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#68
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Stevethewizard ONLINE (01/04/2016) [-]
Really don't have much in the way of "horror stories", but I figured I might as well tell the tale of an old character of mine.
This was over a decade ago, and I don't have my character sheet anymore, but this was 2nd Edition, so quite a bit of stuff was improved by the DM.
So, game starts up, my character is cooking his lunch (Druid, so in the middle of the ******* woods, obviously, because the DM ******* hated the cliche "You all are in a tavern" opening), minding his own business, when suddenly, about eight dogs approach, chasing down an Elf (the Wizard). I see this **** happening, I climb a tree and pull out my sling, start sniping off the dogs, until I roll a 1 and my sling rips in two. By that point, though, the commotion we've raised attracted a nearby aspiring knight (the Fighter) and a Kinder (the Thief), who decided to get involved for training and relief from boredom (respectively, of course), and the four of us have effectively wiped out the dogs... when the owner of said dogs (the Ranger, who's the GMPC) shows up, and demands to know what the hell is going on. Wizard immediately shouts off self-defense, which the Ranger acknowledges as a distinct possibility, since he was still training the half-wild dogs... when suddenly, the giant rats that Ranger's dogs were supposed to be hunting showed up. Literally dozens of them.
So, Ranger pulls out his bow, Fighter pulls out his greatsword, Wizard pulls out a knife, I pick up a stick to use as a club (it was allowed by the DM, mostly because my only other weapon broke), and Thief... is nowhere to be seen. This seems kind of odd, but I'm apparently the only one that noticed, in-character, that the Thief is gone, so I don't say a damn thing, and hope for the best.
Now, a bit of background for those unfamiliar with the Kinder. They're technically a Halfling sub-species, who aren't simply short, but appear to be young humans. Add to it their natural curiosity and their predisposition toward picking up literally anything they find and putting it in their pocket for later investigation, and you'll see why Thief is their race's Preferred Class.
So, we're fighting off dozens of rats, when suddenly, seemingly out of nowhere, a somewhat large dog comes charging in, picks up a rat and shakes it violently, snapping its neck. On the dog's back, there's the Thief. Apparently, she used a bit of her starting money to purchase a riding dog, because non-standard mounts were a thing back in 2nd Edition.
Short battle made shorter, we finish off all but one of the rats, which I appear to have managed to charm with Charm Creature, and said giant rat is now my animal companion. Wizard realizes that if he had summoned his familiar, this would've been over faster, and Ranger states that if I had put out my cooking fire, the smell of the food wouldn't have drawn in the rats in the first place.
Things only get weirder from here.
This was over a decade ago, and I don't have my character sheet anymore, but this was 2nd Edition, so quite a bit of stuff was improved by the DM.
So, game starts up, my character is cooking his lunch (Druid, so in the middle of the ******* woods, obviously, because the DM ******* hated the cliche "You all are in a tavern" opening), minding his own business, when suddenly, about eight dogs approach, chasing down an Elf (the Wizard). I see this **** happening, I climb a tree and pull out my sling, start sniping off the dogs, until I roll a 1 and my sling rips in two. By that point, though, the commotion we've raised attracted a nearby aspiring knight (the Fighter) and a Kinder (the Thief), who decided to get involved for training and relief from boredom (respectively, of course), and the four of us have effectively wiped out the dogs... when the owner of said dogs (the Ranger, who's the GMPC) shows up, and demands to know what the hell is going on. Wizard immediately shouts off self-defense, which the Ranger acknowledges as a distinct possibility, since he was still training the half-wild dogs... when suddenly, the giant rats that Ranger's dogs were supposed to be hunting showed up. Literally dozens of them.
So, Ranger pulls out his bow, Fighter pulls out his greatsword, Wizard pulls out a knife, I pick up a stick to use as a club (it was allowed by the DM, mostly because my only other weapon broke), and Thief... is nowhere to be seen. This seems kind of odd, but I'm apparently the only one that noticed, in-character, that the Thief is gone, so I don't say a damn thing, and hope for the best.
