text
stringlengths
480
6.5k
actors
sequence
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, The archers being restricted by Keyleth, realizing the source of the spell that is holding Kevdak in place, take aim and fire at Scanlan, one of them jumping off the roof to get a clear shot and evading the air elemental's attack of opportunity. Three out of four arrows manage to hit the bard despite one of the archer's aim being disrupted. DM: This one over here didn't notice you swing by over the top, swoosh overhead. It does see Percy on the roof that shot it, you do have partial cover, so. We'll say that's half cover, so plus two to your AC against this guy's two arrow shots against you. All righty. That is 26 to hit. Player: Well, that hits. DM: All right. Second strike. Same thing, 26. Player: All right. DM: 18 and 18. Player: 18 and 18? I can use the-- yeah, I only have one reaction, so. All right. DM: So that's nine points of piercing damage with the first shot. Player: I'll take that. DM: And 14 points of piercing damage with the second one.
[ "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, Keyleth and you try flirting with him. Keyleth tries to stroke his muscled arm and gets her hand slapped away for her awkwardness. DM: As your arm reaches for his bicep, his hand, belying his grumpy, half-asleep haze-- with unnatural speed reaches out and slaps your hand to the side. Not painfully, but just, "No touching the drunk dwarf." Player: Sorry about my friend, Balgus. She's just so impressed with your muscles. We've heard amazing things about you here. DM: "Have you?" Player: We have. MATT "Tell me, what have you heard?" We've heard that no fighter can match your skill. DM: "You've heard correct." Player: We've heard that you know more about this town than anyone else. DM: "I've been around a bit, yeah." Player: Yeah. I bet nobody knows more about the Greyspines than you do and they've been around a long time. DM: "Political ass minds is what they are."
[ "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, With the giant asleep, Keyleth has enough time to cast Geas and bring it under her control. When it wakes up, it agrees to stay with them peacefully and help attack K'Varn when they are ready. DM: Attempts to break free of grapple, can't do, so he's stuck where he is. He currently has nothing in range to attack. Player: Except for me. DM: No, you're 15 feet below, he doesn't have range on you at the moment. He tries to take a swing at you, but partially because he's so high up, he cannot move. And because you are so small, you literally just stand there as the swing-- The wind blows your hair back a little bit. Player: Ooh! DM: But does not find purchase on your body. Player: I'm a little dainty gnome! DM: Completely wasted its turn, well done. All right, so that brings us to you, again. Actually, no. It now goes to everyone else because they have all arrived on the scene now. Player: Right, good, thank god. DM: You guys are all starting to appear. We'll say-- Player: Don't kill the giant! DM: Over this area.
[ "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, Tiny Vax, thanks to a potion that does that. Scanlan 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: All right, second shot. The first one (boom) slams and blasts near the ocular socket of Umbrasyl, shattering the bone, but not actually damaging the eye. The second shot manages to go through the wing, but unfortunately, the area was already damaged, and it's minimal in the effect on the dragon. Third strike? Player: Yeah, third strike. Here we go. Actually, you know what, I'm going to go for advantage. I'm going to go for sharpshooter advantage one more time, just for shits and giggles. Jesus. Do I call it? DM: It fell to the table. Player: So, yeah, I miss. DM: Two other shots, unfortunately, (bang). Player: I'm going to hide. I'm going to pull top right, and go up. I'm going up and I'm getting the fuck back there, as far back as I can get. DM: Okay. End of Percy's turn, going to use another legendary action to slam with the tail once again towards you, Vax. This is going to be--
[ "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, The party were able to ride the flooding water safely away from the temple, but were noticed by about twenty yuan-ti. DM: That's a success. Yasha's now ahead of the group, she's carving through, you can see there are bits when you come up to the front, where there is just dense clusters of tangled vines where the path you are taking-- Caleb stops you at the front, because you deviated a little from the path where you were because you were running too fast. At this point, you're not used to this level of acceleration for an extended period of time. Right at the end of your Expeditious Retreat, right as the spell is about to fade, you come to that group of vines. At that point you're about to spin and warn everybody, and all you see is this blur of Yasha carve through them. They all fall to the ground, the path before you is open, she goes "Go!" All of you just keep running in that direction. Yasha's continuing that, who's taking the next bit? Player: I'll use Thaumaturgy to create the sound of a rushing group of us, but throw it-- happening, I'm going to move us off into the jungle in the other direction. "You can create instantaneous sound that originates from a point of your choice within range--" This is a rumble, within 30 feet, a rumble of thunder-- DM: Yeah, rumble of thunder you can do, it has limitations to the sound you can make, but you can make a rumble of thunder. Player: I can't make it the cry of a raven-- "such as" is what it says. DM: Oh, "such as--" I misunderstood what you're saying. Yeah, there are certain sounds you can make, the sound of a whole group-- Player: I'm making the sound of people rummaging through-- DM: Okay, so rustling in the bushes, it makes sense. Player: Yes, I'm pushing it away from us and moving us in that direction. DM: Make a deception check. Player: Come on, man, not some sucky stuff. Ah! Not bad, 15. DM: 15? That's just barely a success. Player: I'll take just barely today. DM: All right, so with that, you hear the chanting sounds, the war cry of yuan-ti behind you, and it begins to divert slightly, getting them off track just a little bit. All right, who's taking the next bit? Who hasn't offered one?
[ "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, At the Platinum Sanctuary, the twins are greeted by Highbearer Vord. He offers to seal Opash's book in a vault beneath the city, but Vax, who doesn't entirely trust him, tells him they didn't actually bring it with them. DM: "Ah, it was getting too long, anyway." She makes her way down the ladder and just walks past you into the keep. Comes back about half an hour later, head completely shaved smooth, and she's got, in a little square of fabric, a cluster of all of her red hair. She balls it up, comes over. Player: A pleasure doing business with you. This haircut might very well be the fate of the world, so thank you. DM: "You're welcome." Player: Here's your money. DM: "Thank you. Here's your fucking hair. God damn weirdo." And walks off and heads back to her perch at the top of the wall. Player: Buy my book! (all laugh) DM: Okay. You now have Shayne's hair-- Player: I'm going to try and make a wig out of it. DM: 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, The next morning, they continue through the Quannah Breach in the Dunrock Mountains at the northern border of the Dwendalian Empire. They reach the gate run by the Uteloch family of the tribes. DM: You don't know that. ASHLY. Dangerous, violent were-goats. You don't find any other threat or anything during your watch. Next watch? Player: I'll take it. DM: Beau, make a perception check. Player: Six total. DM: Everything seems pretty kosher. Player: I'm a little zoned out. DM: During your watch is when the heavy part of the storm begins to hit. No thunder. It's just very cold and you can see your breath, and you're having to involuntarily shiver as the cold kicks in. You can see now the snow piling up and you're thankful, at this moment, that you found this outcropping in Keg's vision, because the distant hills that are open are now heavily piling with this soft, powdered snow. It's starting to fall and the wind is pushing through and some of it's hitting the left side of your face. It's starting to go a little numb and you have to brush it off every now and then and try to do your best to dry up the biting cold water that is melting against your cheek. Nevertheless, your watch comes to an end without an issue. Who wants to take the final watch?
[ "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, Beau, Caleb, and Molly ran towards the treeline intending to get into trees. Nott hid inside the house while Keg stood her ground. DM: There is Caleb. There's Molly, just on the outskirts of the forest, this way. Bursting to each side of you, you see these large insectoid creatures that burst out of the dirt and ground. Beau, you are right over on this side, as you left your horse on a southern direction there. Both Nott and Keg are about 100 feet that direction. Your horses are currently-- Player: Oh, so they went after them? DM: Yeah. Player: Oh. DM: While you guys are over by the house, you watch as this is going on, and there doesn't appear to be any action immediately near you, so you're quite a distance away. Player: Can I rush forward now? DM: You can. If your horse is still right by the-- No, your horses rushed off towards the--
[ "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, The Evening Nip By the time you returns to Zadash, the rest of the Mighty Nein is genuinely worried that you just kind of vanished for two weeks. Rather than rejoin the group, you heads straight to the Evening Nip to speak with the Gentleman. DM: "I have some reaches in places, yes. That's quite a scope you're requesting. I would say it's a good bet that most criminal elements you would encounter there are not at my network, except for a handful. It might be more useful to you to know the ones to trust." Player: That's where I was going with that. DM: "Okay. Port Damali, you say?" Player: Yeah, it's where I'm from. DM: "Really?" Player: Indeed. DM: "The jewel of the coast. I've been a number of times, though it's been years since I've been able to leave my work here alone. So if you're looking to expand your portfolio beyond Zadash, that is commendable. The one contact I could recommend in Port Damali would be Father Dwondaff Pierce."
[ "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, Matthew will be at Otafest in Calgary, up in Canada, May 18th to the 20th, and A-Kon in Texas June 7th through 10th. DM: As the evening clocks in close to midnight and the majority of the patrons begin to dwindle and scatter into the night air, you watch as Ulog enters quietly, gives a nod of knowing towards the two of you, then, on his own, steps down into the cellar. About ten minutes or so later, you watch as Kara, the half-elf girl you had met before, enters, gives you a glance, but doesn't acknowledge anything, orders a drink, leans against the wall, then eventually disappears down into the cellar as well. Later on, you watch as Dolan, the human you had spoke with, that seemed to be the one spearheading this meeting before, enters with another human male. They both look back and forth, acknowledge you guys. The two of them eventually splinter off to different sides of the room, waiting. One, and a few minutes later, the other down into the cellar area. Player: Did we recognize the other human male that he's with? DM: No. Player: Does he seem to be armed, or shady, or have lots of scars on his person? DM: Make a perception check. Player: 13. DM: 13. Hard to tell at this distance. You didn't see any visible or apparent scars or anything that gave you a sense of shiftiness, other than the careful demeanor. It didn't look to be a face of a rugged soldier, by any means.
[ "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, Matthew will be at Otafest in Calgary, up in Canada, May 18th to the 20th, and A-Kon in Texas June 7th through 10th. DM: No more dead bodies. Even this one you find is mostly like it was stuffed behind some of the barrels. Player: Can I tell how it died? DM: You can make a medicine check. Player: Not good. Five. DM: No idea. Player: Died of a broken heart. DM: It's just a skeleton. Player: No clothes? DM: There is some elements of cloth on there but it's been down here long enough to decompose to a mostly skeletal state. So it was probably here a long time ago, and it was pressed up into this corner and barrels were pushed up against it to keep it out of sight. Probably the reason it hasn't been found until now.
[ "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, thinking Nott has turned on them with the rest of the goblins and shot down Caleb, frantically runs over and casts Cure Wounds on Caleb, healing him 20 points, but he pretends it had no effect and continues playing dead. Jester drags him away. DM: Well, you're more than ten feet. Unfortunately, he does succeed. However, you do manage to maintain the rest of your ability. Player: Okay, so now I have an attack, because of Extra Attack? DM: Yep, you have two attacks. Oh, no, this is an action to do that, so no, you cannot attack this round. Player: Even the extra action? DM: No, because you get two attacks for the attack action. But that's your action. Player: Well, I'd like to rage. DM: Yes, you may. As you step up to this ogre, your wings unfurled, you give out this heavy Yasha roar that echoes in the space around you as your wings flex out even further. This dark energy pulling in, and the ogre's like (confused grunts)-- looking taken aback by this unexpected display of power.
[ "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, While you throws wild haymakers, missing with her first hit, Dairon retaliates with only very light, disciplined taps. you's next few hits land hard. DM: As you guys are all finishing your drinks and standing up to leave the table, a familiar voice pipes in from the center of the tavern. "Beauregard?" Player: (groans) DM: And the Archivist who was there earlier during the trial in the stockade. "It's been difficult to find you. Do you mind if we speak?" Player: Hey, Zeenoth! Hey. It's been all of about twenty minutes since I've seen you last. DM: "Yes, um, would you walk with me? I believe we have much to discuss." Player: Okay. DM: "Don't worry. She'll be returned to you. Just--"
[ "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, Jester uses her disguise kit to put makeup on Beau. Yasha stays on the ship to keep an eye on Gallan and Marius. DM: Okay, you approach. This is a human fellow, lanky with a very pronounced Adam's apple and a cleft chin. Big sideburns and this mop of reddish-brown hair, a thick sweater on that bunches up around the neck. He turns back as you approach. "Hi, can I help you?" Player: Yes. We're trying to get in and out of port as fast as we can looking to acquire a few crew members. Would you do me a favor though? I'll produce the five gold and say: Would you mind telling any inquiring minds that we've been here for awhile and that we're coming from-- DM: "You're on The Mistake?" Player: The Mistake, that's correct, yes, and we are coming over from-- what was the port in between Port Damali and this one? DM: Well there's two, but Port Zoon's the closest. Player: Yeah, we're out of Port Zoon and we're just trying to get there and back in the same day if we can. DM: Make a deception check. Player: 15. DM: He gives you a nod and goes to shake your hand and goes, "Understood." Slips the coin into his hand. "All right, in and out real quick." Take the paper, folds it and hands it back to you. Player: Is there a posting for people looking for crew positions? A sign? DM: "For that you're probably going to look outside of the Seafloor's Bounty or probably on the board at the Withered Bird Inn." Player: Okay. DM: Seafloor's Bounty or the Withered Bird Inn.
[ "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, She Dimension Door'ed her way into the ritual room, which Vox Machina followed over the wall. She seemed to complete the ritual, creating this small, vacuous, spinning black sphere that is locked in place. DM: Okay, your muscle control comes back to you and Cassandra is holding your freshly slapped face, gives you a look and goes, "Brother. Let's go to our people. Let's tell them that for the first time in five years Whitestone is free." Player: Oh god. Yeah. I'm letting it go. DM: She reaches over and she takes your arm in her arm. Player: Oh god. DM: She takes your arm in her arm and begins walking both of you back towards the tunnels. Player: That one was enchanted. Okay. Two enchantments. Yeah, all right. DM: And with that, we're going to go ahead and take a quick bathroom break. Meet you guys back here in a few minutes.
