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It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, They are passed by waves of fast moving families and people, running either to get home and get into their party clothes, or already on their way to their destinations. There are sparklers and fireworks, maypoles, cloth flower necklaces, bands playing and families picnicking. DM: Well, communally, not much at all. You, make an intelligence check and have advantage because of your alchemical history. Player: Okay, I'll take the first roll. Intelligence? DM: Yes. Player: 18. DM: You know it's had minor applications for a while, but it's only really been applied in very condensed and common use for, like the explosives you found in the mine, clearing out spaces in underground caverns, or for the detonation of localized rocks that are in the way of paths trying to be put in mountain ranges. Small scale black powder like this you haven't encountered, really, so this seems to be a relatively new use of this particular compound. Player: Up to this point, it's been rare that I or we've come across anything? DM: You've barely come across it at all. You've read about it. Actually, the dynamite sticks you found in the mine were probably the first ones you encountered in your experience. Not a lot of use for it in the small farming town of Felderwin.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, Caduceus, Caleb, Jamedi, and you ran towards the stairs to the outside. Beau and Jester waited by the well for Fjord. DM: As you do, you pierce past all the humanoid muscles across the neck and its shoulders. Immediately, the water before you fills with crimson. You can see it thrash for a minute, its serpent arms trying to reach behind to strike at you. You swim away as they go limp, and it begins to float up. So that's that. You still have a little movement left. Player: I'm going to go towards the door as much as I can. DM: That is about as far as you can get. With dash, you can get up there so you're with Fjord. Make a constitution saving throw, please. Player: Not great. 12. DM: You are not drowning yet, but you're on the cusp. Player: That's my favorite condition is not drowning yet. DM: That ends your go, Nott. Caduceus, Caleb, and Jester, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Mollymauk Tealeaf, a tiefling blood hunter . You are the member of the famous group of adventurers. Previously, Caleb grapples it with Earthen Grasp. It manages to clean the tar off the lens, and breaks Caleb's concentration on the grapple by pinning him against the wall with a blade through the chest. DM: All right, there you go. You can still keep it in your visual range, but that’s 30 feet back. Now you spin around with your crossbow, not suffering any attack of opportunity. All right, Molly. Player: Can I see anywhere where there seems to be a crack in the armor and make a-- DM: You may, yes. Well, you can try and inspect. Player: I want to see if there’s anything that looks like a good target to start doing some damage to. DM: At the moment, it hasn’t taken a lot of damage, and it’s hard to see if any-- Player: Is there a plate open or anything at the moment near me? DM: The only plate that’s open is the one that has the lens visible, but it’s really close to the body and right now there’s blades spinning in its space. Player: I’m going to try and get to the side without the blade. I’m going to try and chop open one of the plates on the back. I’m going to start hacking away at it. Actually, even with the blades, there’s an open place right now? Is there a place for me to start poking the tender insides? DM: At the moment, not really. It’s still fresh in battle, and its armor plates are pretty much protecting all of it. Player: I’m going to try and find one armor plate and start going to town. DM: Where are you going to attack its construction? Player: I want to get to its left hind quarters. I’m going to run over to the opposite side, flank it with the lollipop. DM: Oh, with the lollipop? All righty. You’re going to be right there, on top of the door? Player: Mm-hmm. DM: All righty, take your attacks. Player: First attack is a natural 20! DM: Nice! Make your damage on that and roll the second attack. That’s-- Player: 2d6 with ice damage. That’s (counting) 17 points of damage. DM: 17 points of damage. Nice! Player: Next attack with the same sword. Actually, I’m so sorry, that’s the wrong sword. That’s 18 points of damage because of the Summer’s Dance. DM: Correct. Player: Then the next one, Summer’s Dance again, is not quite as good, 12. That does not hit. DM: 12 does not, but first strike carves through and some of the armor bends inward. As you cut through, plates bend inward, and have to try and retract to protect, but they’re locked in place. You’ve actually bent them to the point where they cannot reform this armored mesh. It’s trying to correct itself, but busted in place. The second strike, as you come down, one of the blades catches and parries it off to the side. No impact on the second blow. Player: Okay. Going for a third strike. DM: Go for it. Player: 14. DM: 14 does not hit. This is a tough mother. You go to strike a third time. You do hit, but it just doesn’t cut through. The blade shakes a bit. You pull back, cursing yourself. Player: Is it worth seeing if it’s going to-- well, it’s blinded, so it’s got disadvantage if it tries to even hit me with an attack, so I’m going to try and back off and climb up that little hill. DM: For those questioning, even though it is blinded, it lowers its attack, because some people are like, "Attacking things with blindness have advantage!". Because it is nothing but a spinning, whirring of blades, and technically it has multiple forms of sight, it is not granting advantage on the attacks against it.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Nott and Jester, to almost universal horror, break out Fluffernutter, with Jester throwing the barrel in the air towards the heads, but Nott's explosive bolt misses and the barrel splashes into the water. Just prior to Yasha's turns, Caduceus casts Path to the Grave on the hydra, making it vulnerable to everything for double damage. DM: Well, here-- you resisted all of the damage from the arrow entirely. That's pretty slick. Yeah, it doesn't even catch you. No poison. You manage to stop it in place. The poison doesn't even hit your system. Player: I'm going to-- I'm going to not spend the ki point. DM: Watching you reach behind and catch the arrow and stop it from going there, and the second one just manages to dodge past you. (growling) It's going to go ahead and-- Player: I look at him and I take the arrow and go-- DM: That's when you take the 2d6. Player: No! Resistance! (spitting) DM: Spitting it out on the side, your lips and tongue go a little numb. All right, that ends its go. Fjord, you're up and then Caleb you're on deck.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, Vax sneaks ahead to get a closer look around the room. As nothing happens, Percy then leads the way forward onto the platform. DM: Okay. So you step in. Most of you are at the base of the stairs. Grog is at the top of the stairs. Scanlan stepped up behind him to look at the runes on the blade. That's where you currently reside. Player: Is his eyesight still trained on Grog? DM: Correct. Player: I'm going to send my water elemental forward and see if it attracts its attention, since it's not a mortal. DM: Where do you send it? Player: Towards the anvil. DM: Okay. So you head up the stairs. The water elemental swarms around the side. You see wherever it moves forward there's steam pouring off from the heat of the ground and the surrounding metal and stone. As it comes up the steps, more and more steam (sizzling) emerging off the back of its body, it comes to the top and it's now next to Grog. You send it towards the anvil?
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Grog Strongjaw, a goliath barbarian . You are the member of the famous group of adventurers. Previously, Suddenly, Aldor reacts from the back of the room, alarmed and ready to run in the event that she is present. Vanessa tells him that it is okay, Lyra is currently away helping her uncle, Randi. DM: He probably will eventually. So anyway. As you're striking the blades at him, the pain, he's just taking the pain to his back, now, because he's facing Scanlan, and both times hack into the back of his shoulderblades and the exposed muscle you can see as the blade draws back you can see the muscle and the blood arcing after each draw of the weapon. However, he glances over his shoulder at you as you finish your second blow and at the end of your turn he's gonna use two action points to use Whirlwind of Blows-- Player: Can I move? Oh, I already moved. DM: You already moved, yeah. I mean, you can keep moving if you wanted to move away. Player: I wanted to move in between him and Scanlan, just wrap around. DM: You can't move between, but you can get there if you want. Player: Okay, that'd be good. DM: Okay. So he's gonna get an attack on everyone within range of his punches, which would be you and Scanlan. That is gonna be a 26 against you. Player: Yeah. DM: And a natural 20 against Scanlan.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, Being the adventurers they are, they took it upon themselves to leap out into the forest of the Vesper Timberland, found and hunted down this hydra, fought it, and upon slaying it discovered that there was another group also hunting this hydra. An actually sanctioned group, and hunting this hydra is considered illegal in Vasselheim unless you had actually been contracted to do so. DM: The room itself-- Most of the walls have like a velvety texture to them. All the wood has been covered with some sort of material that has a comfortable almost-- Everything feels like it's a lounging bedroom. And that's the aesthetic of a lot of the interior of this location. You cannot quite see the source of the light in the room. It almost feels like there's an indirect lighting accoutrement across the ceiling. Whatever the source of lighting is, it's being spread across the top. It gives this sort of dark intimate feel to this current room at least. As he gestures out to the rest of you to sit. "I fear there are only three seats, but I assume that your accompaniment are accustomed to standing, anyway. So do not worry. Very good. Now you say you come for membership. Membership does not come cheap. Membership does not come to anyone. We have a certain level of clientele we wish to keep, because in keeping this it is easy enough for us to consider it very-- how do I say?-- exquisite." Player: I'm sorry, before we go on, what was your name? I don't believe I caught it. DM: "I did not catch your name either." Player: Oh, I'm sorry, I am Coralin. Coralin Shorthalt. DM: "Coralin Shorthalt." Player: Of the Emon Shorthalts. DM: Takes your hand and leans forward, and gives you this ginger kiss to edge of your fingers. Yeah, there is a slimy-ish presence, but not too aggressive. Just a very well-trained type of dealing with guests. Player: I subversively wipe it on my robes. DM: "My name is Vince Cyinnor. And I am the owner of this house of joy and pleasure."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, The bolt starts at its tail, works its way up its spine, slowly and painfully torturing it as it courses up its evil body with an S burned into its torso. One of the dwarf guards congratulates you. DM: The dust settles, the adrenaline still pumping in your system, Scanlan. All the rest of the dwarves begin stepping down, putting their crossbows down, looking down at the little gnome that created a storm from its hands. One of them pats him on the shoulder and goes, "Well done." Player: Thank you. Just promise me you'll that tell Pike about this. DM: "Okay?" Player: Because it was really cool, right? DM: "That was pretty cool." Player: Okay, good. DM: All the dwarves look into the tunnel that it came from and the one that you spoke to earlier goes, "So that's the kind of thing that's been coming out of there."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, you quietly leaves the rest of the group to look for Harold, Kynan's father. He finds him just as he is closing up shop for the day. DM: It's hard to tell, looking around the room here. There are three doors that exit. One that he came through, which is apparently from the front of the butcher shop. This appears to be a central room that connects to wherever else he walked. There are two other doors. Player: They're not trapped, are they? DM: They're not trapped. Player: So I'm going to crouch down and push open the first door. What do I see? DM: The door immediately right or the door in front of you? The door in front of you is the one that the man traveled through. Player: Oh, no. Not that one. There were two other doors, weren't there? DM: There's the door that he came in from when he sat down, and then he left through the door across the way from you, and there is a door that been unopened. Player: There's one other door? That's the one. DM: Okay. You push open the door very quietly. It makes a little creaking sound, but you stop. Peering inside, it's dark. There appears to be a bed. There's a small table. There's what looks like an old pair of boots that are worn out on the side. It looks like a bedroom that nobody's currently in. Player: And there's no sign that this is a youth's bedroom or father's bedroom? What can I glean from what I see in here? DM: Make an investigation check. Player: I'm going to use Luck. That's better. 22. DM: Okay. You take a little bit of time in peering over the materials, looking at the bed size, looking at the boot size, looking at whatever you can nearby. This bed is definitely weathered. It's been used for a long time. There are a couple of small knick-knacks and toys that are discarded underneath that have been there for a while that lead you to believe that this was at one point a boy's room. However, what you do notice is that most of the materials, most of the belongings, anything that you would normally see in a boy's room, anything that would say that a person lives here seem to have been hastily grabbed and taken off. Player: And the father went out the other way? All right, so I creep back out the window and I go out the front and I knock really loud on the front door. DM: A couple moments later, a voice comes from the other side. "Hello?" Player: Hello. I'm sorry, I don't mean to bother you. I know you've closed up shop. DM: "I'm done for business for the day. Come back tomorrow." Player: I'm actually not looking to buy anything. I owe your son a bit of money. I lost some money in a wager we made on a dog fight, and I was hoping to reimburse him. Do you know where he is? DM: The door opens a little bit, and an eye peeks through. You gather there's a slight scent of alcohol from the other side as he starts talking. He says, "I don't know where my son's gone off to. He came in in a huff. We got in an argument. He grabbed his stuff and left. He does this every now and then. He'll be back." Player: You think he'll be back? DM: "This isn't the first time he's done this." Player: I want to leave something with you. DM: "You said it was money you owed him?" Player: Yes. DM: "I can give that to him."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, These stones are utilized, apparently, in both keeping the rift contained and keeping the city of Vesrah aloft and up towards the air. However, in the process of them researching where these lodestones came from, it was discovering in recent years that they were byproducts of one of the krakens that lives in the Water Elemental Plane. DM: One of them takes his bladed trident and hits her just gently on the side with the butt of it. She goes (snorts awake). Player: Ah, that's how you do it. DM: "Ugh, yes, young Keyleth, hm." Player: Hi. DM: She leans forward, putting on the presentation, but you can hear just that slight undertone of frustration. "What can I do for you?" Player: Uh, yeah. I was just curious. I'm so sorry, first off-- DM: "Keep talking, please. What do you want?" (all laugh) Player: You mentioned that there were only remnants of my mother that came back. Was she defeated by the kraken, or do you think this was from another means? Do you have any more information on her? DM: "Child. There was little left of her and her allies. We found other pieces of her friends, but, pieces. Her leg was all we found. We could not recover much else, but the sea floor is littered with the many corpses and pieces of the kraken's various prey. It does not take much to ascertain the nature of her end." Player: And you're sure of this? This is what the kraken does to people? DM: "What it does to anything that crosses its path. It eats to survive." Player: Hm. I was just wondering. If there was any other potential explanation or--? DM: "I'm sure there is. There are many potential possibilities for anything that happens. I only have the information I was able to glean from the various scouts and teams." Player: How long ago was this? DM: "This was four, five years back?" Player: Really? All right. That's not that long, really. Did she stay long? DM: "A few days. Prepared for the journey much like you did. That was the last we saw of them." Player: All right. I was just curious. Thank you. DM: "I wish I had different news for you." Player: Did you keep anything? From what you found? DM: Her head turns curiously. "I fear I did not." Player: Okay. DM: "We gave a quiet burial to what we were able to recover, but that's all." Player: Well, I appreciate that much. Thank you for doing that. DM: "Of course, and once again, I am sorry for your loss, Keyleth." Player: Oh. It's part of the duty. DM: "Yes. Yes, it is." Player: Well, I should be getting my rest. DM: "Yes, you should."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Jester Lavorre, a tiefling cleric . You are the member of the famous group of adventurers. Previously, They decide to continue to act as part of the group until they are able to make a plan. The two groups meet up and begin getting to know each other a bit, over some drinks. DM: "Oh, hi! Everything all right? You had a few bruiser types leading you in here, some of the crownsguard, huh?" Player: Oh my gosh, there was this big trouble at the carnival, did you go? DM: "I heard about that. I didn't go in there, but people are coming in here saying--" Player: Somebody turned into a zombie and then-- DM: "I heard that! That's incredible!" Player: Yeah! And then we're all under investigation because we saved them! These guards are weird. Hey, did you see the wizard guy, the stinky guy and the little halfling? DM: "Yeah, they came in not but a few minutes before you did. They went upstairs."