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It's a fantasy role-playing game. DM: You are Nott the Brave, a goblin rogue . You are the member of the famous group of adventurers. Previously, Fjord instructed Orly Skiffback to plot a course for Bisaft Isle. The Squall Eater still needs repairs from the battle with Avantika and her crew on Darktow Isle. DM: It's already powder. It's already explosive. You're just constructing a casing and a means of detonation. Just roll and add your dexterity modifier. Player: Three times? DM: Yes. Player: All right. Two, 11, 13! Plus four. So 17, 15, low. DM: Okay. You make two. Player: Hey! That's great. DM: The third one... Player: Oh no. DM: In the crow's nest, as Fjord-- Player: No, I'm down near the cannons. DM: Okay.
[ "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 younger half-elf tells her father that she still needs time with Vox Machina, but she will return to Zephrah when she is done. Korrin accepts this and tells her that—while she is not bound to Zephrah—it is her home. DM: "All right. Come back. Do what you need to. You're not bound to this mountain. Just know that your heart is here, and we'll call for you if we need you. And when you're not needed beyond it, this is your home." Player: Thanks, Dad. DM: "I'm proud of you." And his professional exterior falls away and he just steps forward and gives you a big, warm, fatherly embrace and just holds you there. Player: Okay, Dad. Thank-- okay. DM: "Sorry." He rights his posture, shoulders back. Player: I do the same. Adjust my mantle a bit. Another question. Do I have to wear this like all the time? It's a little unwieldy. It feels a little froufrou-y. Kind of ceremonial. It's just a little, feel like I'm going to trip on it. DM: "You know, do what you like. It's yours." Player: Okay. 'Cause going upstairs in it, like in the heels, it's a little unwieldy. I mean, it's beautiful! I'm going to go get a drink. DM: "You probably should." Player: Okay. Yeah. DM: "All right."
[ "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, 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: 32 points of slashing damage as the blade rakes across the front of your chest and forces you back even further. Your shoulders end up slamming into the ceiling from the impact of both you retracting back and the blow itself. Your wings have to catch you for a second and you're keeping yourself elevated at the moment. Finishing your turn there. That brings us to Grog. Player: Right. Standing by the blacksmithing stuff, I say, you are interrupting Grog's arts and crafts! And I would like to rage. DM: All right. Into a rage you go. Player: And I would like to charge at that little bastard right there. DM: This one here on its own? Player: Yes, please. DM: Up into his face you go.
[ "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, They don't see any movement, but Vax notices that one of the doors is broken and left ajar. you turns into a bat and flies up to one of the windows on the upper floor. DM: -- splatters and puddles of blood. Large bits of blood across the ground that is dried, but from your current vision from this, there is no sign of any living or individuals or bodies. There was a battle that took place here, but there is nothing present to signify who or what. Player: How big is this room? DM: This room is about 25 feet tall Player: Does it look like it goes deeper? DM: It does look like it goes deeper, there is a slight-- this is the upper floor, there is a grade, almost like a slow-- the word escapes me for a second. Player: Like a downgrade. DM: Yes.
[ "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, Cree asks the others where Lucien is. Caleb lies that Lucien had his own business, and they parted ways. DM: Then the barkeep, who's the ragged middle-aged man who's running the bar at the moment. One eye, you don't know if it's swollen shut or if he's missing an eye or he's just wanting to study you very closely with the left one. He leans forward and goes, "You're joking, right?" Player: (forced) Ha! Yeah. (forced laughter) DM: "It's funny, It's a funny joke, that's a really funny joke." Player: It's a good one. I've been working on it. DM: "I can tell. It's workshopped well." Player: Well, we'll just have some whiskey, then. DM: "Whiskey, I got you whiskey." Puts a couple shots on the bar, fills them up.
[ "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, ((not completed)) DM: Pushing further in you can see now the clouds beginning to dissipate, and also for the first time since you've been here you see blue sky directly above the city. The vibrant orange-red-purple colors of the sunset now come cascading along the city of Whitestone, and there's a collective (gasps), an inhale and gasp of awe from the soldiers and the people alike as this opens up above you. You begin to walk past. The Alcove's to your left, if you wish to-- Player: I want to stop in. DM: Okay. As you start heading towards the Alcove you can see Jordana is already out on the front stoop looking up at the sky. She looks over and sees you. "Percival!" Player: I give her a big hug. DM: It takes her by surprise at the moment, and then she gives in and continues to give the hug back. Player: This would not have been possible without your help. Thank you for everything. DM: "Of course." She leans into the hug a little bit, then nods and then raises her head. "Did you see my father?"
[ "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, 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: Still does not hit. As soon as you fire, it hits but it sparks off what looks like big plate armor on this caster that the robes were obscuring. As it hits, it tears through the cloth and you see the reflection of armor beneath. Player: That's irritating. All right, forget sharpshooter. One more. That's better. 24 to hit. DM: 24 hits, yeah. Player: This is not the one I have the Hex on, right? Okay, that's fine. I should have done that differently. 12 points of damage and one point of psychic damage. DM: All righty. This does hit. (gunshot) Doesn't seem to affect him much. Player: He's still fine, isn't he? That's fine. I'm going to hit him again. DM: Go for it. Scanlan, you're up next. Player: That's like 35 to hit. Jesus Christ, I rolled a 19. And that's 17 points of damage and one point of psychic damage. DM: All righty. Still standing. Not showing any wear and tear. Taking damage, but does not appear to be wounded significantly.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, The next morning, you scries to check on Greyskull Keep. DM: You take a moment and concentrate on the kitchen. At this point in time, you can see early morning. Laina is currently in there, yawning, and is cleaning about and starting to make a small breakfast for all the guards. You can hear in the distance, some conversation in the distant room. It appears to be a couple of your various employed mercenaries having a conversation as she's making breakfast. Player: So they're fine. DM: They seem fine. Player: So I knock that one off, and I'll try for Pike. DM: Okay. Concentrating on Pike-- about two minutes of hard concentration. There's no connection. Player: They wiped my poo away. DM: You gather, due to the relatively fresh and unstable nature of this potion you had concocted, you can only have one source connection up at a time, so when you left it in your keep, it seems that the one you had at the temple of Sarenrae was alleviated of its magical presence. What was once a magical scry poo is literally just Scan-scat at the temple.
[ "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, Lillith Daturai the tiefling wizard (guest Kit Buss), currently magically disguised as a human servant) enters the scene, and Seeker Assum appears out of a wardrobe in the Briarwoods' bedroom before leaping down to Vax and pulling him away from the attacking nobles, but he then succumbs to Silas' charm attack. In her eagle form, Keyleth swoops into the bedroom and grabs Scanlan in her talons with the intention of joining the fight below. DM: The fury pumps through your veins in an attempt at vengeance at what appears to be your twin brother at death's door. You pull the arrow from the back of your quiver. As you feel the energy gather from the atmosphere around you, while the energy itself is a blue crackling energy, you see it as bright, vibrant crimson red. You release it with a scream towards Lady Briarwood. Go ahead and roll damage on that. Player: What do I do, times two? DM: Yes, times two. Player: So it was 32 damage on her, and then everybody within ten feet has to make a dex save. DM: All right, he doesn't get one. Player: Not him. He's not in it. And I Hunter's Marked her. DM: Right, so it does additional damage. Player: Fuck. One. DM: One. Okay.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, Tiny Vax, thanks to a potion that does that. you managed to go ahead and put in an Immovable Rod within its stomach, which held it up for a moment, before it decided to truly gain the advantage it needed to escape the circumstance, allowed it to tear through its body, as well as an arrow that was shot by Vex, towards her brother, in the hopes of, I don't know, being a symbol of hope? DM: Okay, so you'll be there. At the end of your turn, Umbrasyl's going to use another legendary action to make a second tail attack at Scanlan again, frustrated by this whole circumstance. Player: I'm sure he is. DM: That's a 20. Player: Can I use Cutting Words? DM: You may, if you want to. Player: All right. DM: It's a natural 20. Player: Oh?! DM: You could reduce the damage though, with your Cutting Words. Player: All right, I'll do that. DM: Probably for the best. For that, you suffer 28 points of bludgeoning damage. As the tail swoops down, finding its mark, slamming into you, sending you against the wall of the stonework, and you stumble forward back into place, feeling already the impact of the bludgeoning wound. Player: That's a four, so. DM: So you reduce that to 24.
[ "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, 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: Jester, as you come back into the next chamber, you're looking around and there's no sign of Kiri. You see natural stone, the pool, a piece of wall to the side, and there's no sign. Player: Oh no! She's been taken! Kiri! Kiri! DM: (like Jester) "I'm Kiri!" You look around and you don't see anything. Player: Kiri? Where are you? Are you invisible? DM: (like Jester) "Yes, I'm very sweet!" Player: Oh, Kiri! I'm going to find you. Say "warmer" or "colder," and I start walking around the room. Warmer? DM: (like Jester) "Warmer?" You slowly start making your way towards this weird cylindrical stone wall that you now realize wasn't there before. Player: This is a weird-looking wall. DM: You reach through and your hand goes right into a tuft of feathers. (startled chirping) Player: Kiri! DM: Kiri reaches up and grabs your hand, and you pull her through the illusion. She steps out and goes, (like Cali) "I killed people!" Player: Good for you! I did too, just barely. It was a bad day for me, Kiri. DM: Kiri points to one of the bodies of the merrow that you had killed the night before that's barely visible out of the water there. It looks like it has a couple stab wounds to it, and Kiri's like-- Player: Did you go stab a dead person? DM: (chirping) Player: We should probably teach you that's not the coolest thing to do, I don't think, but it's fine that you did it this time. I'm sure he didn't feel it. But probably if we're in a place where other people are around, we probably shouldn't stab people that are already hurt. DM: (like Jester) "Okay, okay, okay." Player: I mean, no, that's a lie. Unless they are attacking you. Don't stab people that are dead-dead. DM: (like Jester) "Okay, okay, okay."
[ "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, With you's dancing lights glowing ahead, The Mighty Nein row down the underground river, coming to smaller gaps every few miles in which the boat containing Yasha, Nott and you pulls ahead in a friendly race. Throughout the journey, Jester fantasizes about Tusk Love, casting Fjord as the hero, Oskar. DM: That ends Fjord's turn. Another one swoops down and is going to attempt to envelope the one that scorched its ally. Player: I am a monk, it's fine. DM: That's going to be a 14 to hit. Player: Yeah, of course it hits. DM: You take nine points of bludgeoning damage and it is attached to you. Player: Yeah that's wunderbar. DM: The one that is still existing is going to attempt to attach to you once again, Nott.
[ "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, Trinket races to Vax's side as Vex unleashes two more arrows at Lady Briarwood. Both strike true, momentarily dispelling her cloak's Mirror Image effect. DM: Actually, ignore the last attack. Because technically, Lady Briarwood would have lost her concentration on the Haste spell she had on him from the damage she took earlier. Player: Ignore the last attack? DM: Ignore the last attack. Player: So that would have been-- my first save is 13? DM: 13? All right, that does succeed. Player: And that's 22, yeah. DM: So you resist the effect of the two strikes.
[ "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, 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: "Well, for now, I have a number of operatives topside who are currently trying to get as much information on the red one as possible. The piles of wealth are growing, and it looks like the beast is building a damn home out of the district." Player: The city's going to need a black market. DM: "Oh, I am aware, and we are preparing for that. However, it's still fairly fresh, and individuals aren't willing to release any coin when all of it goes to the pouches of the thing that sits on us. Word has gotten back that Westruun was also hit rather hard in the night. And these creatures have continued eastward ever since-- no further word on their whereabouts. So we're put in a reactionary position, which I loathe. We're used to being ahead of the rest of the curve." Player: Well, here's where we could help each other. DM: "It would appear that could be a possibility." Player: We need this city to stay alive. We need the citizenry to be fed, and we need people to know where they're going to get their medicine and when they're going to get their food. We understand it's going to be tricky. We need information, we need spies, we need to know what's happening in the city, and you need people like us to stay out of your way. DM: "That seems like a fairly top-heavy trade in our direction, if you ask me. There are many ways to get people out of our way." Player: There are ways that we can benefit each other. DM: "I would love to hear it."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, They stumbled upon a small hive of basilisks that surrounded an obelisk of Ioun, which gave them their first clue as to the location where this sphinx could be found. They battled the basilisks, destroyed their underground hive, or at least the exit from it, via Fireballs and Stone Walls and other such endeavors. DM: However! Still rolled pretty low on the damage. That's going to be nine points of piercing damage for the second one. Player: Can I use it again or no? DM: What does it say on the glove? It's a reaction. You only get one reaction per round, so no, you cannot. Player: What did they roll to hit, though? DM: That one was a 20, a natural 20. Player: A natural 20, so it hits no matter what. DM: Yeah. So yeah, you take nine points of piercing damage as the other javelin streaks past you, it cuts past the shoulder, nothing too bad, but didn't quite take away from the moment that you just got to enjoy. Player: I took eight points of damage? DM: Nine points of piercing damage. All right, that ends that orc's turn. This one, the one that seems more decorated with the gem-encrusted headband runs out and starts shouting orders.
