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One day there will be a consistant visual language. Today is not that day.
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TVSTRANGERTHINGS
One Nice Bug Per Day

if i look back, i am lost
Lint Roller? I Barely Know Her

祝日 / Permanent Vacation

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Product Placement
ojovivo
trying on a metaphor
dirt enthusiast
noise dept.
YOU ARE THE REASON

Andulka

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PR's Tumblrdome
AnasAbdin

oozey mess
almost home

★

seen from Chile

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seen from Malaysia

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seen from Lithuania
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seen from Canada
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@pasteldeity
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One day there will be a consistant visual language. Today is not that day.
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Realising I shoulda’ given more sense of a plane to the last lil panel with Vio.
Luckily this isn’t twitter and I can just go back in and fix that later.
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9 month gap ain’t the worst I’ve ever done on a comic, ngl.
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Stopped existing for a bit there. Luckily I got better. At least for now.
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First new page of the run in uh...a couple years I think lol?
Did I go overboard? ...maybe.
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And now I’m all outta long ago made pages.
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Pokémon Moon but Hala gets bigger every time he’s on screen.
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And the plot shenanigans begin.
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Lets just....ignore the awful tangent on those first couple panels.
Instead lets focus on the details on that platform!
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Further tales of D&D
So, last we left our heroes[?] they’d cut down the local bandit population a little. On the way back to the outpost, they’re now joined by the wood elf druid, Rydia, and basically dwarven ironman, Thorin. [He’s another artificer, with some sort of fancy power armor, essentially.]
Upon reaching the outpost, the alchemist has finally returned.It seems Tocker, the gnomish artificer we’re travelling with [got her name this time!] and her know one another. Tocker finds out the alchemist has been trying to follow in her footsteps and make her own golem, but that some critical supplies she needs in this endeavour have gone missing on their way to her. More bandits. We also discover she was, in fact, responsible for the previous poisoning incident, but entirely accidentily, as a botched potion had turned out to be extremely deadly, and she’d dumped it out in the woods, mistakenly assuming it would eventually fade.
While she agrees to get samples and start working on a solution to the poisoning, we go back to everyone’s favourite and extremely competant NPC, Lead, for further bandit info.
Since everyone he’s sent to investigate has never returned, he’s reluctant to help, but eventually gives us an approximate indication of the stretch of road the main base is thought to lie on, and off we go.He lends us some horses to head out there, which he...does not get back, as the party collectively decides to cut them loose upon getting close to the area we think the base is at.
Travelling into the woods, there is some discussion amongst the players about owlbears.
Then we hear hooting.
But it’s just an owl. ...But it is flying away from something very very fast.
Then we hear some DEEPER hooting.
So combat begins with an owlbear, Rydia immediately turning into a wolf to fight this foe. Both Leum and Stumbleduck unleash witch bolts, slowly wearing the beast down, while Tocker shoots it from a safe distance. Thorin...fails to punch the beast, but likewise, the owlbear completely fails to hit him, either. Rydia, as a wolf, manages to knock the beast prone, prompting Yasmin to get in close with her dagger [after hexing the beast, of course] and gets a good hit in of her own, and after this trading of blows, the constant barrage of witch bolts bring a close to this somewhat uneventful encounter.
- - -
Travelling further into the woods, the group find themselves before the bandit camp. A much more elaborate, more fortified location than the one that was previously poisoned and attacked. Becoming a cat, now, Rydia ventures inside to find the bandits...have all been slain. The headquarters now contains only corpses, and a number of sleeping wolves. It also seems to have been ransacked of any valuables, all Rydia finds being a wooden token of some sort.
At this point there is...considerable discussion amongst the party about whether to slay the wolves in order to investigate the camp in more detail, or have Rydia speak to the wolves to determine what has happened. Attempts are made to discern tracks around the camp, in the hopes of finding some sign of where whoever has stolen the already previously stolen goods has gone, but to no avail. In the end, the consensus is that it’s not necessary to disturb the wolves at all, and by bombarding the general woodland creatures within range, Rydia discovers from a bird that a man in a black cloak was seen at the camp a couple of days previously. Tocker is also able to identify the token Rydia found as being a symbol of the Church of Talos, god of Storms and Destruction.
There is further debate, and eventually the party returns to the outpost, asking both the alchemist, and then on her recommendation, Lead, about the church.
He is able to tell us that they used to have a presence in the area in the past, til they stepped too far out of line and were chased out. He’s also able to give us a very approximate idea of where their former church stood. We retreat to the inn for the night to rest in preparation of investigating this site as the likely destination of the stolen things, though to what end we are unsure.