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, you, Vex'ahlia, and the lifeless body of Vax'ildan, meanwhile, materialize from you's Plane Shift on the outskirts of Vesrah. DM: "The power that is at our disposal could perhaps bring him back, though his form may be different than you recall." Player: I drop my form. DM: All right. The feathers scatter off as Keyleth is now returned to her half-elf image. Player: Do you have means of traveling quickly? We have a friend who is a cleric. Can you get us to her there and back quickly? Or someone who can Tree Stride me there and bring her back? I'm exhausted or else I would do it myself. Please? Please? DM: "I have not a means of travel, but we could reach out to someone." Player: Yeah, yeah. Any-- DM: "All right." And she walks back to the altar, and you can see where there are a series of these statues. There's four of them in the center and there's one large statue in the center. And the center statue, it looks almost like long-petrified reef. It's white, it's porous, it looks like the long-dead reef. But it seems to swirl into a tree-like shape. It's this weird merging of sea and forest-based imagery, and as each various portion of the tree outstretches, you see various baubles are hanging from it. You see stones, necklaces, notes. Uvenda sets her staff to the side and her small, slightly arched form begins to slowly crawl up the side of the tree, and it looks a bit physically arduous for her but nobody offers to help. You see that this is something that she's done often and is part of her job as the guardian here in Vesrah.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, Some of them splintered off to try and acquire the goods that were taken from his store, however they apparently had already been stolen from the location they were being stored in, or been delivered already, they're uncertain as to what became of them. But they get the sense that it was probably best that they chose Gilmore over the gold, at first glance. DM: All righty. So, as you rush around, you stab the wyvern on the back of its haunches and you see it shrieks in pain (screeches), looks over its shoulder and starts biting its tail, its stinger swinging about, but you avoid it, fling the other dagger to the side and then jam the other side of its haunches with your other hand. It's definitely aware of your presence now. Player: Did I use up all my movement? DM: Nope! Player: Knowing that it can swat at me, I'm going to try to go right back around where I came from. DM: All right. Player: And I'm wearing the Cloak of Displacement. DM: Okay. It's going to swing at you with disadvantage.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, The cart came to a stop. Lorenzo saw Keg and looked surprised. DM: As the tree snaps and hits, he shouts back. Immediately the group looks out at all sides, taking this as a means of assault, Lorenzo glancing over and directly locking eyes with you, Keg. There's a look of taken aback and surprised. Before any reaction happens, though, you do get your action. You are casting Slow, you said? Player: Indeed I am. Molasses goes across my hand and I draw my hand down through the air, and I focus on these four, if I can. It's a 40-foot cube, putting this one in a corner. DM: How many can you target with this? Player: Up to six in a 40-foot cube. DM: Up to six? That'll be quite a lot. You can get all of these guys, if you want to. Player: All of them? DM: Well, let's see, because it's (counting) 40, yeah. This whole section here. Player: Well, you know, fuck it. Let's also get this horse. DM: There's six people there. Player: Oh, there's six of them? Oh, wow, yes! DM: There's the one who's helming this horse, the one who's helming these horses, the back of the cart, and then those four. Player: Yes, never mind. I didn't think we were getting all of those people. Good. All of the humanoids. DM: For the two thugs that are on the horses, two and a three. Natural two and a three. They are both slowed.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, you moves closer to Keyleth in order to inspire her with a very dirty limerick. Keyleth doesn't quite understand it, but likes it enough to feel inspired. DM: Interposing Hand. You have half cover, Keyleth, as Bigby's Hand is essentially giving you some sort of armor bonus. Player: Does it stop him from moving towards her? Is that how it happens? DM: It gives her half cover. Player: It's like a wall. DM: Target can't move through the hand's space if its strength score is less than or equal to the hand's strength score. Player: Oh shit. It's probably super strong. DM: The hand's strength score is 26. It is equal. Player: So what does that mean? It's a roll? DM: So it can move through the hand. Player: Shit! Well, that didn't do much. DM: Hold on. Oh, it's less or equal to. So no, it cannot move through the hand. Sorry. I misread it. Currently, if it tries to force its way through the hand, it's going to hold it in place.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, You managed to, thanks to a very high roll from Keyleth, discover there was some sort of a waterfall or trickle of liquid near the hip of this giant titan. Its giant, four, swinging arms only managed to clip Keyleth and Vax once. DM: Okay, the first shot? As you reach over and fire at that one, you hit it, and you watch as it scatters into stones across the far-- Player: I'll put the first shot at that, and then shift the next two to the other one. DM: Yep. They have the same AC. Player: Okay, so that's seven points of psychic damage, and 36 points of normal damage! DM: To that one? Player: Yeah. DM: Okay, as the second one does blast a large chunk out of its torso and side, it still stands there with its angered arms open, ready to swing at whatever comes at it. Player: Okay, I'm good! DM: All right, that ends Percival's turn. Grog, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Fjord, a half-orc warlock . You are the member of the famous group of adventurers. Previously, Beau and a disguised Caleb head to the docks, while you goes upstairs. He and Avantika chat before she begins keeping him busy . DM: "Just open the fucking door." "Okay." The door comes open. You see there, crunched down in the room, head hunched forward, is Bouldergut, who's been holding vigil at the doorway. (grunts) Pats you into the chamber. You get pushed in. Avantika's sitting on the edge of the bed, currently reading through a book with the window open outside, and goes, "Quartermaster." Player: Captain. DM: "Bouldergut, if you would be so kind as to keep watch on the hallway for a bit." Bouldergut goes, "Okay. If I hear any--" "If you hear anything, don't bother." "Okay." She leaves the chamber, closes the door behind her. Closes the book, sets it on a small table. Player: She's very loyal. DM: "That is my favorite kind of person." Player: How long has Bouldergut been with you in your service? DM: "Going on the better part of a decade. We actually both met when I was first beginning my career." Player: Quite some time. How have your evenings been? DM: "Well, very busy with our attempt to make it to Darktow and keep things organized in preparation. So. Lonely." Player: Any more dreams? DM: "A few." Player: Tell me. DM: "How about I show you instead?" Player: Yes. I'd like that. DM: So you begin keeping her busy.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, All carts passing through are being thoroughly inspected. Fjord uses the dodecahedron, since he'll be doing the talking. DM: 25 points of damage. Nice. As they're running, the bolt lets loose and goes right into the lower jaw of the one on the left, the one that was being referred to as Bodak. Player: Bodak. DM: Budak. Player: Budak. DM: As it hits, goes (gargling) and starts reaching up with the hand that's holding the club to try and pull the bolt out while the other head goes: "Come on! Put your weight into it!" And just keeps charging forward. That end your turn, Nott? Player: Yep. DM: All right. Beau, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caduceus Clay, a firbolg cleric . You are the member of the famous group of adventurers. Previously, All carts passing through are being thoroughly inspected. Fjord uses the dodecahedron, since he'll be doing the talking. DM: "Oh, I'm fine. Thank you, I appreciate it. I should probably tie up some loose ends now that I have availability to do so. Thanks to you and your generosity." Player: A word of advice. DM: "Mm-hmm?" Player: Whatever was keeping you in this cell, whatever was making you comfortable in here, be careful of it. There's something inside you that's trying to put you in a box. Whatever guilt you're feeling, whatever thing that you feel that you're to blame for, I would unload that burden. If not on us, on somebody, although we're happy to take it. DM: Make an intimidation check. Player: Intimidation is fine. I was trying to be kind of nice. DM: It can ride a line. Player: Seven. DM: "I appreciate your candor and advice, tall furry man. Maybe I'll find an ear to bend one day. Until then, let Gustav Fletching be forever your humble servant."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, Three locks' scratchings translate to the Common equivalent of 'open me', one of the locks' scratchings warns the party not to open it. you discovers that the lock saying 'No' is trapped, and the ones saying 'Yes' aren't. DM: So the cell on the left is closed, the cell on the right is closed. He walks up to that cell, and without even a bit of noise pulls out a keyring, unlocks it and puts the keys away. (grunts) Turns around and the rest of the Clasp scatter out of the hallway. He puts the box away in his cloak and he says, "One hour. Do as you must." Player: I take the keys. We've got two to choose from? DM: He's at the door. He unlocked one for you guys. Player: No, no. But there's two cells? Or has he opened the cell that he's in? DM: There are three cells in this hallway. The middle cell is the one that he led you to and unlocked for you. Player: Okay, thanks. DM: And he steps away, looks at the rest of you guys--
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, Some of them splintered off to try and acquire the goods that were taken from his store, however they apparently had already been stolen from the location they were being stored in, or been delivered already, they're uncertain as to what became of them. But they get the sense that it was probably best that they chose Gilmore over the gold, at first glance. DM: Okay. Both of you guys spend about ten, 15 minutes or so scanning through the crew, asking a few questions, helping a few folks out while keeping an eye on reactions around the general vicinity. No one sticks out to you as being either hiding their intent, shifty. There are a few folks that are aloof from the whole experience, who seem to be either in a state of shock, or discomfort based on their current surroundings, but nothing in a way that strikes you as nefarious or worrisome. Player: And are they all strangers, other than the people we brought back with us? DM: Correct. Player: They are strangers? DM: Yeah. There's a lot of people that live in Emon, and none of them seem to catch your eye. Player: Yeah. Is anyone still badly hurt? DM: Most of them have had their wounds tended to. There are a few that have general scars, some from elements of frostbite on their skin, who were caught in the blast, who were salvaged after Vorugal left. There are a few that have scrapes and bruises from fleeing from the town, from collapsing debris from different buildings and such, but no serious injuries. A few bone fractures here and there that have been set and bandaged.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, Being the adventurers they are, they took it upon themselves to leap out into the forest of the Vesper Timberland, found and hunted down this hydra, fought it, and upon slaying it discovered that there was another group also hunting this hydra. An actually sanctioned group, and hunting this hydra is considered illegal in Vasselheim unless you had actually been contracted to do so. DM: 15. "Hosin, if you don't mind." And the door closes behind you guys. "Well, Scanlan Shorthalt. What, may I ask, business do you run that gives you the liquid assets to think that you can walk and rub shoulders among such astute clientele? You are well-dressed, I see, and well-versed in conversation. But have not heard of you before and I have very acute ears for people of such heritage in this city." Player: We hail from Emon. We're not very flashy. We certainly don't do much in public in Emon. I prefer to make my money and enjoy my money and I don't believe in ostentation. DM: "Why have you come to this establishment? I am made of ostentation, for I do not fear what people judge or think here. Do what you like." Player: Don't get me wrong. I enjoy the form of a beautiful woman as much as the next man. DM: "Why limit yourself?" Player: Who said I do? DM: "Even this one here, while his appearance may be rough, I'm certain that under certain circumstances he could be persuaded to prove his weight in more than gold and weaponry."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Grog Strongjaw, a goliath barbarian . You are the member of the famous group of adventurers. Previously, After slamming his feet into the sand and preparing himself for conflict, he beckons you towards him. you faces off with Earthbreaker Groon. DM: It's hilarious, and it's disconcerting, because you're watching as Grog, in the middle of his rage, most of his attacks are amateur, far too wide away from the target, or by the time they get close, he is holding himself back. And you don't know why. Something is messing with his will and preventing him from being able to follow through with his attacks. Player: Okay. (sighs) DM: Second attack? Player: Second attack. I just want to touch him with my finger. Just, like, a boop. DM: Okay. You reach out and your finger touches his chest (cracking sound), and you feel-- Player: He's real?! He's there?! DM: He's real. The skin's there. Player: Thought you might be a dragon. Wisdom saving throw? DM: That wasn't an attack. Player: Oh! I touched him! DM: You touched him.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, Her smile shows two fanged canines. In a Zemnian accent she asks if they bring tidings from The Gentleman, and they confirm they are the help he sent. DM: "Best intel we have involves that they hire their mercenaries from the Grudge Gang. They prefer to find people with keen eyes and distant shot." Player: The Grudge Gang-- they've hired the entire gang, or just the members of the-- DM: "Just members of the gang." Player: Where do they hang about? DM: "All over the city, but the ones they've hired will probably stay within the estate." Player: They would stay there while they're under the employ of the Iron Shepherds? DM: "Of course. That is what I do." She refers to the two guards behind you.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, Both groups are able to silently kill a guard, and Beau and Caduceus disguise themselves as guards to take their places on the wall while the others meet at the front gate. Nott lockpicks it and they go around to the back door without being seen. DM: They've been drinking. You have no idea if they're drunk. Frumpkin sees the two of them hushedly chatting to one other and drinking from tankards. Player: I will have Frumpkin back away, under the crack. DM: Okay. Make a stealth check for Frumpkin because now you are in eyesight of-- Player: He is so little. He is so small. DM: I know. Player: Just one roll? That's okay. Hold on, everybody. 14. Wait, everything's crazy. I need a different browser window. DM: What did you roll? Player: Well, I rolled a 14 but it's better than that, it's 16. DM: That's fine. They do not see Fumpkin. They have had just enough to drink where they did not see Frumpkin. Player: (singing) The Itsy Bitsy Spider. DM: Frumpkin is going where? Player: Back under that door, and he will peeky-poo under the door he has not checked yet. DM: Okay. That leads into another chamber, a hallway, that continues down and then seems to open into another walkway. Player: Yeah, this door. This one here. DM: Frumpkin goes and opens that one, which leads into another hallway, a very small chamber, and there are a couple of odd pieces of dried goods in the corners, and a wooden trapdoor.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, Still on the cliff in the Salted Bluffs, Vex'ahlia casts Locate Object to find the diamond that was dropped by Ogden Trickfoot. DM: Okay. You get a few feet past the cliff edge. Not a majestic jump and the cliff is not completely sheer; it does slightly angle outwards. So you gently leap off, and as you're falling you can see you probably have, I'd say about 300 feet or so before you're going to hit rock. Player: I'm going to hit rock? DM: The cliff is not perfectly vertical. It's a little bit angled and you're heading down to hit the rock. Player: I go, oops! And can I do a Gust against the cliff wall to push me back a little bit further? DM: Go ahead and make a wisdom check. This is a straight wisdom modifier check. Player: Oh, that's good! Just straight wisdom modifier? 20. DM: Okay. Like a gentle fart, you push yourself a little ways from the cliff. I'll say it does just enough of a shove where the trajectory changes slightly. You may or may not be right where the rock hits the surf. You can test it or not. It's up to you.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Nothing happens. Molly and you go back up the stairs, and pry out one of the glowing light rocks. DM: It did, but you guys have the same initiative round. So you used your reaction on your turn last round to hit it, as she was running away, and now it's reset to this round. Player: But did Yasha? DM: Yasha hasn't, no. Yasha ran out of range and hasn't been able to use her reaction to hit since then. Player: Oh, she ran out of range. Okay. DM: That's how you got the attack on it. She ran away and it hit her, and then you got a shot. Player: I was thinking there was another round in between that. I'm going to lay into it. DM: All right. So you're staying where you are and start--