[ "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, Trent says he would very much like to talk to her in the future. As he and Oremid leave, Caleb leans forward and looks at the ground. DM: He gives a look and goes, "Uh," and looks back and forth between his companions. He goes, "What are you insinuating?" Player: I'm talking about somebody to talk to. DM: "Right! Right." Player: To relieve your mind of your stress! DM: "Right. I really appreciate that offer. Genuinely, Jester Fancypants McGee. However, such is my life-- " Player: I know you have people that work for you-- DM: "Maybe in a week. Give me some time. A lot of stuff percolating right now, but Leaky Tap, right?" Player: Or the Pillow Trove. DM: "Or the Pillow Trove. All right, well I may have use of your services soon. Not at the moment, but soon." Player: Okay. I can help your mind! You just relieve that stress! It's somebody to talk to, it's very helpful. DM: "I appreciate that. Soon." He is trying desperately to not make the wrong impression to his friends. He darts off with them into the night.
[ "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, Very little information is gleaned before you crushes the man’s head. Scanlan and Vax climb on board Mr. Mistoffelees to conduct a scouting pass while everyone else settles in for a short rest. DM: You get the sense that, as you say that, it does hurt him a little. His demeanor, while already pretty shattered, just even further (sad noise). Player: Does he have any pouches on him, or anything in his hands? DM: He had a small sack over his shoulder that he was leaving with. He's just adorned in regular-- Player: Is the sack on the ground now or is it still over his shoulder? DM: No, it's currently on the ground. He dropped it as soon as you rushed and pushed him. Player: I take the satchel, and I give it to Pike and say: look in here. DM: You glance inside. As soon as you grab it, you hear the clanging of metal. You look inside and you can see what appear to be a handful of dark metal shortswords, daggers, simple dried rations, and, in fact, as you glance inside the room now, you can see a lot of the supplies here, aside from construction supplies, you see a handful of weapons that are well-made, recent-made, not seen battle yet.
[ "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 group spends the rest of the day doing the tour, but decide not to go to the Baumbauch Brewery due to Jester, Beau, and Fjord swindling the employees the previous day. They meet Voss and June at the Husseldorf Brewery, and visit the von Brandt Brewery as well. DM: 12. You take the better part of 30 minutes or so, and you find there's a lot of books on farming techniques. There's a lot of books about how to grow, care for different types of vegetation, plants, various beasts of burden. You find books on the different seasons and what's best for different types of grain and wheats. You manage to pull through and find a couple of books that deal with discussion of the Menagerie Coast that talk about what's called the Clovis Concord. It's more of a discussion of the political structure that maintains all the city-states there. Player: And the person who ran this place was an older man, right? Just sipping tea. DM: Yeah, Sheenah, yeah. Player: I'm sorry. You have a nice selection here. Do you mind if I ask-- I haven't seen any other booksellers of any kind in town. I'm not really looking for anything on farming, so much. Is there anywhere else I could look into? DM: "If you're looking for some sort of a library, your best bet is to go to Zadash up north." Player: Zadash. DM: "That's where the Library of the Cobalt Soul resides. They have all the information you could hope for. A bit pricey to peruse their interior, unless you have proper coverage, but unfortunately if what we have isn't what you're looking for, I can't help you." Player: No, it's a fine selection. Sorry. How much for this book on hoe technique? DM: "Oh! Jamieson's Hoedown, yes, quite. That will be two silver pieces."
[ "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, The group eventually finds a place where they camp for the night. While they're there, Fjord convinces you to invite Avantika and Jamedi into Caleb's Tiny Hut. DM: All right. Continuing forward for the next few hours or so, the heat is getting heavier and heavier as the afternoon sky now greets you. You find yourself stopping to eat and drink water along the way with what supplies you have available to you. The next few hours or so as it begins to get darker and darker-- Player: I have a question. DM: Yes? Player: With my medicine stuff, would I know anything that would help get rid of bugs and stuff? That would keep bugs away from me? DM: It's possible. Make a nature check. Player: Oh no, a natural one. DM: You have no clue.
[ "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 party goes to bed in spite of the raucous partying, exhausted from the day's ordeal. The next day, they stop by Tinkertop Inventions and pick up you's new crossbow. DM: Fjord musters the cart, the horses, retrieves them from where they were stored during your stay here. Player: Are we making our way out of town? DM: Looks like it, unless you guys have anything else planned. Player: On the way out of town-- you said when we came into town there were some guards with pistols, with guns? DM: Yes. Player: Do we see any on the way out? DM: Make a perception check, as you make your way through the bottom end of the city. Player: 14. DM: 14? Glancing through, there are two crownsguard that walk by, both gnomish. One of them appears to be carrying a heavy sword on the back. The other one does have some sort of strange contraption, like a firearm pistol at its side. Player: I'm going to try to steal it. DM: Make a sleight of hand check.
[ "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, Pumat offers to order more incense in stock, if this is going to be a regular order from you. you was also hoping to look through Pumat's collection of spell scrolls, in particular any Transmutation spells. DM: "Feel free to ask and I'll go ahead--" and he grabs this small wood front, wood back, with leather edging binding ledger or catalog that he pulls out and opens it up, "Yeah, let me know what you're looking for. I'll tell you if we got one in stock." Player: If you could flip to the transmutation. DM: Takes a little set of glasses and puts them on the edge of his nose. "All right." Player: I'm looking for one that can help if your friends are falling and you don't want them to fall so hard. DM: "Feather Fall. We got that, sure." Player: Okay. I get hurt very easily and I need something to help me get out of Dodge a little bit quicker. DM: "All right, there's a few options there. For lower level enchantments, we got an Expeditious Retreat spell. That'll help get you out of the thick of things." Player: That's a winner. DM: "All right, that's putting that down as well as a possibility. Those prices here, because they're both relatively simple spells, so I'll put them at about 100 gold apiece. That's 200 gold total for those two spells."
[ "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, Matthew will be at Otafest in Calgary, up in Canada, May 18th to the 20th, and A-Kon in Texas June 7th through 10th. DM: It won't take terribly long. It takes you a little longer. Although if you're going to the same place he's already been to, then it completely circumvents that. Player: Do they do custom there? DM: You go and inquire. They do custom work, but it takes a little bit of time. It's a little pricier as opposed to buying one off the rack. Player: That's fine. DM: It'll take about a day for them to finish the work on it, and it will run you about two silver. Player: Done. DM: If you're providing the cloak. Were you having a custom one made? Are you having a liner put in, or having a custom cloak made? Player: I would like to take one of their cloaks and have a blue liner put on the inside to make it reversible. DM: Okay, yeah. Full purchase of the cloak, and that'll put you about four silver for the full cloak. That includes the work, the lining addition, and the time waiting for it. Player: Like one of those baggier, poncho coats. One of those? DM: Okay, so hooded cloak and the front and the back with slits for arms to come through. Got it. You have that ordered. It'll be ready by midday tomorrow, they're saying. Player: Thank you, sir! DM: You guys are going to make your way to the Pentamarket. At this point in time, it is still a fairly moderate downpour through the day. As you begin to come through, some of the carts are closed in the middle of the market: the ones that are more open that sell fresh goods or things that can be ruined by rainwater and that don't have quite as strong of a canopy, but there are some that are still open. They have hooded lanterns out to draw attention towards them, you have barkers shouting out, "Meats, fresh meats!" and trying to get your attention over there, but you guys maneuver through, making a beeline to your location. Eventually you come up to the warm-looking, dark wood exterior of the Vulnerable Vagrant facility.
[ "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, Vax pulls Scanlan aside and pitches him a backup plan. He wants to have Scanlan Dimension Door into Umbrasyl's stomach and use the unmovable rod to hurt him from inside. DM: "Right if I know! Got real drunk and woke up in here, everyone started screaming and running away, and I'm like ahh, run away you pansies, and they did, ran away, they never came back. Some packed fire, but not a problem now." And yes, the one snowblind eye doesn't move at all, the other one glances around, that one's completely stuck in a forward position. Player: Is that magic? DM: "I mean, certainly gets the ladies." Player: Yeah, it does. DM: "But no, it's a reminder to not, well, to not mess with your people." Player: Oh. Well, I'm sorry to hear that. But they do make you look very young. DM: "Much worse, say I." Player: Now if we let you out of here, right, which we're actually in the process of doing, what is your weapon of choice? DM: "Oh, oh." And he thinks to himself for a moment. "I would have to say my weapon of choice would be Bloodvine ale. Aye." Player: Bloodvine ale? DM: "Aye, if we're picking poison, that's my favorite." Player: Yeah, no, my-- He's a dwarf, right? DM: Yeah. Player: Yeah. Obviously we are brothers of the beard. Like, to fight with, right? DM: "Oh, that kills, eh?" Player: Yeah, stab, poke, enchant, whatever. DM: "Once upon a time I was quite a duelist, so if you got something pointy and prickling I can spear 'em with the best of them." Player: I do have a Greatsword of Frenzy, but it's a two-handed weapon. DM: "Ah, that's not my preference." Player: I do also have one regular, just a regular longsword. About the best I have. DM: "Yeah, that'll do, certainly, I'll take a longsword." Player: All right, so. Have I got the door open yet? DM: Not yet. But at this time there's an awkward pause and now you're like, don't have any more conversation. But you still have to finish the-- about a minute later, he's sitting there going, "Come on, come on, come on." Eventually-- tink!-- it opens up. "Yes!" And he pushes it open as you pull it open. Player: Before I give you this sword-- DM: "Aye?" Player: --are you up for the fight of your life? DM: "Yes?" Player: Can I insight check him? DM: Yes, you may.
[ "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 hired crew begins to run belowdecks and hide. Two harpies try to pick up members of the crew. DM: Yasha carves through a large chunk of it. The harpy still holds onto the deckhand, but is unable to make a drop. This brings us to Nott and Fjord. Player: Is anyone in melee range with anyone else? DM: Currently, there is the one holding the deckhand that Yasha just attacked. Player: I'm going to shoot at that one. DM: Go for it. Player: Okay. 15. DM: That hits. Player: Sneak attack. DM: They're not very armored or dexterous creatures. Player: 18 points of damage! DM: 18 points of damage, nice. Blasts! You see it has to right itself, she's flapping her wings, but still holding on and trying now desperately to just get away. There's no attempt to interface; she has her quarry and is about to bolt.
[ "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, They meet up with you and Yasha again and all begin to head to the main tent for the event... Keyword for the giveaway is Beginnings BackBlaze Ad Saga of Sundry Ad CR Fake Perfume Ad Painter's Guild Alpha Ad Thrashtopia - How to Grow a Plant After The Apocalypse Chronicles of Exandria Ad How to Play- Photosynthesis the Board Game Art Reel Giveaway Winner: GTDevoto DM: It's so hackneyed. As you guys begin to approach the outside of this large, dark navy tent, people are being inspected and ushered through by the well-groomed half-orc on one side, and the pale woman, Yasha, you met for a second time approaching the outskirts of this carnival, with entry fees being collected by both as people begin to pass into this large structure. A few feet off to the side, you see a small crowd gathered around Mollymauk, who is sitting atop a small blanket and has cards splayed before him, a similar set that you saw Jester toying with earlier, and a farmer sits across from him, listening intently. "All right, so what can you tell me about this here cough?" Player: How long have you had it? DM: "Oh, going on like three, four months." (coughs) Player: It looks like it's getting better. Oh yes. Does it feel like it's getting better? DM: "Oh, right now? Yeah." Player: Yeah, look at that. I would maybe breathe a tincture or something. Let's-- yeah, maybe you should get that looked at. DM: "From who? What do the cards tell me?" Player: Some sort of physician, perhaps. DM: "Right! Of course! Oh, thank you so much." And he places a-- Player: Platinum Dragon be with you. Thank you. DM: Stands up. "Dear, a physician!" And he walks off.
[ "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, She is. They head into town towards sunset so they can see the show, and you casts Disguise Self. DM: Okay. You do see about six zolezzo that are currently guarding that entrance. The rest of you see armored guards, varying from the scalemail and the maroons and muted colors of the townsguard you're used to seeing in the Empire. Here, the zolezzo have a blue and green base, but you can see on the armor, each individual zolezzo has their own unique decoration and flair to it, some way of customizing it, making it their own. As such, even within their own ranks there is a sense of color and individuality, and their own armored senses. That doesn't mean they're not still armed and wondering who the fuck you are as you approach the exterior of the city. As your cart begins to approach, four of the six zolezzo immediately raise their weapons, and they begin to approach. "Halt! What is your business in Nicodranas?" Player: We came to see the Ruby of the Sea perform tonight, ha! DM: The one at the front, you can see beneath his helmet, which has these two bits of chainmail that curl open like curtains on each side of his face. He pulls them out of the way and looks forward towards the rest of the crew there. You can see his darker skin and his thick brow, it's almost like a unibrow that sits over sun-dried lips that are a bit cracked and parched. He glances forward, looks over the rest of you and goes, "The Ruby of the Sea?" Player: Yeah! DM: Make a persuasion check. Player: I'll use the red dice for the Ruby. 15? DM: 15? Okay. He goes, "All right, and where do you hail from?" Player: We hail from Port Damali. DM: Port Damali is from the other side, but it's fine. He goes, "All right. It's roundabout. And you are?" Player: I am Fiona Fancypants! Theater critic extraordinaire! DM: Now make a deception check. Player: That fell out of my hands, it doesn't count. Oh, it's the same roll! Shit. Seven. DM: He looks back to the rest of the zolezzo, and they discuss for a moment for themselves, and he says, "Well, I apologize, but there is no entry after dark on this side of the wharf, regardless. If you want to enter, you have to enter from the main gates."