We get to stay at the inn for free, on account of Stumbleduck exploiting the innkeeper’s apparent infatuation with him, despite this session also revealing that he’s travelling looking for his missing wife.
That is where things end for now. Less happened this time, but nonetheless, the group has hit level 3. This presents some fun changes, particularly since Yasmin now spontaneously has a book, due to her patron. [Or rather, she’s had it, and now she can understand it.]
We’re D&D again, baybee!
The first and most important thing to note, is that the party comp is fucked, because we’re ALL casters. [Me: Yasmin, goblin warlock. @spookywriters: Leum, tiefling/half-dragon sorcerer. Stumbleduck, the 102 year old gnomish wizard, and an unrelated gnomish artificer whose name I did not catch, and her golem Scraggle.]
Things began, as they are prone to doing, on the road, with the four of us in a cart en route to the town of Rivermoor. There’s an awkward silence, which gets awkwarder and silencer after Stumbleduck introduces himself.
Saving us from this social anxiety, however, the cart stops, on account of the driver being shot dead with arrows. We spend...too much time debaing what to do about this, and eventually, as we hear footsteps approaching, we spring[?] into action.
Leum swings open the door, to reveal a bandit! I loose a blast of eldrich energy at his face. Badly. I scrape his shoulder a bit but that’s it. The artificiar and Scraggle head out the other side of the cart, to discover two more bandits up the grassy bank armed with bows, and gets shot at, while Stumbleduck, hiding beneath the wheels, harrasses the closer bandit with frost rays.
Leum tries to push the closest bandit out of the cart with his quarterstaff, without much success, at which point Yasmin whips out her daggers and...cuts his head fully off, surprisingly.
Back at the other side, artificer and Scraggle take cover behind the cart, she using her crossbow to engage in a shootout with the bandits. This cut short when between Leum using fire bolt, and Stumbleduck using control flames, the cover the bandits are using is very much turned against them.
The immediate danger dealt with, the two gnomes take the place of our unfortunate driver.
- - -
Our next stumbling block on the way to Rivermoor comes as we arrive at a bridge, only to find there’s an 8 foot or so portion of it missing. Between the relatively burly tiefling, and Scraggle the golem, some large stones are eventually pushed into the river below to form a walkway part of the way across, and then Yasmin is able to tie a rope to the other side using mage hand, and everyone is able to cross, though we’re forced to abandon the cart and horses in the process.
Following the road on foot, we come across an injured deer. At the artificers’ behest, the party pauses her to tend to the deer, which has an arrow in it’s hind leg. Between her medicinal knowledge, and Stumbleduck using control flames to cauterise the wound, it seems the deer has more or less been tended to. At which point three hunters [or possibly bandits?] appear, mildly threatening as they inform us the deer is their kill.
A brief argument ensues, with the artificer and Stumbleduck both trying to appeal for the deer’s life, while Leum and Yasmin are not exactly eager to get into a fight over this deer. Before it can be resolved, however, these three hunters are shot dead by definitely bandits from the trees.
The party breaks for the trees, trying to get cover and hide, Stumbleduck using magic to put the deer to sleep so it doesn’t give us away, as Scraggle picked them up and brought them with us.
Now all hiding, the group spots three bandits. One short, one with a bow, and one who is muscular aka ‘Muscle Man’.
Yasmin attempts to distract the bandits by removing her bright, patchwork poncho and using mage hand to carry it off, feigning realistic motion as well as she can. This does succeed in distracting the short bandit, who is then absolutely floored by a quarterstaff blow to the head by Leum.
Yasmin attempts to eldrich blast the bow wielding bandit, but rolls the first nat 1 on the session [and thus, campaign], instead exploding the tree she was hiding behind, but avoiding injury from the shrapnel, though she’s knocked prone.
Stumbleduck uses his ray of frost to snipe muscle man from a distance, the artificer, likewise, shooting at the bandit’s knees. Though her shots aren’t quite on point, they’re at least in the general leg area, and together, the two manage to hinder his movement considerably.
Once Yasmin picks herself back up, an eldrich blast that hits true, combined with having previously hexed the bow wielding archer, just immediately obliterates them, while the short bandit is still on the floor from Leum’s initial attack. Between the rays of frost, and just getting surprise bodied by Scraggle out of nowhere, the muscle man falls, and when the short bandit does finally pick himself up, Leum puts him right back down again, permanently this time.
The group travels alongside the road by the cover of the trees with what little light remains, before setting up camp for the night, still some hours from the nearest built up location. Not Rivermoor, but an outpost on the way to it.
- - -
Morning comes, and with it, the group has reached Level 2! And uh...the deer left overnight. To survive, perhaps.
This close to the outpost, we’re at less risk of bandits, and the rest of the trip there is uneventful.
Upon arrival, the group splits up, the artificer heading straight for the nearest [and sole] alchemist’s, accompanied by Stumbleduck, while Yasmin and Leum head for the inn. Also, asking if there were any carts around was mishead as guards, which led to talk of cartwheeling guards and other such nonsense.
Finding the alchemists to be closed and showing no sign of anyone being home, the two gnomes rejoin us at the inn, Stumbleduck flirting[?] with the innkeeper[????] before getting up on one of the tables and loudly asking if anyone had any sidequests- I mean...if anyone had any jobs.
