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#what's also hilarious is having two charisma casters in the same party and fighting over an item that boosts CHA
wearesorcerer · 4 years
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For the d&d meme: 2 and 3
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YAY! AN ASK! (Ahem.)
|| 2.) Your favorite character that someone else has played. ||
This one is kinda hard. Not counting Collectivists (it’s Moxie) or one’s I’ve not witnessed in play, I’ma have to say Mikey.
Mikey was a friend’s bareknuckle boxer Fighter (because this was 3.5 and he was taking after his Bard father, who wasn’t Lawful). The character was woefully suboptimal, but did an excellent job of becoming one of the two hearts of our fairly large party (the other was the idiot halfling rogue/sorcerer; long story) and got lucky in fights for quite a while, so we all naturally gravitated towards the character’s generic charisma (no, I have no idea what his actual stat was).
Unfortunately for us, he got coup de graced on a side quest we were doing because half of the players couldn’t attend a session and the DM decided to have us investigate goblins or orcs or something. The chieftain knocked him unconscious, then took the opportunity to cleave him in twain. T_T
|| 3.) Your favorite side quest. ||
I don’t actually have a favorite, so instead I’m going to tell you about the most memorable. Same campaign. This one overtook the main plot. Be warned: it’s long. It’s also why I don’t care for side quests.
This was our DM’s first time running a homemade campaign and his second time DMing ever (the first was the semester before, when he ran the module The Standing Stone; it ended in a hilarious near-TPK). We started in a tavern (like you do) not knowing each other (like you do). Thanks to the halfling’s backstory, we all got drawn into a barroom brawl against a local criminal. That pretty much formed our party and got us hired to investigate a cult of Nerull that had taken up in a nearby abandoned temple (of Pelor, IIRC).
During the boss fight against a couple of higher-up cultists (I forget how many, but one had swords or something), one of the enemy casters decided that it would be a good idea to place a necrotic cyst on the halfling.
There are EVER so many reasons why this was a terrible idea.
Necrotic cyst is a 2nd-level spell from Libris Mortis (pg. 68) on the Cleric and Sorcerer/Wizard lists (meaning we’re fighting 3rd- to 4th-level casters). On a successful melee touch (spell) attack, the target has to make a Fort (Con) save; failure means they get implanted with the eponymous cyst. Depending on where they were touched, they might not even know they bear it. The cyst does two things:
Makes the target more susceptible to necromantic stuff. -2 on saves against Necromancy spells and effects, but also +1d6 damage from the natural weapons of undead.
Enables the use of other spells. There are nine other necrotic spells in Libris Mortis which rely on existing cysts. This was the main problem.
Before I get into why those other spells were the main problem, I need to explain a few things about the metagame.
The DM was a touch...conservative, shall we say, with what he would and would not allow source-wise. Despite this, he had a penchant for picking up the latest splatbooks (non-setting specific and Eberron) and taking material from them. As a player, he mostly played Fighters and was not (at that time) big on mages; thus, he didn’t have a good grasp of what spells were and were not especially powerful based on (sometimes foreseeable) consequences.
The halfling was intended to be a dual-wand wielding sneak-a-sniper, so went Rogue/Sorcerer. Because of what this build required, he put many of his early levels into Sorcerer instead of Rogue when we needed a party Rogue, yet somehow managed not to cast much of anything. In the end, he was terrible at literally everything except lying.
Naturally, the enemy caster succeeded at planting the cyst on the halfling. I’m not sure why the caster felt the halfling (not just a halfling, but a halfling child) was the best choice for harboring a cyst that’s designed to screw with the enemy long-term and we had plenty of other party members who could have served for such a host, but whatever. The halfling failed his save and BAM! We’re in trouble.
Like I said, necrotic cyst enables nine other spells -- almost like a Cleric domain, as the others span 1st through 9th levels (no cantrips). However, they all require the caster to possess a “mother cyst” (a flavorful feat tax; eh).
The 1st-level spell is yet another detect something spell, but it only detects necrotic cysts. Meh, but it means that we can’t go anywhere near these cultists without them knowing we’re there.
It was probably the 3rd-level spell, necrotic bloat, that was the reason we felt the need to get rid of the cyst in the first place: the caster deals Level x d6 damage (so 5d6 to 6d6) to the target and half of that damage is “Vile” (horribly evil, can only be healed within the area of a consecrate or hallow spell).
