Dungeons and Dragons Megathread

So, today in playing a three-people (two players, one GM) one-shot dungeon, we learned that a lv 7 Paladin and a lv 7 Barbarian can melt down an Adult Copper Dragon (Challenge 14) in three turns if the stars align.

It was sweet.
 
Dude you can't just leave it at that you gotta elaborate
Non-canonical versions of Clanless the Barbarian and Bel the Paladin were adventuring in the Spire, a metal tower built long ago by a mad king whose peculiar brand of insanity was building automata. Now ages after, the extraplanar entities bound to the tower had grown bored and were sending the creations they were compelled to design to ravage a bunch of villages around them.

We went through a gauntlet of opponents (with entirely too permissive rest rules compensating for the fact that we were only two PCs and some encounters were grossly overleveled), went from lv 6 to lv 7, and decided to go for the Absolutely Deadly Optional Bonus Boss Of Doom instead of the "normal" dungeon ending. We took a long rest before its door, then entered.

The clockwork automaton within was statted as a (non-sentient) version of an Adult Copper Dragon. We reached engagement range (30 feet) before it woke up, and pre-cast Bless and triggered rage before the first turn.

At lv 7, a Barbarian gets advantage on Initiative rolls. Bel had a Sentinel Shield. We won Initiative and rushed the dragon before its first action. It lost over half its HP in the first turn. All thanks to Bel's Smites. We each tanked a Legendary Action attack, then it took flight and used its fire breath. Fortunately, Bel boosted both our saves with her Paladin aura, Barbarians have advantage on Dexterity saves, and Bel's custom Oath of Sunlight granted us both fire resistance. That fire breath amounted to a piddly 13 damage on each of us.

Next turn we got a favor from the GM - the dragon was flying 20 feet above us, but he ruled that it was so big its tail was in attack range with a higher AC. It was a fun note, but it didn't play a huge part in the victory - I was using my own Path of the Aristoi, which has the rare feature of being a viable ranged attacker, and Bel could have held her action until it came into melee range anyway.

Which it promptly did. Since Fire Breath takes turns to recharge and it wasn't going to stand around forever, it popped Frightful Presence (which of course hit Clanless because it always does) and came down to deliver a flurry of blows. Which we tanked. I wasn't even bloodied and I don't think Bel was either.

Then we just, uh, put it down like a sick puppy. The dragon got two actions in the fight.

It didn't keep a hoard but it was literally made of valuable metals, so we ended on a high note wrt loot.
 
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Non-canonical versions of Clanless the Barbarian and Bel the Paladin were adventuring in the Spire, a metal tower built long ago by a mad king whose peculiar brand of insanity was building automata. Now ages after, the extraplanar entities bound to the tower had grown bored and were sending the creations they were compelled to design to ravage a bunch of villages around them.

We went through a gauntlet of opponents (with entirely too permissive rest rules compensating for the fact that we were only two PCs and some encounters were grossly overleveled), went from lv 6 to lv 7, and decided to go for the Absolutely Deadly Optional Bonus Boss Of Doom instead of the "normal" dungeon ending. We took a long rest before its door, then entered.

The clockwork automaton within was statted as a (non-sentient) version of an Adult Copper Dragon. We reached engagement range (30 feet) before it woke up, and pre-cast Bless and triggered rage before the first turn.

At lv 7, a Barbarian gets advantage on Initiative rolls. Bel had a Sentinel Shield. We won Initiative and rushed the dragon before its first action. It lost over half its HP in the first turn. All thanks to Bel's Smites. We each tanked a Legendary Action attack, then it took flight and used its fire breath. Fortunately, Bel boosted both our saves with her Paladin aura, Barbarians have advantage on Dexterity saves, and Bel's custom Oath of Sunlight granted us both fire resistance. That fire breath amounted to a piddly 13 damage on each of us.

Next turn we got a favor from the GM - the dragon was flying 20 feet above us, but he ruled that it was so big its tail was in attack range with a higher AC. It was a fun note, but it didn't play a huge part in the victory - I was using my own Path of the Aristoi, which has the rare feature of being a viable ranged attacker, and Bel could have held her action until it came into melee range anyway.

Which it promptly did. Since Fire Breath takes turns to recharge and it wasn't going to stand around forever, it popped Frightful Presence (which of course hit Clanless because it always does) and came down to deliver a flurry of blows. Which we tanked. I wasn't even bloodied and I don't think Bel was either.