[ "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 wanted to immediately head towards the orb, but the rest of the party wanted to investigate Vandran's cabin further. Caduceus determined the creature that left claw marks was the same one that forced the box open. DM: Oh, got you. So it would be 20 feet because you round down in D&D unless it specially says otherwise. So you'd be just out of range. Player: Then let me spend a ki point to do Step of the Wind. DM: All right, that'll get you the distance you need there. Player: Which sucks, but that's okay. Then I'm going to attack. DM: (singing) Do it! Player: Just jam my staff into its face. Not too bad. 22. DM: 22 hits. Player: Okay. That's good. Ten. DM: Ten points of damage. You have advantage on that attack, by the way, because of the Guiding Bolt.
[ "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 three guards dart out into the rainstorm. you leaps over the banister, holding his warhammer over his head, and slams it down into the torso of one of the prone guards, caving in the armor and ribcage. DM: Even if you don't need the advantage, it's nice to roll a second time in case because there's a chance of a natural 20. Player: That's 20, 30. DM: 30 points of damage on him. (whack) This one you actually bring down onto his other leg. That leg snaps. Player: Is he on his back? DM: He's on his back and he's trying to pull away from you. Player: Right on the knee. DM: Right on the knee? (crack) It snaps underneath and he screams out in pain as the hammer pulls back. You can see where the bone is jutting out. You've actually taken off the lower half of his leg from the sheer bludgeoning force, and he's now bleeding out onto the ground a little bit. Not as much as he would be, because the flame cauterized the impact from the hammer.
[ "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, They decide to find another way for Horris to leave and return to the inn. you tells the group that the stone from the Sutan Residence is half of a set of Sending Stones, and they put it in the Haversack. DM: "Ten whole platinum. All right there. 50 gold from each of you. That’s a healing potion to each of you." Player: Also, I assume it is out of my reach price-wise, and I'm on a budget, but do you deal in arcane knowledge? Pre-prepared scrolls of any kind? DM: "Yeah. We have certainly many number of various scrolls and scroll types and spells. If that's what you're looking for, we can definitely provide." Player: What is the range? What are your lowest rung, I guess I'm curious to know. DM: "I'm going to go ahead and double-check here." He goes through his ledger. "Let's see. The very basic ones, whether that be cantrips or 1st-level spellcasting, those are fairly common. Those will put you back about 50 to 100 gold, approximately." Player: DM, a question from Liam. Can cantrips be added if they're found? DM: I imagine they could.
[ "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, With all the enemies handled, you 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: 13 points of damage from that first strike. You carve through the body. Its eyes still locked on-- (chuckles) Its eyes are still locked on Shakäste, not looking away, going (grunts). Player: Shot number two is 21 to hit. DM: That hits. Roll damage again for that one. Player: That's seven points of damage. I'm going to try and see what happens if I disengage. DM: All right. So as you back away. Player: I'm going to back away towards me. DM: That way. It sees you walk away and makes a strike towards you. Player: Does he try and make his strike? DM: He does. Player: I was just curious. I was going to hit him if he's going to try and hit me. I'm going to hit him right back with Blood Maledict. DM: Okay. That'll give him disadvantage. Player: I'm going to use the full Blood Maledict so I'm going to take a little damage. Yep. Oh, I take my three points of damage. I start bleeding again from the neck. DM: As his eyes go black and you watch him begin to bleed from the corners of its eyes. The second roll for that attack was a three plus five. So yeah, it misses you; it's an eight. Player: I'm going to back up a little further to get-- DM: Like over here? Ending Molly's turn, Nott, you're 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, Scanlan then inspires Grog, the goliath seeing the gnome's ass as two round globes of victory. Scanlan then backs away out of sight to avoid getting shot by arrows. DM: Yes, and they all have advantage because he's paralyzed. This is bad for Kevdak, but we'll see how it works. Player: Okay, so. DM: Still raging, so everything's half-damage. Player: So 19 plus 12 probably hits on the first attack. DM: Yeah, that does. Player: Okay. 19 plus 12 hits on the second. DM: Yep. Player: And 17 plus 12 hits on the third? DM: Yeah, they all hit. Player: Okay. I'm adjusting my glasses, I'm so nervous. Okay. 28 on the first hit. DM: 28, reduced to 14, okay.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Beauregard Lionett called Beau, a human monk . You are the member of the famous group of adventurers. Previously, Nott and Jester jump overboard as the crewman leaps from the crow's nest to the deck, breaking a leg and screaming, creating an uproar on deck. Nott and Jester make it safely to shore and stroll away to the tavern, joined shortly by Caleb and you. DM: Okay. You only see one figure that you recognize from the crew and they are recovering from a series of stab wounds and are deep in their cups. Player: Oh. What's-his-name. DM: Waldok. Player: I sit down next to Waldok with another drink and hand him a drink. DM: He takes it and goes, "Thanks!" (hiccup) Player: Holy shit, man. I am so sorry we couldn't have been there to protect you from these attackers. DM: "Attackers? It's just fucking him." He points over at the other guy who's just like, "Stop rubbing it in. I'm sorry! You fucking jumped into the middle of my room at night while I was sleeping. What else am I supposed to do?" He's like, "Not stab me, asshole!" Player: Who's the other guy's name? DM: "That's Zoen."
[ "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, The party awakens to a clean-shaven Caleb. They descend into the first chamber. DM: Oh, buddy. That does hit you. So the first harpoon strike against you-- that's eight plus four, 12 points of piercing damage. It jams you into the abdomen from that side. The other strike-- Player: The other person, I'm casting Curse of the Eyeless on the second. DM: This guy's finishing his round. He's attempting to bite you, that's going to be a 15. Player: That does not hit. DM: As he bites down towards you, this time as you pull the trident out you jam it up and it throws him off and clips him in the side of the chin, breaking off one of his teeth. At that moment, the guy behind you is going to swing in with his harpoon as well. Player: Curse of the Eyeless. DM: Okay, reaction to that. Player: And I take my three points of damage. DM: That's cocked. So he has a regular strike on this one, so the attack with the harpoon is going to be a 21 to hit, unfortunately. Player: With disadvantage? DM: Well, he had advantage because he had you flanked, so it just made it a general roll. Player: Okay, that hits. DM: So that is going to be ten points of piercing damage as the other harpoon jams you in the back. As you're arcing upward, it's going to attempt to bite down at you, but its eyes have gone dark and it's just biting wild in front, using the thrashing of your body to guide itself. That is going to be a natural seven plus six, 13. Misses. So it bites down, you manage to duck out of the way and slam the hilt of your scimitar up into its face and knock it off to the side. That's going to end their go. That brings us to Beau. I need you to make a death saving throw, please.
[ "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: "You know, some folks don't have as much coin as others, but what can you do to really help them? We do what we can, but there's a lot of dangerous things out there. We got all sorts of baddies coming over from Xhorhas, we got the possible encroaching of foreign powers always looking to peek over the mountain range and try and steal some of our hard-earned materials. So I think it's good they keep us nice and safe and, I mean, I got myself a fine business, too." Player: Yeah. I think it's great that you support the barracks. Do they come in for regular purchases every week or every month or find themselves in your store more often than not? DM: "Who are you referring to?" Player: The members of the Cerberus Assembly. DM: "Oh no, they don't come to the store often. They usually send requests, they make orders and I have them sent on over to either Rexxentrum or the Hall, if that's where they're going to be utilizing them." Player: That's wonderful. Well, thank you, thank you for your time. DM: "No worries. They're a fine bunch. They do a lot of good, they keep the Crown in check, they make sure there's no abuse of power and they also have been very staunch supporters of helping promote learning here in the smaller, more middle to lower classes here in Zadash." Player: Oh really? They're not as protective of certain knowledges as other parts of the government might be? DM: "Well, I mean, protective of knowledge in the sense that not everyone can be trusted with knowledge and, I'm not going to lie, some of the things even I know could be real dangerous in the wrong hands, so I think it's important there has to be a certain level of control. I've seen some really nutty people out there that I can't imagine what it would be like if we didn't have some sort of law and order." Player: But they might be a bit more open-minded to people sharing in that knowledge if they were the right type of person, say? DM: "Could very well be! They've been very kind to me."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Kashaw Vesh, a human cleric . You are the member of the famous group of adventurers. Previously, Hotis then attempts to flee but is held back by Tiberius. As the team assault him, a suit of armor animates and comes to his aid, hitting them all with a stored Fireball. DM: Okay. All right, so you create a spiritual weapon of some kind. What weapon would you like to create? Player: How about a giant mace? DM: Okay, so as you clutch your holy symbol to yourself, now there's a sudden pillar of bright, vibrant healing light surrounded by that same halo of pitch-black darkness, almost like this strange border around it. This duality hits the ground, and as it vanishes, you can see on the ground this shimmering, almost static-y mace is left behind, almost flickering in and out of existence. It drifts off on its own and is now hovering in the air next to you. Player: Sweet. DM: Do you wish to send it up? Player: I do. I wish to send it towards the rakshasa. Concentrate all fire on the rakshasa. DM: Okay. What's the damage on the magical weapon? Player: When I cast the spell, I can make a melee spell attack against a creature within five feet of the weapon. DM: All right, so roll a d20 and add your spell attack bonus. Player: Spell attack bonus is-- 20. DM: 20 hits. Roll damage. It's 1d8 plus five, which is your spell bonus.
[ "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, They then made their way into the city of Deastok, to the Darrington Estate, and were led up into the study of Howaardt Darrington, father of you. They all discussed the reasons of why Tary was brought back, the current financial state of the family, and the intent to resolve and remedy long-standing sins of the father through ' you standing up and doing his family duty', from Howaardt's perspective. DM: Okay. You make your way back to the second floor and off to the far western end of the estate, to what you recall being Maryanne's chambers. So as you enter her room, which has become her own study, as you recall last time seeing her, her room was becoming more and more of a functional office, and as you knock and push the door open like a familiar brother does, not wishing for any patience on her end, necessarily, you can see the interiors. The bed's there for function. Most if it is, I wouldn't say a replica, but it very much resembles the decor and mood of your father's study. You see her currently sitting at a desk in the corner. Her blonde hair is tied back in a tied braid that runs down her back. She wears a coat and pants and seems to be dressed a little formally or businesslike for being casually at home. You haven't really seen her dress like this before, at least not in a casual circumstance. As you glance over past the doorway she looks up from her papers and goes, "Brother!" Player: Hello, sister. DM: "Brother, what--" She closes the book. You can see she's been looking over ledgers and catalogues. Looks like she's been doing a fair amount of work here at the desk and stands up in a very formal way and begins to step towards you. "When have you arrived?" Player: Just today. Father kidnapped me and brought me home. DM: "Kidnapped?" Player: Well, I'm not a kid, but still works. Abducted. Abducted me and brought me home. Paid someone to do it. DM: "Right." Player: Yes. Anyway, it's good to see you. Your room is coming along quite nicely. It seems like you're running the show now, is that true? DM: "No, not quite, but the responsibilities have definitely been mounting. You look well. How have the wind-tossed roads of Exandria treated you this past year?" Player: Well, I have had many adventures and close calls, but I won't bore you with those details. It's been an interesting year abroad, and I would say I'm glad to be back, but for the abduction part and also the fact that I've now learned that we are destitute? Is that true? DM: "We're on the path to destitution, yes." Player: So it's true; he wasn't just trying to guilt me. DM: "Probably both, to be honest. We're in a relatively dire situation compared to our previous long-standing lifestyle choices. We're trying to fix this mess." Player: And what would have been your plan had I not arrived today? DM: "Well, you were part of the plan. We're trying to figure this out the best we can and given the circumstances, we feel this is probably one of the most viable and least dangerous or risky endeavors in which we can right the family's trajectory." Player: By marrying me to some lady I've never met? DM: "Oh, you're welcome to meet her. I've met her. I helped to arrange this." Player: What is she like? DM: "She's very nice. She's very pretty, a bit bookish, which once again would befit you rather well, but let's be honest. This is a political marriage. You do what you want. I mean, there isn't a politician or a lord of this land that hasn't in some way, shape, or form made their own life outside of the family." At that point, you noticed she gets a bit dark and seems to speak with this bit of sarcasm. Player: And father's businesses, are they being run the same way? With the same attention to detail? DM: "There's been no necessary change to the way business has been done. Other than the transition of some responsibilities, of course." And she gives a slight nod. She's getting a little uncomfortable as this conversation continues. Player: Listen, I'm sorry to pop in like this and challenge your judgment, but me marrying this person would solve our problems long-term? Somehow? DM: "Marrying into this family, the Truscan lot, would enable us the resources and connections to reacquire the deeds to our land, to reacquire the business elements that we've been in this unnecessary partnership with for some time, and would enable us to once again reclaim complete rulership of our family-controlled lands." Player: Do we not own anything anymore? DM: "It is a partnership that is quickly sliding into the behest of the Myriad." Player: So what is ours now? Anything? Our personal belongings? This home? DM: "We still own everything, in partnership. Own solely on our own? Some of the furniture." Player: And again, if I do this, what's to say we're not just going to drive up another debt again? Doesn't seem like father or you have been very good at keeping us in the black. DM: "I have only been recently brought into this unfortunate circumstance, brother. And you can trust in knowing that in my studies and my time spent here, working with father, being very clear, and very thorough with the mistakes he's made in the past, I will not be doomed to repeat them."