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Caleb sends Frumpkin to scout ahead as Fjord, Jester, Nott, and Caleb all follow the Crownsguard back to the Stockade. youregard circles back to try and find Toya, the dwarven singer from the carnival's show. DM: 17. Okay. As you kind of dart through the flap of the tent and move behind one of the large carts that currently is still affixed to a horse that is currently just chewing on an apple, and you hear the crunch in its teeth, you glance over past the edge of the immediate near tent and you can see this group gathering there and it appears that no one's immediately aware of your presence. Player: Do I see the little girl whose name was-- what was her name? DM: Toya. You do not see her yet. The guard just got out there and they're just beginning to pull people out. You do see the fire dancer brought out there. You then see the two-- Yeah, Ornna. The Knot sisters are brought out and pushed out there and they're all looking very frustrated. Player: Are people being amicable? DM: Yeah, they're not shoving them around, they're just calling them out to the front so they know where they are. Player: Okay. I want to look around. Do I see any type of movement in the shadows, anyone looking suspicious? DM: Make a perception check. Player: Ooh yeah! Natural 18. 21. DM: 21. Okay, as you glance about, you don't see anything lurking in the shadows. What you do notice, though, is one of them bring Toya out of one of the-- the tent that's on the southern side and as he brings her out, there's a heavy thud sound, and you see coming out from behind the tent the large form of-- you heard the name Kylre once, but the devil toad. The obese lizard man who's stomping up behind.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Before this happened, as a part of a journey towards this Tri-Spire, both Caleb and Jester made their way there. Caleb unsuccessfully entering a nicer district of the city that did not seem to believe or respect his presentation. DM: The Dancing Lights appear in the air and begin to drift in help fill out the area, your torch light still being this larger beacon of flame light in the space. Beau, you glance ahead and can see as the chin is lifted, a thick band of tattoos-- Player: I think these goggles are like polarized. It's real cool. He's got a thick band of tattoos, sorry. DM: A thick band of tattoos that completely encompasses the neck to the point where what's exposed from beneath it's like black shapes and designs completely around. Player: Of the halfling? DM: Of the halfling, yeah. Player: Do they look old or like a fresher tattoo? DM: Did you roll a natural 20? Player: I did roll a natural 20. DM: Your amazing monk-like sight, they're not fresh. Player: They're not fresh. DM: They're not fresh. Player: Do I see puncture wounds? DM: You do not. Player: Okay. DM: Also, there's this weird sense that creeps on Nott and Fjord as you're glancing forward and you both turn over your shoulder to see a massive pale white and blue arachnid creature, legs spindling outward, at a width of ten feet or more. Giant dripping fangs and beady red eyes, a row of them glaring right at you as this (hiss) pincers open up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Grog Strongjaw, a goliath barbarian . You are the member of the famous group of adventurers. Previously, Vex asks her invisible brother to pick the locks on her as they continue to walk. Within a few minutes, her wrists are free with a funny 'twins' remark from her brother as he continues walking behind the group. DM: It resembles that. The more you push into the city, the more diverse the populace becomes. And you do see the occasional human, the occasional elf, not being subjugated, though they do usually carry some sort of a bodyguard or a handful of servants at their side as well. But you do see devils walking amongst the people here. And many, many efreet that are all walking the streets with large scimitars at their side and with a uniform, a long silk vest of a dull grey charcoal pattern. And it looks to be a pendant that hangs around their neck that constantly churns with a flame. And it's a uniform for each of these, and you get the sense as they walk around singularly or in pairs, that these probably act as the patrol, as the guard of the city. Player: Those that are walkin' around that don't like have a bodyguard and don't seem to be enslaved, are they still wearing that white and gold cloak-y thing that our strange bit is wearing? DM: No. They are very diverse in their attire. Player: Really? DM: You get the sense that at least the outfits they're wearing is their signature outfit. But you also have a hard time grasping what the cultural intricacies are of the City of Brass. Being that you're Grog. Player: Hey, man. DM: As you're passing by these various aspects-- do you have a question?
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, On the second night, a group of bandits sneaks past Mollymauk's watch and triggers you's Alarm spell, prompting you to wake up the camp. The bandits are led by a man named Trevor, whom you charms using Friends. DM: Okay. As you begin to walk towards the cart, which is breaking the perimeter of their holding, the ones on that side go (disapproving sounds). The one who spoke up before just goes, "All right. No big moves. No trouble wanted. Get your friends up. Place your valuables onto that cart for us, you have hitched over there. And we'll leave you with your life. No worries-- " Player: I would like to cast Friends on that gentleman. DM: Okay. Make a sleight of hand check. Player: Ah, that's very low. That is a five. DM: As soon as you begin to-- and, correct me if I'm wrong. Friends-- actually, let me see here. Friends is-- no! It's-- Player: Somatic and material. All I did was just do this with my thumb and I put a little bit of rouge on my cheek. DM: Okay. Yeah, so your charisma checks. The spell seems to take an effect. Player: You'll have to be careful. We are going for help. Medical help. We all have syphilis. Extreme syphilis. DM: Make a deception check.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Jester Lavorre, a tiefling cleric . You are the member of the famous group of adventurers. Previously, you leads them to the blacksmith, Sparkhammer Smithing. you trades all of their used weapons and 25 gold for one hand axe. DM: He sets the hammer into the water, the steam rises up, quenches the blade, takes the gloves off and wipes heavy sweat from the brow. "You're looking for a--?" Player: Hand axe! Something that is very sharp and can kill people! DM: "That I can do." Turns around to the inside of the building and comes back. He has two hand axes, both look pretty well made, one looks a little more intricate than the other, but both are pretty solid. "So we got these two." Throws one and catches it, throws the other and catches it. Player: Okay, put those on the table and then we will look at some other stuff first. Okay! I have six short swords, and I put them down on the table. I've got two daggers here! I've got two hand crossbows! Two light crossbows and two heavy crossbows! DM: You place them all down and looking at the quality and the shininess and the smooth, fresh weaponry that he's placed on the table and the pockmarked, used, damaged, in some cases gnoll mess covered weaponry, you immediately realize-- oh. Player: Maybe scrap metal is a good thing for this. DM: "I say so, these have all seen some use. Not all that great. Sorry."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, All carts passing through are being thoroughly inspected. Fjord uses the dodecahedron, since he'll be doing the talking. DM: So as you rush up, the first one slams against the jaw of the left head, like slow-mo jaw spinning. The other one, you go to strike the other head and this one, the actual hand that's holding the battleaxe, drops the battleaxe to catch your large fist in its hand, and lean over. So one head is pulled back, and another head peeks around the other head goin-- Player: With a Flurry of Blows, can I also try and make that a Stunning Strike? Can I double down? DM: There's nothing that says you can't. You would have to spend more ki points to try, though. Player: Yeah, I'm going to try and stun them with that first one. DM: Okay. Player: Can I do that, or is it too far beyond? DM: You can, but you weren't aware of it. So we can try. Player: I'm okay, if it's too late. DM: That is a 19. That's a natural 16 plus three. It has a pretty good constitution modifier. So it does resist the Stunning Strike, but good try. That ends Beau's go. Caleb, you're up and then Caduceus.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, After a faithful re-meeting with the parents of Vex and Vax, discussions were had, hats were attempted to be stolen from the leader of the city —and successfully done so. The other half of agreements were... pseudo-achieved, and they made their way northward through the Evershifting Grasses to the outskirts of the Moonbrush, a heavy, heavy forested wood that will lead them to their destination after that, which is the Gilded Run, a series of rivers that wrap around their final destination, the Shademurk Bog, where apparently Fenthras exists. DM: 16 does not hit. As you try to shoot, this tiny little glowing thing darts out of the way and the bullet goes wide. Player: Shoot again. That's better. 25. DM: That does hit. Player: Okay. It has been way too long since I've done this. It's making me a little nervous. There we are. That's 11 points of piercing damage. That's with three points of necro in there. DM: All right, so that's your second attack. This time you do see as it moves out of the way you compensate for it and fire, this time you see the purple glow flicker as it takes an impact and recaptures itself into its original position. Player: And I'm going to take one more shot at it with-- remind me if I can do this-- deadeye with sharpshooter? DM: Deadeye sharpshooter? You can do that. Player: All right, deadeye sharpshooter. Thank god. This is just sucking. Oh my fucking god. I miss. DM: Okay. You don't misfire. All right, so after the second shot hits, you fire, trying to compensate a third time, but the pixie actually stays in position and your fire goes wide once more. Player: All right. Now I'm diving behind that tree. Bottom right. Heading that way, yeah. DM: Cool, that ends your turn. The purple pixie leader, the mystic you mentioned before, now angrily comes fluttering forward, as you both have vanished. Seeing this little circumstance, is going to, from this position, look towards you at the very front, Vax.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, Scanlan, worried that Pike is in danger, inspires her. He then attempts to dominate the monster near her and succeeds. DM: It gives a very dull glow to the room. It's enough where you can see there is something there. You can even take a shot as opposed to not having any chance. Player: What about the little ooze? One of the little oozes? DM: Same possibility because you're currently blocked by this creature that's currently sinking into the lava. Player: I guess I should attack the one that's in the lava. DM: Okay. Player: Okay. Well. Oh! Can I-- Is he within ten or five feet of the other, the little ooze? DM: No, he's ten feet from it. Player: Okay, then I'll just attack him with my-- I'll just attack him. DM: Okay.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, Seeing through Percy's disguise, he suggests that the real Vax join him after the feast begins. Assum then goes into more detail on the reasons for his distrust of the Briarwoods and notes that Lady Briarwood is an accomplished wizard. DM: You're saying this out loud? The conversation comes to a halt, she-- "Yes, of course. I'm so sorry, what was your name again?" Player: Vex'ahlia. DM: "Vex'ahlia. Absolute pleasure to meet you. Delilah." Player: You as well. I notice your dress is quite lovely. It doesn't look like a fashion that I'm used to seeing. Where do you hail from originally? DM: "We hail from Wildemount. It's quite a ways from here. The continent to the far east." Player: Really, I'm not familiar. DM: "You should come by sometime. We haven't been home in a number of years, having to tend to Whitestone, but we have quite an elaborate homestead there. We'd love to have you come stay with us if you ever find yourself in that side of the world." Player: I would love to visit. How long have you been at Whitestone? DM: "We've been at Whitestone for the better part of-- I can't even remember." And Lord Briarwood looks, he goes, "Best I can recall, four or five years. It was an unfortunate mantle to pick up but we've done what we can in honor of the passed de Rolo family."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Pike Trickfoot, a gnome cleric . You are the member of the famous group of adventurers. Previously, There, they find a cave filled with magical darkness. Keyleth shifts into an earth elemental to scout the cave, finding that it contains a strange planar rift and a group of grick. DM: You're moving slower than that because you're pulling it, towing the entire boat behind you, so you're going 20, but you're putting distance between you and the creature, for the rest of the party, which makes it harder for it to catch up. All right, that brings us to Pike! Player: Okay! I'm going to send a Guiding Bolt to the flying manta ray. So, I have to roll and see if it hits? DM: Yes. Add your spell modifier to it. Oh, you found your sheet? Player: Yeah, I did. DM: Awesome. Player: It doesn't hit. It's 12. DM: 12 does not hit, unfortunately. Once again, you fire and you think you hit one of them, but it seems to hit one of the group of three that's now flying overhead, and one shimmers and vanishes, seemingly unaffected by the bolt, but that one image of it disappears. Player: Can I do anything else? Since I'm just sitting. DM: No, not unless you want to move somewhere in the boat. Player: No. Dang it! DM: All right. It's now its turn. It is going to move. It gains up on the boat to about there. It actually gets a little lower. It's starting to gain on you guys, make its way (shh) gliding down towards the front, and you see now there's now two of them side by side that are coming down towards you guys.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, She hides after her shots are off. Vorugal uses his Legendary Action to tail attack you'ildan, slamming him around but you manages to catch himself. DM: Okay, good to know. End of your turn, Vorugal is going to use his legendary action to make a tail attack against Vax. Player: Is that melee? Can I use Uncanny Dodge? DM: You can if it hits you, yeah. So that is a 26? Player: Shite! Yeah, Uncanny Dodge. DM: Okay. So as you get up there and the arrows smack into the sides, from both Vex's attacks-- Player: Wait! I want to use my last Luck to make him roll again. Which I can do. DM: Okay, you can. That is 27.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, The rest of the party creeps closer and the guards are alerted by Keg's lack of stealth. Meanwhile, Shakäste has gotten both hands free and removed his gag, and casts Spiritual Weapon, which misses, but he is able to pick the lock of his cage and step out. DM: Protto, who has kept you at bay and can see the space between the bars, takes out his crossbow. The one that he can see best at this moment is Nott. He's going to take a shot at Nott. That's going to be a 17 plus four? Player: Oh yeah, that hits. For sure. DM: Plus six to hit. That hits. This is a longbow, not a crossbow. My apologies. That's two plus four. You take six points of piercing damage. Player: Okay. Yes, fine. DM: Then he's going to dart around the corner. Player: Oh wait, I can take my little-- my reaction, can't I? DM: Yes, you can. Player: What is that thing called? Uncanny Dodge? Uncanny Dodge! I'll reduce that to three. DM: There you go, so three damage to you. That's going to end Protto's go, as he darts around the corner. Beau, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, The next evening, they hear a cry of Land ho! and rush on deck to find the ship being navigated through treacherous, reef-filled waters. DM: As you guys begin to approach, Keyleth, your feet eventually hit sand as opposed to treading water, and as you begin to walk up, the water comes past your waist, down to eventually your knees, and that is about as low as it goes. Player: As far as it goes, yeah. DM: And looking out above you, you can see this beautiful lagoon that is completely submerged in about a foot, foot and a half of water for a good mile in all directions. And you can see dozens and dozens of these Grecian looking white and green marble structures that rise up out of the water. You can see a series of poles that stand up holding these lanterns that have all been magically set alight to give the city a sort of a glow. You see shapes moving, you see figures shifting out of these buildings and making their way in your direction, and as you're looking at this space in front of you and you guys begin to kind of meet up, you watch as a figure (whoosh) out of the water next to Keyleth. You glance to your left and look down and you see what appears to be a child, maybe about 13 years old, human-like, though his ears come to a bit of a finned appearance. You can see what looks to be gill slits to the side of the neck, and he looks up at you with kind of a tattered, long-stiffened piece of cloth tunic and shorts that end at the knee,and he kinda looks up at you and just kinda smiles with these very, very bright, orange-ish yellow eyes, "Hi." Player: Kaitiaki. And I drop to my knees and drop down and-- DM: (sploosh) You go face-down into the water. Player: Gah! (heavy breathing) DM: Get up and (groans) push the water-- the hair back a bit. Player: And bow again. DM: Okay. "Um... what are you doing?" Player: Sorry, are you the leader-- are you the headmaster? DM: "Yes. Yes, I am." Player: Oh! Hi. Uh, Keyleth. DM: "Keyleth. " And he reaches out and grabs your hand. "Yulan." Player: Yulan! DM: "Leader of the Water Ashari." Player: I am Keyleth, daughter of Vilya and Korren of the Air Ashari, and I am here to complete my Aramente. And I bow again, under the water. DM: (splash) Into the water again. Player: (gasps) DM: He shakes his head, you can see now he has these tossed medium-length dreadlocks that shake with his head as he turns side to side, He looks up at the rest of you, "So! She yours?"
