• Canopyflyer@lemmy.world
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    25 days ago

    Playing a high level (19th) home brewed adventure. I’m playing a Dragonborn Twilight Domain Cleric, my wife is playing a Sea Elf Paladin Oath of Vengence. There are two other players in the party a Tortle Warlock/Bard and Triton Ranger.

    The party runs across a large chamber absolutely filled with various monstrous insects and other nasties, with the latest BBEG at the other end of the chamber. In between are chasms, and other obstacles. Basically, the entire room was designed to wear us down before we get to the BBEG.

    My wife’s Paladin has Gauntlets of Storm Giant Strength, so her strength is 29 AND she’s hasted. So my nearly 300 pound armored Dragonborn Cleric climbs onto her back and casts Spirit Guardians… at 9th level.

    Then my wife runs as fast as she can. Her movement was 120 and she was able to leap over all the chasms in the way. I rolled for Spirit Guardians and damn near maxed out the damage and the DC was 22… There were THREE monsters left, besides the BBEG, and they were severely bloodied and easily dispatched by the other two characters, at range obviously. Also, the BBEG had to use one of its Legendary Resistances to save against Spirit Guardians, and with smart work from the Warlock/Bard and Ranger its next two LR’s got used up and we killed it in 3 turns.

    Our DM was too impressed to be pissed.

  • TheMinions@lemmy.world
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    25 days ago

    I guess I can start.

    We double crossed an incredibly powerful wizard in Out of the Abyss. DM did not expect it at all.

    Full Spoilers for Out of the Abyss, which was by and large a not super great adventure, just because the whole first half of the plot was a survival sandbox and then the second half was really interesting but didn’t feel super fun to do a bunch of fetch quests.

    Tap for spoiler

    Essentially there is a drow wizard who hates others of his kind.

    He wants the players to use his plot warping ritual spell, which you collect the missing components for, to summon the Abyssal Demon Princes all to Menzobarrazen. The plan was to let them rampage and destroy themselves while we then went and fought them after the killed each other.

    From what I recall there is a magical mcguffin that we had to stash at the top of a tower. The archmage could track the location of this and knew if we did or did not leave it in this location.

    About 5 out of game months prior to this, my Sorcadin had picked up Ritual Caster Wizard in an effort to transcribe a BUNCH of spells from like 3 spell books we’ve picked up over the course of the campaign. This was to get stuff like Leomund’s Tiny Hut, Find Familiar, Phantom Steed, and pretty much every ritual wizard spell that existed back in 2015.

    One of these spells included Drawminji’s Instant Summons.

    So we left the item in the tower, I cast Drawminji’s instant summons and set it as the target (because I also spent downtime finding the expensive 259g Sapphire needed as the component for the spell), and we faffed off to an abandoned myconoid grove to complete the ritual and before completed, summon the ritual item there.

    We saved countless drow lives and they will literally never know.

  • Sequentialsilence@lemmy.world
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    25 days ago

    DM here. Had a classic dungeon crawl going and the party came against some Kuo-Toa. The Kuo-Toa rolled really poorly against the bards major illusion, so now the party are the mouthpieces of the Kuo-Toa god Blibdoolpoolp.