[ "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, They arrive without too much trouble at a point directly above where Vex senses the sword. you glides through the earth as an elemental, but is unable to find the sword, so Vex decides to look for it by dousing herself in Oil of Etherealness. DM: Okay. You coast along the outside and you can sense that you're traveling on the outskirts of this descending tunnel where the acidic liquid is encased, and eventually it rounds out. Player: I do another sword check. DM: Make an investigation check. Player: Am I at disadvantage again? DM: No, because you know what you're looking for. Player: That's good! Don't fuck me, Gil! 16. DM: Okay. You reach out and you grab forth, and you feel a few things that you grab and as you sense them, you poke your head through, which in the process of doing, you do suffer six points of acid damage, and your hands find bones. And glancing through a little bit into the space, you can see the entire bottom of this basin is bones. Probably a good four to five feet of stacked bones. This has been used as a means of disposing of unwanted things.
[ "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, While Beau throws wild haymakers, missing with her first hit, Dairon retaliates with only very light, disciplined taps. Beau's next few hits land hard. DM: "Right, that'll probably be in the Hillsward. It's a bit pricey, but I don't know if it's open this late." Player: I know, but how much are we talking about? DM: "Oh, I'd put it maybe somewhere in the neighborhood of five silver for a bath." Player: That's expensive. DM: "But you get bathed like proper, multiple people bathing you." Player: Northward, you say? DM: "No, Hillsward." Player: Okay, good. DM: "I mean, no offense to you. Their clientele is a bit, upper class." Player: I'm not worried. DM: "Alright, fair enough." Player: Danke. And I head up there. DM: Okay. Beau, as you exit with Zeenoth. As soon as you step into the night air, a second figure flanks your other side. The hooded figure from earlier that had caught you.
[ "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, Ogden tells her the history of how the Trickfoots were first cursed. He explains that he has spent his life researching this curse, and once succeeded in exorcising it from Johann some years ago. DM: Okay. You do note this in the first couple days: while it's been long blown-over and destroyed and scattered, you do see elements that seem like a large nest that have been wind-scattered up here and left for a long time. And as you look through the chunks and pieces, you see bits of dried leather, flesh, and with that in mind, over the next two days, you begin to see, way off in the north, what appear to be a number of flying entities that group in clusters that kind of exist over the cliffside, down along the actual mountain edge, and occasionally have apparently made distant nests and are still maneuvering in the distance. Player: Do I see the type of feather it is? Can I tell what kind of creature it was? DM: Make a perception check. Player: 32. DM: Using the combination of your broom and your ranger-like vision, you've encountered these creatures once before, at the Salted Bluff, but avoided them. There are small clusters of harpies that make their home here on the cliffsides by the ocean. Player: Yeah, they took all our horses. DM: Yep. They picked them apart last time you first made your way to Whitestone. So you're very careful to make sure that whatever camp you set up is camouflaged as best as possible. Since that is one of your specialties as a ranger, it's not too bad. Go ahead and make a stealth check, please. This will be your stealth check for the camp. Player: I can't cast Pass Without a Trace? DM: Not on your camp.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, you responds, Speak fast, before I kill you. you and Trinket enter the room. DM: And now there's a bear coughing and kind of thrashing about the room. The table it bumps into and it kind of topples over. Player: Is this like a turn thing or can I do something? DM: Well, this is just a reactionary moment of you guys coughing and trying to get out of this poisonous fume. Player: I mean, can I quickly cast Protection from Poison on Trinket? DM: You can, yes. Player: Okay. I do that. DM: Okay. Player: And that cures it. DM: That completely removes the poison? Player: Yes it does. DM: Okay. Player: Yay Trinket! DM: Well done. So that's your action. You now, as you are checking the door and you open it up, you hear all this commotion going off to the side now. Scanlan, you're over there as well, watching as more plumes of these poisonous smoke bits.
[ "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 barbarian prepares to enter the fray, but Anders casts Dominate Person on the goliath who easily falls prey to the spell. He then orders the dominated Grog to kill Vax, who looks at the goliath with trepidation. DM: That would be 16 points of slashing damage, and 20 points of slashing damage with the second strike, so a total of 36 points of slashing damage. And you can feel this strange, angry vibrating growl coming from within this unhallowed armor that floats before you. That ends their go. Keyleth, you're up. Player: I'm running like hell. Running, running, running. Can I see? Can I peek around the corner just to see? DM: You can just peek around the corner and see the circumstance. Player: Can I see Cassandra? DM: You do, yes. Player: Healing Word. DM: Okay, go ahead and roll.
[ "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, 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: Both just (fireball impacts), cracking into the ground to the sides of where you're standing, barely missing them. It keeps glaring down at the rest of you with a smile. Ending that, it brings us to Vax. You're up. Player: I got a high stealth right beforehand, so am I hidden at the moment? DM: As far as you know, depending on the individual. You don't know who saw you and who didn't. Player: As far as I know. All right. Balls. I'm just going to throw three daggers at the salamander, right from where I am. DM: Right from where you are? All right. Player: Yeah, okay, so. First is a 20, second is a 14, third is a 19. DM: Okay. The first one was what? Player: 20. DM: The first and the third hit. If you are hidden, though, which you would technically be hidden from this individual, you do have advantage on those attacks, so you can reroll the-- Player: And if I'm hidden it's a surprise, right? On that guy? You tell me. DM: No, no, it's a sneak attack if you're hidden. A surprise round is if they have no idea that you're there.
[ "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, One, a duergar, is wearing similar armor to the guards but with silver and gold scrolling and wearing a long, dark, tattered purple cape, and a scar across the cheek that leads into a gnarled grey beard. On its back is a gargantuan scabbard holding a two-handed sword. DM: -- not so small, not dwarven. Actually, very tall, lanky, long, black and purple robes, a hood, obscuring its features, stepping roughly two feet behind it as they both step on to the platform to address the rest of the guard and the approaching party of duergar dwarves you've been following. You can see some conversation happening, but you're too far away to really make out anything that's being said, do you want to move closer? Player: Do I speak their language? DM: Do you speak Undercommon? Player: Nope! DM: Then you-- it all sounds gibberish to you! Player: Then, no thank you. DM: Okay. But you see some conversation happening. This seemingly officious duergar, this general that steps out and commands the attention in the room, makes a few gestures, shouts out to amongst the other nearby. Not quite sure, but you get the idea he's giving orders or directions. The war party then begins to pull the slaves back away, and-- Player: The captives? Okay. DM: The captives. Begins pulling them away toward another section on the side. As it does, the tall, lanky figure, which you now get the sense that it's not really walking. It's just kind of drifting-- Player: (apprehensive sound) DM: -- holds its hand out. This long, long finger and lanky hand, and as it does, every single duergar in the vicinity, whatever it was doing, stops in place, and all turn and look at it, as one.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Kashaw Vesh, a human cleric . 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, you, slipped and fell down. DM: You leap, slam down on top of the rat swarm that just jettisoned off the side of Keyleth. I'm going to say for that impact, go ahead and roll 1d6. It takes 1d6 bludgeoning damage from you stepping on a few of the rats. Player: Six. DM: Six! All righty. And they're now all around you on the ground and they're trying to swarm away from the impact zone. You still have your action. Player: Okay, so. I haven't played a character this high-level in this system, so bear with me while I walk through this. I believe that I can attack three times in a round, right? I have the extra attack feature? DM: Yes, as a fighter, you do. You have three attacks. Player: Okay, so I'm going to take my axe and just try to kill as many of these things as I possibly can. So I swing my axe. DM: All right. Player: And I roll a two. DM: All right, you swing your axe for the first batch of rats. Unfortunately, it's hard to see where the compost pile and the rats separate. You cleave through a bunch of the slimy mess, slinging a bunch of it against the wall, and as you spatter a bit against Keyleth, who's behind you. Roll for your next attack. Player: Very unhappy about that. Okay, three. How's that hole looking? It's a great hole, right? DM: You decide, as opposed to a small swath, let's make it a wider one, and your axe swings again. This time you catch a singular rat, but with the flat of the blade, and you send it flying about ten feet, where it comes back unharmed and joins the rest of its crew.
[ "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 disguises herself as a Tortle again, and the Mighty Nein makes their way upstairs. you tells Bluud, the Ruby of the Sea's bodyguard, and he hugs her before letting them pass to see Marion, who recognizes you after a few moments. DM: She has not. She's like, "Oh, my goodness! It is so nice to meet you, Yasha." She shakes her hand and Yasha awkwardly, "Hi," and looks to the rest of you and leans towards the back wall and crosses her arms. Not one for social graces, necessarily, but seemingly looking at Marion, looking at Jester, looking at Marion, and can see the relation. Marion sits down in front of her mirror and her little table set up in the corner, spins back towards the rest of you. "Welcome back. There is no performance tonight, I apologize, but if you would like us to provide food for you or whatever you like, please, do not bother to let me know." Player: So, you know that guy? DM: "There are a number of guys that I know, yes." Player: The guy that was bugging you. DM: "Algar, yes." Player: We went to go talk to him, but he had already left. DM: "He left?" Player: Yes, he had fled the city, apparently. Things happened, they were real bad or something, I don't know. DM: "Huh. Well, that may very well be a great turn of luck in my benefit, definitely. Thank you for looking into that."
[ "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 group gathered together, rode onto a magically elevated skyship, and traversing the ocean, carrying the Horn of Orcus within this holy container. They found themselves, over the ocean, suddenly attacked by a band of what seemed to be wyvern- and griffon-riding bandits. DM: Looking into your spell now. Oh, Control Flames is a cantrip. You are able to control just enough fire to burn away the things. It wouldn't actually do any damage if released. Control Fire kind of like captures an element of it. Player: Okay. So that's what I was using, the element of what I did. DM: Yeah. Player: So I used it so I could have the fire. DM: Exactly. Player: Got it. DM: You set it as a catalyst to it.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Percival de Rolo, a human gunslinger . You are the member of the famous group of adventurers. Previously, 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: "I hope so. We'll do what we can in the meantime to see to your refugees and hopefully try and prepare ourselves." Player: There will be a few more through, possibly tomorrow, with word. DM: "All right. We'll be prepared. Thank you." She reaches out and puts her hand on yours, again, and looks you sternly in the face and goes, "Be careful." Player: I will. DM: "You're all I have left." Player: And Cassandra, I'm proud of you. You're doing very well here. DM: "There's still a ways to go, brother." Player: We'll get there. DM: She hands you the gatestone. And with that, there's a slight popping sound as you're in a very soft bit of bluish-purple light. Your body slowly subsides and fades into nothing before it (poof) vanishes out of existence. As you guys are back at the keep, suddenly, who has the gatestone? As you're holding it, it begins to shake in your hand and give off a warm light.
[ "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 group mists around checking out the terrain. you, Scanlan and Percy de-mist to look around and you casts Commune with Nature to try and get some more information. DM: All of this is stone with about a foot layer of ice on the outside of it. Portions of it that have been broken or struck, you can see some exposure to it. This ravine is not normally covered in snow and ice; Vorugal's presence has brought a persistent blizzard and icy atmosphere to it. So all the ice and snow you see here is technically not natural to the terrain, and most of this ravine has a very strong foundation of solid stone, natural rock, and other various geological layers beneath. Player: So it is fairly sturdy and not apparently going to collapse at any moment? DM: Correct. It appears like what happened with you and Pike earlier was an anomaly that only happens when you roll two natural ones. Player: Sure. Okay. Can I get a sense on what the weather is going to be like for the next 24 hours? DM: Reaching out to the vicinity and picking up what you can, it's hard to get specifics, but it looks to be at least a coming sleet storm. Not hail; nothing too heavy, but it looks like it's going to have some times of limited visibility, and very cold. Player: Bummer. Okay. Good to know. And do I sense Raishan? DM: Within three miles? You get the essence of the surrounding terrain that there is another large dragon presence nearby, though you don't get a specific location.
