see no injured or dead people, but the state of the oxen meant it had to have been a recent event. Once again, Grix zipped ahead to inspect, and spotted something shining inside of the wagon. He also, however, spotted some manner of tripwire. Deftly avoiding the trap, he went in to take whatever the lovely loot was. Much to his chagrin, however, it was simply a mirror placed in a beam of sun shining through the torn cover of the wagon. As he left the wagon, he felt his curiosity overwhelm him. He purposefully tripped the wire with a piece of wood he found from the wreckage, but was surprised to find it was not a snare. It was an alarm, which sounded off loudly. The rest of the group was startled, and then startled again by the shouting of a group of red-masked bandits charging their way towards them, weapons drawn. They quickly reformed into battle positions and let their foes come.

Vital then cast Sleep, affecting only one of the approaching foes. #7 and Artur the revenant set to throwing handaxes, and Grix called down sacred fire. All in all, they tore through the amateurs with ease. The sleeping bandit was awoken by one of his associates desperately trying to get his attention as he hoped to make a retreat from the massacre. Said associate was then dispatched with a sudden handaxe to the back of the head. Fortunately for the sleeper, he was knocked unconscious by a heavy metal gauntlet. Unfortunately, he was awoken for this group's favorite game, interrogate the captive. A broken wrist and two fingers later, he had revealed that the downed wagon was a trap to catch travellers and rob them, that some of the markers on the road were for victims of his gang (but not all), and that he could not give the location of their hideout. A dislocated arm, however, saw him pointing toward the northeast. He was then cleaved through by #7 in a particularly vicious show of force, which appeared to concern Vital somewhat. He was not accustomed to this level of brutality.

Grix, a Cleric through and through, set to making graves and burial markers for each of the group's dead foes. The others set to looting bodies, finding some simple weapons and ruined armor. They did, however, learn something new about these bandits. Each of them, once their masks were removed, were revealed to be hideously scarred and blistered all along their jaws and chins. This curiosity discovered, they discussed their options, and came to the consensus that they wanted to find the hideout for their own reasons. Artur wanted revenge of a new kind for this attack. Grix hoped to find the stolen goods of the bandits' other victims and give them to the temple of Rivendon as both an olive branch, and a donation for the yearly offering. #7 wanted to do whatever Grix wanted to do. Vital thought it sounded like an adventure. So, they set off in the direction pointed towards by the late captive bandit, eyes scanning every hill and tree for a secret entrance.
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Post Post #12 (ISO) » Thu Dec 15, 2016 5:10 am

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Post Post #13 (ISO) » Thu Dec 15, 2016 8:54 am

Post by FakeGod »

Fun stuff.

Dude, torture is evil.

If they keep it up, you should warn them that they may fall into Evil end of the alignment pool.
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Post Post #14 (ISO) » Thu Dec 15, 2016 8:57 am

Post by Shaziro »

Oh trust me, I know. I've been keeping track. We'll see how things go.
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Post Post #15 (ISO) » Thu Dec 15, 2016 9:31 am

Post by Clumsy »

To be fair, most of us are neutral. That said, the Animated Armor has been brutal, whereas the Pixie and Kenku have been making liberal use of nonlethal sleep.
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Post Post #16 (ISO) » Mon Dec 19, 2016 3:39 am

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As the group made their way north, new revenge in store, they saw some small shapes moving quickly toward them in the distance. The pixie, the de facto scout, flew forward to see what those strange shapes were. As he approached, however, he found himself immobilized by their screeching, watching helplessly as what appeared to be human heads with bat wings for ears flapped onward over him. His invisibility protected him from their sight, but made him unable to share what he had learned with the party. Soon, they too were set upon by the vargouilles, disgusting demonic creatures which occasionally piggyback to other planes by attaching to other demons like parasites. They paralyze their prey and then give them a cursed kiss, which if left untreated eventually causes the victim's head to tear itself from their body and become a vargouille in what is effectively their reproductive cycle.

Fortunately for Grix's compatriots, his warning was not needed. They all made the saves to avoid their own paralysis (or were immune to the effect), and swiftly dispatched the grotesque creatures. Grix recovered swiftly, and then reminded the others of the most important part of what he recalled. Vargouilles travel to the Material Plane by way of other demons. Then, they heard the earth begin to shake beneath them, and a Glabrezu began to crest the hill ahead of them. Having not expected anyone to be at its location of entry into this plane, the demon had not put on an illusion yet. Glabrezu tend to prefer shrouding themselves in illusion and exploiting the greed of mortals in much the same way succubi exploit their lusts. This Glabrezu, however, had been found out. The party, of course, fled.

The Glabrezu was not particularly interested in pursuing them, but did hurl the corpse of one of the vargouilles at them in annoyance. The party decided not to continue in that direction, as a tangle with a huge demon was not particularly worth whatever they hoped to accomplish by locating the bandit hideout. Instead, they opted to return to their original, southward path. Upon checking their map, they noted that the area they headed towards was densely packed with rivers, and was assumedly rather swampy. Regardless, they made their way toward it, steeling themselves for whatever may come next.