[ "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 takes six days to make Lesser Healing Potions (one potion per day). Caleb asks Beau to take him with her to the Valley Archive of the Cobalt Soul when she goes back for training, so he can peruse their library. DM: You make it as far south as Trostenwald before the frustration wells up inside you. It's been a series of dead ends. You've asked around and listened, and anyone who would've crossed paths with some of the shipping lanes that you're familiar with and that Sabian was familiar with, none of them are passing this far north. You assume that to continue this, you would have to go to the Menagerie Coast, and that would involve a thorough passage through Nicodranas and the various wharf taverns and seeing what old connections you might be able to dredge up in that time, but that's going to take you a little while. Player: Yeah, I think I'll make it to the end of that week and start to make my way back. DM: By the end of the week, you'll get not quite to Nicodranas. If you want to, you can traverse the Wuyun Gorge, pass through the Wuyun Gates, and head into the Menagerie Coast. You will be alone, and it isn't a not-dangerous road. So just be aware. There are some possibilities. Player: No, I know now that the strength is in the numbers of the group. I'll stop and head back. DM: You sure? Player: Yeah. DM: Okay. After this unfortunately not-fruitful travel south in seeking out any possible word of Sabian, you shift your attention back and decide to rally with your allies. Perhaps that's the direction you want to go in the future. Okay, what else would you like to do? Player: That's about it. DM: Okay. Very well. Anybody else?
[ "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 citizens of the town keep a very wide berth as the giants pass and do their best to avoid them. Eagle-you and Scanlan finish their initial loop around the city, and you drops off Scanlan on a wall near the farmlands. DM: Farmlands look likely to be the largest cluster of people. You can see, since it's getting to the end of the day, there are folks finishing up gathering the crops that were available to them or sort of planting as they go through. And you can see there's about five or six people that are all in one group. Most everyone else seems to be relatively solitary and trying to go about their business as fast as possible. Player: The town square's emptying out? DM: The town square? Nobody is in the town square. People are avoiding it like the plague. There's eight bodies hanging from the tree, and nobody wants to be there. Player: All right. I'm going to swoop down and find a tree, where the five or six farmers are, and perch, see if Scanlan can get a good-- DM: There actually are no trees by the farm, all the trees have been cleared out to make the farmland. So there's actually a bit of the forest that's been cleared for that purpose. Player: It's just open and empty. DM: Yeah. You can go to a tree that's nearby, but that's like 300 feet away. Player: A rooftop? A wall? Anything I can perch on? DM: There is a wall. There is a wall on the outskirts of Whitestone. Player: I perch on the wall. DM: Okay. You swoop down and you perch on the edge of the wall there. It's about 25 feet up.
[ "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 tries to pay them and they refuse. She glances worriedly at Grog and he assures her that things are going to change with the herd. DM: "Better go clean you up. Go clean you up." And he's like, "Okay!" And he runs in behind her as she turns again and takes the door and pauses for a moment looking out at you and says once again, very quietly under her breath, "Thank you." Player: Have you-- sorry. Have you seen a small elderly-- an older gnome? DM: "Wilhand?" Player: Yes, have you seen him, is he all right? DM: "We've been staying inside since the incursion came." Player: All right. DM: "The few that I have seen were not under good circumstances. But the fact that I haven't seen him might be a good thing."
[ "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, Nott says that they've been very clear that they're in this for what they can grab for themselves. She corrects Fjord's assumption that she relies on Caleb for protection, saying it's the other way around. DM: You cast the spell and then hold the very last moment, waiting to release it, and then if it doesn't happen, the spell expends. I'm sorry. Player: That is rough. That was a second level. Okay, can I go and see what's going on around the big black spot? DM: Sure. (counting) 30. You can just manage to see Nott at the corner of it, and that's about as much as you can see. The rest of it’s just darkness still encompassing the corner. Player: I guess I'll use my dash to go forward and see what’s going on. DM: 25 or 30? You could get either of those spaces there, if you want to. Player: I'll go right there. DM: Right there, all right. So now you can see it, but that's your movement and your action.
[ "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 began to look throughout the room. You found a sword across the upper ceiling, an ornamental blade of some kind. DM: 13? Glancing about in the area, with torchlight from Yasha, you can see one visible pot that has not been shattered in that cage. Player: Okay, I will send a little Firebolt off and try to strike it. It's at disadvantage, correct? Okay, that's very bad. Also very bad. That's a ten. DM: A ten just barely misses. You attempt to strike through, and it smashes against the wrought iron gate on the outside and disperses against it. Player: Ja, I will walk toward it to get closer, as much as I can. DM: You can get right up to it if you want to. Player: I should have done that first, ja? DM: That brings us to Jester and Molly.
[ "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, He enters a chamber of stained glass. you steps into a pool of ice-cold blood and goes underneath the surface. DM: You ascend a few feet behind her, about 40 or so feet, until it comes to a single large doorway of deep, deep dark oak wood with what looks to be a dark iron ring in the center. As she steps up to it, she takes it and (thud) knocks on it twice. (deep creak) It just shifts open and leads into a central chamber now that looks about a hundred feet high, and it is a large steepled dome of what looks to be nothing but stained glass. It's awe-inspiring. It's beautiful: the colors, the light as it peeks through. The source of light, diffused as it is by the clouds, is sourceless in here. It seems like there are beams of light coming from all directions and all the colors are just strewn across the floor in what looks like this perpetually-shifting kaleidoscope of dots of reds and blues and purples and yellows and pinks and whites. You can see, across the room, there are three other figures that are all dressed in the same dark robes, the veils over their heads, of varying size. You can't make out what their racial background is, per se, but they are all stationed around the center of the room, in which lies, from what you can see, a very, very large round pool of some sort of deep crimson liquid. Player: I have come to pay a debt, and I do so gladly and without question. What would you have of me? DM: "You came to speak with the Lady. Well, the way is before you." She gestures to the pool. Player: I walk slow and straight in. DM: You step into it. (squelch) It comes up to your ankles, to your knees. And what catches you first is that the liquid is very thick. It is viscous in a familiar way. This is most definitively a pool of blood. And it is cold. It is ice-cold. As you step in, you can feel that as it begins to seep into your boots and begins to find its way into the crevices of your outfit as you get down into your waist, it's just chilling. You can't help but to stand up straight as you step further in, not quite sure of how deep it gets. And it gets deeper. And deeper. Up past your chest, up past your shoulders, and you're not even halfway into the center of the pool before it's going past your nose. Player: I keep going. DM: You take your last breath, hold it, and submerge yourself in the pool. Darkness around you, the cold sensation. Nothing... Nothing... Nothing... Player: I open my mouth and inhale. DM: As you do, you feel the blood fill your lungs and immediately your lungs begin to seize with the lack of oxygen. You instinctually begin to reach up for the water and pull, but you can't rise. You can't get up. And at that point, the cold, piercing pain of the liquid in your lungs becomes warm. All the liquid around you becomes warm. And in the darkness, where you cannot see, you calm, as suddenly your breathing is no longer difficult. It's natural. It's like air. And it's reminiscent of being in the womb, of the moment of birth you'd forgotten so long ago, that you're just surrounded in darkness and comfort. And piercing the center of this darkness before you, you see a very faint bead of white light just begin to spark and grow, and grow, and as that light widens out, it becomes a face. A porcelain face. A nose, lips, a chin, empty dark sockets, long dark hair that goes to crimson and surrounds you. You see a small hand reach up behind and lift you from your legs. And for what you thought was only a few feet of liquid, you look around you and it is an endless space, a space you've been before, a space that you once visited in your sleep, in your dreams. You look down below and you can see the infinite skein of threads that you were once given inspection to. As you look down, you see the very palm of the Raven Queen holding you aloft in this space as the mask pulls in close to you with a smile. The lips don't move, but you hear a voice from all directions in your head. A comforting voice. A welcoming voice. "My champion. Vax'ildan. You've come to me at last."
[ "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 asks one last time for the Ruby of the Sea, but there's no notice. you books a room and goes upstairs to her room and talks to the Traveller. DM: The cloak nods down towards you and the voice slowly cascades out from underneath, "I'm so sorry she's not aware that you're here now, but you're with friends." Player: Okay. Do you think you could help me, though? DM: "Child, I think I help you quite a bit already." Player: I know. You do. DM: "What do you need?" Player: I don't know how to let her know-- I don't know what to do. DM: He leans forward and the hand reaches out and takes your chin a little bit and holds it there. There in the dark space of the hood, you can see the familiar verdant irises looking back and the warmth fills you once more, the comfort that kept you comfortable so many years alone in that room. "I think the more deeds you do, the more lives you change, the more confident brats you break-- She'll find you." Player: Okay. I pull out the pamphlet. Look what I made for you! DM: The hand pulls back and takes the pamphlet. "Hmm. Adorable." Player: People are going to worship you like crazy. DM: "You know what to do, then?" Player: Yes! Okay. I missed you. DM: "I'm never far." Player: (high-pitched) All right, I'm going to walk, if you want to follow me, I'm going to go over here then. DM: As you look down at the pamphlet and look up to say that, he's gone. You hear this faint little (chuckles).
[ "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, The group tries to see if the hut may have an opening where they may have hidden, but instead they find Kyrle and Toya nearby within the clearing. They see Kylre and he attacks. DM: Unfortunately, you're having a hard time to make out any sign. You guys make your way towards the center of this cluster of trees. Player: As we walk, Fjord and I will keep a lookout for any more crustacean empty shells. DM: Okay. Make a perception check. Well, one of you do, the other can aid if you want to, and that gives you advantage on the roll. Player: Help me. I get advantage? DM: Yeah. Player: Thank god you're helping me. Just perception? 20 total. DM: You don't see any more crab shells, but you do glance a bit ahead, and amongst the trees, you can see stonework. Stones stacked in a wall that is toppled over and fallen. A small ruin. Some sort of a structure, once a single-story structure that seems to have fallen inward and been destroyed. Partially overgrown, and what little moonlight comes through, you can make out the shape of it. There's corners still standing, but other than that, it looks like it's been toppled over and left to ruin. Player: Is that a cave? I think your eyes are better than mine. TRAVIS. Yeah. With my darkvision, can I zero-in on what she's looking at? DM: If you get a little closer, you can, yeah.
[ "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, Two shadows step into the alleyway so she quickly cancels the spell and continues walking. She hears footsteps following her. DM: As you exit the building and turn right and into the alleyway, being careful not to be seen in your tiefling form, begin to cast the spell as you see two shadows step into the entranceway of the alleyway. Player: Nope. I stop it. DM: Okay. So you stop it? Player: Yep, and I just kind of keep walking. DM: You just keep walking? Okay. You don't even look back, you just keep walking? Player: Yes. DM: Okay. Keep walking, and you hear footsteps behind you. Player: I start blocking around. DM: Okay. As you go blocking around, the footsteps seem to be keeping pace with you. There's two sets of them. Player: Peek over my shoulder. Do I get a glimpse on who they are? DM: You see what appears to be a squat, kind of tan-skinned dwarf-like figure. Player: It's the dwarf again. DM: The features, like you expect to see a dwarf, appears to be a female dwarf of some kind, but there's some sort of physical alteration's taken place. They look like they've been either very injured and healed wrong, or some sort of corruption has taken place. But it's walking forward with this hobbling gait, and to the left you see the other entity that is just wrapped in chains, and they're about 30 feet behind you. Player: 30 feet behind me? DM: About 30 feet behind you, yeah. Player: Are we alone? DM: It's just you and the two of them right now. Just in this small alleyway off in the building that's immediately adjacent to the structure where you're staying. Player: I'm still, I imagine, within range of the tavern? DM: Yeah.
[ "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, The axe sinks deep into the arm, but does not deal enough damage to completely sever it. Percy, up on the roof, casts Hex on Kevdak, shadows stretching from Grog's own and clinging to the Thunderlord. DM: I would say from your perspective on the rooftop, because he was turned this way and is facing this way, you would have a big ol' view of his back and shoulders. Player: Okay. I'm going to take a shot for the elbow. DM: On this arm? Player: I'm going to try, yeah, on the visible elbow. DM: Okay. Player: I'm going to sharpshooter through that shit, see what happens. DM: Go for it. Player: Okay. And I'm happy if you want to put any weird disadvantage-- DM: You have advantage on the attack because he's paralyzed.
[ "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 resulting blast ignites the wooden spikes. Scanlan then manages to leap down to the adjacent roof and, unable to heal you due to being out of range, heals Pike with Healing Word. DM: This is with your axe, right? So with the axe, it's a d12 plus your raging bonus, plus your strength. Player: 11. Which is seven. Or eight. Rage bonus is eight. DM: Well, the rage bonus should be plus-- the total becomes plus-- Player: Oh sorry, the total bonus is eight. DM: Three plus-- four, isn't it, right now? So it should be seven. Player: That's why that's a seven. That's it. Right. DM: Yeah. You're not using your warhammer. You're not attuned to this weapon. Player: Right, okay, so whatever. DM: So what'd you roll on the dice? Player: 11. DM: 11. Technically it's a critical hit. So, I mean, it's a critical hit, so you do your brutal critical. You roll two more d12s. So it was an 11 times two, that's 22, plus seven, that's 29, plus 2d12. Player: Five, so that's 34. DM: 34. Player: And a nine, so that's 43. DM: 43 reduced to half, that's 21 points of slashing damage. Player: And that's the first one, called shot. DM: With that, thunk, the blade finds its way into his side, as you hear cracking on the rock below him, the sound of the left gauntlet, (cracking) hitting the bottom of the square. The fingers twitch in the gauntlet as he's currently standing there with his left arm bisected from the rest of his body.
[ "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: Here we go. You just make a ranged attack with it, so roll a d20, add your dexterity modifier and your proficiency modifier, so same as any of your other attacks, because it counts as a monk weapon. Player: Okay, 16. DM: 16 hits. It takes 1d8, so roll 1d8, plus two. Player: Four. Four damage total. DM: All right. I wonder, does it add your damage bonus to it, or the original weapon, because it is your strength throwing it back. Pardon me, folks, while we're figuring out new abilities they can use. Player: You make the attack with proficiency and the missile counts as a monk weapon for the attack. DM: It is your attack, so you get to add your dex bonus. Player: So six total. DM: All right, so six points of damage. You watch as the arrow just sinks into the chest of its thick hide armor. (snarling) Player: I go Hah! Ooh. DM: The other ones that are throwing stuff onto the cart hear this commotion and turn around and look at you. Three of them continue just throwing stuff onto the cart faster, while the one that's immediately in front of you spins around and stands tall. You can see it looking down at you a full foot and a half, almost two feet taller than you. (snarling) It's going to go ahead and grabs a spear off the side of the wall that it had leaning against and it's going to try to thrust it at you. It still has disadvantage on the attack, though, because you're in your stance. That's 16. Player: Miss. DM: This one, as it goes and thrusts with the spear, coming off of the adrenaline of the deflected missile, you duck low, and then kick the spear up, which slams into the top of the door frame and completely misses you. He's now stepping into the door frame, completely filling it as you're backing up into your space, and the two of you are in this very intense, small, occupied block.