[ "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, They then made their way into the city of Deastok, to the Darrington Estate, and were led up into the study of Howaardt Darrington, father of you. They all discussed the reasons of why Tary was brought back, the current financial state of the family, and the intent to resolve and remedy long-standing sins of the father through ' you standing up and doing his family duty', from Howaardt's perspective. DM: As you're exiting the house and Berthold's opening the door, you hear some heavy creaking from the stair that leads down to the main area, and you watch as an older woman in her early fifties or so with her mid-length, curly brown hair in shades of gray, green eyes behind a small set of reading spectacles, stoic of face, wearing what looks to be some sort of a finely crafted silk robe, clutching a book under her arm, comes down the steps and looks down and goes, "Taryon?" Player: Mama? DM: "Taryon, my boy!" And she sets the book down and walks up, puts her hands out as she says, "Oh," takes you at the sides of the face and pulls you in for (kisses). "Oh, terribly sorry. I didn't realize that we had guests." Player: Oh, yes, these are my allies and my friends. This is the team known as Vox Machina. They are a fearless band of adventurers and they have taken me in as their own. DM: "Look at you, so rugged!" Player: Well. Yes, I am, a bit! DM: "So you've had some adventures with my boy, have you?" "That's wonderful. Have you spoken with your father?" Player: Yes, I've spoken to Father, and Sister, and it's good to know they're healthy. And it's lovely to see you, as well. Have you been happy at all, this last year? DM: "I--" And she reaches back and takes the book off the step and goes, "I've been making my way through your library." Player: Oh! Oh, my books, in my room. DM: "Yes! Well, I've had a lot of time to myself. Been a bit under the weather for some time, and these have kept me fine company." Player: Oh. That's lovely. I hope you've enjoyed them as much as I did. What's your favorite one? DM: "Well, not this piece of trash." And she sets it down. "There's one. What was it called? The River's Dawn. It was a brilliant--" Player: Before the River's Dawn, yes. DM: "Before the River's Dawn! That one, yes. It was a continuation of the creation myth of Wildmount, but it turned into the spirits of the gods, these two fauns, and they fell in love but could not be together because the dawn had to rise and the sun would shine. It was very, very beautiful!" Player: Yes, yes! No it was, but also heartbreaking at the same time. DM: "Very much so. It reminded me of you." Player: Yes. That's one of my favorites, as well. DM: "Well. I didn't break the binding too much, I hope." Player: I'll fix it if you did. It's all right. DM: "All right." Player: Well, that's wonderful to hear. I'm glad you've been entertaining yourself. I know living with Papa can be very hard, and it's been very hard on you all these years. DM: "If you would excuse us for just a moment, please. Just a few moments." And she points towards the door.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, The party then, in trying to locate Grog's position, found their way, delving past the lava-fall of the obsidian rock duergar-Underdark, deeper in, discovering this cursed pit of undeath, bone shards, and glass. Upon traversing it they encountered one of these abominations that they've seen traces of left before—this weird, partial-elven, partial-tentacle monstrosity that slashed through the party, nearly killed Trinket, but was defeated by Vox Machina . They managed to make their way across this bone field and discover what appears to be a camp across a number of pillars in the distance. DM: So, you double over, clutching your skull, as the pain is too much to bear, and you find yourself unable to actually draw commands to your muscles for them to function. You are currently stunned. Player: Great. DM: Roll for Trinket. Player: Oh, he rolled an eight. DM: Trinket falls to the ground with this horrible (bear groan) sound, digging his nose into the actual dirt to try and find a way to escape this piercing mental agony, this psychic damage... Player: It's pretty shitty, you guys. It sucks. DM: Both of you guys take 22 points of psychic damage, by the way.
[ "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, With that, the first timer runs out, and the ceiling of the chamber slams shut. This leaves you and one of the planars up in the tower, separated from everyone else below. DM: Yes, you can. The planar is still holding on to the back of your head, it's going to make another strength check. Player: I'm going to try to tail whip him. Is that a thing I can do? DM: Make an athletics check. Player: Okay. Oh, I have a red dice, it's so perfect and I never choose this one. DM: What did you roll? Player: Oh, okay, well. What am I adding to it? DM: Add your strength modifier. If there isn't an athletics score, then whatever your strength modifier is.
[ "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, Having learned all that they can about you's odd incident, the party embarks on their second day of travel. DM: That's more because these walls are not the most sturdy. There you go. Stands up to you. This one is going to step forward into the way. This one is going to join in there. Those three now in visual range. These two are both going to take shots at Jester. This one's going to take a shot at Fjord. Two longbows aiming in your direction. That's a 20 and a natural one. The second one misses. You suffer eight points of piercing damage as the arrow sinks right into your torso, right in the stomach area, and pierces through. You catch it with your hand, but it's still a few inches into your actual midsection. Then there's the one over here that turned around and sees you now engaging with the current pack leader. Player: But I'm a gnoll! Ah! DM: That's a 15. Player: I'm just confused, that hits. DM: That's going to be six points of piercing damage. This one now slams into the side of your knee, and hits the meaty part, so thankfully it's not locked in the bone or any of the joint, but it hits you in the side and you buckle to that side from the pain. Player: Understood. DM: This guy over here is going to leap down and begin helping push the cart. With that, the cart pushes another full 40 feet and is currently off of the board. Let me mark it over here.
[ "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 others try to persuade Nott to join them in swimming down, and you casts Suggestion on her to convince her to try it. Nott, Beau, 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 you, Caduceus, and Nugget. DM: Okay. As Frumpkin pulls his way through the tunnel, slowly the tentacles unfurling and dragging him forward through this slick, somewhat slimy algae grooved tube. It goes on for about a good 150 feet before it meets another grate. Player: At this point I can't send in-- I can only watch, but I did tell him to go. So what would you-- well it's up to you what Frumpkin would interpret that as. DM: All right, so you can't watch at this distance? Player: Well I think what we've established-- DM: Oh, you can view, but you cannot give actions. Player: I can view, but I can't give commands. But I said to go in, so it's up to you what-- DM: So Frumpkin comes to this next grate. Go ahead and make a strength check for Frumpkin. Player: That is-- oh, for Frumpkin. So I need to go to a different tag. That's a three. DM: It's a three. Frumpkin is unable to push past that secondary grate and fighting with it for a bit, returns to you within range to communicate and tells you there's no further to that tunnel.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Fjord, a half-orc warlock . You are the member of the famous group of adventurers. Previously, However, upon noticing that some of the buildings on the eastern side of town began to light up with what appeared to be flame, you began to approach rather rapidly, seeing members of the city's citizens fleeing, screaming, and apparently there seemed to be some sort of attack. Upon going into the town, you realized that a number of these buildings were being set fire by an incursion of Gnolls. DM: Yep. It appears into your space in a burst of dull greenish-blue fire, and there you see it, dripping with salt water across its blade. Player: Can I use my bonus action to cast Hex at that right gnoll? DM: You may. That one is now hexed. You watch as the gore that's been dripping from the front of its body seems to roll up its torso in reverse before it slips into its armor and grasps itself, the darkened shadowed gore now holding it in place as the Hex curse. Player: Can I reach back and fire Eldritch Blast into it? DM: You may. Player: 16. DM: That hits. Plus 1d6. Player: Six plus four, ten, 1d6, 15 points of damage. DM: 15 points of damage. (explosion) That one immediately drops what it was eating as the blast slams into it, as it's confused by the wrapping of the Hex. As it reels and almost stumbles onto its back, its foot crushes one of the nearby skulls, and there you see this gaping wound in its chest where the armor's been sundered. There's a smoking plume of blackened, horrible, shaded smoke pouring from it. Player: Can I use my distance to move over here, if I may? DM: That's as far as you can, there.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Keyleth, a half-elf druid . You are the member of the famous group of adventurers. Previously, In the morning, while everyone else is taking breakfast, Pike checks the front door and finds about 20 skeletons waiting outside. She and Grog charge out to handle them. DM: It doesn't set them on fire. All righty. Keyleth, that's your action. What else are you going to do? Player: Can I move any? Can I back out of wherever I am? Where am I? DM: You're right there. Two skeletons get attacks of opportunity on you if you move. It's up to you. Player: I'll stay. Let me back out of it. DM: Okay. Two attacks of opportunity on you. That is a 24? Player: Yeah. DM: And a 17. Player: Yeah. DM: All right. You take 22 points of slashing damage.
[ "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 first shot ricochets off armor but the second two hit the guard, nearly knocking him off his feet. Percy takes an ominous step up the stairs. DM: No, the idea is the banister rides up and there's a wall along it, and then they're all up on the second floor here looking down at this. Player: So there's no way up there? DM: You could leap up. Make an acrobatics check to leap up and over the banister. Player: That's what I'll do. Yeah, that's good. That's 30. DM: Yeah, you jump, grab it, flip over, land on the balcony next to the guy enveloped in smoke. Player: And I stab him. DM: Go for it. Player: Okay. Did the leaping take any of my actions? It's movement? DM: No, it's part of your movement. Player: Okay, so that's 22. DM: 22 hits. Player: And a 16. And a one. DM: First two hit. Player: Yeah, okay. The first one is the Flametongue dagger. That is four plus six is ten. And the second one is the keen dagger, and that is two plus seven is nine. DM: All right. As you rush up, the guard looking at you, confused, the smoke swirling around him. (stabbing sounds) As the first two daggers stab in, the second one actually finds between his ribs up to where his heart is, and you see him gasp for a second as he crumples beneath your grip, and you slide the blade out as he crumples to the ground. Player: That's the button. DM: That is the dead button. All right. That ends your turn. Tylieri--
[ "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 party awakens to a clean-shaven Caleb. They descend into the first chamber. DM: It's going to pull back after it finishes clawing into you. It's going to try and bite down with its jaws. That's a 19 to hit. Player: That hits. DM: You take another seven points of piercing damage. The one behind there, who sees its friend digging into Fjord's torso and body, watches as it finishes its round of strikes and then under-handed throws its harpoon towards him. That's another 18 to hit. Player: That hits. DM: With that, you take ten points of piercing damage. I need you to make a strength check. As it pierces, you grab it, and it manages to careen into the side of your hip, and it hits bone. You feel it grind against the inside with the pain. Player: That's a 17. DM: You beat it. Rolled a 15. So you do not get pulled. It does not give him his follow-up attack. However, he's going to move forward to get his follow-up attack anyway with the rest of his movement, and is going to attempt to bite you, and is going to miss. That's a nine. Player: Nein! DM: He goes to bite and as you pull the harpoon out, and turn back your shield you bash the side of its face and it manages to pull back. It scrapes across its fish-like face, but no impact or damage. All right, that's going to finish his go. The one that is right next to you, Yasha, is going to shift around, not leaving combat with you, but going behind the pillar to give itself some cover from anybody who's out in the vicinity. It's going to attempt to make two strikes against you. Player: I didn't-- I need to make Hex checks. DM: Yes, you do. Player: Oh shit, how many of them? Three? DM: Three.
[ "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, They then move on to the room where Chod found the Orb of Annihilation. Inside the room are cultists throwing offerings into the orb. DM: Well, it doesn't have a magical bonus right now. So just 1d8 plus your strength modifier. What's your strength modifier? Player: I can't even find it. I think it's one, but this is an old sheet. DM: So, 1d8 plus one, your strength hasn't gone up. Player: Thank you. Seven. DM: Seven damage. Player: Plus one. So eight damage. DM: Eight damage. How do you want to do this, Scanlan?
[ "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, Taking one of its hands as a trophy, she then leaves the woods to return to Whitestone Castle as the morning sun rises. DM: Okay. You walk over and you find, indeed, the creature is laid out. It is dead. It is cold. The arrow sticking out of the back, the final blow, seems to have hit a very core nerve center of its back. So carve whatever trophy you wish from its body. Player: I'm just going to cut his hand off. I'm going to cut his hand off, no biggie. DM: Okay. So you eventually pull out a small dagger and hack the hand off. It takes you a little while but you do manage to get it. The hand alone probably weighs almost as much as you do. Player: Jeez! This was maybe the wrong sort of trophy to grab, okay! DM: Trinket walks over and takes it up in his jaws. Player: Wow. You're really strong, did you know that? And I guess I'm going to-- You don't have to carry it just yet, 'cause I want to set fire to the body and burn it. I'm going to use some of the branches from the trees he fucking knocked over to set a fire around. DM: You do notice that, because this area is very thickly wooded, setting a fire in the middle of the Parchwood Forest, probably not a good idea. Player: Well, I'm going to do it in that opening right there. Look at that. I guess I can't, because-- DM: You try and tug the creature, and even with Trinket's help, this thing weighs two tons. Player: I feel like, as a hunter, I would know how to set a fire to something without setting fucking fire to the trees. I'm good at campfires. DM: Make a wisdom survival check. No advantage on this one. You would have disadvantage, so it's negated.
[ "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 stranger pulled a card, said, I wish that I was a powerful lord of the Quadroads, and then ran off in a carriage that suddenly appeared for him. you never got the stranger's name. DM: Which actually plays into her opening. The other thing you did, which happens towards the end of the year, is you said you went to the Frostweald. Player: I did, yeah. I was curious about the werewolves. So I went to go see the nymph in the frozen lake. You know, the one that's all about Grog. DM: Mm-hm. Player: So I had a conversation with her, and I felt really bad because I wasn't as affectionate as last time, so I gave her this palm-sized ruby that was at the bottom of the bag. Looked really pretty, so I gave it to her. DM: She thanked you. Player: She did. We hit it off. And I asked her if the werewolves were just in the Feywild. Turns out-- DM: Lycanthropy is scattered throughout the planes. Player: Well, I didn't fucking know that. DM: Now you do. She passed that information on to you. All right. So. That's the truncated example of Grog's year. We might come back to it here in a minute. Next up would be Pike, because that's a good transition point there. So, what'd you do?
[ "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, This perplexes them for a little while. They try heating up the pieces, but that does nothing either. DM: Okay, so you go ahead and you pull out the chunks of heated, now cooling platinum and drop them into the coals for a moment. You pull them off the coals, carefully. Player: Can I run up and MJ the new gold pyramid into the--? DM: Sure, make an intelligence check. Player: An intelligence check? Oh, because I got to put them together. Two! DM: Grog is having a hard time with that. Okay. Player: I'm making an origami swan. DM: All right, you guys eventually help him put it together a second time.