Now, a bit of background for those unfamiliar with the Kinder. They're technically a Halfling sub-species, who aren't simply short, but appear to be young humans. Add to it their natural curiosity and their predisposition toward picking up literally anything they find and putting it in their pocket for later investigation, and you'll see why Thief is their race's Preferred Class.
So, we're fighting off dozens of rats, when suddenly, seemingly out of nowhere, a somewhat large dog comes charging in, picks up a rat and shakes it violently, snapping its neck. On the dog's back, there's the Thief. Apparently, she used a bit of her starting money to purchase a riding dog, because non-standard mounts were a thing back in 2nd Edition.
Short battle made shorter, we finish off all but one of the rats, which I appear to have managed to charm with Charm Creature, and said giant rat is now my animal companion. Wizard realizes that if he had summoned his familiar, this would've been over faster, and Ranger states that if I had put out my cooking fire, the smell of the food wouldn't have drawn in the rats in the first place.
Things only get weirder from here.
#109 to #101
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Stevethewizard ONLINE (01/04/2016) [-]
Alright.
Again, more than 10 years ago, and typing this from memory, without any unimportant bits. May not be fully historically accurate.
So, after all the dust settles from the campaign intro, I'm talking to Ranger, getting **** smoothed out (apparently I was the only one who rolled a decent Charisma) so we'd be able to pick up the next bit of plot from him. Apparently, the rats were just another in a long series of ****** things to happen to a nearby kingdom. They were looking for people to set out to find and resolve the root of the problem, and, as such, they were holding a "test of heroes" (read: tryout to find people who can take on tough **** ) in a few weeks. So, we set about heading toward town.
Once we get there, Thief ducks out for a bit (she's apparently a member of a rather large Thieves Guild that's active in the area), and the rest of us head to a tavern to try to pick up some food, drink, and possible work. It's here that I dropped the ball by asking if a room and board would run at more than one gold a night.
This was back in 2nd Edition, where 1 Gold was more than the average person would see in their lifetime. I was unaware of this at the time, and paid one gold for one day's room and board (to be fair, my guy was a ******* Druid. He doesn't exactly know how much stuff costs, because he doesn't live in town).
So, I sit down for a meal, because I realized that I missed my lunch, and I'm getting hungry. Stuff shows up, and I get a feeling I shouldn't trust it, so I cast Purify Food/Drink on it, because this was 2nd Edition, where that was a spell. I eat the now purified food, and Thief shows up. Thief lets us all know she "told [her] friends all about [us], and that we're safe here, because [her] friends are watching" (translation: since we're with a registered member of the biggest guild in the area, we're under guild protection in town).
Also, her "friends" apparently know about a problem outside of town... a group of orcs and goblins have been hitting merchants who've been passing through the area, and they aren't even trying to get in touch with the guild to give them a cut of the action.
So, we take it upon ourselves to take care of the bandits. Long story short, we end up rescuing a half-orc Cleric (PC who's around for about two sessions, then never shows up again) who they were holding prisoner, take down the boss bandit (who has a few magical trinkets amassed, and a fair bit of gold and weaponry), and come back to town as well-liked people.
Few days later, we head from town to the castle town, where the trial is being held. There's a big market set up, and I go around looking at stuff, seeing if anything catches my eye. Fortunately, I've managed to drag the Wizard along with me, and he picked up a Ring of Magic Detection (it also allows him to determine what kind of magic is affecting things), so we're able to sort out the **** from the genuinely good stuff. Lo and behold, we find an enchanted Scimitar of Speed, which is ******* perfect for me, which is good because at this point I'm literally the only one without any enchanted gear. Guy selling it knows it's magic, but doesn't know what it's worth, so we're able to get it for 30 gold.