[ "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, Matthew will be at Otafest in Calgary, up in Canada, May 18th to the 20th, and A-Kon in Texas June 7th through 10th. DM: "If you look over there." He points on the wall, you see a framed symbol: three diamond shards that all point to the center in a flux capacitor-like design. He goes, "I'm actually an annex of the Cerberus Assembly. So I get certain favors and I do things for them. I provide them, occasionally, with my capabilities and some enchanted objects, and in return they were kind enough to provide me with, well me, and him, and him." Player: So the Cerberus Assembly is that powerful with magic? DM: "They're about the most powerful you find in the Empire, yeah. So me and my brothers here are actually, technically, we're a Simulacrum." Player: Oh. That's fascinating. DM: "But you know, we do what we can." Player: If someone were to want someone with that sort of magical power, you could not provide that, but the Cerberus Assembly could? DM: "Well, I guarantee with enough positive reinforcement, with enough friendship attained with certain members like I have developed over many years of hard work and providing services, perhaps one day you too could be the fine owner of three other versions of your tiny self." Player: That's amazing. Are they a secretive group? Do they have a business card or anything? DM: "Not much of a business card. They got members all over. Most of them are up in the capital, but there is one of them that runs that Hall of Erudition. Right over in the Tri-Spires." Player: Thank you. Thank you for the information. DM: "Of course, happy to help."
[ "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, Matthew will be at Otafest in Calgary, up in Canada, May 18th to the 20th, and A-Kon in Texas June 7th through 10th. DM: As you guys make your way to the interior of the Pillow Trove, the same woman clerk, who you met the other day, is there in the process of going through and organizing the last bit of information of the few folks that got rooms the night before. You see at the top of the split staircase a female elf: brunette with golden eyes, older in the face. You see some lines along the cheeks that-- for elves, that age gracefully-- shows a bit of age. You see a very beautiful, laced, red dress that goes up to the neck, with a bit of a window right there. The arms are crossed and folded in front, and as you enter, looks down and smiles. The clerk glances up, "Oh, hello again." Player: She's beautiful. Who's that? DM: "That's Madam Luenna. Madame?" and the woman descends the stairs, one step at a time, arms crossed. "Hello. Pleasure to make your acquaintance." Player: You too. DM: "Can I help you?" Player: I don't know. I just asked who you were because you're really pretty. DM: "I am the owner of the Pillow Trove." Player: Oh! It's beautiful! You did a really good job in here decorating. DM: "Thank you so much. I greatly appreciate it." Player: Your dress is really pretty, too. DM: "Thank you kindly. So?" Player: I came to get all my stuff out of my room and then I'm going to give the key back, okay? DM: "You're checking out? How unfortunate." Player: I am, but I'll be back very soon because I have a package coming. So be on the lookout for one to Jester. DM: "Jester. Is that your name?" Player: That is me. DM: She takes your hand and holds it. "A pleasure, my dear. Good bye." Player: Good bye. DM: Turns and makes her way back up the stairs.
[ "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, As the titan's reaching arm grinds to a halt above them, the arcane energy that was holding together the Tower of Entropis dissipates, and the tower begins to fall. DM: You watch as Zahra, suddenly her cloak extends into two large, leathery bat wings and she flies her way up pretty close to where you are. For a second there, you glance down. Roll a perception check. Player: Ten. DM: You see a gloomstalker coming right at you. Player: (screams) DM: As you hold the sword out in front, you notice in a second, it's Zahra. Player: Oh. Not a gloomstalker. DM: But the sword, at this point, as you hold it out in front of you and push back, it goes, "One part is done. Well played. But he still survives. We'll take him. And we'll take that dragon. The hand must be destroyed. It's still out there. Together--"
[ "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, Vera reveals herself to be a formidable mage, causing an Ice Storm which slows Nott, Caduceus, and Yasha and casting Mass Suggestion on the Guards to arrest them. Fjord, seeing the tide turning, summons a demon onto the ship to distract the crew while rushing himself to the aid of Caleb. DM: Okay. People in the nearby streets that are seeing this go like, "Are you serious? That crazy bitch!" Player: She's finally-- Finally! DM: A few people nearby take this and go, "Oh, oh!" and start going inside to avoid this. Other folks are getting angry and throwing their glasses on the ground and, "Oh! I knew one day-- Ugh!" They're pissed and going to grab their things and maybe start a militia against her. We don't know. You've rallied the corner. Player: Okay, good. Are there any guards within earshot that heard me shouting? DM: There are guards rushing towards the action that's happening behind you, and there are a few that are-- There's a bunch now making their way towards this intersection. Player: I'm definitely waving my tankard around and shouting at them. Ah! The docks! DM: Okay. You're up ahead and you hear this in the back, but you don't know it's Jester. You just hear a lot of shouting, so you're like, "Oh man, my deception worked, other people are yelling 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, Percy also insists that once a year Cassandra leave Whitestone for a period to have fun and do nothing. Vasselheim For generations to come in Vasselheim, that titan will stand there, lording over the city, as a reminder of what transpired, of what could have been lost, and what was saved that day, in memory of those that were lost. DM: Which currently has been cleared out of any cursed undead that they know of. It's a process that takes a while, but it becomes a monument to that battle and it becomes converted into a symbol of hope for the city. For generations to come in Vasselheim, that titan will stand there, lording over the city, as a reminder of what transpired, of what could have been lost, and what was saved that day in memory of those that were lost. And as you point up to that and they all realize, they slowly remove your shackles. Player: Oh, I'm free to go? DM: "Yes, sir. Thank you, thank you." Player: That's unexpected. Could you point me in the direction of a library? DM: "Sure, come with me." As you begin to walk out you watch as a familiar figure steps up to this portion of the Bastions' guard post, you see a familiar merchant who rushes up and goes, "I was being summoned. They found the-- why's he walking free?" Player: Yes. You. You will come with me. DM: "Gentlemen, this is the man who punched me. This is the man who ruined my business. I can--" Player: Gentlemen, whose word are you going to take? The savior of Vasselheim, or his new tutor? DM: "What?" The guards go, "Cobalt Reserve library station is down that way to the left. Hard to miss, big blue dome. You two work this out." And they retract back into the guard post, leaving the two of you in the street.
[ "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, However, they cannot find anything, and Jester skips away. you buys a huge, silly tapestry of the Platinum Dragon. DM: One of the people running the booth, quickly, as you see a mid-30s, half-elf man with a bit of chin scruff and very short hair, leans around the corner and goes, "Oh, for the Platinum Dragon. This one was handcrafted by me and my mate, over the period of about two months. Hand embroidered. Very difficult. Very exquisite. For the entire piece, the central piece you're inquiring about, that'll run you about ten gold pieces. We have smaller, almost doily-sized renditions of it back here." Player: How big is this piece, out of curiosity? DM: He takes the back and unfolds it entirely but can't quite get the full arm length to get up there. He's like, "This one's about six and a half, seven feet from top to bottom. Can be used as a rug, should you be so inclined and you aren't quite a fan of the Platinum Dragon and want him beneath your feet--" Player: It's purchased. Ten gold? My god. DM: "Right away!" He takes it, begins folding it up with one of his other compatriots. They take the twine and manage to fasten it in three places. Player: Bless you, master craftsmen! My god. It is such a rendition of the Platinum Dragon that I've never seen before. I clutch at my Platinum Dragon brooch. It's beautiful. DM: He says, "We're happy to bring joy to you and the house of your great deity." They hand you this relatively massive tapestry that's almost seven feet end to end. Player: Oh, I have fucking plans, people! Swing it over my shoulder, and I'll be walking around like a pike. DM: As this is happening, you see that there are two other games. You're now seeing the central space here. You've walked past this structure. It's this small, forum-like circular stone building that's been emptied and closed. Now there's crowds walking in and out the front doorway, and around it are where a lot of these games are set up. You do see one that has a big banner that says Eagle Shot. There is one large, central platform where it looks like this is where a lot of public presentations are given here in the Pentamarket. It's currently set up with a central table and a number of members of the Righteous Brand, as well as one that is a very well-adorned human male with brown hair that's pulled up into a topknot. He has a big, thick beard. Looks like a handsome fellow and he's currently barking out something about the military. You're too far away to make out the details of it. That one has a wooden carved sign that says Soldier's Spirit. It's currently put on the edge of the stage.
[ "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, After they finish talking to Claudia, they see a group of finer dressed people in the tavern, and Claudia tells the group she's helping them work through some issues . The strangers and Claudia all go to the basement. DM: The young guy is sweating a bit and he gets more nervous. He just continues to stroke his little caterpillar mustache, quicker and smaller bits. The older guy who seems to be playing rather spacey the whole time suddenly zooms in on your hands and goes, "I do say, I think we're being had." Player: What, by who? DM: He leans forward and pulls one of the cards that you had slipped into your sleeve, out onto the table. Player: Oh, that's weird where did that come from? I shouldn't wear such loose sleeves, you guys. That was really obvious. DM: The old guy stands up and leans forward. You can see he has this bloodshot corners, a little bit where the white show for deep brown irises. The smell of alcohol and dirt wafts off of him as he leans forward. "I will not report you for cheating, but we will taking the rest of the pot." Player: Wait, cheating? What are you talking about? DM: He just takes the coins and scoops them up. Player: Wait, I thought that was part of the game. Is it not? DM: They get up and leave.
[ "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, The Gentleman recommends taking the Bromkiln Byway the 70 miles to Berleben. Caleb and you head to the Invulnerable Vagrant, where Caleb gets 30 gp worth of incense and 100 gp of paper and ink, and you drools over (but can't afford) some enchanted bracers. DM: "That's one of the few items we have left. Yeah. I apologize, it's a little embarrassing, we've all been talking about how it's really embarrassing. It's hard to have a shop without inventory." Player: Bracers? DM: "Oh, yeah. Right over here." Goes and pulls one of the boxes from the shelves. It has a glass top and he presents it to you. There's a velvet interior with two little alcoves inside where these very beautiful, silver bracers with scrolling and runic sigils carved into it across the band are present, "These would make a better defensive capability for someone who does not themselves partake in the use of armor." Player: Oh. I don't partake in the use of armor. DM: "Well, that sounds like it's meant to be." Player: Uh-huh. How much? DM: "1200 gold pieces." Player: Holy shit, Pumat! The fuck?! DM: "What?" Player: I'll come back when I'm fucking rich, aight? DM: "Okay, they'll be here waiting for 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, you changes Frumpkin into a spider. At the guard shift change after midnight, the group splits into two: Nott, Caduceus, and Keg in one group; you, Beau, and Nila in the other. DM: Okay. There does not appear to be any person in the courtyard. Those two guards are the only two that were currently set on the outside. You can see the horses that were pulling the carts that are set over on the side at the moment. You can see the carts that have since been repaired and are currently waiting in rest. You can see the front door to the stronghold, and you can see the back door. Player: Frumpkin saw all of this, yeah? Saw the doors, all of that? I'm going to creep my way to the front door and as I go, I'm going to cast Detect Magic. DM: You're still on the outside of the wall. Player: Yeah. DM: You have to make your way through the perimeter of the wall, which has its own front gate, which is closed. Do you want to head to that? Player: Right, to the outer wall. DM: The outer wall and out that way, okay. Cast Detect Magic?
[ "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, With all the enemies handled, Molly douses the flames on the dead priest's head and calls Caleb out of his withdrawn state. The rest of the party searches the room for any valuables. DM: After the initial pat, you were focused, it didn't bother much. You feel your belt tug a bit and you feel suddenly the back of your armor begin to get a little lighter as your pouch is noticeably being removed from your person. Player: He doesn't know by whom! DM: No. Player: Just knows that it's happening? DM: It's happening. Player: And can't react? DM: I mean, he can if he chooses too. Player: Oh god. DM: Shakäste, do you want to do anything?
[ "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, Roughly eight days into the journey, they spot a Clovis Concord ship. Avantika says they could head it off, and asks you what he thinks they should do. DM: Okay. Glancing at it, it's a pretty well made ship. It's meant for speed. It doesn't appear to be heavily manned. It's not carrying or transporting people. It doesn't seem to be a transport ship of any means. You see a handful of small sailors on board with a hand crossbow or a saber that's sheathed at the side. You see on the deck a handful of crates that were not kept beneath, which means it's probably pretty well-packed. It does appear to be Concord colors. Since it's traveling southward, you gather it's probably recently finished-- especially with your experience as a sailor-- finished stocking up on all its materials, travel supplies and its goods. Based on the path it's heading southward, it's either going to arc around to Tal'Dorei or be heading in the direction of Marquet or possibly, if it's feeling risky, the Shattered Teeth. Player: Captain, are you in a habit of intercepting said vessels in your time at sea? DM: "Depends if we can do so quickly without losing any sort of momentum, perhaps? Not all ships are boarded and there is a loss of life. Most, I'd say probably 80 percent of encounters out here, is just intimidation. Most let us take what we want and continue on our way. They don't want to die." Player: It's important that you know in my previous life I had encounters with pirating vessels as well and most of those experiences I did not enjoy. DM: "Well, to be fair, there are plenty of assholes on these waters, so it does not surprise me. But it is your choice, I say. You may talk amongst your friends, but there is opportunity." Player: You say no need for a loss of life? DM: "Not unless they-- how do you say-- they are stupid?" Player: Or stubborn. DM: "Either or."