I say this because we were never told (or I forgot if we were told; this was 14ish years ago) why the halfling was reduced to something like 1 HP, but the halfling was basically out of commission entirely as we struggled to figure out what we could do.
That was months of out-of-game time.
First, we turned to my character’s mother, a Dwarven Cleric; she was unable to do much, sadly.
Then we heard about an enclave of elven druids who might be able to remove the cyst. They were on the other side of the mountains, so it would be a long journey to get to them and it wasn’t assured that they could (or would) help us.
So we journeyed.
And were constantly waylaid by undead. Lots of undead. Lots of weird undead. (The DM had fun dragging up monsters from Monster Manual III, which I’d written off at that point. He did this largely because I had, but slightly because he had a hard-on for Eberron shit.)
We did manage to get to the enclave of elves and had them remove the cyst. The halfling’s player felt like they got to do basically nothing the entire time, another player switched out characters twice (one was boring due to how he made it, the other died; the third one developed mysanthropy [became a wererat] resulting in awesomeness), a third player spot rotated at least three times, and we had traded the quite fun Mikey for the Paladin no one liked, so we were not having fun.
It was after the enclave that we (well, I) realized something: we were being scryed upon. Our DM finally told us about necrotic scrying.
As it turns out, the 2nd-level cyst spell functions almost identically to scrying, but only on subjects with necrotic cysts (it also has a few other, largely meaningless drawbacks). Scrying is a monster of a spell, which is why it’s a 4th level spell by default on the Druid and Sorcerer/Wizard spell lists (that’s 7th class level for the prepared casters and 8th for Sorcerers); Clerics treat it as a 5th-level spell (10th class level), Bards as 3rd (because they maxed at 6th-level spells in 3.x, so they got it at the same time as Wizards). A caster with scrying can manipulate events from far, far away with little effort; it’s the spell for a BBEG for many campaigns. Making it a 2nd-level spell just makes it scarier.
It was at this point that I yelled at the DM:
If you give a continent-spanning cult of evil an easy means of scrying, you’ve given its upper echelons full access to the ACTUAL spell.
The ordinary spell scrying relies on familiarity; it’s one of the few instances of sympathetic magic in the game. By enabling someone an easier way to scry on one character and putting that someone into a large organization in a low-rung position, you’ve given the higher-ups a means of seeing the rest of the party and thus the ability to scry on them through normal means.
Meaning that the cyst became obsolete not long after the first casting of necrotic scrying.
Meaning the undead continued to bother us every night (and somehow never get seen on watches) even after we got the cyst removed.
The next step was to look up a means of blocking scrying. Our other caster having left the party long, long ago (player went to grad school) and our halfling being utterly useless, we had to track down a magic item to shield us from scrying.
So the DM made us negotiate with a dragon to get one out of its hoard.
The dragon could have easily killed us, for the record. It was astonishing that we were able to get the thing at all. Somehow, we got some like two other items, one of which was a cape of the mountebank...
...that the halfling promptly stole that night while everyone slept and used to abandon the party.
It was only after this point that we managed to get back to the main plot. We had been playing for a little over a year, may have been at fifth level at that point (it might have taken longer), and had next to no magic items (other than the anti-scrying device and maybe something else we got from the hoard). We got maybe two sessions after that before getting TPKed.
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monstersdownthepath · 5 years
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Spiritual Spotlight: Ydajisk, the Mother of Tongues
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Chaotic Neutral Protean Cantor of Language Evolution, Lost Words, and Slang
Domains: Chaos, Knowledge, Rune, Trickery Subdomains*: Protean, Thought, Language, Innuendo
Concordance of Rivals, pg. 21
Obedience: Recite, copy, or graffiti a text in a dead or self-created language in a public place, regardless of whether any others understand the meaning, and provide no translation. Benefit: Gain a +4 sacred bonus on saving throws against language-based effects.
(*IMPORTANT NOTE: The Subdomains are my best guess; Subdomains are not listed in Concordance of Rivals)
A step above Ssila’s Obedience in that, while it requires your act to be seen publicly, you can still stealth it by simply using graffiti in a public place so you’re not as likely to be arrested or seen as a menace.