Meanwhile, **** happens, Thief sells off a magical trinket she picked off the Fighter for a necklace... and when she puts it on, she ******* disappears and is replaced by a different Kinder (Thief's player's old character from a campaign she played way before I met her), henceforth known as Kinder (I don't remember what class it was. Iirc, it was multiclassed Thief and Cleric). Fighter is ******* furious about that, but he didn't let Wizard ID the damn thing, and it was a red orb that could move on its own, which is never a good sign, so Wizard and I are thinking it's a good thing it's gone.
So, after that, sidequest happens, we meet a crystaline dragon, we find out that Kinder apparently both speaks Draconic and has a baby crystal dragon as a companion...
Will continue.
Again, more than 10 years ago, and typing this from memory, without any unimportant bits. May not be fully historically accurate.
So, after all the dust settles from the campaign intro, I'm talking to Ranger, getting **** smoothed out (apparently I was the only one who rolled a decent Charisma) so we'd be able to pick up the next bit of plot from him. Apparently, the rats were just another in a long series of ****** things to happen to a nearby kingdom. They were looking for people to set out to find and resolve the root of the problem, and, as such, they were holding a "test of heroes" (read: tryout to find people who can take on tough **** ) in a few weeks. So, we set about heading toward town.
Once we get there, Thief ducks out for a bit (she's apparently a member of a rather large Thieves Guild that's active in the area), and the rest of us head to a tavern to try to pick up some food, drink, and possible work. It's here that I dropped the ball by asking if a room and board would run at more than one gold a night.
This was back in 2nd Edition, where 1 Gold was more than the average person would see in their lifetime. I was unaware of this at the time, and paid one gold for one day's room and board (to be fair, my guy was a ******* Druid. He doesn't exactly know how much stuff costs, because he doesn't live in town).
So, I sit down for a meal, because I realized that I missed my lunch, and I'm getting hungry. Stuff shows up, and I get a feeling I shouldn't trust it, so I cast Purify Food/Drink on it, because this was 2nd Edition, where that was a spell. I eat the now purified food, and Thief shows up. Thief lets us all know she "told [her] friends all about [us], and that we're safe here, because [her] friends are watching" (translation: since we're with a registered member of the biggest guild in the area, we're under guild protection in town).
Also, her "friends" apparently know about a problem outside of town... a group of orcs and goblins have been hitting merchants who've been passing through the area, and they aren't even trying to get in touch with the guild to give them a cut of the action.
So, we take it upon ourselves to take care of the bandits. Long story short, we end up rescuing a half-orc Cleric (PC who's around for about two sessions, then never shows up again) who they were holding prisoner, take down the boss bandit (who has a few magical trinkets amassed, and a fair bit of gold and weaponry), and come back to town as well-liked people.
Few days later, we head from town to the castle town, where the trial is being held. There's a big market set up, and I go around looking at stuff, seeing if anything catches my eye. Fortunately, I've managed to drag the Wizard along with me, and he picked up a Ring of Magic Detection (it also allows him to determine what kind of magic is affecting things), so we're able to sort out the **** from the genuinely good stuff. Lo and behold, we find an enchanted Scimitar of Speed, which is ******* perfect for me, which is good because at this point I'm literally the only one without any enchanted gear. Guy selling it knows it's magic, but doesn't know what it's worth, so we're able to get it for 30 gold.
Meanwhile, **** happens, Thief sells off a magical trinket she picked off the Fighter for a necklace... and when she puts it on, she ******* disappears and is replaced by a different Kinder (Thief's player's old character from a campaign she played way before I met her), henceforth known as Kinder (I don't remember what class it was. Iirc, it was multiclassed Thief and Cleric). Fighter is ******* furious about that, but he didn't let Wizard ID the damn thing, and it was a red orb that could move on its own, which is never a good sign, so Wizard and I are thinking it's a good thing it's gone.