[ "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, Its burrowing creates mountains and cliffs that look about to break and crush the crowd below. Three larger humanoid figures stand above a crowd in this mural as well. DM: There are different epochs in historical time in which there have been advances and developments of arcane runes and sigils. There is the early basis of magical runes, which is a deviation of Draconic as a language, and then there are ways that they've been altered and made more efficient. These are very old, base, early Draconic runes. As such, they hold a lot more very primal magical power, and usually are reserved for larger rituals and magics that are meant to last for very long periods of time. The nature of the magic on these runes, from what you can tell, it's a little hard to get the direct essence, but there is some sort of an abjuration-based magic. Player: I'm going to go investigate-- not the hydra, the creature that I killed. DM: You head on over to the other yuan-ti, and as you approach, the body lies there, tongue lolling out and drool and blood, a mixture of thick saliva mingling with the dark black-purple blood out of the corner of its mouth, its eyes wide open and rolled back. Its dark, thick green scales of its snake-like head and thick, muscular scaled torso all lie limp across the stone where it was slain. Its blade has clattered to the ground a few feet from its grasp and its polished marble and silver shield scattered a few feet from its form. The rest of its tail coils and is limp off to the side from there. Player: I'll rifle around looking for any keys or objects. DM: Make an investigation check. Player: 25. DM: Nice. You find on its body 26 pieces of gold. Only gold, no other pieces of coin on its body. The blade is a very, very large blade. It looks like it's well made, both for ceremonial purposes and for actual combat. It is both beautiful and very well made, and the shield itself is also exquisitely crafted and shows no signs of wear. Player: I'll take the shield and hang on to it until I can give it someone who wants it. DM: Okay. At this point, Avantika's walked to the edge of the well and looks down into the space below.
[ "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 jumped out of her hiding place, darted past Lorenzo, and dumped her flask of oil all over him. She onto one of the carts inside of the illusion. DM: Right there in front of you. For you who can watch, the back half of Nott is still visible. The entire cart is filled with cages. Front to back. Player: They're invisible cages? DM: The cages are blanketed by some sort of illusion. Player: The part of me that hit the cage is now invisible also? DM: Correct, but just the front half. It looks like Nott vanishes partway through, like you've stepped through part of a doorway. On the inside, you see a very sweaty human man who is gagged and leaned up against the cage like, (whines). He looks up towards you. Player: That's all I've got. DM: That's all you've got.
[ "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, Really nice boat you got here. ” – Nott greeting Avantika 1 edit She takes possession of The Mistake, tells her crew to repair it, and tells the Nein to bring their things aboard, they're remaining. DM: "So you stole my ship and came all this way to tell me that this item was not in your possession and is another place. Why were you coming to the island? I'm very confused." Player: Well, you see, Marquis LePual let us know that you were in dire need of it, and that there was heavy coin and glory in its delivery. Now, as you can see, I lost my original crew and found these bunch of fuckwits. You see, I do owe them a little bit of coin for their trouble, and I sure would hate to leave them empty-handed. Plus I want to see what happens when you're reunited with your treasure. DM: "Well, first off, Marius LePual is merely a bullshit messenger, but I'm glad at least he could bring you to us. Is that all you know about the actual sphere?" Player: Perhaps. [laughter] DM: She's looking right into you, lids half-closed, this dagger stare of trying to read any sort of give. Player: Captain, I hope you understand that this is not my first rodeo. If I were to tell you everything that I know right now, why would you need me alive? DM: "Very well, let's trade a bit. The object I have not seen before, but I know of it and am hoping to bring it to this island for a purpose. I had recently hired an individual known as Jamedi Cosko, a very well-established adventurer, delver of dungeons. Cosko is a--" Not Costco. [laughter]
[ "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, Percy says he'll just have to live with that and shoots. Percy fires and Vax throws a dagger, both passing through Ripley's form. DM: The goliath probably took some damage, too. (chuckles) Trinket also takes the damage, by the way. Roll a reflex save. Player: Trinket was on the ground, wasn't he? DM: Yep. Player: Dexterity. 21 for Trinket. DM: Grog is not blasted prone. Managed to catch himself. Player: 21. DM: 21. Trinket takes 32 points of fire damage. Player: Good, because if he had taken the full thing, he would have been unconscious. DM: As the ringing subsides from the blast, you all were thrown dozens of feet from your current placement, most of you onto your back aside from you, Vax, and you, Grog. Actually, Trinket would have caught himself as well. You now see a giant crater in the ground with rock and rubble and shards of glass tossed around you. The trees in the center have been blasted out, and you can see a number of broken trunks and roots curved up with little bits of fire and flame burning off their edge, what little bit of burnable material still remained on some of the living trees. The smell of heavy gunpowder recently burned sits in the air as the giant cloud of smoke rises up in the center of the jungle. At this point in time, the goliath has stepped forward from the brush, as well as two other figures off to the side wielding long-barreled rifle-like weapons. There are a few other figures on this side, as well.
[ "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, Keyleth, angry and frustrated at the whole situation, drops her form, channels her rage, and unleashes a Fire Storm at Kevdak, Greenbeard, and several of the herd members nearby. Vax watches on in awe as the entire square is ignited in her flames of fury, the rogue quietly and quickly falling a little deeper in love with her. DM: The Command move means on their next turn they attack each other. Doesn't mean that they're charmed or dominated. Player: But how many feet did I move, how many feet am I able to move anyway? DM: That would've been ten feet, you can move 15 more. Player: Okay, I can move 15 more anyway. DM: Yeah. But you will take two attacks of opportunity if you move out of range of these two. Player: But wouldn't that be included in the attacks that I just took? If I can move 15 total? DM: You can move 25 total because of your tiny feet. You moved ten, you have 15 more feet you can move.
[ "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, Over breakfast, Cassandra tells you about the history and responsibilities of her new title, Grand Mistress of the Grey Hunt. Her duty will be to tend to the surrounding Parchwood, rooting out mundane and supernatural threats to Whitestone. DM: "If you do not succeed, then you will have to wait until the Dawnfather presents the next opportunity for the Hunt." Player: Right. DM: "I don't know--" Player: When that could-- DM: "-- when that would be." Player: So wait, has the opportunity presented itself now? DM: "Well, it's as soon as you wish to go and find your way to the Sun Tree and meditate for the sign. I don't know the specifics of this. This is just from what the--" And she starts pulling over this cluster of books she had on the side and she starts rummaging through, and she pulls it over and goes: "It's unfortunately very vague. And it's, apparently-- Keeper Yennen might know more."
[ "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, Nott and Yasha kill one before she can fly away holding one of the crew. Caleb casts Fear and forces two more to flee. DM: That was the first time that it's been wounded. It gets hit by the large, spiritual lollipop as it's trying to carry off the deckhand, still holding on. Player: I think I'm going to use Guiding Bolt on the one that was flying away that was singing. DM: Okay, go for it. It's quite a ways away and you can see it (flapping). Player: I get 120 feet. DM: Yeah, definitely within 120 feet, so go ahead and roll for the attack on that. Player: Okay, okay, okay. DM: Level one? Player: Yes, level one. DM: It looks pretty hurt.
[ "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: "Just a moment!" Suddenly the door, whoosh!, slams open and before you, you see Victor, half covered in soot, has a big old thick pair of glasses on his face, one of which is cracked. You can see his chin now has this puffed out, partially burnt and curled bit of a goatee at the very tip of his chin. He looks up at you with these giant eyes that are projected and magnified by his eyewear. "Can I help you?!" Player: Yes, it's Percival. Do you remember me? DM: "No!" Player: Excellent. DM: "Is that all?!" Player: I was hoping to procure some black powder again. We had a-- we made a deal last time-- DM: "Yes, yes, come in, please come in!" Player: Do I have to? Okay. DM: He turns around and heads back inside.
[ "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, Tiny you, thanks to a potion that does that. Scanlan 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: As he curls back, the cavern is revealed further. The pool does come to an end. There are pieces of stone that jut out of the floor. You do see now, scattered across the grounds, occasionally a bit of shine, a little coin-- gold, silver-- elements of wealth that've been dragged deeper into the cavern that have left behind them some remnants in the process of being carried and carted in. Player: If I look back, can I see my sister from where I am? DM: Actually, no. Because she's really well stealthed. Player: She can't see me either? DM: No. You guys have no visual perspective on each other. You've all stealthed away from your own party. Player: Okay. There's a pool of acid right by me, yeah? DM: Yes, there is. Player: Is there dim light here? DM: The light grows dim at about this point, then it becomes darkness at about this point. Player: But you said that I can see a pool of liquid, right? DM: Yeah. What little bit of daylight that's coming in the cavern entrance would be over here. Player: Is the surface of the liquid flat as far as I can see? DM: What you can see, it is flat. There's a little, very faint breeze that occasionally comes through so there's a slight disturbance here and there, but no specific visual disturbance. Player: How far along that pool can I actually see? If you had to do a cut-off point? DM: Because of your darkvision, being an elf, you can see pretty much to the edge of this. Player: Okay. So it doesn't look like there's a big divot? DM: There's no displacement of the pool. Player: I'm going to creep along the wall towards that pillar. I'll stop in that corner, and then move towards you one. Does it give me a better view? DM: A little bit of a further view, just the cavern continues in that direction. Player: Can I still hear the same thing? DM: You can hear it very faintly. You can't quite make out the source. There is something about the room and the air that's travelling through here. The sound itself, you're just barely catching it and it seems to be reverberating to a small extent off the walls of this cavern, which carry sound very well. Player: What do I see if I look up? DM: You look up, you see about 60 feet, 70 feet in the air, just past where your vision begins to fade-- The only reason you know there's a ceiling there is because there are a few points of rock, the top of the cavern does descend into stalactites-- it is?
[ "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, Vox Machina made the relatively grim journey back to the mountainside, finding it now brimming with volcanic rock and volcanic activity that previously lay dormant. Upon climbing the side of the mountain, you found remnants of the Pyrah tribe still alive and making their way up the mountain, as damaged as they are, in hopes of sealing this now progressively swelling tear between the prime Material Plane and the Elemental Plane of Fire. DM: Without issue, you land-- not even, no. Two-point landing, on your feet, knee down, still clutching your ready-to-go bow, unscathed by the boiling cauldron of molten rock. Player: And I Hunter's Mark the guy attacking near Percy and Scanlan and I shoot two arrows into him. DM: Okay, right there. Go for it. Two attacks. Player: Ugh. Where is my thing? Hold on, sorry. (giggles) DM: You're on deck, Keyleth. Player: 21? DM: 21 hits. Player: And 17. DM: Both hit.
[ "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, 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: All righty. Indeed, what looked like two different hallways was one entrance to the chamber that was divided by a singular column in the center. You both flank around as it opens up inside. You see a 50-foot-tall, 70-foot-wide natural cavern chamber that rounds out over the top, and you see it end on the opposite side. There are two pillars nearer to your end that both hold defaced statues of a woman on each. Defaced statues of a woman. Partially destroyed and collapsed. There are elements of it broken on the ground. The heads removed. In the center of the chamber, you see before you a massive stone-stepped pyramid, similar to the ziggurat you've found. The design is a little different, and you get the sense that a lot of it is still buried and it's just the top that has been uncovered and repurposed for whatever this may be. You do see, there are a number of cloaked figures scattered across these steps, and some of them are out looking in your direction as soon as you come around the side. They're all wearing the same black outfits, the cloaks. Some of them have the hoods back; some of them have the hoods on. Roughly, you have what looks to be six or seven from what you can view. There are two of them at the very top that currently have what looks like another crate that has been opened, and there above them, you can see the black orb, exactly like the one you have underneath Whitestone, and they're in the process of taking objects out and throwing them up into the sphere, and you watch as they flash and vanish into the darkness. You see one cloaked figure that's currently shouting out and giving commands right now. Player: Do they see us? DM: With all of your stealth? You got a 19, correct? One of them shouts out, "We have visitors!" Player: Do they only see that side? Do they see us come around the other side of the pillar? They see all of us. DM: As soon as they all glance over, you guys are out in the open of a hallway. Once they see him, they see the spread of you. As this happens, you watch as a number of skeletons walk out from the halls on the sides, and one seems to suddenly shake and rise up from the ground: a large skeleton with what looks like giant horns that curve out of the head, standing about 12 feet tall. Looks to be some sort of minotaur-like beast, but bone and anger. Player: How far away is the ziggurat? DM: The ziggurat from you guys? Let's pull out a map. (cheering)
[ "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, Fjord, Jester, and Beau had fought a giant water snake that was terrorizing the townsfolk. Jester had almost died during this fight. DM: The Lochward is where the Old Mud Hole would be at. The Lochward is to the eastern side of the entire city. The Lochward is the central one. Player: The wards border the lake. DM: So you make your way to the Old Mud Hole. Entering inside, this is a dark dive of a bar, you've been there once before. It smells heavily of old, wet wood, ale stains, and peanut. It's a very small area and of the four tables that are there, they are mostly empty, except for one old man who is sitting there in the process of playing a game of solitaire with his cards and a man in his 30s thumbing through a book, who would be the barkeep if there were more patrons at the moment. He's flipping through and glances up and gives you a look as you enter. "Can I help you? Are you looking for drinks? Can I get you anything?" Player: Yeah, I would really love a drink and I sit down next to him. What do you have? I need something heavier than a trost. I've had enough trosts to last me a lifetime. DM: "We have liquor." Player: I will take your liquor. DM: "I will get some whiskey for you then. Whiskey, everyone?"
[ "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, All carts passing through are being thoroughly inspected. Fjord uses the dodecahedron, since he'll be doing the talking. DM: Five points of damage with the Spiritual Weapon. (smacks) on the back of the shoulders, and you still have your action to do a cantrip. Player: I'm going to run forward and touch him and cast Inflict Wounds. DM: That's two spells in the same round. Player: Just kidding! DM: You can do a cantrip. Player: I'm going to cantrip him. Damn it. I'm going to cast Toll the Dead. DM: Okay, that's a-- what save? Player: That's a-- let me click on it and find out. Wisdom. DM: Wisdom. That is a nine. He does not succeed, so go ahead and roll damage on that.
[ "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. 24 points of damage to him. All right, perfect. So the fist comes by and slams into it. The sword arcs through its armor and you watch some of the plates separate a bit, but it's still holding itself in place. That's your action? Player: Oh, I get a bonus. I will inspire Keyleth. I guess. Not that she needs any help; she's so fricking powerful, but I will inspire Keyleth by singing (singing) Your Minxie brings all the boys to the yard and they're like, it's better than yours, damn right, it's better than yours, you can teach them, but you'd have to "chorge?" (speaking) I don't know. DM: Take a d12 "chorge" die. All right. And do you want to move at all? Player: I'm close to a guy who's going to hit me if I move, right? DM: You're not currently in melee with a guy yet, but you're on the outside of melee with two guys. Player: Then I will move dead center on the board. DM: All right, so you're going to move back up the stairs a bit, then. You'll be here. That ends your turn, Scanlan. Keyleth, you're up.