Canon dead languages in Pathfinder include Ancient Osirion, Azlanti, and the ever-popular Thassilonian (the language of the Runelords), by the way, and studying any of those three languages is an automatic +1 to your character’s Cool Points if you manage to work it into their character concept. A DM may make it a little more difficult for you to acquire them, as dead languages are difficult to resurrect with mere points in Linguistics, but you can just cheat and have it be part of your character’s backstory. Anything can happen in your backstory!
You can also go the route of just making up a language. It has to be consistent, but you don’t have to go all out and present your DM with a journal filled with runes that help them decipher what you’ve written; you can just say it’s being consistent! And it’s yet another way to get Cool Points for your character, having them write journals or a diary in their own unbreakable code. Ydajisk requires their followers to deliberately not provide a translation for anything they create, leaving others to puzzle over the strange sounds coming out of this person’s mouth or wonder if the new paint all over city hall is an occult symbol or harmless vandalism. It’s also a pretty easy Obedience to hide, if you don’t want people knowing who you work for, since you can get away with translating an existing document into another language. It’ll make you look eccentric, but in a charming way.
The benefit is, sadly, rather poor. Many of the most dangerous spells in existence don’t rely on language, and this spell really only protects you from the seldom-seen Litany spells. It DOES work on Suggestion, though, which is commonly used and devastating if used right, but all in all this benefit is too narrow to matter in 99% of cases.
Boons are gained slowly, gained at levels 12, 16, and 20. Servants of the Monitors, though, can enter the Proctor Prestige Class as early as level 8. If entered as early as possible, you can earn your Boons at levels 10, 14, and 16. You MUST take the Monitor Obedience feat, NOT Deific Obedience. Monitors grant only a single set of Boons. 
Boon 1: Sibilant. Gain Aphasia 3/day, Sonic Scream 2/day, or Tongues 1/day.
Nice! Tongues has almost unrivaled utility if you’re trying the diplomatic route in unknown territory, allowing you to speak and understand any spoken language. You can slap it on the party face if you’re not already the Diplomancer, and it can last for hours at a time at higher levels! Since you’re in the business of learning languages, though, you may end up the party polyglot in due time anyway, reducing its usefulness as you put more and more ranks into Linguistics. If you don’t plan on following through on that, though, it can be useful to carry Tongues around with you... Unless you plan on going into combat.
Sonic Scream’s damage is way too low to consider once you advance past level 4, coming in at 4d4 and halving each time it’s used (up to three times per cast). If it didn’t eat your standard actions to use it might have been worth picking, but as it is, using your standard action to deal 2d4 or 1d4 damage is abysmal. Plus, there’s the fact that Sonic Scream prevents you from casting any other spell with verbal components until you use all three of its charges, so casting it just to deal with a swarm of tiny foes will see you creamed by any of the survivors as your ability to fight back is severely limited.
Aphasia is a spell very few people look at, understandably so. It’s a compulsion and mind-affecting spell and is only level 1, meaning its DC is 11+Cha, pathetically low unless boosted via feats or other spells. However, it’s also basically a Save-Or-Suck if used on an enemy spellcaster because, among other things, it keeps the victim from using any spells with verbal components. It also prevents them from communicating with their own allies and ruins their coordination, so there’s rare moments when hitting someone who’s not a caster also works, such as versus enemies with some form of rallying ability, or the power to inspire themselves or their allies with words alone. Slapping it on a dimwitted creature that relies on orders from another entity to function also works.
It’s a hilarious spell to have, is what I’m saying, but it requires some pretty heavy investment if you want to keep it useful at higher levels.
Boon 2: Burning Tongue. 3/day as a standard action, you can transform your mouth into a serpentine maw with a tongue of roiling energy. This grants you a ranged touch attack that targets a single creature within 30 feet. The attack deals 8d6 points of Sonic damage and renders the target confused for 1d4 rounds. In addition, a creature hit by this attack must succeed at a Will save (DC 10 + 1/2 your Hit Dice + your Cha mod) or it is unable to communicate through any spoken or written language for a number of hours equal to your Wisdom modifier. 