A very drunken farmer approaches us, babbles about how all his crops have been dying and then passes out. We find directions to the man’s farm from a friend of his, and go check it out. Both the artificer and Yasmin now being able to cast detect magic, we find traces of magic all over the field, concentrated in some spots, but after having Scraggle dig, all we find is that these spots are wetter than others, no physical object emitting the magic.
A further investigation finds a water barrel beside the farmhouse, that is ABSOLUTELY giving off the same magic. At this point, the most likely suspect is our missing alchemist.
There’s some back and forth between the outpost and the farm, getting information, and we find out the farmer gets his water from one of several nearby streams, and following the stream in question back to it’s source, we find the shattered remains of a bottle that contains the same poisonous magical essense, but has no identifying features. Strangely, he states he’s not the only one to get his water here, but there are a number of farms and only his has been struggling.
Returning to the outpost, we once again split up, the two gnomes seeing what the blacksmith and general store have to offer, while Yasmin enlists Leum’s aid in breaking into the Alchemist’s store via a back window.
Inside, I find my way to where they work, and find a locked door, borrowing Leum’s thieves’ tools, but am unable to properly use them, and am denied entry, opting to pilfer a couple of healing potions before leaving the way I came in, giving one to Leum.
The gnomes meanwhile, have heard from the various stores that bandit attacks are causing a shortage of supplies, and decide to go to the guards to enquire about the bandit issues. They’re directed to a man named Lead, seemingly the commander of the guards at this outpost.
Yasmin and Leum rejoin our gnomish travelling companions as Lead explains to them that the outpost doesn’t have enough guards to launch an attack on the bandits without leaving itself open to attack, but is eventually convinced that our magical talents may make the difference.
At this point it is...big Yasmin idea hours, as I point out that we have a barrel full of magical poison at our disposal. Collectively, a plan is hatched to have Stumbleduck ride out in a cart, the poison disguised in alchol barrels provided by the innkeeper, while the rest of us, plus Lead, trail behind. Stumblduck claims he can play dead, to which Yasmin is surprised by the idea that he can be quiet for long enough [as he’s quite talkative], prompting the artificer to ask him to demonstrate when he proclaims his talent at playing dead.
- - -
Little acting is needed, however, as when shot at, our wizardly ally is reduced to a mere 2 hp by an arrow. As the rest of the party trails the bandits, who fall for the plan perfectly and drive the cart through the woods towards their base, I use the healing potion I stole from the alchemist’s store to heal Stumbleduck, and we catch up.
Sadly, there’s only 5 bandits at the camp when we trail them there, but a plan is hatched to take care of them subtly, so that when more return, they partake of the poison, none the wiser.
Those present, at least, though disappointed to find they have stolen water rather than wine, still drink, 3 of the 5 taking sick. This is the best we can hope for, and we strike.
Stumbleduck opens the attack by manipulating the campfire one of the non-sick bandits is sat at to punch him in the face with it [removing the bandit’s facial hair] while the artificer commands Scraggle to attack the man, finishing him off.
Leum gets up close and personal with the trio of bandits currently throwing up, while Yasmin takes shots at them from a distance, dispatching one after a couple of shots.
As the [perfectly healthy] captain of the bandits comes back out from his tent, Stumbleduck and Scraggle engage him. Leum, meanwhile, has one bandit throw up on his pants, while another overcomes his nausea enough to swing at him with a knife.
The guard commander, Lead, joins Leum and contributes exactly nothing, all of his attacks missing, leaving Leum to shock this knife wielding bandit with shocking grasp over and over [and over] until he finally dies, it transpiring that he was actually the liutenant.
The captain, meanwhile, is doing fairly well despite fighting Stumbleduck and Scraggle at once, although the golem manages to knock him into the tent, tangling him up briefly.
At this point, Yasmin chooses to engage him up close, and when he takes the bait and lands a swing on her, he gets a fairly significant Hellish Rebuke for his troubles, which goes some way to softening him up.
A nat 20 from the artificer [her second of the fight, I believe] produces a powerful crossbow shot that takes out one of the captain’s arms, and looking quite rough now, he makes the not especially sound decision to attempt throwing his sword at her like a javelin.
This does not work, and she immediatly picks up the sword.
The other bandits now dispatched, Lead makes his way over to the captain. His first slash...misses! His second...hits! In his first successful strike of the entire fight, he takes the captain’s head off!
In a smart move, Stumbleduck has us load the bodies onto the cart, along with the bandit’s existing water supply, leaving them with only the poisoned water, and between some use of mending and general group effort, we tidy up signs of our fight as best we can, alongside retrieving some of the supplies the outpost was waiting on, and about 50GP worth of...I don’t know, stuff?
Yasmin also discovers the captain’s sword, now in the artificer’s possession, is magical, but it’s basically just a +1 short sword, so she’s not too fussed about it.
And so our first session ends, none the wiser as to who has poisoned one of the various nearby springs or why, but at least having caused considerable inconvenience to the local bandit population. And hey, only one of us got close to dying!
Uh, at least, that I know of. Scraggle was getting hit a lot. In any case, excited to see how this very squishy adventure unfolds.
@pasteldeity and I were drawing pokemon from memory. I ain’t posting ALL of them (cause some were BAD), but here are some of my favorites.
NIce :D