[ "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, Many of the townsfolk gathered at that square were immediately killed. The party, as well as a few other straggling survivors, ran away as both the gargantuan black and green dragons began to chase them down. DM: Okay. So as you reach out, you feel Sarenrae's warmth come to you, wordless. Attempting to comfort, but even then there is a trepidation in Sarenrae who is, you gather yourself, still taking in the circumstances that have happened. You feel that warmth begin to coalesce into a specific form, and everyone who has come into the temple with you gasps aloud as over these central worship platforms in the center of the temple, a glowing orb begin to form that then slowly takes the form of a humanoid with wings, similar to the ones you've worn in your celestial form. As the light fades, you can see, levitating roughly a foot off the ground, a human. White eyes and pale blue skin, hairless with a simple breastplate that's silver with gold lining on it, a single sword sheathed on the side, and beautiful white angel wings sprouting from its back. The entity stands there and looks down towards you. "I have been sent to your aid. Are you, Pike Trickfoot, to give me a task?" The voice itself seems otherworldly, and understanding the basis of the spell, you need a specific task in mind for it, and it is expensive to maintain in materials, the longer the task requires. Player: Okay. We need your help. As you can see, our city has fallen to pieces by these dragons that are attacking us. And we ask that you aid us in battle somehow. DM: "Lead me to a battle if you wish. I haven't much time on your plane. If you have a task that I can complete at this moment." And you know that to maintain this spell cost about 100 gold per minute. Player: Okay. Ah, shit. Okay. DM: Or 1,000 gold per hour depending on the-- Or 10,000 gold per day. Yeah, it depends on the task it required. It needs to be a little more specific than just "aid us in battle," because if there isn't a immediate battle happening, because the longer it's out, the more expensive it will be. You asked it to rebuild and it looks to you and says, "If you require my aid in rebuilding..." She looks with her head around the temple. "This I can help with quite a bit of haste, as it is within the realm of our patron lady." Player: Okay, well, yes. Rebuild our keep. DM: "It will be done, within the hour." So you can mark off 1,000 gold worth of materials, and at this point, the Planar Ally's wings unfurl and begin to float up, and as it does it lift its hands and all the shattered stained glass begins to lift off the ground with it. And you watch as they all begin to reform.
[ "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 was a cart of horses pulling a group of four gnomes that all eventually revealed themselves to be family of you Trickfoot. After taking them in, whether or not Vox Machina was excited or eager to, nevertheless they treated them with hospitality, gave them a place to stay, gave them food for the evening, conversations were had, and information was passed around. DM: So you guys begin making your way. While they exit, because Ogden's a little slower, you and Ogden eventually make your way out to the front part of the castle, walking along the side grounds. He's with his cane, walking. "What did you wish to discuss, young Pike?" Player: I'm blanking right now. Is there a temple of Sarenrae here? DM: You have definitely had one constructed. It's a smaller scale. The larger temples here are for Pelor and such and you've been away. Most of your focus has been in Vasselheim and Emon, so you haven't done the full temple construct here, but there's a small shrine that you've built so at least you can go there. Player: I would love to walk you to something that I was a part of building and creating here in the city, if you'd like. DM: "Of course. Lead the way. I am your guest. I am here at your behest." Player: I walk him to the shrine of Sarenrae. DM: Okay. There was a big building that collapsed during the Briarwood period. The lot was cleaned out, and it's a small standing shrine to Sarenrae at the time being, to eventually be the placeholder for the full temple's construction that you'll build around it. But for the time being, essentially a few small benches, set in a circular stone fashion, and there's a fountain-like carving. A simple carving of Sarenrae for people to pray to. You eventually walk him to that centerpiece. It's mostly empty this time of day. Nobody's currently in the process of upkeep; there isn't a need for it. Some fallen leaves, and it's a little dirty on some of the benches, but you brush it off and you both sit on the bench, looking up at the big winged statue of her. He sits down. Player: Do you know where we are? DM: "No idea." Player: This is a shrine of Sarenrae, who I follow, and I wanted to bring you here because I wanted to share it with you. DM: "Thank you. It's very peaceful." Player: (sighs) How are you feeling? DM: After looking around for a minute, he leans into you and goes, "Pike, we need to talk. I've been tying together the missing pieces of our history for most of my life. This information has helped me once before, and as I'm sure has been discussed at length with your friends, there is a curse upon this bloodline. My research has brought me some knowledge, and I've been able to cast this curse out of one Trickfoot before, but I failed once before that. And I miss her to this day. Do you want to know the history of our curse?" Player: I would. DM: "Over four centuries ago, when our kin still occupied the city of Witterbach, up in the Cliffkeep Mountains, long before our bloodline took the name Trickfoot, there was a wily rock gnome called OG Pipemender. Now, OG grew jealous of his brother, Lons, and his business's success, and his marriage, apparently. So, seeking a means of balancing their standing, bringing Lons down a peg or two, OG plotted to undermine and shame his brother, and destroy his life. Now, he was successful in this plot, at least from what I've gleaned. Lons was ruined, but not before it was revealed to Lons that OG himself was the culprit. Now, cornered and fearing for his life, OG lashed out and slew his brother. He fled Witterbach and wandered the mountains for weeks, scavenging to survive. On a full moon, he was visited by a vision of what is believed to be the Lawbearer, Erathis herself. At least, an aspect of her, at the very least. Now, this grave injustice he had committed did not go unnoticed by the Lawbearer, and it required punishment. And a curse was set within the very blood of OG himself. One that lay dormant from generation to generation, unless those carrying the seed fell to extreme selfishness and wanton destruction of others. Now, we Trickfoots may not have the best reputation, but what we do, we do it to survive. And we hurt no other in the process. Those that wander too far into the dark call up this curse and the shades within them slowly hollow them out, leaving a ravenous, selfish beast of a gnome. These visions that I've dreamt, I've had them before. They were not wrong. I saw the shades within my beloved, Ishma, but knew too little at the time to stop them. I caught the shades within others since. Within Johann here, even, years and years ago. And used what I learned to exorcise them out. Now, these visions I have now show you, young Pike. A darkness within you far greater than the others, and I don't know what has drawn them to you. You walk with such light, and I am worried what could be hidden beneath all the layers of silver and gold and blue and Sarenrae's blessing that could still draw these shades to you. Where you've been, what you've done, I know not. I know not the justice of the goddess, can presume not to know, I don't bother myself with such unknowable things. But I am here to try and help, if I can. If you'll have me." Player: Wow. That's a lot. DM: "I've had an entire lifetime to think and learn and research and regret." Player: How long have you been having visions, in terms of this happening with me? DM: "This is only over the past couple of years, but I knew not where to find you until you sent your letter." Player: And what are your thoughts on JB? DM: "She is very dedicated. She's very sweet. She's a bit distracted, at times. She cares much for the stories of you and your friends. The poor thing's been at my side for the majority of her youth. I feel like a burden. She looks after me and not much else, so she lives vicariously through the stories she manages to assemble of you." Player: And she knows about all this, as well? DM: "They all know. We've had time to speak. I was the one that insisted we come see you, and I do apologize for the rest of them. They are unique." Player: Well, I think I was at first shocked, and I feel like I need to apologize for my trepidation and wariness at first. DM: "It's understood. Like I said, we have a reputation. One that you've, as far as what I've heard, been able to kick to the curb."
[ "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, 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. There's one fellow over here that is a bit far away who steps off. Instead of holding the same clubs and shields or other various hack weapons, he's carrying a gnarled staff. Player: Oh, shit. DM: Steps forward and sees the weapon that you fired twice and had been fixing, this large metallic dangerous entity, looks forward and begins hissing under his breath (hissing gibberish). Player: Do I see this? DM: You do. Player: I'm going to release my-- DM: Though you are being slammed on the ground. I'd say make a perception check, actually, to see if you see this. Player: Okay. DM: Because you are currently-- Player: 19! DM: Yes, actually, I will say you do see this. Player: I will release my Counterspell. DM: Okay! Player: I assume he's casting something. DM: He is, actually--
[ "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, Grog then takes the first bead of divinity -- the one from Ioun-- smashes it on the Anvil, and folds the powdered remains into the first ingot. With aid from Keyleth and Scanlan in the form of spells and inspiration, he does the same with the bead from Pelor, but has trouble with the one from the Raven Queen. DM: Well, let me double check on that for your bardic ability. And how many more bardic inspirations do you have at this point, by the way? Player: I've only used two. DM: You used Cutting Words, you've inspired Keyleth, and you've inspired Grog. Player: Oh, Cutting Words counts? Then I've used four so far, and I have two more to go. DM: Two more to go. And as far as your peerless skill, you can add it to any ability check, yeah, so not a save, unfortunately. Player: All right, bye guys. DM: What was the total?
[ "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: Not bad. As he dodges the first one, the other one-- He tries to duck out of the way and instead, you see it vanish into the cloak. At first, you thought it just passed through harmlessly, but you hear an "Ugh!" and he falls and limps against the wall for a second before looking up in your direction with a snarl. Player: (yelp) DM: All right. That finish your turn? Player: Have I done all of my movement? Yeah? DM: No. Technically, you still have about 15 feet. Player: I'll just duck over towards Shakäste so I'm not right in eyeline of either of the hallway baddies. DM: You go to duck over towards Shakäste, and your face hits something that's not there. It's like some sort of invisible force. Player: Why do I keep running into things? I need contact lenses. DM: You immediately recognize the familiar scent of Caleb's coat right in front of you.
[ "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 polymorphs Grog into a gorilla, and she herself Beast Shapes into a giant eagle. Everyone moves through the bog canopy and enters a shaded nightfall in proximity to the giant tree. DM: They're below the treeline. Percy, as you get closer you begin to notice that the actual roots of the tree almost come 10 feet up before they merge with the outside of the tree itself, a number of-- Player: Is it a solid trunk, or is it like a combined trunk? DM: It's a solid trunk in most of its places, but there are swaths of vines that wrap around it and curl and create these giant, tight nets, almost like a Rat King of tails across certain portions of its exterior near the base, and where some of the roots join with the central tree trunk. Player: I'm gonna back up and try and find a place to scan the ground, find a place to put a door for our mansion. DM: Okay. Player: Safe. DM: Okay, I mean, there are a number of areas that are somewhat clear on the ground, but there is no-- All the landscape is coated with this molasses-type material, even the bits that aren't submerged and are relatively shallow, there is still that substance all across them.
[ "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, Fjord tells them he sees visions of a giant eye, and hears a voice. The sphere reminds him of that eye, and he wants to know where the temple is. DM: As he does so, the guy's like, "Jamedi, the captain will be right here-- What?" Just looks really confused. Player: Is there a way to slip by? DM: Your stealth check, yes there is. You dart past. Player: Slip by the back, yeah. DM: Right at that moment you look over your shoulder, and you can see the captain is now heading down the hallway in your direction. Player: Okay, I'll make the effect disappear. DM: He goes, "What? I don't?" Player: Oh, but I'll leave the effect of the cards still there. [cheering] DM: You run to the end of the hallway. You see those stairs ascending down into the cargo hold below, and you hear over your shoulder, "And where is he?" "No, but Captain, he was right-- Look at the cards." Player: Poof! DM: You hear the argument, and the guy desperately trying to explain what he just saw, as you disappear down into the cargo hold below.
[ "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 discovers a copy of The Courting of the Crick under Prucine's bed. Caleb notices a magical essence from a rolltop desk as Ulog lockpicks it open, emanating from what appears to be a spell case within it. DM: There looks like a space there, it's a table, it doesn't have a drawer or anything, it's just a table you can hide something on or put something underneath. Player: Is there clutter on the desk at all, or decorations and stuff? DM: A faint bit; there's like a candle and a small piece of clockwork. Player: I'll fold up the Knights of Requital letter and hide it under her clock. DM: Okay. At that point, Ulog goes-- Player: Leave a little bit showing in the back, so that someone could find if they're investigating. DM: Right. There's another thing that you see there. There is a small box that is wrapped in silver cord that is resting on the desk on top of a stack of books.
[ "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: "I'm happy to take care of this for you." He loads his crossbow and plops himself down at the edge of the hall where he has a view of every single door at the south end of the keep. And he's, like, perched and ready. All right. You guys come to consciousness the next morning, more hungover than others, depending on the individual. Come down, breakfast has already been prepared and waiting. Poor Laina's been trying to keep it warm for you, and part of it's already being eaten by your guests, who, half of them fell asleep in the actual dining room. Nevertheless, all of you come down. Scanlan, you eventually come out of your confused reverie. Not a lot of good sleep throughout the evening and Kaylie never came back throughout the night. Player: Mm. Is Dr. Dranzel around? DM: Yeah. As you head down to the main dining area, Dranzel is there and he's a little hungover himself and enjoying the remnants of his meal. Poor Laina is not designed to produce breakfast for over 11 people in a morning. Player: Old friend, a quick word. DM: "Yes. Good morning, Scanlan." Player: Good morning-- Well, morning to you as well. Did you know? DM: "About?" Player: Did you know? About the girl? DM: "What did she do?" Player: All right. DM: "What did she do?" And you can see, he looks a little worried now. He's checking his pockets. Player: Does he seem-- Can I insight check him? DM: Yeah, make an insight check. Player: Does he seem genuine? Oh, boy. Three. DM: Three. Seems pretty genuine. Yeah, he's hard to read beyond hung over and mildly confused. And you spent a lot of time with him, so you know his demeanor pretty well. But yeah, he seems genuinely like (stutters) "If she's done anything wrong, let me know. She's part of my troupe. I take responsibility for her." Player: No, no. She's a fine player and a fine, upstanding person, and you should take special interest in her. She's a good one. Please, if she continues on with your troupe, take good care of her, all right? DM: "Of course. As long as she keeps bringing in the change and doesn't piss me off, I think we're good." Player: She might. All right. DM: Takes his hat and puts it on, finishes his breakfast.