[ "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, Having learned all that they can about you's odd incident, the party embarks on their second day of travel. DM: You, on the wall, dance off the way, leap as it goes up. All right, and I believe that's all the gnolls immediately in the vicinity that are in combat. That ends the gnolls' turn. Fjord, you're up. Player: Yeah, great, awesome, sweet. Can I use Eldritch Blast against the big fucking guy, because he didn't get any closer for a melee attack, right? DM: You're still within his attack range, because he has the glaive. You do have disadvantage on Eldritch Blast. Player: Oh. Imma fucking move out of his attack range. Does that give him attack of opportunity? Yeah, I'm doing that anyway. I'm going to move back towards the corner where I was going. DM: Right there? Player: No, all the way back. Back towards my original hiding place. DM: You pull back to the corner there. As you pull back, he takes a step forward and reaches out with the glaive to try and strike you.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Yasha Nydoorin, a half-angel barbarian . You are the member of the famous group of adventurers. Previously, Jester and Fjord, also on deck, only see what appears to be ball lightning, but they see you being hurt by it, and Jester casts Cure Wounds on her, causing the creature to double in size. you and the being continue to battle, with you being seriously injured. DM: Yeah, it's staying. You reach out and your hand passes partly through it and it goes numb, the field of sparkling energy lightly electrifying the skin around your hand. But you manage to get hold of something-- it's not solid matter, but something. As it tries to move away, you keep it there, barred in place. That ends its turn; it's your go. Player: All right, I'm going to take out my sword and I'm going to attack it. DM: Go for it, you've got two attacks. Player: Okay that's-- okay. Oh wow, okay. DM: Are you doing this reckless or not? Player: Oh, shit! Sorry. No, I'll take the first roll. Sorry. I'm forgetting everything. No, I'm not doing reckless. It was 21. DM: 21 hits. Player: Yeah, okay, so I'll take out my sword and I'll attack. DM: Go for it. Describe to me your attack. As you're holding it with one hand and pulling the blade out...
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, you 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: Oh, I like to. I also want to point out that you guys held my dragon to the ground for two rounds and hit it like a goddamn pincushion. Player: You'll feel better once Scanlan and I have dissolved. DM: I will. All right. End of Pike's turn. Vax, you're up first. At the top of your round-- Player: I'm just going to take the dragon blade and I'm going to as best as I can drag it in front of me. DM: Okay. Player: I'm going to cut the insides of this-- DM: First, you take eight points of bludgeoning damage as it is crushing you, muscles tensing on the inside are just-- You're in between musculature right now and just being crushed. Player: Yes. Probably its sphincter. Now what? DM: You are restrained, so go ahead and make your attack at disadvantage.
[ "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 two guards nearest you pull out their swords and swing at him. One blade hits him in the shoulder but doesn't do any real damage and the second misses entirely as you ducks out of the way. DM: Both of the blades come at you. One of them actually hits your shoulder, but it just sticks an inch into the flesh, and you just flex and the blade pops out. The second one swings out and you duck your head out of the way and it (whoosh) goes long and you just grin through the anger. That's awesome. Then these two are going to fire crossbows at you, Grog. That is going to be a 15? Player: Misses. DM: And a 23. Player: Damn, I was almost Neo, just dodging all sorts of shit. DM: Another ten. 13 points of piercing damage. Player: Halved to seven? DM: Half that to seven, yeah. And then now the three aiming at Trinket. They all have disadvantage, I believe?
[ "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, Pike realizes she has seen this place in a vision, as well as a cavern of blue crystal beyond it. They decide to cross it. DM: Unfortunately not, due to the failed dexterity save. It practically knocked the wind out of you due to the impact. Player: Okay. DM: That was the unfortunate part of missing that dexterity check. Player: Okay. DM: However, it does deal from the crushing damage to the entity that'll be I'll say 3d10 points of damage. I'll see if it makes its save to reduce to half. Which it does. Rolled a 21. What's your DC in your spell? Player: 17. DM: So it makes its save, so it's half damage. Roll 3d10 and it's half that. Player: (counting noises) What is that, 19. DM: Okay, so it takes a total of nine points of damage. Crushing damage from the blow of the stone on top of it. Nice. As it (crssh) shrugs off bits of chunks of stone that are around its body, you can see a little bit of blood is being pulled to the seams of its body. It's taken some hits. It's still doing all right but it's definitely-- you can see it's not impervious by any means. That brings us to Vax.
[ "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, ❞ Clarota expresses a deep desire to free his people in the hope that they will allow him to rejoin the colony, his family. Vox Machina wants to know if they can jury-rig a helmet like Clarota's for themselves, but Clarota says they don't need it. DM: As it pulls the hood back, you see once again this kind of haphazard, metallic cluster of patches of metal, and iron, this dull kind of blue metallish glow, that you can only now see once he's sitting in near pitch darkness. As he reaches up and runs his finger along it, "Yes. This I feel can protect me. But I think... I think there is a way to change the tides of this circumstance, I feel that if I could somehow free my people from the influence of K'varn, release its hold on the hive mind, my people would allow me to rejoin the colony. To be one again with my family. My brethren." Player: I have a few questions. Is that all right? DM: "Yes." Player: You and your brethren, without this, do you think as one? DM: "We think as individuals, but the hive mind connects us all. The hive mind gives us knowledge, history, direction. It is the source of our family." Player: So, one individual of your family sees something, the entire hive sees the same, is that correct? DM: "Yes."
[ "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 already vandalized with the Raven's Den and the Hearth of the Allhammer, and decides to skip the Valley Archive of the Cobalt Soul, since it's where Beau and Caleb are training and researching. She also decides against the King's Hall, since there are a lot of guards and it is the center of local law enforcement. DM: Okay. You begin painting rainbow colors and pulling out all your various pigments and the platinum begins to give way to a Technicolor vomit nightmare. Player: With a mustache. And a straw hat. DM: As you're getting to the mustache, you hear many, many footfalls approaching and a voice saying, "Yeah, just this way, I--" Player: I drop down and run. DM: Okay. As he's in the middle of talking, (thud). Make an acrobatics check, because it's a 15-foot drop. Player: 21. DM: Wow, okay. A three-point landing in the middle. You're still-- Player: I'm still the dragon. DM: But there's also the Invoke Duplicity of him there, so there's one, he goes, "That's the--" (thud), "What? Huh?" Player: (shrieks) And I run. DM: They give chase. They go, "After whoever that is!" There are now five crownsguard and two members of the House giving chase down one of the hallways. Player: Was there an exit? Looking for an exit. DM: Make a perception check to look around you, as this is happening rather rapidly.
[ "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, 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: There's a slight pause before you can see the gem, the swirl coalesces into what looks like a spectral face. You can make out what looks to be eyes, a mouth and a nose. Though the nose itself is less of a pronounced human nose and-- Player: I'm looking at the floor, I'm not looking at it. DM: Okay. But you see where the nose is, instead there are two nasal passages. And you hear a voice slowly creak out from it and say, "All that I require is for you to destroy this prison. Free my spirit from generations of torment, that is all I ask." Player: Hey, quick question, who are you? Who were you before you were in this prison? DM: "It's been too long, too long have I been here, I do not know who I am." Player: Ah, well, go fuck yourself. And I put the blanket over it. DM: The blanket covers the skull.
[ "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 hired crew begins to run belowdecks and hide. Two harpies try to pick up members of the crew. DM: No, the sail is not completely destroyed, and it could be repaired, should they not continue to pull it apart. Player: They look like they're still going for it? DM: It looks like it. Player: Okay. I'm going to run over and try and collapse the sail. So it's not unfurled, try and collapse it? I don't know if that's the right call. DM: You can give it a shot. All right. You have done a little bit of sail work. I'd say make a quick intelligence check. Having not been formally trained, necessarily, we'll see if you can-- Player: 17. DM: Yeah, in your time on the ship and studying how the different elements of the ship maneuver together to create motion and riding the wind, you figure out that one of the various ropes you pull and release and will cause the sail to entirely come down, or you could just pull it up and cause it to no longer be unfurled. Player: Whatever's quickest. DM: Probably pull it in. You grab the rope and pull it up. Both the harpies are curving around for another series of attacks on it, but you're pulling that element of the sail up. Player: Can I take a bonus action to do Patient Defense after I do that? DM: You can. Your arm holds the rope in place and you get yourself ready in case anything happens. That finishes your go. Jester, you're 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, Across from the entrance is a set of wooden doors which he listens at. He hears nothing, but notices that the door is unlocked. DM: Okay. The 21 misses, the 23 hits. Because they have cover and because it's so dark it's difficult to make out their form, but you do manage to hit one with the arrow. Player: Okay. I Hunter's Mark him. DM: Okay. Next time, make sure you do that before you attack. Otherwise it won't count for the attack. Player: Okay. Okay. 13, uh, 12! Math! Stay in school. DM: All right. There you go. 12, then add your Hunter's Mark bonus to that as well. Player: Oh, good, one. DM: All right, gotcha. So one arrow sinks in the shoulder, but doesn't appear to be stopping his angry advance towards Tiberius. Let's see. You're staying where you are?
[ "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, Vax dashes past Greenbeard towards Kevdak, one of the herd members outside the arena attempting to swipe at the rogue but only catching feathers from the Deathwalker's Ward, and attacks the paralyzed Thunderlord with both daggers in hand. The blades strike true, Vax sinking the weapons up to the hilt into the flesh of the goliath, and the rogue flees the arena, but not before he leaves some parting words for Kevdak. DM: Yeah, Aid just gives you guys extra hit points. So anyway. 17. Doesn't hit. All right. So three more attacks. That was cocked. 19? Player: It's my armor class. DM: All right, 26? Player: Fuck. Balls. Shit. Mother bitch. DM: And that's 19 again. So four attacks hit you. Player: Okay. DM: First one is for 14 points of slashing damage. Player: Okay. DM: Next one, hoo, that's eight, 12 points of slashing damage.
[ "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, Tiberius calls for Erwen, waking him up. The dragonborn realizes that it's six a.m. and sends Erwen back to bed, saying they'll talk about it later in the day. DM: So go ahead and make another tinkering check. And the cost of the Pepperbox should be at the bottom of your-- Player: Is it the whole cost or half? DM: Should be half the cost. It should say under the repair rules for a misfire. Player: Half cost. Oh my god, that's awful. Okay, tinkering check. 12. DM: 12. Okay. Player: Technically, that would be a success. DM: Yeah. So you take the rest of the morning, unsleeping, the dark bags under your eyes. You manage to get the Pepperbox back in working order. Player: Oh, I was asleep. I wasn't with them, so I just woke up really early. DM: Right, right. But even so, even though you slept, it hasn't been very restful. It's been technically enough to rest, but your evening has been fraught with nightmares. Perpetually. But your Pepperbox is repaired, and does cost you half the cost of the weapon cost to repair.
[ "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 says the Kashaw is off brooding somewhere. Zahra was reading up about the history of Whitestone. DM: "Oh, I'm just learning about the history of Whitestone and I'm very intrigued as to the actual properties of this stone the entire town is built on. There's a lot of really, really interesting things that can be done with the materials in these mountains." Player: I'm sure you have ideas. DM: "I do." Player: I sit down next to her and ask, just catching up, and see if they've spotted any dragons. DM: You guys continue your conversation, catching up, letting her know how things happened, and vice versa. You don't get any info that any dragons have come by. Apparently, there have been a few other arcane practitioners that have been helping set up some sort of barrier to help, essentially, dissuade attention towards the city. The idea of keeping this place as far off the map as possible, should any prying eyes find their way there. It's in the process of being set up right now. Player: Zahra, how long did it take you to make that arrow? DM: "A few weeks." Player: If I were to give you some more money, do you think you could do it again? DM: "Probably, based on what-- (sighs) if I'm able to use some of the resources here within the castle, maybe."
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vax Vax'ildan, a half-elf rogue . You are the member of the famous group of adventurers. Previously, She then targets Greenbeard and shoots a fourth arrow with the Blazing Bowstring. The arrow hits the paralyzed goliath druid, setting a portion of his robes on fire. DM: You can certain try it. You rush past one of the peasants, fear in their face, they're confused and looking around and you see there's mud and a little trickle of blood that's dried down their face. As you (darting noise) by, they go, (gasps) You don't pay too much mind to them. Player: Acrobatics check? DM: Make an acrobatics check. Player: 30. DM: 30. You manage to make it up to the top. Player: Do I have an action left? DM: No, you used your action. Player: Action, action, bonus action with the hasted boots? DM: Technically, you wouldn't be able to move at this point even, but I'm letting you do that. Usually your move, it's a little weird. Player: Okay, so I'm outta gas. DM: So yeah.
[ "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, Bear-Keyleth complies. Vex starts clapping too and invites everyone to see the Amazing Trinket , like a circus ringmaster. DM: Have you ever seen fireworks go off in a cloud? You get that little boof, boof. There's a bunch of that above you. Cloud, lights flashing. You begin singing your tune. Do you give an inspiration dice to her? Player: Sure, I would love to give her an inspiration dice. DM: A d8 inspiration dice from the bard as you hear the enchanting, jaunty, bear dancing theme. Player: (singing) Oh, look over there! It's a bear! Yeah! DM: Bard getting his bard on. Go ahead and make a performance check. Player: Who, me? DM: No, she does. You're performing as a bear!
[ "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, Kynan stabs Keyleth, disappearing and reappearing to do so. Luska gets up out of the crevasse. DM: Five points of piercing damage to you, Scanlan, as you're running across. Grog's taken none because Grog's rage essentially halves the one point you take per walk, so you don't take any damage. Everyone else has been barely moving, so they've been doing the half move. You take one point of damage per square you move. Player: So you're dying? Okay, so I'll turn to Vex and I'll heal her. I'll sing: (singing) I heal you. I heal you so bad. I heal you so bad, it's driving me mad, it's driving me mad. DM: What level are you casting it as? Player: Two. DM: 2nd-level? Okay, so 2d4 plus six. Player: Ooh! 12. DM: 12 points healed to you, Vex. All right. The mage, who is currently held in the whirlwind-- let's see, here.