Then we just, uh, put it down like a sick puppy. The dragon got two actions in the fight.

It didn't keep a hoard but it was literally made of valuable metals, so we ended on a high note wrt loot.
They also smashed a young black dragon and two wyverns to pieces. Clanless and Bel OP, nerf plz.
 
GM has ruled my slayer is OP as shit. I don't think it's that bad really, more a case of Fetchling OP. Sure I very often walk around with a 50% miss chance, on the other hand my AC is a formidable *cough* 21/22... at level 10.
 
GM has ruled my slayer is OP as shit. I don't think it's that bad really, more a case of Fetchling OP. Sure I very often walk around with a 50% miss chance, on the other hand my AC is a formidable *cough* 21/22... at level 10.
Slayer as in that homebrew @Revlid put together based on the Bloodborne Hunter? If so, 21/22 AC is indeed alarming.
 
Slayer as in that homebrew @Revlid put together based on the Bloodborne Hunter? If so, 21/22 AC is indeed alarming.
Slayers have light/medium armor and shields, so their highest mundane AC is 19 (10 base +7 armour/dex +2 shield/wolfman).

So I guess the extra two-three pips are from magic items? A set of +1 armour, a pendant of protection, and a +1 shield, all at 10th level?

That doesn't really sound like a Slayer problem...
 
"Fetchling" is a Pathfinder race, so I assume it's this Slayer. The mention of a "50% miss chance" is also a dead giveaway.

I'm not sure how @Havock is getting 21 AC with a class that has no native AC boosts, though, or how he keeps himself constantly in dim light - nor how he keeps coming up against enemies without darkvision, as darkvision is pretty common and essentially negates the Fetchling's increased miss chance.
 
Slayer as in that homebrew @Revlid put together based on the Bloodborne Hunter? If so, 21/22 AC is indeed alarming.

The Pathfinder class. I'm walking around with a greatsword so I am as of yet stuck with a +1 mithril breastplate.

Also, the entire story is about the sun growing dim.
And it isn't helping me much because my luck on the miss chance is terrible. More like 5% :V
But yeah, it's terribly easy to counter the ability.

Fucks given are very few, because AC is honestly a bit overrated at this level: Either your AC is ~30 and it works or it is less and most things connect anyway.
The warpriest decked out in full plate is 26 or something and well, she gets missed every now and then.

I mostly just gamble wrong on "even or uneven"and then I stop people's attacks with my face.
 
I felt like sharing this:




It's 1 frame from a video, where a guy throws his gun at a cube of ballistics gel.
as you can see it reminded me of a gelatinous cube
 
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I have a few versions of a 5E conversion of a fetchling laying around, just because I really like them, incidentally.

Also it's glorious to see Clanless around in some capacity again :D
 
So gonna play in a Wrath of the Righteous game here soon. Gestalt, 3 person party, GM's gonna make sure the entire thing is balls to the walls crazy.

I'm planning a Witch/Druid, waiting for the new Blood of the Coven pdf to release next week before I finish my character design.

Any tips on good spells/abilities or bad spells/abilities for this AP?
 
My Discord group was playing Tomb of Annihilation the other day, and as a party of four Level 2 adventurers and an NPC Gladiator (CR 5) we picked up along the way we managed to kill a tyrannosaurus rex (CR 8), with a lot of luck on our side.
 
Is Crossblooded ever worth it? I've been tossing around an idea for a Stormborn Elemental Crossblooded Sorcerer, making all energy spells use electricity and then bumping their DC by 1, but the 1 less spell know really hurts, especially since Sorcerers already learn higher level spells later than all other dedicated casters.
Edit: Pathfinder.
 
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Is Crossblooded ever worth it? I've been tossing around an idea for a Stormborn Elemental Crossblooded Sorcerer, making all energy spells use electricity and then bumping their DC by 1, but the 1 less spell know really hurts, especially since Sorcerers already learn higher level spells later than all other dedicated casters.
Edit: Pathfinder.
Crossblooded Orc/Dragon does insane amounts of spell damage, it's pretty fun to watch in action.
 
Is Crossblooded ever worth it? I've been tossing around an idea for a Stormborn Elemental Crossblooded Sorcerer, making all energy spells use electricity and then bumping their DC by 1, but the 1 less spell know really hurts, especially since Sorcerers already learn higher level spells later than all other dedicated casters.
Edit: Pathfinder.