[ "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, The others try to persuade Nott to join them in swimming down, and Caleb casts Suggestion on her to convince her to try it. Nott, you, and Fjord join Yasha and Jester inside, Nott forgetting she's holding the weasel, who lives but isn't happy about it, joined shortly by Caleb, Caduceus, and Nugget. DM: You pull your sword out of the wall and get ready for the next round of combat. This brings us to the top of the round. Beau, you're up! Jester, you're next. Player: (deep voice) I'm back! Can I do like a cool, monk-like kick and go pop pop! Like two unarmed attacks as I kick-kick with my legs? DM: Yeah, yeah! Make-- Player: Some capoeira shit? DM: Yeah, you can. Which, as you do, it's a spray and spin windmill of water in the air around it. Go ahead and make your attacks. Player: First two unarmed. That first one is an 18, being a 25. Second one's an eight, being a 15. DM: Both hit.
[ "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, Scanlan uses a new spell, Bigby's Hand, to grab and hold the cloaker. Vex shoots out one of its eyes, Tiberius telekinetically removes the other, and Vax gets the killing shot. DM: Pike, then Scanlan. All right, so top of the round. Percy, you're out in the ship. Are you going to stay on the ship? Player: (garbled) No. (garbled) These cookies are really good! DM: I know. Timing is everything. What are you doing? Quick! Player: I'm going to tug on the rope three times in succession to let our shark friend know that it's time to boogie. I'm going to take the rope. I'm going to jump out of the boat. Is there anything to tie the rope to? DM: This beach is just gravel. There's no particular physical element. Maybe on the far end, there might be a part of the wall, but it's going to be an awkward hinge, and there's really nowhere to latch-- Player: Is there something that if I had an adhesive that I could-- DM: Well, if you have an adhesive, you might be able to stick it to the wall at the far end of the beach-- the cavern wall that you're up against-- but there's nothing actually on the beach floor at all. Player: I'm going to attempt to take the piece of rope, place it against the wall, and take an ice shot slightly above the rope and freeze it to the wall. DM: Okay. So as you hold it up, you line up your enchanted ice chamber of your Pepperbox, fire, and with an extremely loud echoing (gun noise) gun shot sound throughout the cavern, you see a blast. The bullet itself ricochets and spins off into the distance, into the darkness, but you do see left behind, where part of the rock has chiseled from the impact, ice has coalesced and cracked and has, for the time being, held the rope to the edge of the cavern.
[ "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, First, you checks in with Percy to see if he can identify the pond she saw in her vision; he gives her a map and some suggestions. With a good idea now of where to go, you rides Trinket into the forest toward the Alabaster Sierras. DM: Okay, so as you reach this clearing, you glance about, and it appears to be empty. There's nothing here. There's no sign. You can attempt to find tracks, if you'd like. Player: But I'd have to hop down on the ground. DM: You're currently up in the tree, yes. Player: I'm still stealthed, though. DM: You are. Player: I'm going to climb down the tree. DM: Okay, you find your way, stepping onto the somewhat soft floor of the forest. Player: Oh, that's actually really good. I'm going to take a minute. I don't know what kind of creature it is, though. I don't know if I can use my Primeval Awareness. DM: Well, you can certainly try. Player: I'm going to try my Primeval Awareness. DM: Okay, and what are you concentrating on?
[ "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, 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: "While these entities do concern us, there is the alternate vow that we've spoken, and that is to protect Vasselheim. The city has stood as long as it has because we have not left our post. And the moment that we were to attempt to move even a minority of our people in the city to be of aid to you in this endeavor, this would be the moment that the Dragon Queen will be waiting for to attack our citadel. There are many more forces beyond these dragons that you speak of in this world, bent against the destruction of this city. And we stand because we hold vigil here." Player: But, sir, you should understand how close this destruction came from your doorstep. DM: "And yet it avoided our city. Do you know why? Because even such creatures know better than to lend their talons against us." Player: But how do you know that will happen the next time? Is that always where you're going to place your bet? DM: "Do you think this will be the first time that ancient dragons have attempted to attack our fair city?" Player: How about four? DM: "I can guarantee you, should they mount an attack on us, four or not, they will fall."
[ "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, you sees Toya being led out with the devil toad, Kylre. you makes a distraction by hitting a horse on the buttocks. DM: As you come up around the back of the devil toad, the guard that runs past doesn't immediately notice you because he's focused on where this cart is running off and you can see another guard that was far away from this encampment that's circling back with him. The two of them are now bolting in the direction as the cart begins to slow. It's not just going forward forever but it spooked him and it's starting to slow down. They're just going to inspect it. However, as you slink up behind, the devil toad's head curls back towards you and you hear this deep, guttural (growls). Player: "Okay. It's okay. Toya?" And I look at Toya. "Hey, come on, let's get out of here, let's go." DM: At which point a voice says, "Excuse me?!" And you can see the three guards are there staring at you. Player: Fuck. You didn't say there were fucking guards. DM: I did say there were three guards. The three guards watching them. Player: I thought you said they left. DM: One of them left. Player: One of them left. So wait. Oh shit. DM: It's a bad stealth check, I'm sorry. But there's now three crownsguard right there and they're like, "Can I help you?"
[ "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, The group of adventurers, Vox Machina, had found themselves in the Feywild, intent on discovering another one of the Vestiges of the Divergence, one of the many artifacts that they hope will aid them in their struggle against Thordak the Cinder King and the rest of the Chroma Conclave. They've defeated two of the members, three still remain, Thordak being the seeming powerhouse head of that troupe. DM: I don't think that's how it works. It's not like you hit a couple fingers and they drop a cup. This is a massive muscle currently clamped on you, trying to swallow you. Player: I was hoping. DM: I know. Sorry. Player: Okay, in that case, I'm going to grab my sword and start hacking at him. DM: Okay, so we'll say you use your bonus action to draw your weapon. It's right there by your side. You pull it out. Go ahead and make your attacks against the crocodile. Player: Okay, that's a 15? DM: 15 just barely hits.
[ "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 fiend then attempts to bite his throat, but Scanlan begins shouting up at him. The bard's Cutting Words distract the pit fiend and cause his bite to just barely miss. DM: There you go. 44 points of bludgeoning damage. As the tail (whack) slams into you as it spins around, and as the tail hits you it already has its mace, the flames curling off of it, swinging in a backhand motion, toward you. That's going to be a 22. Player: Doesn't hit! DM: Doesn't hit? Player: Doesn't hit, because I just got knocked down, so it went over my fucking prone body! DM: Okay, so that ends its turn at the moment. Player: Everyone hears (groaning). DM: And you know what? Actually--
[ "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 Nein feel sorry for the hapless bandits, who keep apologizing, and Molly gives them the hide armor he bought on the road. The party encourages them to find a different line of work and they run off. DM: It's hard to tell. The buildings that are in the outside of the upper ridge look to be varying sizes. They don't appear to be super tiny, by any means. You do see from this perspective, as you're heading down to the base of the mountain, you're at the top of the hill, and this last leg as you start pushing in towards Hupperdook, at the base of where the waterfall is hitting, behind that row, you can see what look to be numerous towers, thin and tall, like these weird needles of buildings that kind of cluster around the base of the waterfall. That's as much as you can make out at this distance. Player: On a scale of one to ten, one being like a shit-ass swamp town and ten being like Rexxentrum, what does the civilization of this city look like? DM: The technology, as you get closer and closer and begin seeing these fields of construction, the industry is pretty prominent. It's the most you've ever seen. As far as the beauty of a living, civilized town, five or six, maybe? Player: But not podunk? DM: It's not podunk, by any means. Player: It's builded? DM: Yeah. It's well-built. It seems comfortable. The base area around the mountain as you begin to approach-- and you can see now where the clouds and bits of steam are mingling and rising up, mixing into the sky above you-- the colors here are fairly drab: browns, grays, dark graphite metals. And immediately, you can see the ground itself.
[ "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, He wants to find Sabian. The party agrees to head to Nicodranas, where you's mother lives, although you will have to disguise herself because she can't be seen there. DM: Yasha's somewhere just going like, (sighs). All right, have you guys decided to start making your way to the Menagerie Coast? Player: Wait, I got to get my handaxe first, so I pick that up. DM: Yeah, easy enough. Pumat's there. "Yeah, we worked real hard on this one, so I hope you enjoy what we've imbued into this previously-not-very-interesting weapon to make it just a whole lot more interesting." Player: It is so interesting now. Did you want to put a ribbon on it or something to make it prettier? DM: "Do you want to request a ribbon? We've got multiple colors." Player: (gasps) What colors? DM: Green and gold.
[ "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, You began to look throughout the room. You found a sword across the upper ceiling, an ornamental blade of some kind. DM: You do and as you summon it, there before you is not the Wastehunter Blade, but the falchion now returned to grasp with a strange, more hooked and jagged appearance to it. It seems the essence of this pact has consumed the weapon you had bound with and made it one with the falchion you made this pact with oh so long ago. Player: I try and keep my-- (clears throat) Fu-- Make it disappear again. Has anybody woken up? Are any eyes open at all? DM: At the moment, no. Player: I'll lay back down and go to sleep. DM: That's where we'll take our break. Player: Holy shit! DM: We'll be right back, guys. As a reminder, we do have our giveaway tonight. We have the wenge hero vault, which is the awesome dark wood color from our friends at Wyrmwood. You can contain your dice or your character model. This will go to whoever wins tonight's giveaway. Once again, if you are in the U.S or in Canada, you are capable of winning this tonight, unless you are in Quebec, unfortunately. Come on into the Twitch chat right now. The keyword for tonight's "harvest." You can only enter once. If you enter more than once, you will be unfortunately disqualified from this. We'll come back at the end of the break to give this to the winner, so we'll see you guys here in a few minutes. Thanks so much. Player: Oh, you crazy motherfucker! DM: (evil laughter) (break) Welcome back everybody! First off we have--
[ "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, Grog convinces Tary to eat a mouthful of dirt, saying it's a local custom. Keyleth transports them from Terrah to Greyskull Keep in Emon. DM: You're eventually led to this individual who, pointed out, is dressed simply at first glance. The clothing he wears, just a plain white, billowing shirt, nice tailored pants, and some boots that go just up to the mid-calf. Dark brown-red skin, completely shaved, smooth, bald, shining in the sun, no facial hair, with piercing blue-grey eyes. As soon as you begin to approach, he's finishing a conversation with someone and turns to you and flashes the brightest of white smiles and goes, "Hello! Ah, you look like you are looking for some help, or in aid of something, yes? No?" Player: Yes. DM: You're staring at me. What do you want? Player: We are-- I don't know if you've noticed, but the city has just been saved. DM: I have noticed it, strangely enough. I've watched it be saved, and-- Player: Yes, then you maybe saw us in the fray, and now, after saving this beautiful city, we are on our way to the middle of the fucking sea. Would somebody be able to take us? DM: Well, are you looking for a-- to purchase a vessel? Player: No. To rent a crew of well-seasoned sailors who know their way around the ocean. DM: I guess it really depends on the size of the vessel you're taking-- what ship do you have?
[ "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, Fjord manages another kill with Eldritch Blast, leaving two up, including the priest. Caleb takes a hit that breaks his concentration on Molly's Haste, stunning Molly for a round. DM: And is going to vanish once more beneath the surface of the water. You don't know quite where it is, that’s where you last saw it disappear. That brings us to Beau. Player: It's me already? Oh, shit. I'm going to unleash on this guy. Again, crack, crack, see what happens. DM: You have advantage on these because you're flanked currently with Jester. Player: Oh, goodness gracious! Yes! I'm going to try and use my staff to pole vault me up in the air and go crack, crack, with two big swoopy swoops. I'll take the 13, eight plus six is 13. 14! DM: 14 hits him. Armor class of 13. Player: That's eight plus another four so that's 12 damage for the first one. Second one. That hits, 18. DM: 18 hits, roll damage for the second strike. Player: Five damage. DM: Whack, whack! You hit both sides with the staff. It's being knocked around, spitting blood out of its mouth. It's hurt.
[ "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, At the border, you is greeted by a caravan of several gnomes: Johann, Astra, Ogden, and JB. DM: "Yes." Johann claps his arm on the side of your shoulder. "Yes, of course! It's been-- I can't even remember. Look at how big you are! Last I saw you, you were waist-high to a knuckle-punch. It's been far too long. And so strong!" He's slapping the side of your arm, and they're all doing the whole family gathering, pulling and tugging, and you're starting to feel uncomfortable from all the attention, and the guards are all confused but also mildly amused by this family gathering. The old one now catches up, and you recognize that this is your uncle Ogden Trickfoot, who is the father to both Johann and JB. As he approaches, he has this small walking cane and he's walking at an angle because he doesn't quite see you. He's like, "Are you sure that she's around?" Player: I'm right here! DM: "Huh?" Player: Hi. DM: "Ah. Yes." Player: How are you? DM: "I'm all right. It's so good to see you." Player: It's so wonderful to see you. DM: "There you are." Player: I'm here. DM: He adjusts his head a little. "They tell me that you slay dragons!" Player: Yes, I did. With my friends. DM: "What?" Player: Who I would love to introduce you guys to. My friends? DM: "What did she say?" Player: My friends! DM: JB's like, "She said yes. She's slayed dragons." Player: I also-- DM: "What?" Player: I also have a bakery! DM: "She says a bakery?" Player: It's called the Slayer's Cake! DM: "Cake?" Suddenly you see his face brighten. Between the bursts of facial and head hair, you see a little bit of rosy cheeks poke through with a smile. JB goes, "We'll get you cake. We'll get you a cake, uncle." Player: Come this way. I didn't realize you guys would be coming, but I'm glad that you got my letter and everything else. DM: At which point, the blonde one goes, "Yes, of course we did. You are as beautiful as everything they told me. I'm Astra, by the way. I'm Johann's wife. We haven't met, but you are a sight to see." She takes your hands and pulls your hands and goes, "Oh my, and aren't you the strapping young lady. Who's the lucky man?" Player: Oh. Well, no one right now. DM: "Oh. Shouldn't be a problem. Or woman. Whatever, I don't know. You can tell me later." Player: We'll discuss later, maybe, but do come in. I would love to introduce you to some friends of mine. Come into town. DM: JB's smile creeps, and you see the gap in her teeth once more. "Are these friends Vox Machina?"