[ "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, There was a cart of horses pulling a group of four gnomes that all eventually revealed themselves to be family of Pike 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: "Right. I'm not one to judge. I mean, you've seen Ogden." And you glance over at Ogden, who's now in the process of trying to comb the oatmeal out of his beard while he's muttering below his breath. (incoherent muttering) Player: Are you coming with, buddy? DM: "What?" Player: Do you want to go on the tour? DM: "Of course!" Player: Huh. Can we borrow Trinket for that? Oh, Vex isn't here. I'm sure we could borrow Trinket for the day. You ever ridden a bear, old man? DM: (snoring)
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Scanlan Shorthalt, a gnome bard . You are the member of the famous group of adventurers. Previously, The first stab hits, catching it off guard, but Percy's inexperience with the weapon and the pain in his throat allow the creature to grab the blade and pull Percy towards itself. Vex fires again at the vampire, the arrow sinking deep into its side. DM: It creates an additional dart per spell level, so it's initially three, and it's three levels higher, it gets to six. Player: Oh, so it doesn't increase it three darts per level. It's one. So if I do a level four, I get two darts for each fucker. DM: Essentially, yeah. I'd be 6d4 plus six. Player: 6d4 plus six. Okay, so 2d4 plus two for each guy. I'll do that. DM: And they hit automatically. There is no roll for it. Player: Great. And it can't hit my friends or anything, right? I mean, they're Magic Missiles. DM: No, they unerringly hit. They're like homing arcane projectiles. Player: Do I have to roll this six times or just two? DM: Six times. I know. Player: So, three plus two for the first guy. DM: Okay, so five against him. Player: Ten for the second guy. DM: All righty. Player: And seven for the third guy. DM: All righty. So as you get up--
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Grog Strongjaw, a goliath barbarian . You are the member of the famous group of adventurers. Previously, With you's hide- and leather-based armor having dissolved due to acid, Vax gives his magical armor to the goliath and instead dons his acid-resistant armor. Percy examines the cart. DM: The armor you had on was hide, which was a dex bonus of 12 plus your dex. Studded leather is also the same, so your AC actually goes up. Player: Oh! Ho! Something that you'd think! DM: So, what was your AC previously? Player: 18? DM: 18? Player: Yeah. DM: It should now be 20.
[ "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: She looks at you confused and goes, "Well, regardless, your friends are involved in something that as a precaution, as I have been housing certain meetings out of friendship with an individual, there is danger that I might be pulled up in this. So I am preparing to sell off the tavern." Player: (gasps) Wait a minute, but wouldn't that draw attention to the tavern? DM: "It will only draw attention to me." Player: Okay. DM: She walks over and finishes tidying paperwork on the side. Player: Who are you selling it to? DM: Make a general charisma roll. Just for the hell of it. Player: Well see, this is why I-- oh no. Ten? DM: Ten? She goes, "To a friend." Player: Oh. Friends are good. Can I have that safe though? DM: (sighs) She kneels down at the side of the room and there's a cloth put over a small table, like an end table, and she removes the flowers from it, pulls the cloth off and it's a safe. Player: What's it made out of? DM: "Out of iron. What else would you make a safe out of?" Player: Oh. Okay. DM: She pulls out a key and unlocks it, brings out a couple of bags of coin, brings out a couple other bags of something. You don't hear any noise, the rustling as she pulls it out. Sets them off to the side, looks at you while she does so the whole time like-- Player: Are those drugs? DM: "Here’s your safe." Player: Thank you. DM: Hands it to you. It's small. It's heavy, but you're pretty strong. "All right." Player: Well, all right. Will you be gone in the morning, then? DM: "Probably." Player: Oh no! But Claudia, I really like you. DM: "Well, I like you too. But that's okay. Don't worry. The woman I'm selling this to is also a very good person and a good friend." Player: What's her name? DM: There's a brief pause, glances over at the paperwork on the table-- Player: I look down at the paperwork on the table, too. DM: "Lauren. Lauren Schvine." Player: Is that what it says? DM: It is.
[ "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 find a cave filled with magical darkness. you shifts into an earth elemental to scout the cave, finding that it contains a strange planar rift and a group of grick. DM: Grog's loud laughter bellows, echoing through the cavern. You make your way underneath the ground, using your tremor sense to formulate where the top of this cavern would be, and you poke your head through the floor. Looking into this, you can see now, there are portions of this cavern where it looks like elements of the mithril veins that the subterranean Kraghammer mines were currently pulling from seem to now spread down into this cavern. There are small veins that trickle through the rock in this cavern of mithril. You also look up and... make a perception check. Player: With advantage, right? DM: This is wisdom, yep. Player: That's a 13. That's a 19! I'll take that one. DM: All right, total of? Player: 29. DM: 29. You take a moment and formulate your vision, the firelight still trickling through, although you have darkvision. You look about the room, and you can see there is a strange energy about the room. There's something about this room that feels similar to when you encountered the Frost Plane during the first Westruun winter's veil encounter. There's a type of energy that seems to be brought into being whenever you've caught a mind flayer shifting and bamfing out of any sort of combat you come into. There's something about this room that seems like it's crossing over or has a thin barrier with some other plane.
[ "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 reaction, the vampire strikes out and grabs Grog by the throat, the claws digging in slightly. The guards all reload their crossbow bolts. DM: That's that action there. All right, that brings us to the guards. The guards all reload their crossbow bolts, move in. These three now see the bear in the back and they're going to fire on Trinket. These seven are all going to fire on Grog, now that he's held there. So the three against Trinket. That's going to be a 16? Player: Doesn't hit! DM: That's going to be a 20? Player: Hits. DM: And a 22. Player: Yeah. DM: So Trinket takes six points of piercing damage and 11 points of piercing damage. Total of 17 points of damage to Trinket as two bolts (shink, shink). One of them bounces off the armor. One actually sticks and Trinket, (growls) but it's not enough to really cause much of a worry. Player: Yeah, he doesn't care. DM: The other seven against you, Grog. Natural 20. Natural one. That's not going to hit, that's a natural five. 18?
[ "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, They are brought to meet Flamespeaker Cerkonos, the headmaster of the tribe. Cerkonos confirms that you's mother, Vilya, came through about ten years ago on her own aramente. DM: You all move together into the Cindergrove forest, pushing through the hardened, blackened tree trunks to the left and the right of you. The actual floor of the forest, what appears to be piles and piles of burnt-away brush, ash, and whatever else once was considered life amongst the boughs of these trees when they grew there. Eventually, you find your way to the center of the forest, and you can see now the source of these molten rock sprays. There is a large crevasse bisecting the center of the forest, about 35 to 40 feet across and about five feet wide that is a pool of slowly roiling lava. You can see the actual air around it is heavily warped by this intense heat that's being released, and all the trees that are immediately around it are all warped and bent and have been burnt to near lack of recognition. Standing there, amongst the edge of it, is Cerkonos with his arms crossed, trained on you, Keyleth. You see occasionally a couple of bubbles (lava bubbling) in the lava behind him, and even his form is shifting from behind as the air itself ripples and changes. He looks at you and says, "Sit. Focus. Ask permission." Player: I do as he says. DM: Go ahead and make a wisdom check. Roll a d20. Add your wisdom bonus. Player: 27. DM: 27. As you sit down and close your eyes, you begin to focus your mind towards the center of this mountain, the heart of the fire that gives it its life, and as you all watch, a minute passes of silence before suddenly the ground shifts again and you can see the lava begin to grow more and more active, sending off little spittles of rock. Player: I push it out and continue to focus. DM: You guys begin to see now the lava is shifting and beginning to roil and you're almost afraid it's going to start bubbling over and fill the area, and this nervousness grips your heart. Especially you, Vax, who had previously had some unhappy run-ins with molten rock. It's a genuine fear that you hadn't quite acknowledged since that moment, and you begin to feel really uncomfortable being this close to this opening. As you continue to focus, you hear Cerkonos's voice again, calm and methodical. "Ask permission." I'd like you to go ahead and roll a nature check. Player: 19. DM: 19. (rock scraping) The ground shifts again. You can now watch the lava. Strangely enough, it's beginning to billow upward but not spill over the edges of the crevasse. It's actually slowly circling. You hear this strange sucking sound, almost like sludge is being pulled through a tube, and the lava beginning to slowly spin and spin. Cerkonos is still-- the back of him you can only imagine is either burnt to a crisp by the sheer proximity of the heat, but he is unmoved. Player: I push it out and continue to focus. Just focus and meditate on asking permission. DM: "Keyleth of the Air Ashari. Ask permission!" Go ahead and roll one more wisdom check. d20 plus five. This time, with advantage. Player: Oh my god, I rolled the same thing twice. Wisdom, five. 18. DM: 18. At this point, you guys notice one final shift of the ground, and the trees actually crack, and you see bits of broken branch and tree begin to fall and hit the ground around you. The air is beginning to pick up, and even though you try and cover your face the ash is still pushing through and your eyes are starting to hurt. You feel suddenly this blockage, this tension, like the mountain was fighting you, give way. And in that moment you (gasps) breathe in and open your eyes, and you all notice that the lava that has been slowly circling now (whoosh) pulls down into a vortex that disappears into the crevasse and is now a spinning whirlpool of molten rock in the crevasse, as Cerkonos still stands there. Cerkonos now steps aside and seems to vanish from your sight in but an instant, his voice lingering in the air, saying, "Now, you may enter." Looking down, you lean over and you can see this slow spiral of molten rock. It seems to disappear 15 to 20 feet below, you cannot see the bottom of it, and when you try and lean forward the heat is so intense that you have to close your eyes; you're forced to. There is a leap of faith here. Player: Before I leap down, I cast Protection from Flame on myself? Or Protection from Energy, and I'm going to use fire. DM: Which gives you fire resistance? Player: Gives me fire resistance. DM: Okay, good to know. And then... Keyleth? Player: I close my eyes and let myself fall. DM: You guys watch as Keyleth steps forward and tumbles off the edge, into the vortex of molten rock. (whoosh) She's gone.
[ "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: It's a giant cylindrical-- it looks like it was once a cistern that has been turned into some sort of a refuse-- Player: Is there a roof? DM: From what you can see? Roll a perception check. Player: What do I use? DM: Perception. It's a skill. You don't use it very often. Player: 15. No, 14. DM: As far as you can see, it goes up maybe 30 or so feet beyond the radius of your Light spell and fades into darkness. You have no idea if there's a ceiling or end to it or how far it would be if there was one. Player: Okay. Well, I've got one right next to me, right? DM: You do. Player: I'm going to put out my hand and I'm going to do a Firebolt right next to that one. DM: Okay. Go ahead and roll to attack with disadvantage. Player: Why, are they on me? DM: Yeah, they're right up against you. Ranged attacks, when you're in melee with the target, it's at disadvantage. Player: Oh, right. Well, then I'm going to not do that. I'm going to cast Obelisk of Stone and then quicken spell and then I'm going to do a Firebolt. That's what I'm going to do. DM: Okay.
[ "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 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: If you look at the trident, it looks like it's a very tightly woven rope, but the individual threads of rope are treated like a leather-type stat, so it's a really tight leather cord. Player: Is it attached to his person in some way? DM: From what you can see, where it was dangling from there, they’re wrapped in a loose loop around the side of their armor, and when they throw it, they catch the end of it and pull it back. Player: I'll take the trident and unhook it from his armor. DM: Okay. It's about 60 feet of leather cord, if you want to call it that. Sturdy leather cord. It's heavy, so it's about twice the weight of hemp rope. It's stronger, but it's heavier. Player: These guys were big. DM: Yeah, they're pretty strong.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Lionel Gayheart Chod, a half-orc bard . You are the member of the famous group of adventurers. Previously, After a while they hear something approaching, and Scanlan preps his mansion as a safe retreat. The figures turn out to be a handful of skeletons, which are easily dispatched. DM: You have not been in this specific tunnel. You haven't seen anything that looks familiar. The path you went before was a natural cavern. This one is pushed straight through. Player: Yeah. But I can see how, I'm the only one who's been in this mountain, so there's maybe a little trust. I got this! I haven't been here, but I got it! DM: All right, so do you push your way towards the front? Player: Sure. DM: All right. So, Pike and Vax, as you guys are moving forward, your bardbarian friend pushes aside and muscles up to become the point at the tip of the sphere. Player: I crop-dust all of you as I go in front of you. DM: After that, after Percy and Vex?
[ "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, Percy casts Hex on Ripley and tells her to put her weapons down, and they will listen. Keyleth attempts to cast Hold Person and it has no effect. DM: She stops moving. The other figure is standing there, looking what to do. The goliath is holding the crate now. Player: Put the crate down or I'll shoot out your ankle. DM: The goliath shouts out, "Here or bring it to you?" Player: Put it down right where it is. DM: Drops it to the ground and begins to back away from the crate about there. Anna, who's standing there now, looking over and seeing you where the voice is coming from-- Player: If I see a twitch, I fire. DM: "Faster than anticipated. Congratulations. Well, now. We stand in a curious position. Shall we talk?" Player: You can talk. You have however long I choose to give you. DM: You see the blood pooling down her shoulder. The other humanoid male, you can see now it's a man behind there holding the blade out to the side.
