How do Destroy a Multiverse - D&D Story
>Playind 2nd edition AD&D game
>Been playing for a while, everyone is at least level 9
>Take turns DMing but I'm usually everyone's favorite DM
>found an EXELENT adventure to play online. Homebrew adventure module called Fire and Ice.
>Players are summoned by a Red Dragon named Torch in an arctic region to steal a treasure, some orb, from a White Dragon they nicknamed Artie.
>Reading through it, it sounds pretty good. However, I notice that the final challenge is obscenely hard.
>/shug it off. Figure we can handle it
>Current party.
Psion, Necromancer, Ranger, Rogue, and War Priest
Earlier in the adventure, we came across a HUGE hoard of treasure and spent it on various things. I bought stuff to increase abilities, Ranger bought awesome bow, Rogue bought sneaky sneaky stuff, Priest bought boss armor.
Necromancer poured all of his money into a flesh golem. Even in 2nd edition that **** was ******* expensive. Was horribly undergeared. he loved that stupid thing. Even gave it a name, Patches.
>adventure begins. Read flavor text. Everyone is fairly excited. We actually didn't deal with dragons that much.
>No one questions treasure from white dragon. It's an orb, who gives a **** ? Magic orb **** , whatever. Everything in the universe is basically a magic orb.
>Torch gives them a staff with a green gem on it. If they break the staff, it will teleport them back to the red dragon.
>They head off into the mountains.
>Great fights, Remorahz. Weird psychic ant things, ice elementals.
>Make it to dragon cave. Weird puzzles and traps. Good stuff though.
>Room just before White dragon fight there is a room that the White has called a "trophy hall"
>Hall is full of Frozen adventurers that previously came to try to kill him.
>Party cracks open the Ice Crystals and loots the previous adventurers
>Mage finds a "Staff of the Magi" the best staff in the game
>everyone flips their ****
>whatever, though. They only benefit
>Final Boss room.
>They enter a chamber and see the orb sitting on a pedestal surrounded by other treasures.
>This party was an excited bunch and tended to talk really loudly.
>The plan is to grab the orb and then teleport back to Torch.
>Secretly make perception roll. Artie heard that.
>They make a run for the orb. White dragon hits the floor.
>Epic fight begins.
Artie isn't ******* around. For a white dragon (the weakest and dumbest dragons) He is actually pretty badass and drops a bunch of ice based spells in between breath attacks.
Necromancer actually drops, and so does the rogue. Ranger is barely keeping it together and Artie is too smart for Psion to actually do any effective mental attacks.
Somehow we manage to do enough damage to force him to another end of his cave and grab the orb. Since the War priest was limited on hit points and armor doesn't do dick against breath attacks it really was the necromancer, his new staff of the magi, and his golem patches that forced the white dragon to the other side.
War priest breaks the staff and we teleport back to our Red Dragon friend. Necromancer, left with 1 hp and totally done with this experience just hands over the orb to Torch.
>Everyone suddenly screams at him.
>Unbeknownst to the party (although many suspected it) This orb was actually an orb of PERFECT DRAGON CONTROL.
>No matter, what sort of dragon it was, it could instantly mind control it.
>Apparently Artie just found it and was too lazy to leave his cave and ever use it.
>Torch grabs the orb and IMMEDIATELY turns on the party.
>Red dragons are BADASS and can end a high levelparty even under the best conditions.
>This party was about to die as it was, we decided to take a quick break.
>Break tactics begin. I leave the room and they come up with a plan.
>Battle starts. They actually win initiative and Torch (somehow) went last. I guess he spent some time gloating or something....
>Combat only lasts one round though
>The Necromancer Spears his Staff of the Magi into Patches, gives him a quick hug then commands him charge full speed into Torch.
Some info: The Staff of the Magi has a rarely used ability called "Retributive Strike." Where the user actually self destructs the staff and the staff explodes into a huge burst of pure magic. It does such obscene damage and the explosion is so final, that most rules state that the user rarely survives...However, there are sometimes exceptions. As I will explain below
Patches Retributive Strikes right up next to Torch and a huge explosion occurs that launches the party back about several dozen feet. I roll for the result and when the smoke and light clears, Torch and patches are nowhere to be seen and the only evidence of the struggle is a crater that plunges about 20 feet into the earth.