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, Sam says sing loud, and sing proud. Q: How did Matt and Marisha meet? DM: Me and Marisha met-- a mutual friend of ours was putting together a sketch-writing group-- this was years ago. Player: It was supposed to be SNL, but geeky, nerdy stuff where we were going to write and perform our own sketches. DM: Those never pan out. Player: That never happened. DM: Not in L.A. Player: Yeah. DM: But we met there, we harbored secret crushes for about a year, and then when we reconnected a little over a year later, I was out of a relationship, and she was just getting out of one, and we both started talking again. And then eventually we were like, "Hey, this is cool. We should do this."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Grog Strongjaw, a goliath barbarian . You are the member of the famous group of adventurers. Previously, They find the circlet they were sent to find and Keyleth puts it on, attuning to it. Meanwhile, you is watching the streets and sees that there are a few individuals tailing them. DM: Okay. You do notice on the far end of the street there does appear to be a pair of individuals that are leaned against a building, looking right at you. Player: Yeah, that's what I was thinking. DM: They're about a block and a half down the direction you came. Player: I don't look at them. Can I try to attune with my new bloodaxe while I'm waiting? DM: You can. Just the bloodaxe? Player: Both. DM: Okay. So you sit down, your hands still inside the gauntlets, and take a moment to find the connection. You feel this rush of adrenaline hit your body as your hands seem to go numb for a moment, and in a flash your eyes see the chaos of the elements, of the creation of planets slamming into flames and earth, this instant vision of the very force of creation, a time before civilization, and you feel that fiery wrath all of a sudden burn through your fingertips. The vision ends and you look down, and as you curl your fingers, strength pulses through your body that you haven't understood in a while. As you're coming over that moment, the bloodaxe solidifies in your grip, and you can see where this rush could definitely send Kevdak's head to get a little big.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, The frost worm bites Keyleth, who casts Blight as payback and heals herself. you asks Pike for healing, then hits the visible worm. DM: It's going to burst out from the ground where you and Pike are as the last motion that it felt was you rushing over across the ground. (boom) It comes tearing through, making its bite attack against you and its tail attack against you as well, because of Pike not moving. Player: Question! DM: Yes? Player: Pike probably doesn't, but do I have any advantage being that I'm in this little closed-in bubble? DM: Technically, no, because it has reach. And it just kinda swerves around the inside and it knows this cavern pretty well as it's been through here a few times. So. That's going to be a 23 to hit on you? Player: Of course that hits. DM: For the bite attack.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Fjord, a half-orc warlock . You are the member of the famous group of adventurers. Previously, Caduceus, on fire and concerned that Caleb and Nott still have not shown up, cast Meld Into Stone on himself. He became part of the wall and put out the fire on himself. DM: Nice. It gets hit twice. I'll say, go ahead and make an intimidation check. Just as part of this attack, since this was your intent. Player: 21. DM: You have the dragon's attention. He was slashing into Jester, and after that, twice in the side of the head, it (growling) back towards you. Player: Do I have to roll blink if I don't-- DM: You can choose to end the spell. Player: But I think, doesn't it take an action or I can just choose? DM: That's a good question. Let's go ahead and check. It should tell you on the spell. Player: It says, "you can dismiss this spell as an action." DM: Ah. So no.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, Percy advises they don't have a plan yet so Raishan can't tell they are lying. you heads to Gilmore's house who has just woken up. DM: He ushers you to enter, and leads you to one of the small chairs. And he walks back into the kitchen, shouting over his shoulder, "So! Vax'ildan, please. Tell me what's on your mind." Player: You know, we're getting closer to the end game here. DM: "I certainly hope so. It's taken a couple years off my lifespan." Player: We just killed another one of the dragons. DM: "Really?!" Player: Yeah. DM: "How many is that for you now? Three?" Player: It is three. DM: "Making a name for yourself. I'm proud of you." A few moments pass, and silence. And Gilmore walks back out, clutching a small tray with a few teacups. And as he's walking, he's twirling his finger and you can see a little spiral of flame encircling the tea kettle as it begins to heat up. He brings it over, sets it down on the table. Pulls his robe in and sits down across from you on this low slung tea table. Takes a bit and sips it. "So, what brings you here this early in the morning, friend?"
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Having learned all that they can about Fjord's odd incident, the party embarks on their second day of travel. DM: These guys are going to begin pushing the cart and it's going to move at half their movement to there. This one here is going to move up to here, right around the side of this wall, and it's going to take its longbow and fire at you, because you're the one they can see. Player: That's fair. DM: Disadvantage. That is a 15. Player: Miss. DM: This one, actually, you see over at the fire, and you grab the front of the armor of the gnoll and pull his in front of you, and it actually hits the back of his armor, splintering it, and the smell hits you. Player: I just go, excuse me for a second. Thank you. DM: As you let him go, there's this thick, oily, horrible liquid that's matted in the fur, and the touch of it's nasty. The smell itself is very acrid of rotting flesh and mangy fur. That's going to end all those guys there, they're pushing there. All right, that ends the gnolls' turn. Fjord, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, The party then retrieved their first artifact and then made their way towards the Pyrah tribe of the Ashari druids, the fire guardians of the gate to the Elemental Plane of Fire, which apparently Thordak, the Cinder King—the great red dragon that helms the Chroma Conclave that has torn through all of the civilization of Tal'Dorei —emerged from. The party went there, found a surviving faction of the Pyrah tribe including Cerkonos, their headmaster, as well as a few members of you's tribe, the Air Ashari, and her father. DM: All right. You all eventually find your ways to your rooms, happy and comfortable in the fact that no one has to take watch for this night. As you all get to bed, a few hours into the evening, Keyleth, you are just starting to doze off when you hear a knock at the door. Player: (gasps awake) Scanlan? DM: You open the door? Player: On my door? DM: On your door. Player: Who is it? DM: "Keyleth, it is Cerkonos. Please open up. I wish to speak with you." Player: I open the door. DM: Okay. Cerkonos comes in. The first thing you notice-- previously, you had seen what was his burned-off arm at the shoulder. You can now see the flesh is extended and is currently very slowly in the process of regenerating his lost arm. And it catches you off-guard for a moment, and he puts his hand up and says, "Sorry, it is not very presentable." And he still keeps his hand over it, slightly embarrassed by the mid-regenerative state of it. "I'm sorry to have disturbed you, I come as unease has taken my mind." And he enters the room and closes the door behind him. "May we sit?" Player: Of course, please, Cerkonos. DM: He goes over and takes one of the nearby chairs and sets it down, places one across from him for you to sit, gestures with his one arm. Sits down. "I would not speak with those I do not trust. And I have seen your purity of soul, Keyleth. So I come to you with these concerns." His eyes trail off for a moment in the distance, and he gathers his thoughts and his words. "Four years ago, a young woman came to Pyrah for redemption. A lost girl, cast out and wishing for acceptance. We, as we do with outcasts, took her in, taught her. And in time, called her one of our own, one of the Pyrah. In recent months, she began to grow distant, taking to staying in the Cindergrove unattended for days at a time. One afternoon, the mountain moved, angry with shifting fires. We felt a disturbance in the Gate, and when we went to investigate, there she was, commanding powers we did not know she had." Player: What kind of powers? Beyond those of druidic nature? DM: "These were the magics taken by man who defied the gods. These were the purest of ancient arcane threads. We watched as she reached out and tore open the Gate. She laughed as we called out to stop. But something terrible emerged from that wounded sky." Player: Thordak? DM: "This dragon you speak of, yes. I defended all that I could, but the power was too great, and unconsciousness took me. I awoke to my people in tatters, the fires untethered, and this terrible girl gone. It is both embarrassing and greatly alarming that we could be infiltrated by such an entity. That blame falls on me, as the headmaster, for not seeing this earlier." Player: You acted within the good nature of our people, there's nothing wrong with that. How old was this girl when she came to you? And how old is she now? DM: "When she came to us she couldn't be more than 15." Player: So she's 19, 20? DM: "Perhaps. She did not seem to blossom into womanhood as many do. We considered her more of a runt of her litter, if you will." Player: And what was her race? DM: "She seemed human." Player: She seemed human? What do you mean? DM: "We take many forms as druids. If she was indeed human, at that age, to command such power... I do not know her true nature." Player: What was her name? DM: "Her name was Raishan. Anyway. I wish to tell you this because my heart is heavy with guilt, and I want you to know that even in places of comfort, family, be careful, keep those you know you can trust close. Be mindful of those that promise aid when they have not proven themselves. If you have an instinct, follow it." Player: Are you referring to something in particular, Cerkonos? DM: "I just do not wish you to make the same mistake I did. Anyway, I thank you for your companions and you coming to our aid. It shall not be forgotten." Player: I shall keep an ear open for the name Raishan. If I hear anything about her, I'll send word. DM: "Should you need the aid of the Pyrah, though we are not much at now, come find me. I look forward for to you bringing Zephrah together. You will make a fine leader."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, In the morning, Fjord attunes to the Wastehunter Blade. you, Yasha, Nott, and Fjord head to the Invulnerable Vagrant, where they buy two vials of holy water, a protection cloak for Fjord, two healing potions for Yasha, ink and parchment for you. DM: Okay. So you head back down. You are led down a tunnel. It weaves a bit. You turn to the right, down another tunnel for 100, 200, 300 feet. Player: (snaps fingers) Frumpkin back in. DM: Frumpkin back in. Player: 50 feet behind. DM: Right. You can see this a bit. These are tight, individual tunnels. It feels almost like a mine in the fact that it has occasionally a wood structure for support between it. A lot of it is packed with earth that's been carved out. Eventually you'll split off into two and you'll see what looks to be a small resting chamber with another set of tables and a bunk. You go past another area and there's occasional torchlight set up on parts of the wall. You can see a couple of shifty individuals that are in the process of stacking crates somewhere. Player: There's other people down here doing shit as we walk by. DM: Yeah. They'll walk by you and occasionally look. One of them will stop and inspect and move on. No one seems to fuck with you at the minute because you're with Kara. In fact, one of them seems to get close to you and looks and sees Dweez and goes (ugh) and just moves on. You do hear a noise, a strange like (guttural animal snorting) and you hear (whip crack) (animal grunting) echoing down the hall. You move around one spot and there's one archway that Frumpkin passes by, looking down, and you can see there's a pit, and there are a number of cages set up in there, about four of them, that have different creatures inside. It's too low-lit for Frumpkin to really see from this distance what's in there, but one of them is currently having a bit of a conniption fit and you see three cloaked figures that are on the outside. One of them is trying to whip elements of it that are coming at it; the other one is trying to prod it in the sides and it's getting agitated. Player: (as Jester) Jester has a question. She would like to know what it smells like in here. DM: At this point, it smells like wet dirt and earth. That's about it. It smells like a dank subterranean tunnel. As you pass by the creature smell, you can smell hints of dung, fresh and old, and some sort of pheromone, like a very strong pheromone that's very unpleasant, the scent. Continuing on, you move through another tunnel. Another figure walks by and stops as you pass and watches you as you continue. Down another set of stairs, and then eventually, the echo begins to get a little louder. Your feet hit wood. Frumpkin can see this as you pass in. You've hit a dock. This is now a natural cavern. The moisture catches you first. What was initially a somewhat cavernous damp has now become very moist and you can hear the slight sound of a river moving through. Frumpkin can see this, too. There's an entire underground river that is now curving past this entrance way, leading in two different directions. Along this river, you can see there are a few lanterns that are set up with this soft, greenish glow. They're perpetually burning in certain areas and are bolted into the rock and stone. There on the side of this dock, you can see four different boats that are currently roped and tied to the edge there. There is a figure sitting on a stool who is taking a dagger and moving it on the edge of one of the wooden poles that is on the very outside end of the dock. At this point, all of your blindfolds are removed and you've come to the end of this part of the journey.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Nott tries to soothe the creature by singing like Toya did earlier to the devil-toad, with comically bad results. youregard is slow to react, still momentarily convinced that the zombie attack is a part of the act, but finally attacks the creature with a flurry of blows that knocks the zombie around. DM: 17. You attempt with your first strike, and the creature just breaks away. Its strength is far more than you imagined it would be from what was originally an elderly-looking frame. Player: I go, oh, fuck that. I don't know if that's true, and I'm going to do a flurry of blows and do two, pop-pop. That's unarmed, right? Pop-pop. DM: That is correct. Player: I do two, right? DM: Yes, if you're using your ki point to do that, yes. Player: Yes, I am. So first one, it's plus six? Okay. First one is 19. No, 20. First one is 20 total, and then the second one is 15 total. DM: Both hit. Roll damage for each.