Oooooohhhhh, now this is a REAL nice power. A beefy 8d6 Sonic damage--one of the least-resisted elements in the game!--on a ranged touch attack, so not even a mountain of armor can protect against it! And, you will likely realize, a confusion effect stapled onto it that hits automatically. No saving throw to avoid or shrug off the effect early, it’s an automatic confusion for 1d4 rounds and only immunity to mind-affecting effects will protect you from it! It really doesn’t matter who you slap with this, because it’s ALL equally hilarious. People under the effects of Confusion have a 1/4 chance of acting normally, wasting their turn doing nothing, hitting themselves, or hitting the closest available target.
That’s a four-sided coin flip each turn and, with only 1d4 rounds to its effect, there’s a chance they won’t be inconvenienced by the confusion at all... But that’s still 8d6 damage you knocked their nose in with, and since you can do it 3/day you can just hit them again next round! The only unfortunate limiter to this power is its 30ft range, requiring you to get within slapping distance of about 84% of all Pathfinder’s nasties, a dangerous place to be if you’re not a melee character.
I do like the touch that you get a snake mouth while using the power, though. I wonder if you can perform the transformation even when you’ve got no more uses of this ability for extra Intimidation points.
Boon 3: Screams of the Deep. As a standard action a number of times per day equal to your Charisma modifier (min 1), you can cast either Power Word Blind, Power Word Kill, Power Word Stun, or Word of Chaos as a spell-like ability, treating your character level as your caster level. You cannot use the same spell-like twice in a row. The saving throw DC, when applicable, is equal to 10 + 1/2 your Hit Dice + your Cha modifier.
hold on let me
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Why, Ydajisk, if you wanted my hand in marriage you needed only to ask. You didn’t need to do this for me!
Some deities are content with giving you a level 9 spell as their final Boon, while most of the Monitors are often too busy to provide you with such power. The Mother of Tongues, however, says “No, MY flock deserves the best” and hands you two level 7 spells, a level 8 spell, AND a level 9 spell on a silver platter. Not only that, but they’re GOOD level 7/8/9 spells! Really hope you didn’t dump Charisma, buddy, because if you did you’re really missing out.
Barbatos may finally have some competition in the Best Boons Ever bracket, though I’ll admit that an obedient Pit Fiend is still more flexible than the Power Word spells. They can only affect one creature at a time, are mind-affecting and compulsion effects (Death is also a death effect, obviously), and require the victim to be below certain HP thresholds, but they offer no saving throw and their effects can often end a battle as soon as they’re cast. Word of Chaos is the unique one here, affecting everyone within a 40ft burst of you and blasting non-Chaotic entities in the radius with pure chaos energy, potentially killing anything too low on the totem pole for you to deal with while crippling everyone who’s more on your level.
Unfortunately, Word of Chaos has zero effect on creatures with more hit dice than you have caster levels, so using it to crunch the boss of a given adventure is a no-go. Extremely effective for wiping out their low-level backup, though... unless, of course, they’re Chaotic. And watch out for non-Chaotic allies you may have, because Word of Chaos doesn’t differentiate between friend and foe.
The only real “weakness” of this Boon is that you can’t use the same word twice in a row, but this isn’t a huge impediment. Its Cha-per-day restriction isn’t much of a restriction when you consider that other deities who hand you the Power Word spells (such as Orcus, off the top of my head) limit you to 3 or 1 a day, whereas a Charisma-based caster can rattle off lethal words up to ten times a day if they have a bunch of Cha-boosting magic items. The power of this Boon lays in the fact that it specifically doesn’t fall into the “save this for later” trap by giving you the option to use it on smaller mobs with how many times per day you can throw it out, potentially saving you way more resources later.
A real good Boon! 11/10! And Ydajisk is a pretty good god to serve, because they’re just a weird book collector! 12/10!
You can read more about them here.
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vividlywriting · 6 years
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Dbh and DND you say....( ͡° ͜ʖ ͡°). Alright, let's try this on for size: the main cast of Detroit: Become Human plays DND? Who plays what class? I imagine Millenial on a Mission Hank DMs but I'd be open to any of them writing a campaign and forcing the others to play
So my partner and I are pretty into DnD, and as he partook in my play through of DBH and listens to all my fanning out I asked his opinion on this prompt.  So I will put his additions or contradictions in here as well.  This is gonna be a bit long
Let’s start this off right!
DnDBH
Hank Anderson, millennial.
Has played DnD at least once in his life.  
It probably wasn’t his forte at the time, likely something his roommate pulled him into, and the campaign was probably a bust as it was.  