Spoiler: Vargouilles
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Spoiler: Glabrezu
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Post Post #17 (ISO) » Mon Dec 19, 2016 4:17 am

Post by FakeGod »

Holy crap. I don't know about how strong Glabrezus are in 5e, but in 3.5e a Glabrezu demon can kill the entire low level party effortlessly.

My character would probably have shat his pants and fled/prostrated myself at the feet of the demon lord asking for mercy/kill himself right there and then so that his soul isn't damned to spending eternity in the Abyss.
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Post Post #18 (ISO) » Mon Dec 19, 2016 4:38 am

Post by Shaziro »

They were smart not to fight, for sure, but fleeing was not the only option. Since Clumsy reads this, I won't elaborate much more than that.
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Post Post #19 (ISO) » Thu Feb 09, 2017 12:53 pm

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Post Post #20 (ISO) » Thu Feb 09, 2017 2:38 pm

Post by Shaziro »

When we last left our heroes....they were headed into a swamp. A swampy swamp. A swamp that smelled...swampy. As the ground around them began to get marshy, they found themselves looking at two lights in the distance. Far in the distance, a soft pink glow lit the shaded trees, almost mistakable for sunset were it not to the South rather than to the West. Closer, however, they could see the flickering orangey-yellow hues of a campfire of some manner, and they could make out the tops of tents. Grix, opting to investigate, turned invisible and zipped his way ahead. He saw a half elf writing in some manner of book, while two humans were set about making a stew and working on some manner of leather tanning. Curious, he spoke up, inquiring as to what they were doing out here.

Now, these people were immediately suspicious, drawing weapons and preparing for engagement with this new unseen foe...who was just asking questions. The pixie spoke again, but before he could finish his sentence an arrow was fired at his general direction. Fortunately, it went wide, and he simply flew to another area and tried to speak again. Another arrow later, he gave up on talking, and instead cast Sleep on the enemies while calling for help from the rest of the party. His teammates promptly rushed in, and given that the strangers were simple trappers, promptly whipped their asses. They did, however, have the good graces to do non-lethal damage and simply tie up the strange trappers. A short while later, they awoke, and they began discussing.

Initially, the trappers were loathe to tell these strange murderhobos anything. After all, they had just been assaulted in their own camp. The leader of their hunting posse, the half elf, took an interest in Vital. He apparently was well aware of Kenku, and actually regularly did business with some of the groups that were apparently native to this area. He asked where Vital was from, but when told had no recollection of such a group. They bantered back and forth somewhat, neither of them particularly liking the other and making rude jabs at one another the whole while, until it was finally agreed that they should part ways. The hunters left the party with one final warning, which was to be careful and avoid the wooden path, as it was coated in traps set for small animals that may choose to use it to avoid the swamp below.

The party, of course, ignored this warning and instead set about simply searching for traps and disabling whenever they saw them. It was a unanimous group decision of "fuck those guys" which led to them leaving the traps disabled or broken. As they neared the pink glow, they realized that it was actually likely their destination judging by the pinging that the Revenant was getting, directing him ever closer to that strange light. Their destination, in fact, appeared to be a large city built in the near middle of the swamp, which their map called "Corin". They decided to continue travelling towards it as night fell, reasoning that the town would be a better place to sleep than a swamp. But as they pressed on, they heard a sudden bellowing roar, and as they looked to the source, a hulking figure swinging a massive club was sloshing it's way towards the muck, directly at them!
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Post Post #21 (ISO) » Fri Feb 10, 2017 5:27 am

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Your group of savage murderhobos lack class and elegance.

I feel terrible for the poor NPC trappers!
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Post Post #22 (ISO) » Fri Feb 10, 2017 8:24 am

Post by Clumsy »

Excuse me, but I'll have you know I have a level 5 class! Sorcerer to be exact. :P

But no seriously, fuck those guys. Talking didn't work AT ALL until they literally couldn't fight back anymore.
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Post Post #23 (ISO) » Fri Feb 10, 2017 11:32 am

Post by FakeGod »

Disguise yourselves as traveling merchant and his two bodyguards. Play good cop, bad cop, by having the merchant be really friendly but the bodyguards be reluctant and distrusting of the trappers.

Make a lot of noise and be very visible from far away and slowly make your way to their camp. Tell them you are lost and they'll probably give you directions.

I don't know. I feel like there were other options than rush in and beat them up.
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Post Post #24 (ISO) » Fri Feb 10, 2017 11:45 am

Post by Clumsy »

We're a pixie (who is being mistaken for an imp almost every time), an animated suit of armor (that could work), a bird man, and a walking corpse. We have no disguise spells.

The beginning part went like this:

Pixie: "Hey guys, how is it goin-" Arrow shot
"I think that's hardly necessary-" Another arrow
"If you would kindly put down your bows, we would like to talk-" "Die, imp!" Arrow shot
"I'm not an imp, I'm a pixie!" Arrow shot, I think this one actually hit.
"That's it,
Sleep
."
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