So, after that, sidequest happens, we meet a crystaline dragon, we find out that Kinder apparently both speaks Draconic and has a baby crystal dragon as a companion...
Will continue.
#112 to #109
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Stevethewizard ONLINE (01/04/2016) [-]
Then the trials start up.
First up is Fighter. He's up against a Dire Lion. Fight lasts about 3 rounds, Fighter emerges unscathed.
Next, me. Giant Snake. And when I say "giant", I mean 40 feet long, aggressive, and apparently venomous, if the fangs were anything to believe. Fortunately, the Scimitar gave me some insane bonuses and two more attacks per round. It lasted my half of the first turn, due to my third attack being a critical.
Next is Ranger. He's up against a manticore. It doesn't even get close before he lands a headshot and takes it out.
Then, Wizard. He's up against a Griffon. Couple rounds of Magic Missile later, it's down.
I don't remember Kinder's fight. I think she wasn't able to register, yet somehow managed to sneak past and get to the rest of us when we were regrouped as the only ones who passed the trials... then, we were told the "true secret" of the trials.
Apparently, the Court Wizard had somehow recently betrayed the royal family and driven them mad. We were to track him down and find a way to reverse this curse.
To aid us in doing this, we're granted access to the royal armory, and told we can each take one thing.
I grab a cloak made of an animal hide I don't recognize, put it on, and immediately, everyone looks three feet to my right and asks me how I moved there so fast (Cloak of Displacement), Ranger grabs a Cowl of True Sight, Fighter grabs a sword (apparently both holy and enchanted), Kinder is told she's not allowed in (and actually follows the rules), and Wizard looks through a box of rings, and picks one at random.
So, we're tracking down our first lead, and we run into some ogres. Wizard gets taken down, but not killed. Other than that, we do just fine. Wizard gets discouraged, says, I **** you not, "I wish I would just heal on my own, and that nobody would have to waste their time healing me."
Suddenly, the ring he picked out starts glowing, and a new ring appears on his hand. Wizard uses the last full charge on the Ring of Detect Magic to ID the new ring. It's a Cursed Ring of Regeneration. He can't take it off, and as long as he's wearing it, he'll heal from any wound, even fatal wounds. He's also an Elf, so this effectively renders him immortal.
So, we now know two things: Wizard is immortal, and he has a Ring of Wishing with an unknown number of charges. This was news to everyone but the DM, since the ring's effect was rolled for.
So, instead of wishing for a cure like a rational person would at this point, we keep going with the lure of a bigger reward at the end of all this. We keep following lead after lead, and eventually end up at a run-down looking shack with what the Wizard recognizes as some crude magical instruments. Kinder finds a hidden door, and we go downstairs, where we see... ourselves, or rather, doppelgangers of us. We fight our own doppelgangers, take them out (really easy to do when you're geared the **** up), and then I notice that my Giant Rat has run off, and is shaking violently... And turning more and more humanoid. Suddenly, Wizard starts smiling, and telling us all not to panic, he recognizes this guy as an old friend. Unfortunately for the Were-Rat, we all passed our check to know that this is being coerced by magic. Combat ensues, Ranger can't land a shot, I get in a few hits, Wizard is stuck not being able to actually cast anything because he's telling us not to fight, and Fighter got knocked out by a spell for two rounds. Fighter gets back up, obviously upset, and throws his sword at the Were-Rat. It hits, hilt end on the ******** forehead, knocking him out. Wizard can now talk again, and immediately casts Polymorph on the unconscious Were-Rat, who turns into a cricket. Fortunately for us, Kinder happens to have a perfectly-sized jar to keep our prisoner in as we report back to the head of the King's Guard. Apparently, the Were-Rat was the court wizard, who was secretly in an alliance with the doppelgangers for the sole purpose of ******* with people.
More?
First up is Fighter. He's up against a Dire Lion. Fight lasts about 3 rounds, Fighter emerges unscathed.