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Jester Lavorre, a tiefling cleric . You are the member of the famous group of adventurers. Previously, Pumat Sol is out of healing potions, but Caleb buys 200 gp worth of paper, you buys a pearl of power, Nott buys two incendiary crossbow bolts, and Fjord buys an enchanted shield. The party discusses the Lawmaster’s offer and decides against it. DM: "Well, the issue here is that many of our finest investigators and hunters will be sent to the east and as such many of the criminals and individuals that we were in the process of finding and bringing to justice will now go free or return and run rampant." Player: If only my friend were here. Me and my friend Nott are really good at solving crimes, we're the best investigators. DM: "Well, consider what I'm saying. At the very least, come back and notify me." Player: Okay. DM: "No harm no foul otherwise." She leans forward and goes, "Look, I understand. People are as varied as they are selfish. I believe in the Empire, but I definitely don't believe with all the people that run it. I do what I do because I feel if I don't a lot of good people will be crushed under the boot of those that misuse their power. But there are good people here, and we do what we can. I've seen the good that we can do. That's why I'm here. I wish to fight for this land that I call home, to protect those who cannot protect themselves, and combat the destructiveness and selfishness of anarchy. Utopia's impossible, I know that, but I do what I can to make life as livable as possible. Anyway, go speak with your friends, and I'll be here if you need me." Player: Do you think the war will make it all the way here? DM: "If the war makes it here, then we're in far more trouble than I anticipated."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Jester Lavorre, a tiefling cleric . You are the member of the famous group of adventurers. Previously, you then turns invisible, uses Disguise Self to look like a little beggar girl, and blends into the chaos. That night, The Traveler visits you. DM: "I don't know. I've not come across it before. I'm interested, definitely. Be careful with that. Things that are unknown are notably able to draw dangerous and inquiring eyes and minds." Player: So I should keep it hidden? DM: "I think you should." Player: I'll keep it in this pink bag. It's very discreet. DM: "There are more like you out there." Player: I saw a couple medallions for you. DM: "Well, I am worth worshipping, after all." Player: Obviously. DM: "But you are my favorite." Player: I was going to ask if I was! DM: "I hope that maybe you could all meet someday."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, The party managed to make their way outside of Emberhold proper, and they've all taken a moment to breathe, at this point realizing that, thankfully, for the most part they've all survived, aside from the missing party member and a few in a state of flux at the moment. DM: "Good. The cruel king is down, and I thank you for that." She walks back to the little perch on the rock at the side of the wall and says, "He tried to break me. Relish in his false superiority. Dragging hooks across my flesh, underestimating the will of a servant of Bahamut." Player: Are you congratulating us for being murderers? Is that what you're doing right now? DM: "Murder and justice are two entirely different things and the deities of all good saw to it that this King's time was limited." Player: Are you suggesting now that we control the wills of the deities? DM: "No, but we enact them, as long as we work within your plans to keep us safe." Player: That's mighty bold and presumptuous of you. DM: "My life has been given to guidance of the platinum dragon, who has not seen nothing but the positive direction for all of your species, mine and the rest of humanity, that exists in the material plane. You would do well to not disrespect one who looks out for you, even though you may not look up to him for guidance. The reason these lands that you grew up in are safe and free, as much as they are, are because of the sacrifices of my brethren who came before me under his light and guidance. I'm not saying you to worship him-- each one has their own gods of choice. I just say, show some respect."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Taryon Darrington, a human artificer . You are the member of the famous group of adventurers. Previously, Keyleth, Vex'ahlia, and the lifeless body of Vax'ildan, meanwhile, materialize from Keyleth's Plane Shift on the outskirts of Vesrah. DM: "Hope everything's okay." And he gives you a nod and steps over to the side and watches as you guys go, as he retrieves one of his Waverunner sailing boards, and watches with a look of intensity and worry on his brow, as his dark dwarven complexion vanishes in the distance. You guys approaching, rushing in towards the center of the city. As you begin to approach, you watch as Doty, who's been waiting patiently off to the side, comes up to you and is holding the book out, and starts thumbing through page after page after page. Player: Ah, yes, Doty, thank you. I'll review this all later. How many pages did you fill? DM: He goes past about 25 different pages, in very very tiny script, that goes into detail about the tides going in, each person that went in and out of the water, anything he saw in the further distance, various birds from the sky. He does have a few spatterings of white bird excrement across the top of his armor. Player: Sure he does. DM: He seems as proud as an automaton could. Player: Very well done, Doty, thank you. We'll have much more to write tonight, so save some energy for that. Will you-- Will you carry me? DM: He sweeps you up in a full-on princess carry, and begins running after Percival and Grog, towards the center of Vesrah. You guys reach the base of this. There are all the open stone pavilions, the central gathering areas, where you now see people starting to look up curiously, coming out of their various homes and places, noticing all this commotion happening on the top of the temple. You watch as there is a spattering of dark feathers up the top. And you guys begin to ascend one of the two spiral staircases that ascends to the upper level of the temple. Eventually you guys come to the surface, you're immediately greeted by one of the guards who is on guard currently with one of their spears. And upon recognizing you, he kind of steps aside and lets you in, and that's where you guys watch as Keyleth and Vex are laying Vax down onto a kind of makeshift bed of black feathers.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Taryon Darrington, a human artificer . You are the member of the famous group of adventurers. Previously, Above that, x bars against the wall where, in the center, you saw a gold inlaid seal with an empty triangular shape, like a pyramid inverted, and a series of these iron warriors that were embedded in the walls. Behind the stairway, you saw means of smelting metal and other forms of material. DM: Okay, so you can move Bigby's Hand. I'll see how many feet it can move, because it'll pick up the sword, I don't know if it can-- Player: It can move 60 feet. DM: It can move 60 feet? Okay then! Then yes, it definitely can. It darts over to the guy who hit you with the flames, so go ahead and make your attack. I'll say for the purposes of this, I'll add an additional d12 slashing damage to its strike. Player: I got an 18. Plus something; I don't know. DM: 18 to roll for its attack, plus your spell attack, so that definitely hits. Player: Oh, plus 11. Yeah, that's huge. Is this a sword attack, or is this Bigby's Hand's clenched fist attack? DM: I'm making it a clenched fist attack, so it's 4d8 force damage from adding an additional d12 slashing because it's wielding a sword while it does it, because that's cool. Player: That's cool. Okay, I love you, and thank you. So I roll 4d8. Cool. Oh wait, wrong one. DM: 4d8 plus 1d12.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, Jester already vandalized with the Raven's Den and the Hearth of the Allhammer, and decides to skip the Valley Archive of the Cobalt Soul, since it's where Beau and Caleb are training and researching. She also decides against the King's Hall, since there are a lot of guards and it is the center of local law enforcement. DM: Looking around, there are bowls throughout the room. Most of them appear to be empty, a few of them have a few knick-knacks thrown in there. They may have been things that people left as a gift or an offering. A few copper, one of them could even have a silver. You don't see any other boxes. It looks like they're cleared out fairly frequently. Player: If there's one close to me, I would like to cast Mage Hand and grab it. DM: Okay. Triple-checking if Mage Hand has-- Player: I'm sure I will drop my form. DM: Well, Disguise Self remains cast. However, Mage Hand, if I recall, may have-- Player: It's an action to make it appear. DM: Correct, but it's verbal and somatic, so as they're approaching, you look back and forth and begin casting a spell. As this is happening, they both go, "Uh--"
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, They stumbled upon a small hive of basilisks that surrounded an obelisk of Ioun, which gave them their first clue as to the location where this sphinx could be found. They battled the basilisks, destroyed their underground hive, or at least the exit from it, via Fireballs and Stone Walls and other such endeavors. DM: Okay. The orb vanishes, and with a flick of your wrist, a goodbye wave, you vanish entirely from sight. Which tent do you want to appear in? Player: I had wanted to go to not the one that Laura was saying, the other one. That's the one I was going to go to, because it's closer to the door. DM: So you appear inside this tent. And on the inside you can see there are two people that are currently within. Just to mark where the tent is. Player: Are they human? Or are they dancer? DM: They are human and they're pretty brutalized. One of them you see is this relatively well-dressed nobleman, his clothing filthy. Part of his face is swollen and bruised from what looks like he's been beaten within an inch of his life. The other one is a woman and you can see, one arm appears to be broken and she's cradling it in her hand. And they're both recoiling and holding to the back, like the corners of the tent, and when you appear, they both gasp and begin naturally scrambling away before they realize you're not an orc. Player: I say, come with me if you want to live. And do I have any movement? Can I try to unbind them? DM: Yeah, you don't have movement. You can start to move over to start unbinding them if you want to. Player: Okay, that's what I'll do. DM: Okay, so you go to the rope bonds and start helping them try and release themselves. Okay. That's the end of Scanlan's turn. Grog, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, He admits that he is a scoundrel, to which Kaylie retorts that he is a scoundrel who has no boundaries and leaves a wake of people hurt. She demands that he draw his blade. DM: As you all go to your various rooms, Kaylie pulls out the chair and the table at the far end of your bedroom. Sets down and begins to pour glasses of wine and sits across. You guys have drinks and begin various conversations about-- (flute music) She's that good of a flute player. She asks you about your history and your travels and how you met Dr. Dranzel, and everything. Player: I tell her all the best parts, and leave out the naughty bits. DM: "Interesting tale." Player: Kingslayer. DM: "Right, right." Player: Leader of the rebellion. DM: "So you've said, a number of times, aye." She drinks a little bit more of the wine, sets it down. "I guess I should tell you a bit more about myself, then." Player: Yes, please, I'm fascinated. DM: "Well, I grew up in Kymal, mostly, before moving to Westrunn to train at the College of the White Duke. Finest of the bards, he was." Player: Yes, yes he-- DM: "My mom gave all her savings to put me up there. Now, I only joined the troop about six months back. It was my third year at the Duke's when the good doctor came through and, well, I seized the opportunity. Now, to be perfectly honest up-front, I've already heard a bit about your tales, Shorthalt. (chuckles) The Charming of the Pauper Prince, your rendition of the Summer Sunder, the Cliffs of Dagger Bay. I've been hoping our paths would cross."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Pike Trickfoot, a gnome cleric . You are the member of the famous group of adventurers. Previously, Back at the bakery, Tary gives the Trickfoots the run of the shop (to the chagrin of Vex and you, who don't entirely trust the newcomers). Everyone retires to get ready for dinner. DM: "Well, I've been watching Ogden. Traveling and seeing the sights of the countrysides of Tal'Dorei. It's life on the road." Player: I know. I understand that. How are my parents? DM: She looks around and goes, "Well, we haven't heard from your immediate side of the family since your bastard father left for Wynandia across the sea. Good riddance. No offense." Player: No. None taken. DM: "That was a long time ago. I was young. But no, seriously. You're not missing much with them." Player: Can I insight check her? DM: Go for it. Player: Oh no. 13? DM: 13? She seems guarded and hard to read, but legit. Player: Okay. Well. Have you guys, in your travels-- you know who Scanlan Shorthalt is, I'm sure? DM: She lights up and goes, "Yes, I've heard of him. Is he around?" Player: He's not around. DM: "Oh. Okay, but I've heard of him. I've heard of his exploits. (chuckles) As I've asked around, he's left quite a trail of ladies through the years." Player: He definitely has. DM: "They have a lot to say about him." Player: Yes. DM: "Bit of a scoundrel, that one."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, The frost worm bites Keyleth, who casts Blight as payback and heals herself. Vax asks Pike for healing, then hits the visible worm. DM: "Well, I appreciate your attempt to maneuver around my station of which you hold so clear. You seemingly attempt to bribe a warden of the stockade in an attempt to retrieve what appears to be a relatively... How do I put it? Immoral, destitute and feral creature." Player: Warden. This is just like this bastard. He always goes around trying to boss people around and throw his money around. And I turn and I punch Percy in the face. DM: Okay! Roll for an attack. Player: Oh, shit. Going for another one. A nine. Probably not. DM: Plus your strength modifier. Player: I don't have any strength. One, so that's ten. DM: Ten. Percy, do you take it?