Admixture Wizard with a 1 level dip in Crossblooded Sorc is a pretty strong and common build for just being a straight out magic blasting character.
 
So gonna play in a Wrath of the Righteous game here soon. Gestalt, 3 person party, GM's gonna make sure the entire thing is balls to the walls crazy.

I'm planning a Witch/Druid, waiting for the new Blood of the Coven pdf to release next week before I finish my character design.

Any tips on good spells/abilities or bad spells/abilities for this AP?
You'll be fighting a lot of demons and other CE stuff. Most late campaign stuff is demons. Think on what they resist and don't take it.
 
Darashan Desertsun, my Dragonborn Bard (with an amazing stat line (S:18, D:18, C:18, I:10, W:8 & C:18)) was murdered last week. :(

We were fighting a Yuanti/Eladrin assassin/drug cartel who had basically turned every gnome in a village into living-drug-addict-zombies. The party had to wither flocks of zombie-gnomes as we were pelted relentlessly by Yuanti Archers (who had the high ground). Although we were beaten and battered on our way up the hill, we were able to subdue the gnomes and butcher the Yuan-Ti. With the mooks taken care of, we rushed into a shack to find a corpulent Yuan-Ti harnessing the power of gnomish younglings to summon a devil.

My bard was the first one in the shack. She launcher herself at the fat boss with much gusto. She performed a daring flourish with her rapier, slashing the bad guy across his chest. The beast retorted by cannoning his fanged maw at my Bard's shoulder, then following that vicious assault up with a full body slam, wrapping his serpentine body around the dragonborn.

The Dwarven Archer attempted to save the children, while the Elven Monk and the Dwarven Wizard (who also had an amazing stat line), dove into melee to attack the rotund snake-man. Although normally exceedingly competent with her axe, the Wizard's volley of attacks proved... Futile. The Monk landed several devastating blows but not enough to make the Yuan-Ti let the bard go.

Darashan attempted to break free... But I rolled a 1!

The boss attacked the monk with his gaping maw, while he constricted the Dragonborn. The DM rolls his dice and laughs, "Max damage!"

A frown worms its way across my face as I realize my bard is now out of hit points.

My bard makes a death save on my turn!

Failure!

The Yuan-Ti and the party continue to battle.

Eventually, I come up in initiative again. The DM asks me to make another Death Save.

I roll...

A ONE!!!!!

Darashan's body goes limp as she is flung to the ground by the Yuan-Ti Boss, who proceeds to get himself killed by a stunning assault by the monk, whose fists were empowered by the fiery rage of revenge.

With the snake-man dead, the Wizard rushes into the swirling vortex of infernal energy and manages to save the last gnome child before the vortex explodes, damaging everyone inside the shack.

As was tradition with all Brass Dragonborn, her body was lit aflame with a funerary pyre, the flames heralding her soul's arrival into the to the afterlife and eventual reincarnation.
 
[Pathfinder]


Major Mind Swap. This beautiful spell puts your mind/soul into another body. It can only be undone with wish/miracle, although I assume you get a save to not have your mind dragged back. It's down side is that you have to be the same type of creature as the one you switch into.

Until I found this beautiful spell.

Instant Enemy. A Ranger may designate any creature as counting as his favored enemy, "for all purposes". Meaning you get a scroll of that, for your creature type, and cast it. Now the target counts as your creature type, and you jump in. Major Mind Swap is instantaneous, so even when Instant Enemy ends you'll still be in the new body, but with your old type.

Ever wanted to be a Humanoid Balor? An Outsider Giant? The combinations are endless!!

The remaining downside is that it's only a Psychic 9th level spell... Except the Necronomicon, which is view-able in universe at the only Nethys university on Golarion (until 4717AR, at least), has it has a 9th level Wizard spell!

My wizard in the Skull and Shackles game I'm in, paid like 30k gold to view the university's special collection. Out of character I knew it was there, in character my character was looking for deep, hidden lore on mythos stuff to combat the post-campaign mythos arc in Skull and Shackles. Imagine my character's delight upon finding and reading the NEcronomicon, and grabbing a couple of neat spells too!!!

What are some cool monsters to do this too? You keep all abilities that don't have to be activated, nor can you cast Spell-like abilities (although constant ones are not activated, so you should keep those). Save DC would be 29, will save.
 
I just found the record of @Havocfett DMing a false hydra game and I love it very much.

I found it as a side effect to linking to my version of a (5e) false hydra, if anyone's interested.
 
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