Next, me. Giant Snake. And when I say "giant", I mean 40 feet long, aggressive, and apparently venomous, if the fangs were anything to believe. Fortunately, the Scimitar gave me some insane bonuses and two more attacks per round. It lasted my half of the first turn, due to my third attack being a critical.
Next is Ranger. He's up against a manticore. It doesn't even get close before he lands a headshot and takes it out.
Then, Wizard. He's up against a Griffon. Couple rounds of Magic Missile later, it's down.
I don't remember Kinder's fight. I think she wasn't able to register, yet somehow managed to sneak past and get to the rest of us when we were regrouped as the only ones who passed the trials... then, we were told the "true secret" of the trials.
Apparently, the Court Wizard had somehow recently betrayed the royal family and driven them mad. We were to track him down and find a way to reverse this curse.
To aid us in doing this, we're granted access to the royal armory, and told we can each take one thing.
I grab a cloak made of an animal hide I don't recognize, put it on, and immediately, everyone looks three feet to my right and asks me how I moved there so fast (Cloak of Displacement), Ranger grabs a Cowl of True Sight, Fighter grabs a sword (apparently both holy and enchanted), Kinder is told she's not allowed in (and actually follows the rules), and Wizard looks through a box of rings, and picks one at random.
So, we're tracking down our first lead, and we run into some ogres. Wizard gets taken down, but not killed. Other than that, we do just fine. Wizard gets discouraged, says, I **** you not, "I wish I would just heal on my own, and that nobody would have to waste their time healing me."
Suddenly, the ring he picked out starts glowing, and a new ring appears on his hand. Wizard uses the last full charge on the Ring of Detect Magic to ID the new ring. It's a Cursed Ring of Regeneration. He can't take it off, and as long as he's wearing it, he'll heal from any wound, even fatal wounds. He's also an Elf, so this effectively renders him immortal.
So, we now know two things: Wizard is immortal, and he has a Ring of Wishing with an unknown number of charges. This was news to everyone but the DM, since the ring's effect was rolled for.
So, instead of wishing for a cure like a rational person would at this point, we keep going with the lure of a bigger reward at the end of all this. We keep following lead after lead, and eventually end up at a run-down looking shack with what the Wizard recognizes as some crude magical instruments. Kinder finds a hidden door, and we go downstairs, where we see... ourselves, or rather, doppelgangers of us. We fight our own doppelgangers, take them out (really easy to do when you're geared the **** up), and then I notice that my Giant Rat has run off, and is shaking violently... And turning more and more humanoid. Suddenly, Wizard starts smiling, and telling us all not to panic, he recognizes this guy as an old friend. Unfortunately for the Were-Rat, we all passed our check to know that this is being coerced by magic. Combat ensues, Ranger can't land a shot, I get in a few hits, Wizard is stuck not being able to actually cast anything because he's telling us not to fight, and Fighter got knocked out by a spell for two rounds. Fighter gets back up, obviously upset, and throws his sword at the Were-Rat. It hits, hilt end on the ******** forehead, knocking him out. Wizard can now talk again, and immediately casts Polymorph on the unconscious Were-Rat, who turns into a cricket. Fortunately for us, Kinder happens to have a perfectly-sized jar to keep our prisoner in as we report back to the head of the King's Guard. Apparently, the Were-Rat was the court wizard, who was secretly in an alliance with the doppelgangers for the sole purpose of ******* with people.
More?
#129 to #126
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Stevethewizard ONLINE (01/05/2016) [-]
Alright.
So, after we find out what happened, it becomes blatantly obvious that the reason the royal family has gone insane is that they were replaced by Doppelgangers. The doppelgangers and were-rat are put down, and a provisional government is put in place, but you're probably not interested in that. We're all told to turn back in the items we were granted, then we're given one wish each (excluding the Wizard, since it's apparently obvious he already got a wish).