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, Allura has been keeping an eye on Emon and Thordak has been re-shaping the land with fire. No one is sure where Vorgual is nesting. DM: "(sighs) Well, let us rest for the evening." Drinks the last of her wine, stands up. "We'll talk on the morrow." She gets up. "Kima? I'm coming, let me finish." Player: (laugh) DM: "No, seriously, it's good to see you all. I'm glad you're all right." Player: You should have been with us. DM: "I should've been with you. I didn't know you left!" Player: Sorry, Kima. We're dicks. DM: "Is Westruun okay?"
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Nott thinks it does. Jester asks about Nott's first kiss-- it was just kids daring each other to kiss. DM: No. An entire day of travel which is a bit faster than a general sailing ship which is why the Mistake can go faster, but they're a pair. You're looking at about 14 days of travel. Player: To Darktow? DM: To Darktow, yeah. Player: 14 days?! DM: Welcome to being on the open seas, man. Player: Oh shit! DM: They don't have bullet trains in D&D. You have 11 days of supplies. There will have to be some sort of supply stop or a way of handling that.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, Meanwhile, back on the ship, a more-than-normally subdued you casts both Alarm and the Tiny Hut in his cabin before casting Identify on the jar of beads and the ink from the Fun Ball, which has reset itself completely. The ink is 500 gp worth of magical ink. DM: Mm-hmm. The last one discusses the theories behind the ice fields and the underreaches of Eiselcross and the beasts that live and endure it. Player: Eiselcross. DM: Eiselcross. E-I-S-E-L-C-R-O-S-S. Eiselcross, you know, is a rather large body of land to the north of the main Wildemount continent. It's considered part of Wildemount overall, but it's just a frozen arctic cap. Player: Not separated in any way, just frozen over, to the north, or is it separate? DM: It's separate. The Frozen Depths-- there's a large channel of water that separates the main body of Wildemount and Eiselcross, but aside from two very small ice fishing villages that are expansions of the Dwendalian Empire, it is mostly uninhabited. Nobody really goes there. There's a bunch of creatures that have spent a millennia or more living in that place that are extremely dangerous, and it's just snow and ice, so nobody goes there. Player: Okay. Well, there's nothing else that I would do. I would say that all the time they were gone, he sits rolling the ball on the table and speed reading these books. That's it. DM: Cool enough. All right.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, They then encountered a very elderly goliath that Grog hadn't seen in quite some time named Shale, who spoke of the scouting crew that had been obliterated by the dragon. They followed Shale as she led them up the mountain, to where the dragon's current lair resides. DM: As you all find yourselves to rest within the confines, the comfortable confines, of Scanlan's mansion, Percy, I want you to go ahead and make a tinkering check. Player: That's tinkering is plus four, plus proficiency bonus, plus a d20, if I recall? DM: It's proficiency bonus, plus your dex for the purposes of fixing this. Player: Okay, that's even better. That'll do. 20. DM: 20, okay. It takes you most of the evening. You'll rest up but we'll say for the purposes of this you've only regained two hit dice for the evening's rest, of your spent hit dice. Player: Okay. So I'm just down two hit dice? DM: Yeah. Any that you've used, if you used any, you don't recover any but two. Normally you'd recover half of your unused hit dice right now. The gun is fixed, the materials that you were required to use will cost you half as much as the actual weapon is worth. Player: Lord almighty. DM: Which, let me look at my list here for that-- It's going to come to roughly 400 gold in materials to repair.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, Keyleth tosses Percy his gun and he uses one of the boats as cover. The glass on the beach starts to be pulled up as two air elemental entities start to form. DM: 24. All righty. This one still is a larger impact than the last one, but it's still shooting in the middle of this swirling mass, so it's not impacting it as much as you'd hoped. Player: I'm going to take a third shot. And here we go. With the same Sharpshooter. 21. DM: 21 hits. Player: Ooh, that's nice! 25 points of damage. It was a very good shot. And I'm now going to call over the earpiece: everyone back! Giant flying glass wind, oh god! And I'm going to take a deep breath-- that's actually what I said. I'm going to take a deep breath and I'm going to dive underwater. Put my gun away and dive underwater. DM: All right. Underneath the surface there. It is murky and dark. It's so close to the shoreline and with the black silt that washes in there, you have no visibility underneath. Player: That's cool. DM: All right. That brings us to Grog.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, She finds the pond from her vision after about 40 minutes of travel, identifies the footprints of the creature, and stealths after it. In a glade, after following the footprints for a while, you finds that the trail has gone cold. DM: The creature glances over at Trinket behind, looks up at you in the tree and in a creepily humanoid way, wipes the edge of its jaw and then leaps off this tree. Player: Trinket gets a swipe at him. DM: Yes, he does. And then it leaps in your direction in the sky. (impact, roar) Arms out, jaw open. Make the attack for Trinket. Player: I think he likes me, y'all. What is it, a bite attack or a claw attack? Does it matter? DM: Whichever one you want. Player: A bite attack, then. That is 12 plus nine. 21. DM: That hits! Go ahead and roll damage for Trinket.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, The creature bites at Vax, but the rogue manages to dodge some of the damage. Its tail wraps around Grog, crushing, grappling, and restraining him. DM: Okay, it has a reach of ten. So you are technically within its melee range. So you can run but you'll take attack of opportunity from it if you do. Just so you're aware. Player: Can I still arrow it from where I am? DM: You can, but you have disadvantage on all your ranged attacks because you are in melee range. Player: Does it cancel out because I'm in the mountains? DM: Doesn't affect your attacks. Player: Damn it. DM: Sorry. It's up to you, you can stay where you are and take disadvantage on all your attacks, or you could run past and it gets a free swipe on you. Your call. Player: I'm going to try to back up. DM: Okay. Over to here? Like, how far? Player: Oh no. Wait, I can't see. I forgot my glasses. DM: Okay, you're right here. Player: Uh-huh. DM: You can try and back up this way if you wanted to get away. Player: Yeah, I'll try to back up towards, who is that? DM: That's Scanlan there. Oh, here? Player: Percy? I'll try to back towards Percy. DM: Right there?
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Mollymauk Tealeaf, a tiefling blood hunter . You are the member of the famous group of adventurers. Previously, you/Lucien/Nonagon told their group to scatter and vanish if things went wrong and wait till he returned. They buried him in the woods outside the hideout. DM: "Well, we were all part of the same order at one point, and we splintered off. Luci-- Nonagon had a different path in mind for us, so we went north to Shady Creek Run and we started the Tomb Takers. It's just so good to see you." Player: It's good to be seen again. But again, it's got to be very quiet right now. It's been like three other names since the last time I saw you. DM: "I should inform the others." Player: Please, keep it quiet for now. That book caused more trouble than you think, and it all laid on my shoulders. I was trying to protect the rest of you from some of the worst elements of that and I don't want any heat dropping on anybody who doesn't know what's coming yet. DM: "Of course." Player: But let me know where they are and I'll get a hold of them. But don't let them know why yet. DM: The tabaxi curls in a little bit, leans over the table towards you with this big grin and says, "Does this mean that it worked?"
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, Upon being asked if she's herself, she affirms that she is. Despite her words, Percy gleans into her demeanor, but can't seem to find any sort of deceit in her expression or tone, again sadly noticing the change in his sister compared to five years ago. DM: 11. Okay. Best you can tell, she seems very honest. She seems forthright. You're used to the memory of your sister being this bright-eyed, cheerful, youngest of the bunch, and definitely a woman who sees the world with fresh eyes. These eyes are different. They're colder. They're hardened. In ways, you're impressed; in ways, you're also immediately sad to see that that memory of your sister probably is no longer there. Player: We're putting an end to the Briarwoods tonight. Before the sun sets. This is the end of them. It's all going to be over, and we're going to stop whatever it is they're doing under the city. DM: "You say this. We've tried twice." Player: I know. This is it. DM: "That's what the others thought. You left me, you know." Player: I know, and I'm so sorry. DM: "Good. Well, if we're going to do this, let's get ready." Player: You're going to your room. DM: "Yes, I am."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Fjord, a half-orc warlock . You are the member of the famous group of adventurers. Previously, However, upon noticing that some of the buildings on the eastern side of town began to light up with what appeared to be flame, you began to approach rather rapidly, seeing members of the city's citizens fleeing, screaming, and apparently there seemed to be some sort of attack. Upon going into the town, you realized that a number of these buildings were being set fire by an incursion of Gnolls. DM: The one that's now taken a crossbow bolt to the throat and has taken a Guiding Bolt, this giant blast of light explodes around this gnoll as it yelps and it encompasses its torso with this glittering light. Now the next attack against it has advantage. It is super hurt, but still standing. You're making your attack. Player: Yeah, I rolled the first one, which was a 24, but with advantage. That's less, so 24. DM: You were attacking the other one, so you do not get the benefit. Player: Oh yeah, I'm sorry. 24 for the first roll. DM: Still hits, go ahead and roll damage on that one. Player: Oh balls, that's-- DM: What are you using? Player: Eldritch Blast. DM: It's a d10 for damage. That's a d12.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, In the morning, while everyone else is taking breakfast, Pike checks the front door and finds about 20 skeletons waiting outside. She and Grog charge out to handle them. DM: And the third strike hits you for four points of slashing and a third dark smite. Another 13 points of necrotic damage. Player: That brings me exactly to zero. DM: You drop your form. Player: I drop form. Just form. I tanked that motherfucking fight, y'all. DM: So at that point, all of a sudden your form drops in place. Player: I'm still on the ceiling, right? DM: Yes, you are. The war priest across the way is going to look outward and begin to focus and chant under his breath, and the little bit of light begins to show, once again, the missing eye on most of these individuals. Delilah is not missing an eye, it seems, but the rest of them seem to have this appearance amongst them. As it releases this form of energy, you watch as a familiar, darker-burning flame begins to spill across the ceiling as a Flame Strike makes its way-- not a Fire Storm, Flame Strike. Sorry, so it's a column.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, you looks over at Trinket's prone form, furious, places her Hunter's Mark on the creature, and uses Hail of Thorns, hitting both the creature and Grog. She shoots a second arrow which wedges itself under the creature's scales. DM: But you angrily turn around, release your arrow, firing a completely furious Hail of Thorns into the creature. As it hits, it shatters across its hide, some of it scattering onto Grog. You don't even care. You just focus the anger, pull out a second arrow, unleash this one. Actually jamming underneath one of the scales. You can see a little trickle of dark, deep purple blood beginning to pour from the wound. Player: I get out of the line. DM: Okay, where do you want to go? Player: Towards the little crevice. DM: Right there? Player: Yeah. DM: Okay.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Tiberius Stormwind, a dragonborn sorcerer . You are the member of the famous group of adventurers. Previously, Hotis then attempts to flee but is held back by you. As the team assault him, a suit of armor animates and comes to his aid, hitting them all with a stored Fireball. DM: It also slowly repairs itself over time. So yes. You cast Slow. The rakshasa appears unaffected. However, the guardian's movements do seem to shimmer and shake as it's forcing its way through the arcane net you've now cast around it. Player: Cool. So now it takes a negative two penalty to its AC and its dexterity saving throws, and it can't use reactions. DM: Yep. Player: Sweet. And I move as far away from everything as I can. DM: Okay. So where are you going? Over here? That's about as far as you can get away from everything. Player: That's what I do. DM: All righty. That brings us to Thorbir.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, Beau asks if Ophelia's priest can raise the dead, and Ophelia tells them that if they're looking for help, try the Blooming Grove where a strange hermit lives. They are led out through a hidden back tunnel and travel two hours east to the Sour Nest. DM: Definitely not living! As you begin to walk, you begin to hear the terrible crunching sound as its giant jaws snap into bone and tear into flesh. Player: You guys, Taliesin's a bear. DM: You do manage to just skirt along the side of the bear without any notice from their side. Continuing onward. The secondary hour goes without issue, but you do begin to come upon the outskirts of your recollection of where The Sour Nest resides. You're still a good 100 or so feet away, using the trees at your disposal and you can see now the wall that matches the perimeter. It's a thin, five foot wide wall with a very flimsy rail across the top, but it is a walkway for watch guards to keep an eye out. As you glance at this distance, you can see one figure that's walking the perimeter of the top of the wall, with a heavy crossbow at the ready. They stop and look out. Player: How dense is the forest around this place? DM: It's pretty dense. The reason it took two hours to get there is because you're going through the forest. Otherwise on foot, in any sort of open scenario, it would take you half the time. Player: There's no manicured, open place around. It's just nestled among trees around it or--? DM: It looks there is manicured to be about a ten-foot distance between the wall and any of the surrounding trees, specifically to make sure that any sort of approaching individuals would be out in the open. You can see now a little bit of light is coming through. It looks like they've cleared out a bit of the canopy, not entirely, but a bit of it to also prevent any low-hanging boughs or branches to curl into the interior of the walls. It's not a massive stronghold, it looks to be approximately a little larger than the Estate Sybaritic that you were at, but it's more for function than beautiful decor. A lot of the wood seems to be old and weathered from rain and dry seasons. It's just a beige- and gray-looking establishment. Pure function. Player: Our lot is hidden in the trees, a ways away? DM: Yes. You can barely see it above the wall, but the little bit you can see has that visual and you can see it's a mixture of stone and wood. The edges of the actual structure are stone and then wood is either then placed over stone or wood is the intermediate construction material.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, The clusters start coalescing into a group that trails around Vox Machina, but are momentarily held at bay by the smoke from Percy’s censer. When Grog, Vax, Vex, and you notice a pair of gloomstalkers circling in the sky above, the group decides to dodge into a nearby building. DM: It has what looks to be charcoal stones in the bottom clustered around, and these herbs are placed over it, and it's burning and smoldering over time. Player: Sure. Can I tell what the herbs are? DM: Make a medicine check. No, this would be a nature check, sorry. Player: Thank you. Is this something that I would get advantage on for my herb book? DM: Yes, you would. Player: 28. DM: Okay. I get to look this up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Yasha Nydoorin, a half-angel barbarian . You are the member of the famous group of adventurers. Previously, Dairon reveals how much she hates and distrusts the Kryn, and mentions she will be traveling to Bladegarden soon. DM: "That's wonderful. I think in the long run, that'll be a very useful feature, but it's also not that uncommon of an object-- " Player: It's touched by the moon. DM: "Yeah. I'm touched by the sun every morning." "I'll happily give you 30 gold pieces for that there sword, if you don't mind?" Player: I paid all of my money for this, and it was so much more than that. DM: "Well, that's the nature of business. I'm afraid." Make a persuasion check, if you want. Your persuasion pity roll. Player: 11. DM: "All of your money?" Player: Yeah. It actually was. DM: "I'll take it off your hands for 40." Player: Yeah, okay. DM: "All right. We'll find a good home for it. I trust you on that." Player: Okay. Thank you, Pumat. DM: "No problem."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, Upon hearing this news, Treev's demeanor slowly transitions from one of jovialness to one of acceptance. Percy informs Treev of their intent to overthrow Vorgual and free the Ravenites, but to do so they need his assistance in locating the owner of Cabal's Ruin, whom Treev reveals to be Mistress Asharru, one of his finest and most expensive. DM: "She's one of our finest, and expensive because of it. But friend, she's been off for a week since her last job, so mayhaps her schedule is open. Would have to inquire. Write me a summary of your job you have for her. I'll have it delivered. Her answer may take a week or so." Player: We do not have, sadly, a week or so. The dragon falls in two weeks. DM: "Well, write her a letter, she'll receive it, and she'll return to you when she sees it fit. Our business is our business. If you don't like it, shove off, find someone else." Player: Sadly no one else will do. Not that I want to inquire of the sort of business she's in, because that's inappropriate, but is she in the town at least? If we were to write her, could we get word to her quickly? DM: "Why, I can get word to her immediately, but it's up to her when she wants to respond." Player: Is there anything else you can tell me about her? DM: He starts giving you a curious look and goes, "You come in here asking to hire one of my finest and don't know what work she does?" Player: I know what work she does. DM: "What work do you need her for?" Player: We need to save the world. DM: "And you need her help to save the world."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, Keyleth tosses Percy his gun and he uses one of the boats as cover. The glass on the beach starts to be pulled up as two air elemental entities start to form. DM: Okay, you're still technically in melee. It has a large reach with its [no audio] if you move five more feet, you can. Player: I'll move five more feet-- DM: You're now above [no audio] Player: Yep. DM: Knees and waist, so your movement is halved. However, as you pull out of its range, a giant pseudopod of swirling [no audio] (whoosh) runs towards you and gets an attack of opportunity on you. Player: That's fine. DM: It rolled really bad. That is a 14. Player: My AC is 18. DM: You weave underneath, the wind causes the water around you to splash and scatter in both directions, but you avoid a giant blender of broken glass to the face. What are you doing?
