D&D — Dialogues 1: Turning the Tides

I’m going to start a little mini-series in the D&D section of this blog called “Dialogues”, where I tell stories of the adventures I’ve been a part of, either as a DM or a player. Some will be funny, some, like this one, won’t, but overall they will be centered around the idea of “interesting things that happened”.

 

This particular story happened in the most recent session of my campaign, of which there are only three party members (and one DMPC, who is mostly a sidekick). The party consists of a ranger, a sorcerer, and sort of a homebrew fighter-based tank. (The DMPC is a Strength-based ranger.)

They find themselves on the slopes of a mountain, walking a path often referred to as “The Trials”. They’ve heard from the village below that each person faces different tribulations, so it’s impossible to know what to expect. These trials can be faced together, but in order to reach the summit, each person in the group must have faced their own Trial.

So as they walk past an old gate into a wide clearing of snow, they find the air growing warmer and the ground getting coarser. The blizzard around them turns into a sandstorm, and they realize they are now in a desert. The ranger, who used to be a court bard for a desert people, immediately grows suspicious. They see a large structure in the distance, and he smirks.

Ranger: Can I roll to see if I recognize this place?
DM: Make a history check. *The ranger rolls a 19*. Yup, this looks an awful lot like the palace and the desert you spent a lot of time in, hundreds of years ago, in much the same state it was in when you departed.
Ranger: I knew it.

They approach cautiously. Ascending the steps of the palace, they see row upon row of guards. Over two dozen. They all stand firm, but as the party passes them as they walk down the main aisle, each row nods to the ranger and bows.

They walk into the throne room, the doors of which are wide open. At the throne the ranger sees his old king, who greets the party as if the ranger has returned from a long journey. There’s no hostility whatsoever, but while the king is talking, he notices the staff the sorcerer is carrying.

They found this staff a few sessions prior hidden inside an underground temple, behind a locked room that nobody was allowed to enter. They’ve yet to decipher what the staff is or what it can do, but this is the first time anyone has seemed to take particular notice of it.

As soon as the king sees it, he pauses. He points to the sorcerer. “That staff,” he notes.

“What do you know of it?” the sorcerer asks.

“It’s mine,” he replies. And at that, he stands and passes a hand over his face. His visage falls away like scraps of paper being shed. In it’s place, a masked and robbed figure stands before them. He whispers something to a guard, who starts walking towards the door, past the party.

The fighter tackles him, and the fight begins. The guards turn on them, and they are already surrounded.

The masked figure targets the sorcerer, teleporting closer to him and casting spells.

The party falls back, taking out a few guards as they back up towards the door.

But soon, more guards start flooding in from the way they had come. The figure flies past them, blocking their escape, and casts Lightning Bolt down a line, hitting three of them. The sorcerer and the DMPC fall unconscious, and the ranger is hurting bad.

The ranger casts Ensnaring Strike on the figure, who fails his save, and, not having any Strength, spends his next three turns trying (and failing) to break free.

The fighter uses his next turn feeding healing potions to both of their downed party members, and he uses an Action Surge to do so. All the while, more guards keep flooding in.

Despite the restrained figure, they are very clearly losing this fight. All around the palace, however, there were doors that implied a means of escape.

The sorcerer casts Fog Cloud in the doorway, and a huge part of the room becomes enshrouded in fog.

Soon, the ranger, the sorcerer, and the DMPC are out of the fog cloud, waiting for the fighter to join them so they can make their escape. But he’s inside the cloud fighting five or more guards at once. With obscured vision giving them disadvantage on their attacks, and their target having 18 AC, he’s a veritable wall, and their feeble attacks just glance off his armor.

Soon, the Ensnaring Strike effect ends, and the masked man flies through the fog cloud in search of his staff.

As soon as he leaves the fog cover, the DMPC lands a Critical and deals insane amount of damage. He’s seeing stars, and the rest of the party let loose as well.

With no support from the guards, and him being outnumbered 3-1 with few spell slots left, he casts Greater Invisibility and vanishes.

As soon as the masked figure disappears, no additional guards join the fray. They dispatch the rest and, while now severely lacking in potions, they managed to win, and thus passed the first part of the Trial.

It’s worth noting that I had set up this combat as a “flee or die” scenario. With endless guards and a powerful magic user well beyond their level, there was no way they should have been able to win. But with a well-timed Ensnaring Strike and a well-placed Fog Cloud with armor-man inside, they took a hold of their assets and pulled victory out of the jaws of death.

One thought on “D&D — Dialogues 1: Turning the Tides

  1. *next game*

    “I cast Ensnaring Strike!”

    DM: “The masked figure uses his newly acquired Legendary Ability, ‘Kill Jerk Who Casts Ensnaring Strike,’ and hits you for 200 plot damage.”

    Liked by 1 person

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