Fighter wishes for a horse that will be eternally loyal. A horse appears from nowhere, and it's apparently bound to him magically, meaning that no matter the circumstances, his horse will find its way back to him. Even if it's killed, it'll come back from the afterlife and start following him again.
Kinder wishes for something interesting. She's granted a magical staff that does a various number of seemingly random effects.
I wish for the most powerful sword I could wield. It appears, I grab it, and it disappears (apparently the DM hated me for actually wishing for something useful).
Ranger wished for command of a ship. Nothing happened immediately, but as soon as we left the castle proper, he's approached by a courier who hands him a document of ownership for a ship. It's revealed that it's the ship of a legacy character formerly played by the DM, who apparently ascended after his last session, and now appears when his name is spoken.
So, after finding this out by inadvertently summoning him, we set sail for nowhere in particular, mostly because we aren't exactly the best-liked people in the kingdom at the moment. Along the way, we fight a Dragon Turtle, kill it with the ship's cannons, haul it aboard, and cook it (the ship's cook is apparently a culinary genius).
We eventually get troubled by some bizarre dreams, and it's apparently apparent that it's due to the influence of vampires. We sail to the closest island, and find that the locals are apparently locked in battle with some trolls. We help them drive the trolls away, and the locals start mentioning the vampires in charge of the trolls that are the big problem, and they also mention that the vampires are somehow related to the perpetual overcast conditions on the island. They've managed to forge some silver weaponry to fight the vampires, but they know they wouldn't be a match for them.
We, being the bunch of thrill-seekers we are, take up their arms against the vampires. We make it to the mountain fortress the vampires have taken residence in, and we pretty much effortlessly walk through, lopping off vampire heads until we reach their boss.
Now, apparently, the vampire in charge of the others had been at this for a while, and had amassed quite a bit of power in his hundreds of years alive. Unfortunately for him, our team had a Druid, someone who doubles as a divine caster with a focus on nature. I used a spell to create my order's holy symbol on the floor of the room, which caused the vampire to wince in pain and be driven outside. Thinking quickly, I cast it again on the entrance to the room, to keep him outside, as Kinder activated her staff while running outside. She activated its "Change Weather" use, which randomly changes the weather to any number of possible conditions... and it started raining. Unfortunately for the vampire, it wasn't a normal rain. It was somehow raining Holy Water, which is apparently a legitimate roll for the item, as the DM made sure to roll that in the open, then show the table for the item in question.
So, the vampire started burning away, and tried to run back inside, only to find himself burning even more when he touched the door with a holy symbol on it.
So, vampires taken care of, we head back to town, where we're welcomed back as heroes for taking care of a potentially massive problem before it became one. I, of course, mention the weather situation, and ask if it'll clear up soon.
"What are you talking about? It's always like this in winter."
That was the last session.
So, after we find out what happened, it becomes blatantly obvious that the reason the royal family has gone insane is that they were replaced by Doppelgangers. The doppelgangers and were-rat are put down, and a provisional government is put in place, but you're probably not interested in that. We're all told to turn back in the items we were granted, then we're given one wish each (excluding the Wizard, since it's apparently obvious he already got a wish).
Fighter wishes for a horse that will be eternally loyal. A horse appears from nowhere, and it's apparently bound to him magically, meaning that no matter the circumstances, his horse will find its way back to him. Even if it's killed, it'll come back from the afterlife and start following him again.
Kinder wishes for something interesting. She's granted a magical staff that does a various number of seemingly random effects.
I wish for the most powerful sword I could wield. It appears, I grab it, and it disappears (apparently the DM hated me for actually wishing for something useful).
Ranger wished for command of a ship. Nothing happened immediately, but as soon as we left the castle proper, he's approached by a courier who hands him a document of ownership for a ship. It's revealed that it's the ship of a legacy character formerly played by the DM, who apparently ascended after his last session, and now appears when his name is spoken.