[ "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, The party, after essentially forcing this individual to reveal themself, the rakshasa fled through a tunnel underneath its room into a long subterranean tunnel fraught with traps that were set to protect it. The party managed to avoid these rather deftly until the steady decline of the hallway, combined with the increasing moisture and scent of refuse, caused a slick surface and our fantastic cleric, Brother Kash, Kashaw, slipped and fell down. DM: Six, okay. All right. As the skittering seems to go to a fervored frenzy, you can see masses and masses of extremely matted fur moving and quivering through this refuse as a series of rat swarms pour out of the edges of this giant dung pile. And where at the center that giant entity has revealed itself to be a terrifying visage of some kind. I'm going to have you go ahead and roll an arcana check. Player: 22. DM: 22. Immediately, as soon as this creature comes out (squelch), this horrible guttural bubbling sound its throat makes as it pulls itself out of this nasty collection of refuse. You've read of this in quite a few tomes before in your travels. This is known as an otyugh. Player: A what? DM: An otyugh. Player: Oh. Nasty things, these otyughs. DM: Usually riddled with disease, they're controlled garbage disposals for those that can keep control of them. And it is Kashaw's turn.
[ "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 creatures then approach and attack you with their longswords, the second horror striking true with its two strikes. Cassandra clutches her bleeding throat, not unconscious yet but barely clinging to life. DM: Well, you have to roll to heal. You pull back, and it's a really unsettling thing as you pull up her head to try and feed her the potion. Player: It's 2d4? DM: It's just a regular healing potion? Player: Yeah, regular. It's the lowest of the rung. Moderate? I think it's called moderate? DM: Sorry, got it right here. That's 2d4 plus two. Player: So four. Six. And then I want to step in front of her, between her and that one, and then stab the one. DM: Okay, as you take the potion, it's a messy process. You get most of it in her, but some of it drips on the ground, but the wound seems to close. All the blood goes away on the ground around her neck from the splashing of the potion, which has vanished entirely, and you can see she's (gasping).
[ "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, Scanlan calls the dog back. Ripley says she has fairly taken these vestiges as Vox Machina has, but Percy says they still have old debts to settle. DM: Okay, gotcha. She says, "I have fairly procured a few artifacts for myself, and you have done the same. Do we call it an honorable draw and go our own ways?" Player: I am in agreement that on that level, all debts are settled and fair. However, I believe we have some previous debts to still settle. DM: "I have no interest in the petty tyranny of drakes and dragons. Every great beast that has asserted dominance through history has fallen to the ingenuity of man. I worry not what you're after." Player: You are so dull! DM: "The other races, Percy, and you know this in your heart, they lack our dynamic ability to adapt, to build upon failure so quickly that success becomes an inevitability. I have faith you will all succeed in your mission, so long as you keep your precious white-haired boy in the lead." Player: You two really follow her? Are you idiots? DM: The man with the dagger out glares off at you in the distance. Make a perception check, actually.
[ "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 towards the mouth of the alleyway to try and get out of the erinyes's line of sight. He once again prepares to cast Otiluke's Resilient Sphere when Ghurrix is in range. DM: The sniper can still get you. With 25 movement, you can't get far enough away, unless you want to use your action to dash. Player: No thank you. How high, he would be--? DM: Actually, technically, you used half your movement for prone, so you can only get that far. Player: Oh. Is there anything I can hide behind? DM: Currently, no. Player: Can I hide behind Pike? DM: You can't get that far. Player: Jump in the lava? DM: If you want to.
[ "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, Out in the hall, as Trinket is dragging Ripley, the doctor breaks free of Trinket's jaws and reaches into her pocket. She throws a stone down onto the ground, the stone detonating and releasing a fog-like substance. DM: You hit it, then yeah. With the creature looming there, you manage to bend it back into place. You get it aligned as best as you can. That's your action, though. Player: If that had been a slightly bigger fuck-up, that would have been-- oh god! Okay. DM: So your gun's functional, but that's your action. Player: I'm going to use an action surge anyway, so it doesn't matter. DM: Yes, you are. Okay. Player: I'm going to break off from this guy, and I'm going to rush towards Professor. DM: Okay, gets an attack of opportunity on you. Player: Go ahead. Don't care. DM: Guy rolls a 14. Player: Yeah. DM: So you just (whoosh) duck under it instinctually. It comes toward you. Eyes forward, you duck underneath the blade. Player: I push him in the face. I don't care. DM: Okay, you get right up to there, and you can see Anders backing away as you approach. Player: I'm going to unload in him. DM: Go for it. Player: That's 21 to hit. DM: That hits. Player: That's 25 to hit. DM: That hits.
[ "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, They agree they will return in two weeks with word or else the Ravenites will go to Vorugal. They visit the lair of the dragon and find one of the spheres akin to those they saw in Brimscythe's lair; they don't mess with it. DM: They approach, and stop for a second. A few of the folks who came over and went to grab for chains have stopped and are holding them in their hand. Player: I have to tell you something. We're not actually Draconian. DM: He leans in and gives you this very keen look now, and takes a few steps closer. He's about five feet from you now. "From where I stand, you look pretty fucking Draconian to me." Player: Well, we have some really good magic users with us. Look, forgive us for making tails. We don't know anything about your culture. We're idiots! We came here because we know you're under attack, and we're trying to help. DM: "And you just wander into the caves of the Ravenites, dressed in the face of those that broke our backs?" Player: Yep, because we're stupid! DM: Make a persuasion check with disadvantage.
[ "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, Fjord tells Beau to give an already blushing and uncomfortable Caleb a hug. She very awkwardly does. DM: It takes a short time but you manage to, in the next ten minutes or so, feel comfortable that you've mended most of what the harpies had done. Player: I'm going to go down and let the crew know that everything seems to be copacetic upstairs. DM: The two crew that you hired who already rushed in there are in the process of telling the story of what they just saw. They're like, "And then there was a blasting light up there! It was crazy!" Player: Hey, everything seems to have calmed down upstairs, everything seems fine. I think I'm going to try blintzes for breakfast tomorrow. I feel like we could all use a treat. DM: You notice half of them go, "Yeah!" Player: They don't know what I'm making them out of, but yeah. DM: No. And the other half are like, "Blintzes?"
[ "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 a high-level Hold Monster, he paralyzes Zahra, Kash, and both their mounts, sending them plummeting back over the side of the tower. As Vecna's wounds again begin to seal, he telekinetically raises the central platform of the broken tower. DM: I'd say you need about 50 feet to get to Grog. 50 feet of your movement, you get down to where Grog is. What are you doing? Player: I'm going to scoop him up if he can do a little jump and whoosh. DM: What's the strength of your planetar? Player: 24 strength. DM: Yeah, you could, yeah. You could probably do that. Roll a strength check for me, if you don't mind. Player: Okay, that's fine. I rolled a nine plus seven, so 16. DM: So you swoop down, arm underneath Grog's shoulders. It's your action do that, I'll say. Grab and get hold, and then--? Player: Going the rest of my movement, which you said I used 40 feet? 50? So I have another 70 feet of movement. DM: You get him about there. Player: Can I use my bonus to dash a little further? DM: I don't think you have a bonus to dash, unfortunately. Player: Can I, because you held your action. Can I get up there and give him the cheerleader, like the figure skater, Go, Grog! And see if I can do the, you know? DM: You've already used your action, unfortunately. That would be an action to try and do that.
[ "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, Got a copy of Kevdak's bear tattoo done on his back, because that shit's behind me, and made Kevdak's skull into a mug. Returned to Vasselheim and defended his title in the Crucible. DM: You watch as in the center of his pupils a little sparkle of interest kicks in. And, I mean, five percent soberer at the prospect of something fun of this stranger that gave him a drink and goes: "Wait, what are you talking about?" Player: Well, listen. I am kind of like an evangelical spreader of good news. And I found this. And one time I pulled a card out and I got a magic weapon. It was amazing. And I just figured, like, you look like a guy that would appreciate such a weapon, so-- DM: (belches) Player: -- and I open the Deck. I thought maybe you would like to draw a card. DM: He takes a second and looks around. Looks at the Deck. "Is this some sort of a magic trick?" Player: Yes. Yep. DM: "All right. Do you want me to tell you what it is?" Player: Sure. Yeah. Just draw it and-- Actually, just hold it and don't tell me what it is. DM: Okay. Let me get my cards out.
[ "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, Another archer, unable to hit Vex, aims for Percy and fires two arrows. Both of them hit the gunslinger, the second arrow deflected enough to reduce damage. DM: So go ahead and mark that. Okay. And this guy over here at the very top moves over as well and is going to go ahead and take two more shots at Scanlan. Since there's currently not a whole lot he can see in the area that's a threat to him, near this gleaming beacon of pink and purple up on the rooftop another friend of his is currently whaling on, so. Two attacks against you. That's going to be a 19. Player: Hit. DM: And 23. Player: Hit. DM: All right. You take another six points of piercing damage. Go ahead and make your-- Player: Yeah, 20. DM: What was it? 20? Okay. Second one is 14 points of piercing damage.
[ "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, Nott puts one of the jewels in bed with him as they hear someone enter the room above, and they dive under the bed. The crewman above falls through the carpet-covered hole into the room with them, waking the sleeper, who stabs him. DM: I mean, he's not dead, but for his level of life experience, he's taken a significant amount of damage and if left it will probably eventually get infected. Player: Okay, I'm going to give him a level two Cure Wounds to get him going. That'd ought to heal him, right? DM: Go for it and roll. Player: All right, let's do a level two. Let's see what that looks like. That's 2d8. Don't know why I'm being so fuddy-duddy about this. Do I get a specialty-- no, it's only when I'm healing myself. Okay, 18. DM: That's enough to bring him back. You concentrate on him, he winces and you watch as the wounds close up. There's no mark, no scarring. He looks at the wound and goes, "Mr. Clay, thank you very much." Player: Okay, you're going to want to sit down. Take it easy for a while. I wouldn't get up for like a good half hour. Be very gentle on yourself. Why don't we get this man a drink? DM: "I appreciate that. You're too kind, really." Zoen goes "See? No hard feelings, right?" and Waldock decks him across the chin. Zoen falls to the ground grabbing the side of his face. Player: Why don't you get that man a drink? DM: "I think I'm going to do that." He gets up. While that's happening, and that's happening, and that's happening.
[ "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, to the party. Percy dons his mask and sticks his head into a sand pile that he uncovers under some of the rocks. DM: Percy, you also suffered seven points of damage from the crushing and bludgeoning on your head as it passed through. Player: And I take the fire hand and I stick it, and I light up my fire and I stick it in the fire. DM: Okay. Player: Does anything happen? DM: You put your hand in and your hand is still-- it's hot because of the flame that's on it. As you put it in, it is a scorching hot pain. Player: Okay. DM: You take two points of fire damage just from placing it in there. Player: Okay, I pull it out and I go fire elemental. DM: 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, Algar sees them and orders Xundi to finish them off quickly. Roll initiative. DM: I'll say if you wanted to try and vertical leap from here, go ahead and make an athletics check to see if, given the circumstances of the turn, you can make it. Player: Okay, 22. DM: 22? I'll allow you to just get the final distance on the edge and have to correct yourself and then catch it on the ledge. But that's the end of your movement there. Player: (panting) Fuck, you guys. And I'm going to take my shurikens and pop pop! DM: Towards? Player: Whoever I can see. DM: You can barely see Algar just around the corner. Three-quarters cover. And then there's the protector who looks fairly hurt.
[ "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, There they are greeted by you's father, Korrin. A ceremony is held, the whole village gathering to celebrate beneath a huge tree in the center of town. DM: A short time passes. A few moments, before you begin to see the city suddenly come to more vibrant life. People are stepping out of their abodes. Dozens of individuals are beginning to come together, talking, whispering, and some looking back and watching you all in the outskirts of Zephra, until eventually it seems a procession of some kind is all gathering and moving out of this mass of people in your direction. As you look, you begin to see people adorned in similar clothing as to when you first encountered Keyleth in the swamps outside of Stillben. You see these leather-based, almost scaled-looking armor that drifts down to the legs. You see people that hold giant staffs that hold golds and greens and blue colors that mark the symbols of the Zephra tribe. And then, in the center of them, you've met once before, you see stepping forth, Korren, the father of Keyleth and the current acting Voice of Tempest of the Zephra. His long white, silver hair drifting behind him. He approaches with a look. Everyone holds back as he steps forth from the crowd and ignoring the rest of you, just goes and beelines straight to Keyleth. You can see him, he has a bit of a limp to him that you don't recall from last time, but he seems other than that in good health. As he approaches you, he clasps his hands out in front of him and takes a good long look at you as he reaches out and takes your hands into his own. "My daughter." Player: I just drop to a knee and say, Kaitiyaki, father. DM: "Kaitiyaki, Keyleth. We've heard that the defense of Emon was successful, yes?" Player: Yes, we have defeated the Chroma Conclave. The help of Vox Machina and many many others, at the cost of many lives. DM: "Good, good. I'm glad we could be of some aid to your journey." Player: Yes, thank you. The Air Ashari were very valuable during that day. Very courageous. DM: "And we will remember those we lost in that fray. The great sacrifices that they gave so that these children could live. So?" And at this point, he now takes notice of the rest of the group. "By what joy do we have of bringing your allies here and returning to your people?"
[ "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, The party awakens to a clean-shaven Caleb. They descend into the first chamber. DM: Actually, if you wanted to jump across, I will say because he’s surprised, and he isn't aware that you're there quite yet, if you want to leap across, make an acrobatics check, if you still wanted to try and do so. You will land in the water. You'll be about waist-high in the water, if not more. Player: No, I'll be good. This is regular attacks, right? DM: Correct. Player: First attack. That was good. 20? DM: 20 hits. Player: Second attack. That's garbage, that's an eight. DM: First one hits. Player: Eight damage. I'm going to spend a ki and do Flurry of Blows. Two unarmed strikes. Natural one. DM: Nope.
[ "DM", "Player" ]