Has most likely played video games like Divinity Original Sin 2 and Baldur’s Gate and liked them.  
He’s also played WoW and Guild Wars 2 at different times and for different reasons in his life
neither of which lasted super long, but he did enjoy them at the time
He honest to god hasn’t thought about DnD or anything even similar to it for a couple of decades until Connor found an old set of dice in the spare room (now Connor’s room) at Hank’s place
Now Hank is running a campaign and he has no gods damned idea how he got roped into this
He thinks it’s hilarious when he throws moral quandaries at his players, which all happen to be androids
He once had his players break into a government building to locate a prisoner for information, they were forced to choose between freeing the prisoner and escaping or leaving them behind.  
All of their information on the prisoner was shaky at best and they had no way of knowing if the character would turn on them later because they all failed their sense motive checks
He was dumbfounded when they managed to befriend the character, completely ruining the arc that had the character as the big bad
Hank is well over the “I roll to seduce” aspect of the game, and is thankful none of his players tried to do that more than once
The only time an NPC flirts with a player character is when Hank is trying to throw a player off/fuck with them and derives a lot of pleasure from seeing his players stumble and try to get out of it
Except for the time when it backfired on him
He finished two glasses of whiskey after that
Hank will not admit that he enjoys DMing, he often complains it’s a pain in his ass and he can’t wait until the whole thing is over
Hank agreed to test Markus’s homebrew oneshot…once
Hank Anderson, millennial, by Zeke
No bad guy at first but increasingly intricate moral quandaries
Before moral quandaries he forgets he can’t just throw puzzles at the players cause fuckin androids
General DMing
Almost everyone has DMed at one time or another based on their interest
Connor as a DM
Connor’s DMing style is very straight forward
He usually goes with premade campaigns, luckily there are a lot out there
He’s not the best at improv when his players go off the beaten path
But he’s very good at playing NPCs
Probably thanks to his programming as a detective, because he can play the NPCs’ emotions to a T
As a DM he is a little bit of a hardass though
Connor as a Player
Connor style of character play is much different than how he is in real life
He seems to enjoy the fact that he doesn’t have to “complete his mission” 
In fact he seems to enjoy causing as much chaos as he can, while still somehow doing what he needs to, and often by accident (or design, no one really knows)
He started with a classic rogue character build
Now he takes characters not often in the rogue class and building them in ways that end to his chaotic play style
Connor is the main reason Hank has had to set off random events or traps, e.g. rocks fall sort of situation, just for annoying him
Connor takes incredible care to keep his characters alive, somehow in spite of the trouble they get into
His character’s tend to have a much higher charisma stat that Connor portrays in real life, he takes it as a challenge for himself more so than his characters
Connor as a Player by Zeke
Likes to play Dex based characters
Likes the concept of spells and often leans towards characters that can do both sneaky stuff and magic
Tried playing evil alignment character once, went balls to the walls and then got banned from playing characters like that because even North was like “wtf”
Markus as a DM
Markus usually starts with a premade campaign
By the time the party gets through the first “dungeon” he’s tossed the script out off the window and is rolling dice and making it up as he goes along
His NPCs often sound a little the same
And when he digs into the homebrew style of DMing he likes to bring in scenarios that either play for or against his players personally
Markus as a Player
Markus avoids leadership character roles like the fucking plague
He actually leans towards the utility characters, buffing and healing the rest of the party
That does not stop the other players from looking to him to be the deciding factor in major decisions of the game
Sometimes he literally just rolls a dice to determine his character’s answer out of frustration
When anyone but Hank DMs he enjoys flirting with most NPCs to try and mess with the DM
He has flirted with enemies before
He has bedded enemies before
It is ridiculous how his lowkey background character playstyle manages to have that much charisma
He is usually the reason Connor doesn’t die in game, and he never lets him live it down
Markus as a Player by Zeke
Every once in a while Markus likes just playing a barbarian and raging
After the first campaign of him ending up as a leader character he just wants to play something simpler
Simon as a DM
Simon is a very thorough DM
He’s very keen on everyone enjoying themselves
But he’s also a very fair DM and if you roll a Nat 1 you’re gonna have to deal with the consequences
He actually really enjoys building homebrews, but he also has a handful of backup plans depending how the players move forward and how much time they have to play
His NPCs have a decent amount of variety, and they often come back into play later whether or not the players realize it at the time
Simon as a Player
Simon is probably the most diplomatic character player you’ve ever seen
His characters are usually quiet, and startlingly efficient
He plays arcane casters usually, and uses it about as equally against enemies as he does against the party to quell the in party bickering that tends to happen
He likes being useful, but more importantly he enjoys the fact that there are many times the party would have been screwed over if he hadn’t stepped up
It took about three sessions before the other players stopped underestimating him and his characters, they tend to be quite lethal 
Simon’s characters usually try to solve things without violence, or without deaths
Someone, either player or DM usually makes that impossible 
While Simon usually just sighs and says “ok then”, he often laughs at the resulting destruction
He has incredible luck with his dice rolls
Simon as a Player by Zeke
Tries making things with high charisma scores but usually ends up defaulting to Markus’s leadership who just tries to put back to simon
Really good in the cleric/healing character classes
North as a Player
Prefers playing, not DMing, the one time she tried to take over for someone to run a oneshot everyone died. 