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Grog Strongjaw, a goliath barbarian . You are the member of the famous group of adventurers. Previously, The party completed the venture of taking the Horn of Orcus to a place of safety and sealing it away, hopefully for eternity, with the help of Lady Kima and two of the Scalebearers. After heading to the basement of the Platinum Sanctuary in the city of Vasselheim, they succeeded in doing so. DM: That's going to be a 21. A 23. And a 19. All right, that's a six, seven damage. So total of 13 damage. As he reaches up and slams you, slams you again. And as you start backing up, he goes to slam you a third time, and you catch his head in the middle of your mitt, and he's now face-to-face with you, just like (snarls). You guys are both snarling at each other like two rabid beasts. It's your go. Player: I would like to keep his head right where I have it and take my elbow and drive it down into the bridge of his nose. So that's 25? DM: 25 hits. Player: 22? DM: Hits. Player: And 17. DM: 17 does miss. All right. So go ahead and roll damage for the next two strikes. Player: With this thing again? Six. DM: Six, all righty. Player: It's hard to get above a six. And six. DM: Six, nice. So as you hold him down, his face, (wham). Head goes, cracks against the ground of the Crucible. As he starts picking his head up again, you drill back again, (wham) hit him a second time. This time, you can see now. His nose was already busted before. Now it's nearly concave. It's like he didn't have a nose before and there's just a bloody void where it once was. He's still smiling in a weird, twisted way. He seems to be enjoying this almost as much as you. You go down for the third one, and this time he reaches up and grabs your elbow. He's going to take his turn to attempt to break your grapple as his action. Go ahead and roll either an athletics or an acrobatics check. Player: 12. DM: 12? All right. He kicks you up back onto your feet, and as he does, he kip-ups onto his feet, as well. Looks at you with a smile, wipes the snot and blood from the front of his face, licks it off his hand, and with that same hand he rears back, almost like he's winding up for a punch, and then just kicks you right in the center of your stomach. Player: I like the feint, I like the feint. DM: That's 22. Yeah, that'll hit. That is eight points of damage.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, The party then retrieved their first artifact and then made their way towards the Pyrah tribe of the Ashari druids, the fire guardians of the gate to the Elemental Plane of Fire, which apparently Thordak, the Cinder King—the great red dragon that helms the Chroma Conclave that has torn through all of the civilization of Tal'Dorei —emerged from. The party went there, found a surviving faction of the Pyrah tribe including Cerkonos, their headmaster, as well as a few members of Keyleth's tribe, the Air Ashari, and her father. DM: His structure is still standing as well. A few buildings around did not fare so well, but his shop and a number of other ones adjacent to it seem to still be standing. You can't really tell if they're functional, or how busy they are, or if anyone's doing anything with them, but that's still there. You do notice, though, at numerous parts of the street, there are just piles and piles of burnt wood and ash, like they're large burn piles that were set at different periods of time and have long since burned. Little bits of white, post-burning plumes that still smolder over the past few days. You're not quite sure what these piles contained at the time they were set ablaze. There is still the worship district here. You have the various temples. Best you can glance, a few of them have been partially toppled. There is damage to some of the buildings. Still too far away to make out any specific details beyond that, some of the structures having taken a hit in previous conflicts. You're not sure from which source. Player: What about the mayor's house where we heard Horace--? DM: The Margrave's. Towards the southern central portion of Westruun, south of the main town square where the bulk of your first Winter's Crest festival here in Westruun took place. The Margrave's house is at the very southernmost portion of that. That entire square is lined with row after row of sharpened wood sticks and various other weapons, tridents, broken swords that have been, with ropes, strapped together to form a military barricade. If anything were to attempt to attack from the ground, it would be difficult to do so if this area was filled with prepared soldiers, using these as protective guard. The actual Margrave's home is intact, although at this glance, you can see a lot of it has been defiled, elements of the outside walls are strewn with dark burgundy paint slapped over. You can see what looks to be some sort of strings adorning edges of it, like decoration. You see, walking through this area, what looks to be 12 or 13 or so armed individuals of varying heights. Probably a good six or seven goliaths among them. Others appear to be human, half-orc, it's hard to make out the full details from this distance. They're all on the outskirts surrounding what was previously the Margrave's home. Now the homestead of Kevdak, seemingly. Player: Can we see Kevdak anywhere? DM: You have no idea what Kevdak looks like. Player: I look for a bigger goliath than the rest, or one that looks older and bigger. DM: Make a perception check. Player: 16. DM: 16. At this distance, it's hard to make out any specific details. You can barely make out the fact that they're goliath. It's only because you've traveled with Grog so long you can pick out the details, the hairless form, the tattoos, the general tone of skin. They're male and female, it's a smattering of all different types of goliaths. Some of different thickness, some that are a little more barrel-chested and wide, some that are a little shorter. There are other similarly dressed individuals that are not goliaths as well, but they seem to be more of a subservient role within the herd than the goliaths that would be the ruling class within this self-contained society. But no one stands out to you as matching the descriptions of Kevdak that Grog gave you.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, Tiny Vax, thanks to a potion that does that. you managed to go ahead and put in an Immovable Rod within its stomach, which held it up for a moment, before it decided to truly gain the advantage it needed to escape the circumstance, allowed it to tear through its body, as well as an arrow that was shot by Vex, towards her brother, in the hopes of, I don't know, being a symbol of hope? DM: 18! Okay! You manage to leap behind Bigby's Hand and grab onto the side of it as the hand punches entirely out of the dragon's body, the wound slamming shut behind. Player: Oh god, I'm outside the dragon?! DM: You are now outside the dragon. Player: (screams) Shit! DM: Holding onto Bigby's Hand. Player: Is he flying? Does he stay still? What does he do? DM: He is flying. Player: He can fly?! DM: Bigby's Hand! Player: Not as fast as the dragon. DM: Bigby's Hand can move up to 60 feet, so no, it's slower than the dragon. Starting to drag a little bit behind as it's moving. Player: God. Okay! Hand can't do anything else, right? DM: No, that was its action. That's most of your turn, really, at this point. That was your movement to push through after the bonus attack, so you have your action. I'll give you your action. Player: You're not going to let me cast another spell, probably. DM: You have an action, so you could, technically. You look out as you punch through. You look down below you suddenly after you take a moment to look, and you can see part of Vax emerging from the side of the dragon. And then the whole dragon and Vax vanish. Player: Oh shit! Wait, I see Grog? DM: You do see Grog, dangling from the chain, slowly pulling his way up towards the back.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, The damage quickly reverts them out of their eel forms. The fight comes down to simply destroying as many of the tentacles as they can, hoping this will allow them to get away. DM: Well, the Grasping Vine only pulls things towards where it emanates, and since he's right next to this, it'll just pull him right against it. Player: Okay, Tary-- where's Tary? DM: Tary's right here as well, it'll just pull him into the rock. Player: Well, bullshit all the way around. Then I just swim desperately, doggy paddle towards the portal. DM: You still have your bonus action. Player: There's-- what's left? DM: Your Wild Shape? Miss five hit points?