[ "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, Having learned all that they can about Fjord's odd incident, the party embarks on their second day of travel. DM: "Oh, I don't know what happened. They started to burn the buildings and these things started rushing. The city is under attack." Player: What things? DM: (panicked) "Big things. Dog-faced. I can't-- Come on." They just keep running. Player: Dogs are attacking the village! DM: At this point, you guys can see more people are fleeing. As you get closer, about 100 feet outside the city, you watch as the droves of people are beginning to get-- at least either the ones that are actively fleeing have made it out of the city, or in the process the stragglers are still coming through. You see a young human man with scrappy, tattered brown hair, a bit of blood dripping down his face, running before his back arches and he falls into the grass. You can see an arrow protruding from his back. At that point, you can see, standing up from behind one of the exterior walls of the city, a humanoid creature stretching up to about seven feet tall, muscular torso with thin dog-like legs. You watch as it extends its neck with spots of fur, its ears curled upwards as it has a dog-like snout at the front of it. Player: Werewolves! DM: You watch as it leaps onto the back of this fallen villager, bites into the shoulder, and tears a chunk out. Swallows it before it growls into the air (yipping howl).
[ "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, The Nein ask Gilda and Wallace to take care of Kiri, which pleases the Schuster children. Jester, Nott, and you have emotional goodbyes with Kiri, and Beau gives the Schusters 50 gp to help with the expense. DM: (like Molly) "Take care of them." Looks to you, and comes up and cuddles up against your chest where she had slept the night before and (chirping). Player: Scratch those feathers. DM: The feathers fluff up a bit. Player: Goodbye, Kiri. We will send you treasures from all of our travels. DM: (like Jester) "Okay." Player: We will miss you very much. DM: Kiri turns back and steps beside the kids. The family looks out and goes, "If there's ever the opportunity to pay this back or forward, we will. Thank you."
[ "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, 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: It's going to make a bite attack against Pike and two claw attacks against Grog, who are right there. So Pike, you look up as its jaws come down at you from above. That's a natural 20. Player: Oh fuck, shit. DM: Against you, Grog, two claw attacks, that is 23. Player: Come on, taint-smear. DM: And 22. Player: Tickles, both of them. DM: Okay, so against you, Grog, you take--
[ "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, To that end, they visit a mapmaker named Tyriok to get general directions toward the Sunder Peak mountain. After a couple days of travel, the party arrive at the mountain home of the Fire Ashari. DM: 14. Glancing at the two sides, the left path appears to be far more worn. The right path is largely untouched, with a thin layer of ash coating it, so you get the feeling that one hasn't seen use in quite some time. Player: Are the prints going both directions, or is there a majority going one or the other? DM: On the left side, they seem to go both ways, but even those prints are fairly old. At least a week or two has seen any sort of traction on the path. Player: Footprints, horse prints, both? DM: Footprints. Player: No horse prints. DM: Correct.
[ "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: Let's see the roll there. All right, so you manage to barely push past, but you do trigger a second attack of opportunity to do so. From that guy, that big half-orc there that gets in your way. So that's two strikes against you, that is a natural 20. And that's going to be a 13. Player: Okay, well that misses. DM: So that is a pretty low roll, ten points of slashing damage. Player: I'm alive, I'm alive. DM: What are you at? What're you at? Player: I am at 15. DM: So as you dodge past, get slammed by two blades, you arc around the corner and they're all looking at each other, confused, some of them affected by this magic they aren't expecting, and you rush around and you see in the distance Kevdak, who's now getting shot a couple times, gets set on fire, flames burst up, and he starts screaming out in pain. As you turn the corner, you look over at your Spiritual Weapon, and you can nudge it forward. Right there, its full movement, 20 feet. Go ahead and make an attack with your spell attack modifier. Does not have advantage because he is no longer paralyzed. Player: 20. DM: 20 hits. Go ahead and roll damage. So 4d8 plus four.
[ "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, There is a red clay urn suspended from chains close to the ceiling. Two alcoves on either side hold similar clay urns, half full of ashes. DM: Sure, start shifting some of the rock. Make a strength check. This would be athletics to do this. Athletics, sorry. Player: Okay. I think that's a 15. DM: Okay. You start shifting and pull the rocks off. The rod begins to coil. You start moving it and you pull and manage to pull it free from the stone. Some of the rocks falling down and stumbling to the side. You pull out a four and a half foot long rod that is straight towards the bottom for about a foot and then is in a tight coil to the very top where there is a small metallic knob at the very top. You pull it forth and it vibrates a little from the impact of pulling it out from under the stone, and then it comes to still in your hand. Player: Does it wobble? DM: A little bit, very faintly. Player: Does it make any noise? DM: No.
[ "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, 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: A gentle snowfall is coming down. The sky itself you can see is covered in light, white clouds. Just enough moisture to carry the little snowfall that's happening. There are folks in the center of the town that are surprised to see this arrival, but recognize you and cheer a little bit. "Hey! Percival." Player: Thank you for that smattering of applause. Golf claps, please. Golf claps. DM: The refugees all gather up behind you, and you guys walk towards Castle Whitestone. Player: We make our way to the castle. DM: The guards greet you and lead you inside. And within a few minutes, Cassandra comes down from the upper floor. "Percival, you've returned." Player: Things are not going well. Have you heard any news of Emon and what has been transpiring there? DM: "No, we've been focused on restoring our city. Why?" Player: Yesterday, we were attacked by a group of chromatic dragons. The city is destroyed. There's no simple way to say this, but we're under siege. We were afraid that Whitestone would be destroyed, as well, but it seems that they have passed over you so far, but we fear for many cities' safety. I was hoping that it would be all right if we moved a small number of refugees through to Whitestone for the time being. Less than a hundred, I imagine. These are the first 20-some-odd that we've pulled through. DM: And she looks behind you, looks to the crowd, snaps her fingers. Some of the guards step forward, she goes, "Please, if you would make sure to find any of the various unoccupied buildings are provided to these refugees. Thank you." And the guards nod, and begin gathering the group and sending them back into town, and she gives you a look back and says, "For better or for worse, we happen to have a number of vacancies in the city due to recent events. But--" Player: Oh! Well, yes. Nothing I-- Anything I should know about? DM: "No, just-- We've lost many in the struggle against the Briarwoods. But yes, they will be provided for, I assure you." Player: So I will let you know to stop all business with Emon for now. Be very wary, prepare the city for a possible dragon attack. Things are looking dark. DM: "Yes, yes." Player: And if it's possible, any research-- any energy that can be put forward towards mounting some sort of defense against these creatures would be greatly appreciated. DM: "Right, right, well, we had a few individuals that were researching the ziggurat beneath the city. Two left a while back and we had one arrive just the other day." Player: Who arrived the other day? DM: "I cannot recall his name-- Realm Seeker, Realm Seer-- I'm not--"
[ "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, They find a long metallic rod half buried in the rubble about the size of the platform hole in the room below. Yasha sticks a sword into the ashes in one urn, and shortly thereafter a small glowing orb emerges and attacks her. DM: That's a ranged attack against the target creature. Yeah, no. You try to smash it, but it ducks out of the way. Because you're smashing it, it doesn't hit the ground and shatter, so you still have it your hand. But you swing with it to try to break it over this entity, and it dodges out of the way. They are very quick. Player: Okay. Do I still get my bonus attack? DM: Because it was a ranged attack, sure. It's stretching it a little bit, but I will let it happen. Player: Natural 19. 25. DM: 25 does hit. Go ahead and roll damage. Player: Eight damage. DM: Eight points of damage for that one. Nice. Player: Do I punch a ghost? DM: You do hit it, but it doesn't take as much damage as you would expect. As you swing toward it, it gives resistance to your fist, and numbs it as you punch through it. It does react to the impact, but it's not quite as impactful as you hoped a swing that strong should have been.
[ "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, They stumbled upon a small hive of basilisks that surrounded an obelisk of Ioun, which gave them their first clue as to the location where this sphinx could be found. They battled the basilisks, destroyed their underground hive, or at least the exit from it, via Fireballs and Stone Walls and other such endeavors. DM: The fire guy. He's actually on top of another larger orc, so you burst through, the fire is destroyed and you see a bunch of the stone is thrown aside, what was the campfire has now been detonated in a burst of snow and earth. You burst out. Are you catching him? Player: Yeah. That's cool. DM: So you burst up, the bigger orc body then rolls off onto the ground and keeps smoldering. You catch the guy who's on fire, currently holding him above you. What are you going to do? Player: First, I want to stamp him out in the fire, in the snow, sorry. Stamp out his fire in the snow. DM: You're clutching him. He's flailing about in your grip. Fire's out. Player: And then I'm going to, I want to grapple onto him. I want to start dragging him over to this nearby tree. DM: So make a grapple check, it's an athletics. Player: Athletics? DM: Yep. Player: I've only got basic stats here. DM: Roll a d20, add your strength modifier. Player: Oh. 19. 20, 20. DM: He rolled a one. Yep. Through the flames and the chaos, he can't even resist, and you have him in a full grapple. He's not restrained, he can still attack, but he's at disadvantage on all his attacks, but he can't move, his movement is zero and you're currently holding him in place. Player: Okay. Can I start dragging him over so-- DM: At half-speed, yeah, you've already done 20 feet to get there, so you can move him ten feet. Player: Okay. I'll slowly start dragging him to this tree over here. So we can tie him up. DM: One, two. That's as far as you can drag him there. Player: Okay. DM: As you're pulling him back, and he's like, (struggling noises). Player: Come on. DM: All right, that ends your turn. Vex, you're 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, 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: 24 points of damage. All righty. And are you going to stay wherever you are, or do you want to move? Player: How high is the ceiling? DM: The ceiling is about 30 feet up. Player: Yeah, I'm going to fly up. DM: 25 to 30 feet. Player: All right. I'm going to go to the roof. DM: Okay. You're going to go all the way up to the roof? Player: Oh yeah. Some of that was lightning damage. That was two points of lightning damage. Because they're made of metal. I don't know if that did anything special. DM: Okay. Thank you for the heads-up on that. All righty. So ending your turn, that brings us to Vax.
[ "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, Still on the cliff in the Salted Bluffs, Vex'ahlia casts Locate Object to find the diamond that was dropped by Ogden Trickfoot. DM: "Oh, that definitely runs in the family." She looks over to you Pike, again, and is like, "I am so sorry. I didn't--" Player: It's okay. DM: "I'll try and make it up to you." Player: Just know I don't want you to-- if you don't want to stay here, you don't have to stay here. I'm not holding you here against your will in any way, but I would love for you to stay because I would love to get to know you better. DM: "How could I say no? (chuckles) I'll stay until you need me to leave." Player: Okay. DM: At which point, you watch as Vex and Keyleth and the broom come up and land on the cliffside.
[ "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, She also knows of Sabian, who works with Cadmus Leeland, pirate captain of the Widow's Embrace. At that moment, Yasha walks into the bar. DM: You don't see anything in the way of a ship shack right now. You do see a man. An older, grizzled fisherman of some kind, or at least a dock worker. He has this long cap on that dangles past his mid-shoulders, in a heavy dark gray cloth shirt that is drenched with sweat like he's been doing hard work throughout most of the day. You see him currently tying a small rowboat to the edge there and holding it in place. Player: Old timer! I'm sorry to bother you, I don't see a mariner's office around here. Is that your rowboat? DM: "Oh yeah, this here is my boat. What's your name, sir?" Player: Fjord. DM: "Fjord. Jimmy." Player: Jimmy. DM: "Pleasure to meet you." Player: Absolutely. DM: "You much of a shipman yourself?" Player: Little bit, little bit, my friends here were hoping to explore the coast a bit. And if I could put some coin in your pocket, I was wondering if you would mind parting with your vessel here for a little bit. DM: We'll say, because you have a sailor's background at this point, you guys converse back and forth a bit. You swap some stories with him about how he used to be a dockworker, and some of the ships he was on back in the day. Player: Tales of the worst greenhorns you've ever worked with. DM: Yeah, about five minutes of back and forth you get to the point where you're both laughing and feel comfy. Eventually he goes, "Don't even worry about the money, just, I'll keep an eye on out here and don't take it too far out in the bay. When you're done, bring it back." Player: That is most kind of you, we are much obliged. DM: "Least I could do." He goes ahead and helps untie the boat. You have it at your disposal.