It did not go well
Most of North’s characters fall somewhere between chaotic neutral to chaotic evil
The others have fallen in the Lawful side of the chart, lawful evil to be exact, and it is terrifying
Her characters change alignment the most as she plays based on how she feels towards other characters and NPCs
Despite that she has yet to fall into the Good column of the chart
Her characters are also either highly destructive or just plain really good at violence/fighting
She doesn’t have a preferred class type, she just likes doing as much damage as possible
North does like playing races that are often less liked in the campaign world
She also likes to retaliate to in game racism and has before collected a small gathering of NPCs she’s helped in someway because of this
As a character player she can be quite cold
She has yet to play a game where the DM included any sort of brothel, unless it is there for the sole purpose of being infiltrated and the workers being saved
Yes that was a game Markus ran
North as a Player by Zeke
Fighter, Ranger, Swashbuckler/Pirate Characters
Josh as a Player
He is just happy being a player
LOOT
This boy will find the loot and you may or may not know about it
He has killed the least number of people than anyone in his party
He prefers to not kill anyone if he can
Leave them out cold, or tied up, he’s even fine with dismemberment so long as they still have their life
When he does have to kill its in either one of two ways
Either he poisons them and they or most characters have no idea he did it
OR he makes it quick and clean
He plays the assassin class very very well, or he would if he actually did his job as an assassin
Josh as a Player by Zeke
Uses the loot for a good cause
Chaotic good or neutral good
Always good and opposite of north, by accident
Monk or brawler and always specifies he is doing non lethal damage
Stealthy monk - josh becomes one punch man
Kara as a Player
Kara is a healer
She’s learned the best builds to give you the best buffs all day long
Her characters are often pretty fragile though so the other players usually have to strategize around her to make sure she lives so she can make sure they deal the most and take the least damage
Her characters have all ended up rescuing someone or something at some point 
This has lead to her almost always having a companion animal or favors she can call in from NPCs later in the game 
It’s been pretty handy
Kara Player by Zeke
Witch, Druid, Shaman classes
Alice as a player NPC by Both of Us
Was allowed to join to play as an NPC, reprising similar roles, because the first one went over so well
She learned to make stuffed animals just to slam them on the board
They are always too big
It was a dragon
It only happened because she found Hank’s old copy of The Hobbit
When she plays as her NPC she jumped up on her chair and holds up a stuffed animal of a dragon and screamed “I am fire! I am death!” slammed the toy onto the board and yelled “ROLL FOR INITIATIVE!”
Hank’s response was to look at his confused players and say “Well, go on, do it.” because they didn’t think it was serious
Almost no one has it in them to actually kill her characters, even tho they only exist to be fought
So Hank has to come up with “an out” for the NPC baddie to get away
Because of this Alice gets really into high fantasy books and movies
Hank doesn’t mind babysitting her as much now
Luther as a Player by Both of Us
He only plays occasionally
Mostly oneshots not full campaigns
Plays the smallest characters he can
He knows what it’s like to be big, he wants to be smol
He made one min/maxed orc that was too broken to be used more than the one time
He’s a really soft spoken player, he doesn’t say much but he enjoys playing
The Jerry Gaming Collective
Is a thing
Find them on twitch
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