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, Looking outside, they see a simple street below them with buildings made of fine wood and thin palm trees. Based on the belongings left behind, they deduce that they are in Gilmore's old room, presumably on the second floor of the house they are in. DM: Currently, it's pretty bland. You can see a couple of colored tapestries similar to the center of the floor rug that are hanging, but there are a lot of blank areas. It looks like decorations have been removed, or at least haven't been there for a long time. The room, for the most part, seems to be abandoned. Player: Is the box trapped? DM: Make an investigation check. Player: Almost good, and then not. 14. DM: 14? It does not appear to be trapped. Player: Can I open it? DM: You do. Open it up, glance inside. It looks to be a series of folded papers.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, The crew had been waiting a number of days, the repairs had been completed on Bisaft Isle. You guys decided to call it an evening and rest up. DM: Because spice trade and various-- spices, not spice-- trade here is quite prominent as well as other such materials in that same avenue, various herbs and compounds used in alchemical and medicinal purposes, yeah, you can find incense here, actually. It's marked up a little bit. Because it's Bisaft and because it's a trade post out in the middle of the ocean, the people can charge a little more and they know they can. Depending on how much incense you want to get? Player: He did not give me an amount, so what's a normal amount of incense that you would need for a month of incense burning? DM: For a person burning incense in their house? Player: Yeah. Like a hippie person. DM: We'll say about 20 gold worth, which would cost you 25 here. Player: Okay. I'll take 50 gold worth. DM: Okay. So you take 50 gold worth, but it'll cost you 60, we'll say. You mark off 60 gold, but you write down you have 50 gold worth of incense. Player: Great. Cool. Okay. DM: All right. The bee tour.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, Suddenly, Aldor reacts from the back of the room, alarmed and ready to run in the event that she is present. Vanessa tells him that it is okay, Lyra is currently away helping her uncle, Randi. DM: "I'm on it, I'm on it! Hold on!" He whips around with this metallic cylinder that is very well sealed. "See, I learn from my mistakes!" Player: That's very impressive. Oh-- DM: He walks very carefully, very gingerly placing it on the table. "Okay. Carefully." He pulls out (fwoosh) a small torch. "I have to unseal the metal." Player: Let's not do that! And I make a quick... I'm going to try and bap the thing down as quickly as I can. DM: Okay. You smack it out of his hand. Player: Let's... I trust you implicitly. DM: "Heh heh heh heh. It's coffee." "Black powder." (cackles) Player: I think you've had enough. I'm going to smell the coffee. It's really coffee? DM: Yeah. "Sorry, trying to host. It's been a while since I've had a guest. Would you like some?" Player: Just one spoonful would be quite-- DM: He goes over to a small kettle and begins straining it through. He's got this little coffee brew on the side. "So, real black powder. Wait! I do know you." Player: Yes! DM: "You've purchased before." Player: I have. DM: "Return customer. Not many of those." Player: Not many? Have there been others? DM: He pours a couple of cups for you, pulls it over to you. "Oh, one. Months ago." Player: Really? Who would--? DM: "Nice woman. Young, good outfit, well dressed, heh." Player: Excellent. She didn't happen to say where she was going, did she? By any chance? DM: "No, no. Weeks, not months. Time-- strange." Player: Weeks? Very good to know. Thank you, that's so helpful. Did you talk about anything else with this nice young woman, at all? DM: "No! She paid well!" Player: I'm sure she did. DM: "Kept her distance." Player: I'm sure she did as well. That's-- I'm curious, how have your own experiments been going? Going well? You should get that looked at some point. Three more, three more. DM: "Three."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, He says he wants to fix something in the world. The voice tells him to step in and have faith. DM: Your legs, your whole body eventually finds itself stepping into this thick, freezing liquid. You hear the whisper in your ears just as your head reaches the level of the blood, that says, "Come. Come to me with your questions." Just as your head goes beneath the surface. Player: (sighs) We're doing this. DM: You're underneath and in darkness, feeling around the thick material, kind of just swishing your fingers around, but amongst the liquid, you still hear the whisper again in your ear: "Come. Bring your questions." Player: And I swim down until it's uncomfortable. DM: You swim downward and you touch the bottom of the pool. You reach a somewhat concave, smooth floor to the pool. Player: I'm going to head to the surface. I don't know what's... DM: You head to the surface. There's no surface. It just keeps going. Player: (sighs) I do not do well with this. DM: You do not. You begin to panic. Player: Yes, I do. DM: You begin to reach around and try to swim up and find the surface, but it just keeps going. The liquid's thick and it's hard to pull through, and you can't open your eyes, and you can't see anything, and the iron-like flavor is starting to find its way to the inside of your mouth as it's seeping through your nose and your ears. You begin to panic even further as the cold is starting to take and you feel your muscles beginning to shake and seize from the onset of hypothermia. You begin to head to the bottom of the pool again, and this time, you crack your head on the bottom in the middle of your stupor, and you reach up and scream in pain. As you do, the blood fills your lungs and you begin to feel yourself drown. You begin to shake and convulse as you begin to try to find a way to force it out of your body and you can't. And at that moment, where all of a sudden you realize that this is it. This is the end. This is how the tale of Percival comes to an end. The sensation goes warm again. And it's like all that cold energy goes away, and you're now swimming in water, then air, and the pain subsides, and you're breathing normally. But you still stand in darkness, and you hear these distant footsteps. (clicking footsteps) Sourceless. No light, just shadow. And you look around over your shoulder and then right behind you, you see immediately a white porcelain face, the head is just standing there amongst the shadow.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, With now only seven necklaces remaining, Scanlan hints that he won’t be going, as he doesn’t feel invited. Vax, Pike, and Grog quickly dispel that notion and welcome him back into the group. DM: Easily enough. You go by and you start kicking through the tunnel as you go. You can sense near proximity where any of the various weak points are in the stone. Systematically go through it, collapse it, piece by piece, until eventually most of the tunnel is useless and unusable. Player: It's like a platformer. DM: How long can you maintain your wild shape? Player: Half of my level, or something like that? DM: Oh, you're fine, then. Player: Or it's a third of my level? Still several hours. DM: You emerge a little over an hour or so of doing this. You emerge from the top. You watch as Keyleth (rock impacts), looking like a large version of Fantastic Four's Thing.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Nott and Jester jump overboard as the crewman leaps from the crow's nest to the deck, breaking a leg and screaming, creating an uproar on deck. Nott and Jester make it safely to shore and stroll away to the tavern, joined shortly by Caleb and you. DM: You're lead back to the top of the docks. The figure has their hand on your shoulder and calls over somebody else. He goes, "Hey, Waynon! Looks like we got someone who's stowed away here to Darktow." Player: I say Sup, Waynen? DM: He looks over to you and goes, "What's your business?" Player: I'm with Avantika's crew. You can ask her if you want, but I don't think you really want to. Pretty sure she's above your pay grade, am I right? DM: Make an intimidation check. Player: Great fucking intimidation. Nine. DM: Nine? He doesn't appear to be shaken by it, but at least he finds a bit of truth to what you're saying. He's like, "Let her go." Player: That's right. DM: "Don't go wandering these docks at night by yourself for no fucking reason." Player: Oh, I'm sorry. Are you afraid I'm going to stub a toe in the middle of the night? DM: He just turns around and walks away.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Yasha Nydoorin, a half-angel barbarian . You are the member of the famous group of adventurers. Previously, Jester and Fjord, also on deck, only see what appears to be ball lightning, but they see you being hurt by it, and Jester casts Cure Wounds on her, causing the creature to double in size. you and the being continue to battle, with you being seriously injured. DM: 25 points of damage to it. As it arcs past, one of the wings gets shaved off and falls and sputters and turns to particle sparks before vanishing into the storm. The wing begins to flicker to regrow itself. You have your second attack. Player: Oh, that's right. Okay. Still reckless. DM: Well, reckless is preventing the disadvantage. Player: Oh, shit, okay. That doesn't hit. DM: What'd you roll? Player: A three plus-- nine. DM: No. This one, unfortunately, goes wide with the second strike as your arm's looped through the mast, trying to hold on. This time, the other wing manages to flicker in and it just ducks out of the way. Jester, staying out or coming in?
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, Although not knowing anything about the new owner of The Leaky Tap, Lauren Schvine, Beauregard has a negative opinion of her and doesn't want to get to like her, apparently due to wanting to someday own the tavern herself. They head out into the streets of Zadash, in full RenFaire revelry. DM: While this was transpiring, you guys go to catch up while Caleb and Nott have approached the young half-elven woman who is shouting, "King's Vault!" As you approach, you see she has her hair tied back, and she's barking with this utmost confidence. "King's Vault! Come play! Anyone, come to the front! Show us your majesty of attention!" Player: Yeah, what sort of game is it that you are running? DM: "Well, you place either a silver or a gold piece up and I will--" and she pulls up three silver cups. "I will place it underneath one of these. Mix it around. Pay attention. Guess the right one. Get your coin back plus one. Get it wrong, coin stays with me. Simple game." Player: Well, I just so happen to have three silver on me. It takes one silver to play? DM: "Yes. At least." Player: At least. Well, I am feeling lucky today and always. Here it is. DM: "Onto the table." She takes the center cup (click). Cup's over it.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, Lord and Lady Briarwood are still whole and they teleport away. The party aggressively interrogates the burned carriage driver and Percy asks about each member of his family. DM: "Please don't, please." The rest of you are gathered, and you step out from the edge of the window and make your way with the rest of the crowd, and they're watching this display on the front of the palace. Player: Frederick de Rolo. DM: "Yes?" Player: Where is he? DM: "He's gone. He's gone, sir. I'm sorry." Player: Lady Johanna. DM: "They're all gone. Sir, they all--" Player: Julius de Rolo. DM: "I don't know." Player: Vesper de Rolo. DM: "I don't--" Player: Whitney de Rolo. Ludwig de Rolo. Oliver de Rolo. DM: "Your family is gone, sir. They were taken. They were killed. I'm sorry." Player: You will tell us everything you've seen. DM: "They'll find me, sir. They'll kill me."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, The bowl is magical. It is used as a communion device. DM: The bowl is magical. It is used as a communion device. When granted with enough blood and given the proper ritual, it's used to acquire auguries, various bits of divination, and communication across the Divine Gate with whatever this Scaled Tyrant may be. Player: But it needs a lot of blood? DM: It needs enough to fill the bowl. Player: I can tell from my Identify spell that its purpose is to speak with this thing on the other side, this deity? DM: Some sort of communion, that's all you can make out from it. Player: What about the vials? DM: The vials are not magically enchanted. Player: That sucks. Nothing to be told, okay. I don't want this. DM: Hold on, Identify should--
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, Back Blaze commercial International Tabletop Day 2018 reel Key Question Deadpool clip DM: They are goblins, as now you've gotten a moment to look. You see them in their greenish skin. They're wearing bits of cobbled-together leather and hide and pelts of whatever they've scavenged around. They have bits of red and purple paint smeared on their face in some war paint style. They're all like (goblin sounds). You, speaking Goblin, know that they're essentially shouting commands. "Don't engage! Pull back and fire!" They're all keeping their distance, at this point, this close up to fire, they're starting to back away and rotate, firing volleys of arrows again towards everybody in the center. That's going to be two against Caleb, one against Nott, two against Yasha, two against Jester, and two against Fjord. Actually, it should be only one against Fjord, because there's only eight goblins. Yeah, so two against Caleb. That's cocked. That's going to be a 12? Player: 12 does not hit. DM: And a six. Player: Does not hit! DM: Okay, both miss. Both deflecting off of the Mage Armor you put up before. Player: (vomiting) DM: That's going to be one against Nott. It's going to be an eight.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, From the mummified body, they loot an adamantine hammer and a gray leather belt studded with opals. Grog takes the hammer, and Percy puts on the belt. DM: So the first arrow shatters in place, then pull out the second one and go to fire, and as you strike, the arrow seems like it should hit it, but instead it hits one of the rags over its shoulder that makes it look like its mass is larger than it is, and it passes through harmlessly, causing the rag to flutter off, revealing its shoulder. You can see the bits of greenish muscle and sinew showing up beneath one of the gashes of its rotted shoulder. You're going to move or Trinket can move? Player: Can I climb up those rocks behind me and stand on the top of them? DM: Sure. On top of the rocks there, getting ready to fire. Player: And then Trinket is going to run over and stand next to Pike. He's going to try to protect us. DM: There you go. All righty. Player: Can he move far enough to be on the other side of her? DM: Nope. What's his movement? Is it 30 or 40? Player: 40. DM: 40? He could, actually. Player: Yeah, he goes to the other side. DM: He can move over there. Perfect. All right. Ending your turn. Pike's up next.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, Further along the way, they meet refugees from Nogvurot. After the fourth day of travel, they camp and notice an overturned cart just off the road. DM: I'd say if you're looking at where the cart is, there's two on the sides here that were in the grass, and there's three that are directly behind the cart. Player: Roughly how far apart are those two? DM: They're about 60 feet apart. Player: Okay, I'm going to hold Slow for one side of the group if I decide they're a threat, if they sound like a threat. DM: Well, you have to release it next round or the spell's lost. Player: Yeah, that's fine. DM: Okay. You prepare, you're readying Slow.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Following The Gentleman's instructions, they find the Keystone Pub in the Puddles, the oldest section of town, which is covered by one to three inches of water and slowly sinking into the surrounding swamp. They climb eight feet up a rope to enter the bar, and rent rooms there in the haunted lower level. DM: "The Midway. There's only really one stable. It's a bit large, there. It's in the Midway Docks, so keep an eye out, ask around, you'll find it." Player: Bonswallow. DM: "Yeah?" Player: We heard about a kooky regular. We just have to meet him. Febron? DM: "You looking for old Febron?" Player: Febron Keyes, yeah. DM: "I ain't going to ask. He's over there. Left of the stage where it looks like he's passed out, probably in his own piss, most likely." He points in the direction, you can see where they're banging with hammers at the stage, there's one guy who's like (snoring). Just completely out. Probably drooling down the side of the face.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Taryon Darrington, a human artificer . You are the member of the famous group of adventurers. Previously, He practices with the group, to no avail. The barkeep comes back and Tary asks what she does during the day when the bar isn't open. DM: "Honey, are you having a hard time asking questions? I get the sense that you're new to this whole thing." Player: Yeah. Yes, I am. I don't know what I'm doing, and I'm floundering a bit. DM: "It was not hard to read from you. Let me tell you, the first thing that helps a lot? Ask what their name is." Player: What's your name? DM: "Shauna. Shauna Rual. What's your name?" Player: Taryon Darringon. DM: "First thing you told me. Didn't even ask first."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Caleb Widogast, a human wizard . You are the member of the famous group of adventurers. Previously, you and Nott are both thrilled about this shop for differing reasons. you looks for books while Nott looks for baubles to steal. DM: (sniffs) He holds of the Fiends of Folklore book, "Three gold pieces. This one, (sniffs)-- ten gold pieces." Player: Which one is which? DM: The Fiends of Folklore is the three, the other tome. Player: The arcane, weird one. DM: You're not quite sure what's in it. Player: Okay. Would you have any interest in a magic cat? DM: "I'm sorry?" Player: Frumpkin disappears from on Nott's shoulder. Reappears next to the little man. DM: (yelps) He like throws the books and grabs nearby this large sack and starts-- angrily beating the cat.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, He tells them that the barrier is now up and they notice the shimmering barrier in the sky. Allura, Drake and Kima have all left to gain information on Raishan. DM: "None of us have seen the dragon. None of us know its whereabouts, and attempts to scry have been balked. I do not know." Player: Okay, thank you. DM: "It's all right. I believe there is information on the whereabouts of the white." Player: Do we know where? DM: "I do not know. That is more for what they hold at the castle." Player: Okay. DM: "Yell loudly if you need me." Player: Thank you. DM: "It warms my heart to see you all safe." Player: Same. DM: He gives a little salute and a smile, and continues with the other guards back towards the center of the city. As you guys ascend the steps to Castle Whitestone, you enter the large gates that slowly creak open as you come to the familiar interior. You can hear the voices echoing in the distance from the nearby-- what was once the guest dining area of the castle has now been converted into a war room. As you approach the outside of the doors, they're partially ajar; on the inside you can see your sister, Cassandra, sitting at a table. Gilmore is leaned back, arms crossed, tugging on the end of his chin goatee, and you see Seeker Asum currently facing towards Cassandra. They're in mid-conversation right now. As soon as you enter the room: "It is good to know that you all survive, as they've told me."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, you immediately is hit by a crossbow bolt fired from under the table, and Caduceus comes face to face with Ruzza hiding in a corner. Roll initiative! DM: He instinctually slaps his hand up and it knocks your arm and it causes the shot to go firing off into the distance. Player: I will reload and fire again! DM: All right, go for it. Player: That's 20. DM: That'll hit, that'll hit. Player: Aw, that's cocked. Okay, ten points of damage. DM: Ten points of damage. This one sinks deep into the left pectoral muscle of Protto, piercing through the armor and then gets stuck. You hear this expiring bit of air from the throat and he seems like he's now having a hard time breathing. He's hurt, he's not at death's door but he's looking pretty hurt. All righty, Nott-- Player: I'll duck down. DM: That ends your turn. Beau, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Jester tries cover it up with dolphin noise, but it sounds like dying dolphins and makes the situation worse. One of the figures on the ship grab the scruff of Marius's shirt, while the other starts to investigate the noise. DM: All right! That's a 17; 15 plus two on a constitution save. So Stunning Strike, no effect, unfortunately. Player: Cool, supes cool. DM: You still have your bonus action. Player: Yes, I do. I'm going to-- I can always disengage and run; I'm fast as fuck-- spend another ki point to do Patient Defense and hold my ground. DM: Okay. You got it. Player: Everyone else, please run. DM: Nott?
[ "DM", "Player" ]

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