[ "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, Tiberius waltzes into the room and casts Light and then Obelisk of Stone under a second mind flayer. The mind flayer rolls off the pillar before it slams into the ceiling and then disappears. DM: You look through here and see what appears to be some sort of a kitchen. You can see shelf units, you can see what looks like a few tables, you can see some kitchen elements. Player: I'm gonna walk all the way in, all the way in. DM: All right, you walk all the way in. There's a door towards the back-- Player: The right, what do I see? DM: The right, you see what looks to be a doorway that's partially open that leads to a staircase. Player: Up or down? DM: Looks like it's going 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, He and his party were left for dead, but his patron goddess, Tiamat, kept him alive. He offers a temporary alliance with Vox Machina against Vecna. DM: Eventually, you come around one cluster of exterior buildings. It looks to be what was once a manor, that was converted to a fortress. Like a small exterior fortress to this inner circle of Thar Amphala. You curve around and there you see, familiar to you from once before, the walls that surround the exterior of this inner sanctum of Thar Amphala, and the basis of this field that contains the entirety of the city. Looking at the wall, you can already feel the dangerous vibration of this field being so close. There's this violent hum to the air, that with each pulse hits this certain frequency of sound that causes your ear to tweak just a hint. And you can see violent waves of green-blue magical energy, (pulsing) up the side of the wall, like a very powerful reverse waterfall. Shooting up, to gather and maintain this field. You cannot see the crest. The crest was visible from the outside of the wall. And the energy field is being produced on the outside of the wall. You're on the inside of it. But you can gather the base location of where this burst is happening to get an idea of loosely where it might be. Player: How thick is the wall? DM: You don't know. Player: And we saw the crest before because there was a doorway in the outer wall. DM: Correct. Yes. Player: Is there any kind of doorway around us? DM: You glance over to where the door was, below the crest, before, and you can see the opposite side of a door, currently, yes. It is shut. And appears to be made of hard wood with-- It's iron bar reinforced crosshatch.
[ "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, Though the armor was originally Vax's, Vex claims it before he can take it back. DM: (wave noises) As the tunnel begins to curve larger and larger, eventually you come around a bend and the tunnel opens up into a humongous cavern housing an underground lake circling a large island. From what you can see on the edges of the walls that are closest to you as the island disappears into darkness about a hundred feet ahead of you, there are these blue crystals that you've seen throughout this tunnel completely covering the walls of this entire cavern. There is only maybe bits of and places around the wall, about five, ten feet across where there will be no crystal. Otherwise it's just grey stone and blue crystal jutting from the sides. Player: I go over to one of the crystal walls and I put my hand on the crystal and I cast Daylight, trying to see if I can emanate it up through the dome. DM: Okay. You cast Daylight and on the actual crystal source that you cast it on, daylight emanates from it and gives a bright beacon of light. Player: I want it to light up the crystal. Trying to see how far I can get it to reach up to the top. DM: Right. You notice that from the whatever crystal vein structure some of these are connected by, some of them tend to glow in spots, but you see it's localized. All this crystal isn't interconnected, is what this tells you. Player: Okay. DM: There are pockets here and there that are interconnected, but there are multiple veins of it going through the entire.
[ "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: All right, so they're all going to take javelin shots at-- miss. Miss. Two-- miss. Hit. Hit. Three hits. And so they're all just (effort sounds) chucking these javelins upward. Four, eight, that's 12, plus seven-- 19 points of damage from the javelins as some stick in then fall out, the wounds are now becoming visible. Umbrasyl's-- there's visible wounding but doesn't appear to be in dire straits or anything. Grog, you're up. Player: Yes, I have two questions. One of the things I picked up from Kevdak were four enchanted javelins. What do those do? DM: They're thrown, ranged attacks. Player: And they're just enchanted? DM: They're plus one to hit and damage. Player: Just that. DM: That's it, yeah. It's a relatively simple enchantment. Player: What is my climbing speed? If my natural speed is 50 and I wanted to climb that column, what's the climbing speed? DM: Climbing speed? I mean, if you roll a decent climb check-- here. That would be-- I'd say that would be an athletics check to see if you can climb it, and I'd put it at about half speed. But you're also prone, so getting up from that's half your speed. Player: On my back, can I use my bonus action to drink the potion of speed, which makes me hasted? DM: Yes you can. You now have technically four attacks per round. Player: I do. And it doubles my speed, right? DM: Yes. Player: Okay, so I have 100 feet, so can I stand up? DM: Yep. 50 feet. Player: Can I try and climb that column towards Umbrasyl's feet? DM: Athletics check. Player: That's not awesome. 18. DM: 18. You just manage to get to the top with the last bit of your movement. So you are up about ten feet from Umbrasyl right now, pushing on 15 at an angle. Player: So I have four attacks? DM: Yes. You're not in melee, though. Player: Yeah, so I'll use three of the enchanted javelins and the javelin of lightning. DM: Okay. All right, so you (effort sounds) finally with the javelin of lightning. So go ahead and make the first three strikes. Player: Reckless, all of them. DM: Okay, so with advantage on each of these. The range on the javelin strikes, I'm just going to pull it up real fast, since this is the first time you've used this. Player: Yeah, it's 120 feet for the javelin of lightning. DM: Yeah, within 30-foot range, so it's fine. Go ahead and roll. First one is? Player: It's an 11 plus-- just my natural like-- DM: It's 11 plus one for being enchanted.
[ "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, Lillith Daturai the tiefling wizard (guest Kit Buss), currently magically disguised as a human servant) enters the scene, and Seeker Assum appears out of a wardrobe in the Briarwoods' bedroom before leaping down to Vax and pulling him away from the attacking nobles, but he then succumbs to Silas' charm attack. In her eagle form, Keyleth swoops into the bedroom and grabs Scanlan in her talons with the intention of joining the fight below. DM: You didn't die. Sorry. My apologies. Vex, you swing around the corner, just getting to the outskirts. Player: Right as I get outside-- I would whistle, but Vex can whistle, and she whistles for Trinket. DM: You're not sure where Trinket is. Player: No, but I whistle for him. He knows to listen for it. DM: Do you want to get as close as possible to the fray? Player: Yes. DM: I'd say as you turn the corner, that will get you about there, and you can see now, there is Seeker Asum and Lord Briarwood both standing over what looks to be a small cluster of cloth, the source of the dread. Player: I scream. Can I attack? DM: You can, yeah. Player: Okay, if I did something that did five feet-- ten feet... I've got to look at this. Yeah, ten feet. If I hit Lady Briarwood, would that hit my brother, or would that just hit Bastard Briarwood? DM: No, that would just hit her. Oh, within ten feet? It would hit Seeker and Sylas, yeah. Player: Fuck it, I'm doing it. Lightning Arrow right at her face. DM: Okay, go for it. Roll for it.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Vex Vex'ahlia, a half-elf ranger . You are the member of the famous group of adventurers. Previously, They double back, scry again, and eventually find her still traveling on the main road. As the bounty hunter approaches on her horse, the party prepare an ambush for her. DM: You pat her down? Yeah, she has two daggers, one placed in each boot, stealthily hidden. She has a shortbow that is over her chest and shoulder, and a side quiver of about 40 arrows. Player: Oh shit! These are good arrows. DM: She goes, "Thank you." Player: Just noticed the good work, that's all. DM: "I make them myself." Player: I show her one of my owlbear arrows. DM: "Owlbear?"
[ "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, Three of the bolts hit Percy in the chest and a fourth glances off his shoulder. Four more bolts hit you. DM: Okay, so you take from three heavy crossbow bolts at you. Seven, 19, 32 points of piercing damage. All three bolts stick into your chest. They're big, long, thick, heavy crossbow bolts. One of them gleans off your shoulder and catches the edge of the wall, but the other two have actually sunk into your torso and are sticking out of you. The other five against you, Grog. Player: Yep. DM: Since you did not do reckless strike last time, they are not with advantage. That is 19? Player: Hits. DM: 12? Player: Misses. DM: Oh, that's a 25. Player: Hits. DM: That is a 19? Player: Hits. DM: Last one is a 24. Player: Yep, so four out of the five. DM: Yep. That's 11 plus seven. 18. Player: 18. DM: Plus eight. 25. Player: 26. DM: Plus 13. So 39. Player: 39. Half. DM: 18. Player: Okay. DM: 18 points of piercing damage again. Bolts are sticking out of your body all over. You almost have additional armor from the number of bolts that are on your body, but you're still standing there, frothing at the mouth, angry, just like, "Come at me!" That ends the guards' turn. They all reload their bolts and pull their crossbows up. Vex, you're up.
[ "DM", "Player" ]
It's a fantasy role-playing game. DM: You are Fjord, a half-orc warlock . You are the member of the famous group of adventurers. Previously, 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: As this gnoll here has taken the impact is going to rush over towards Mollymauk to attempt to take a strike. While another gnoll who's bloodied and partially crushed is now hobbling its way up out of this tunnel and spins around to see you up against the side of the wall (growls and yips). All right, Fjord? Player: 16 plus six, so 22? DM: That hits. The gnoll's going to be striking you. That's a three, that's not going to happen. No. Player: Eight plus four is 12 plus four points of necrotic for 16 total points of damage. DM: All right. The reason it misses is right as it swings towards you, Fjord raises the back of the sword and fires a blast of eldritch energy that hits the back of the gnoll's shoulder as it tries to spin and strike you. As it does, it goes wide. It pirouettes on its foot and stumbles back into the open hole. (high-pitched yell) Player: Oh, there's an open fucking hole?! That's good to know! Oh, shit! DM: Yeah!
[ "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, Judging by the weather, they have arrived somewhere in Exandria. As Vox Machina comes within range of the base of the tower, they are addressed by an omnipresent, directionless voice. DM: 18. Just ricochets off the armor. There's one here that's going to go toward Pike. And you're not held, right? You resisted it. So it's going to go ahead and make a strike on you; that's another 15. Just hits your armor and scrapes off, no effect. This one's going to rush forward, two against Vax on the ground. It has advantage. That's a 19. Player: To do what? DM: To attack you. Player: All right, so I'm at disadvantage, but I have advantage, so it would be one straight roll? DM: No, it has advantage against you because you're paralyzed, so yeah, it would be one straight roll. The first roll was 19. Player: Oh, so no. DM: No. Your armor class is 21 naturally? Player: It is 21 when the daggers are out, and my daggers are in my hands. I mean, I don't know, this is kinda loosey-goosey. All right, then I'm at 20. DM: Yeah, so it still misses you. The other one, no, misses. Both of them just miss you. The effect of the 9th-level spell is just enough of a vibration that the attacks are being-- You're moving just, (grunts) ever so faintly out of the way. Player: Familiar. DM: One attacking Keyleth. That is a 24.
[ "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 spiraling tower of black iron and copper. He throws a square, metal icon. DM: All right. You leap over, grasping, lose your hand for a second, and get back up there. The soreness is starting to kick in; you're not used to this much physical activity of this type of strength, and it's kicking your ass. Player: So fast, but so weak. DM: So fast, but so weak. It's already hot here, and the beads of sweat are pouring down your face at this point. Player: I have little indoor fans, like I'm a baseball mascot. DM: Yeah, basically. Thankfully you have fire resistance so you don't have to worry about the heat getting too much on you. It's more of the physical exertion that's getting you. You do eventually pull over to the next window. As you get to it, you pull up into the lip, and as you reach out to grab, your hand hits something. You look up, and you see that this particular opening has an imperfect, thick glass window or at least a glass surface that is currently blocking the entrance. This is actually a window that is closed. Player: Is it transparent? DM: Somewhat transparent, yes. Player: So it's just cloudy? DM: It's somewhat opaque, because of the nature of its creation it wasn't perfect glass. It's about that thick, and the entire oval is about six feet high, and about four feet wide. Player: Can I check for traps? DM: Sure, go for it. Make an investigation check. Player: Okay, oh good, 27. DM: All right. This window is trapped. As you glance around, you can see that it is. It is a window that has a slot on the side. The glass is wider than the window in a slot that's pulled up through chains that you gather would probably lift it from the inside, like a winch that would pull it open or closed. However, on the bottom, you can see along the edge. On the very bottom edge, you can see some sort of slight bit of material that doesn't match both the glass or the blackened iron structure of this building. It's a silver plate that rests where the glass sits down. As soon as it would move, a weight would shift, and something would happen. Player: Looking at it, do I think I could disarm it from this side? Or is it something from the inside of the room? DM: It would need to be something from the inside. Even if you were to attempt to do it from the inside, you would have to be at the base of the structure. From this side, it's too big for you to do anything, really. Player: Okay, and I can't see shit. DM: Make a perception check. Player: Natural 20. DM: Which gives you a total of? Player: Oh, perception? A total of 32. DM: All right. As you peer in and close your eye on the inside, you can see another bedroom similar to the one over there that you just passed by. But this one is exorbitant in its decor. You see beautiful deep red tapestries along each wall that are the full length of it. The bed itself is a canopy bed that is 40 feet tall with heavy dark silks and fabrics that dangle from it. This is a gaudy bedroom for some sort of a giant. Player: Any armor on the walls? DM: No armor visible from this perspective, no. You do see small pieces of art. There are other metallic trinkets that are built into the wall. But nothing that resembles armor, unfortunately.
[ "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, However, upon noticing that some of the buildings on the eastern side of town began to light up with what appeared to be flame, you began to approach rather rapidly, seeing members of the city's citizens fleeing, screaming, and apparently there seemed to be some sort of attack. Upon going into the town, you realized that a number of these buildings were being set fire by an incursion of Gnolls. DM: No. It's just on the ground going (confused whimpering). It's about to try and get back up. Caleb, you're up. Player: I'm going to go along the edge of the steps this way and come down toward it and I'm going to now spin and flames lick around it and I'll go (flick) and I flick that off my hand. This time is also not good. It is a 13. DM: 13. It has disadvantage because it's still prone. Player: Oh. For my attack? DM: Yes. Against ranged spells. Player: Same thing. Rolled the same thing. DM: Yeah, you release it and it just skids across the ground. Like skipping a stone across a lake. It slams into the wall behind it and (explosion).
[ "DM", "Player" ]