However, that is not the end of our story. The final results are in the stickied comment.
>Been playing for a while, everyone is at least level 9
>Take turns DMing but I'm usually everyone's favorite DM
>found an EXELENT adventure to play online. Homebrew adventure module called Fire and Ice.
>Players are summoned by a Red Dragon named Torch in an arctic region to steal a treasure, some orb, from a White Dragon they nicknamed Artie.
>Reading through it, it sounds pretty good. However, I notice that the final challenge is obscenely hard.
>/shug it off. Figure we can handle it
>Current party.
Psion, Necromancer, Ranger, Rogue, and War Priest
Earlier in the adventure, we came across a HUGE hoard of treasure and spent it on various things. I bought stuff to increase abilities, Ranger bought awesome bow, Rogue bought sneaky sneaky stuff, Priest bought boss armor.
Necromancer poured all of his money into a flesh golem. Even in 2nd edition that **** was ******* expensive. Was horribly undergeared. he loved that stupid thing. Even gave it a name, Patches.
>adventure begins. Read flavor text. Everyone is fairly excited. We actually didn't deal with dragons that much.
>No one questions treasure from white dragon. It's an orb, who gives a **** ? Magic orb **** , whatever. Everything in the universe is basically a magic orb.
>Torch gives them a staff with a green gem on it. If they break the staff, it will teleport them back to the red dragon.
>They head off into the mountains.
>Great fights, Remorahz. Weird psychic ant things, ice elementals.
>Make it to dragon cave. Weird puzzles and traps. Good stuff though.
>Room just before White dragon fight there is a room that the White has called a "trophy hall"
>Hall is full of Frozen adventurers that previously came to try to kill him.
>Party cracks open the Ice Crystals and loots the previous adventurers
>Mage finds a "Staff of the Magi" the best staff in the game
>everyone flips their ****
>whatever, though. They only benefit
>Final Boss room.
>They enter a chamber and see the orb sitting on a pedestal surrounded by other treasures.
>This party was an excited bunch and tended to talk really loudly.
>The plan is to grab the orb and then teleport back to Torch.
>Secretly make perception roll. Artie heard that.
>They make a run for the orb. White dragon hits the floor.
>Epic fight begins.
Artie isn't ******* around. For a white dragon (the weakest and dumbest dragons) He is actually pretty badass and drops a bunch of ice based spells in between breath attacks.
Necromancer actually drops, and so does the rogue. Ranger is barely keeping it together and Artie is too smart for Psion to actually do any effective mental attacks.
Somehow we manage to do enough damage to force him to another end of his cave and grab the orb. Since the War priest was limited on hit points and armor doesn't do dick against breath attacks it really was the necromancer, his new staff of the magi, and his golem patches that forced the white dragon to the other side.
War priest breaks the staff and we teleport back to our Red Dragon friend. Necromancer, left with 1 hp and totally done with this experience just hands over the orb to Torch.
>Everyone suddenly screams at him.
>Unbeknownst to the party (although many suspected it) This orb was actually an orb of PERFECT DRAGON CONTROL.
>No matter, what sort of dragon it was, it could instantly mind control it.
>Apparently Artie just found it and was too lazy to leave his cave and ever use it.
>Torch grabs the orb and IMMEDIATELY turns on the party.
>Red dragons are BADASS and can end a high levelparty even under the best conditions.
>This party was about to die as it was, we decided to take a quick break.
>Break tactics begin. I leave the room and they come up with a plan.
>Battle starts. They actually win initiative and Torch (somehow) went last. I guess he spent some time gloating or something....
>Combat only lasts one round though
>The Necromancer Spears his Staff of the Magi into Patches, gives him a quick hug then commands him charge full speed into Torch.
Some info: The Staff of the Magi has a rarely used ability called "Retributive Strike." Where the user actually self destructs the staff and the staff explodes into a huge burst of pure magic. It does such obscene damage and the explosion is so final, that most rules state that the user rarely survives...However, there are sometimes exceptions. As I will explain below
Patches Retributive Strikes right up next to Torch and a huge explosion occurs that launches the party back about several dozen feet. I roll for the result and when the smoke and light clears, Torch and patches are nowhere to be seen and the only evidence of the struggle is a crater that plunges about 20 feet into the earth.
However, that is not the end of our story. The final results are in the stickied comment.
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