RangerWickett
Legend
Friday night my fellow players and I defeated the minions of Tiamat.
One little caveat is that the GM gave us all "DM Chips" -- little poker chips with 'DM' on them -- as presents for Christmas one year. Once per session we can show our chip to reroll a d20, or we can turn them over permanently to get an automatic Nat 20, or to stop a character death. He also gave two of us "PC Chips" as prizes for having the longest-surviving PC in his zombie-survival-horror Halloween game. You can use a PC chip once per session to get a +2 to a roll, or you can turn it in to regain some hit points.
And you can turn them both in simultaneously to restore any PC to full health immediately, as a divine miracle.
Well, for those of you who are familiar with the end of RHoD, there's a chamber with the ridiculously rules-jank of a silence spell that only affects the PCs, not the bad guys. To reach this chamber, you must ascend a 130-ft. shaft with no easy handholds. And in the chamber, the bad guys are preparing to open a portal to Hell.
Well, we see this shaft, and figure there's got to be a trap or something, so we're going to be clever and dimension door into the chamber, to throw off whatever plan the villains have. Instead, we arrive in the middle of silence, where our spellcasters are all useless. We spend two rounds running around, looking for places where the silence doesn't affect us, until we realize that the spell doesn't seem to be hindering the villains at all. The high priest of Tiamat is throwing devils at us, and our melee fighters aren't tough enough to hold them all back, and even if they were, the erinyes can just unholy blight us from across the room.
The evoker goes down. Then the cleric goes down. The duskblade, knight, and ninja are all being worn down by claws, bites, poison arrows, and unholy energy, all in perfect silence. My dwarf sorcerer is very low on hit points, and I realize there's only one way to turn the tide.
I run back to shaft and jump down it. Then, as soon as I can hear myself screaming, I cast dispel magic up into the chamber, targeting the unhallowed silence. Suddenly the party can hear me wailing and hooting in victory, for a second or two before they hear the loud thud of my death.
Then I toss in my two chips to bring the cleric back to full health, and sit back to enjoy the end of the adventure.
One little caveat is that the GM gave us all "DM Chips" -- little poker chips with 'DM' on them -- as presents for Christmas one year. Once per session we can show our chip to reroll a d20, or we can turn them over permanently to get an automatic Nat 20, or to stop a character death. He also gave two of us "PC Chips" as prizes for having the longest-surviving PC in his zombie-survival-horror Halloween game. You can use a PC chip once per session to get a +2 to a roll, or you can turn it in to regain some hit points.
And you can turn them both in simultaneously to restore any PC to full health immediately, as a divine miracle.
Well, for those of you who are familiar with the end of RHoD, there's a chamber with the ridiculously rules-jank of a silence spell that only affects the PCs, not the bad guys. To reach this chamber, you must ascend a 130-ft. shaft with no easy handholds. And in the chamber, the bad guys are preparing to open a portal to Hell.
Well, we see this shaft, and figure there's got to be a trap or something, so we're going to be clever and dimension door into the chamber, to throw off whatever plan the villains have. Instead, we arrive in the middle of silence, where our spellcasters are all useless. We spend two rounds running around, looking for places where the silence doesn't affect us, until we realize that the spell doesn't seem to be hindering the villains at all. The high priest of Tiamat is throwing devils at us, and our melee fighters aren't tough enough to hold them all back, and even if they were, the erinyes can just unholy blight us from across the room.
The evoker goes down. Then the cleric goes down. The duskblade, knight, and ninja are all being worn down by claws, bites, poison arrows, and unholy energy, all in perfect silence. My dwarf sorcerer is very low on hit points, and I realize there's only one way to turn the tide.
I run back to shaft and jump down it. Then, as soon as I can hear myself screaming, I cast dispel magic up into the chamber, targeting the unhallowed silence. Suddenly the party can hear me wailing and hooting in victory, for a second or two before they hear the loud thud of my death.
Then I toss in my two chips to bring the cleric back to full health, and sit back to enjoy the end of the adventure.