So, after finding this out by inadvertently summoning him, we set sail for nowhere in particular, mostly because we aren't exactly the best-liked people in the kingdom at the moment. Along the way, we fight a Dragon Turtle, kill it with the ship's cannons, haul it aboard, and cook it (the ship's cook is apparently a culinary genius).
We eventually get troubled by some bizarre dreams, and it's apparently apparent that it's due to the influence of vampires. We sail to the closest island, and find that the locals are apparently locked in battle with some trolls. We help them drive the trolls away, and the locals start mentioning the vampires in charge of the trolls that are the big problem, and they also mention that the vampires are somehow related to the perpetual overcast conditions on the island. They've managed to forge some silver weaponry to fight the vampires, but they know they wouldn't be a match for them.
We, being the bunch of thrill-seekers we are, take up their arms against the vampires. We make it to the mountain fortress the vampires have taken residence in, and we pretty much effortlessly walk through, lopping off vampire heads until we reach their boss.
Now, apparently, the vampire in charge of the others had been at this for a while, and had amassed quite a bit of power in his hundreds of years alive. Unfortunately for him, our team had a Druid, someone who doubles as a divine caster with a focus on nature. I used a spell to create my order's holy symbol on the floor of the room, which caused the vampire to wince in pain and be driven outside. Thinking quickly, I cast it again on the entrance to the room, to keep him outside, as Kinder activated her staff while running outside. She activated its "Change Weather" use, which randomly changes the weather to any number of possible conditions... and it started raining. Unfortunately for the vampire, it wasn't a normal rain. It was somehow raining Holy Water, which is apparently a legitimate roll for the item, as the DM made sure to roll that in the open, then show the table for the item in question.
So, the vampire started burning away, and tried to run back inside, only to find himself burning even more when he touched the door with a holy symbol on it.
So, vampires taken care of, we head back to town, where we're welcomed back as heroes for taking care of a potentially massive problem before it became one. I, of course, mention the weather situation, and ask if it'll clear up soon.
"What are you talking about? It's always like this in winter."
That was the last session.
#133 to #129
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karvarausku (01/05/2016) [-]
**karvarausku used "*roll picture*"**
**karvarausku rolled image** not bad.
I have only had one "Real session" so far and it was year ago throu roll20 and skype.
We were group of 4 + DM.
There were me (as bard), 1 guy as paladin, 1 guy as druid and 1 guy as ranger if I recall correctly.
Anyway it was start of the pathfinder quest don't really remember what exactly, but it started with town getting invaded by goblins. Afterwards we were sent to investigate some dungeon (some mosquito boss was there) and in midst of the action when going there had funny encounter.
There was a door, and we didn't know what was behind the door so we investigated it first and there were stairs leading down where were bunch of goblins. So as paladin was front of the door I cast grease on him making his armor and himself slippery as duck and I kicked him down the stairs jumped on him and surfed him while playing lute.
The whole party was laughing how ridiculous it was and that I managed to pull it off with the rolls that DM asked. Tho the paladin wasn't that happy cause he took some dmg when he hit the goblins.
**karvarausku rolled image** not bad.
I have only had one "Real session" so far and it was year ago throu roll20 and skype.
We were group of 4 + DM.
There were me (as bard), 1 guy as paladin, 1 guy as druid and 1 guy as ranger if I recall correctly.
Anyway it was start of the pathfinder quest don't really remember what exactly, but it started with town getting invaded by goblins. Afterwards we were sent to investigate some dungeon (some mosquito boss was there) and in midst of the action when going there had funny encounter.
There was a door, and we didn't know what was behind the door so we investigated it first and there were stairs leading down where were bunch of goblins. So as paladin was front of the door I cast grease on him making his armor and himself slippery as duck and I kicked him down the stairs jumped on him and surfed him while playing lute.
The whole party was laughing how ridiculous it was and that I managed to pull it off with the rolls that DM asked. Tho the paladin wasn't that happy cause he took some dmg when he hit the goblins.