Out of Character

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The Princess Class for Dungeons & Dragons 5e

Hello everyone!

I am a huge fan of the Netflix She-Ra series and for a while now. I’ve been wishing for a way to bring the fun of that universe over to the Dungeons & Dragon 5e world. So I did just that. It took me a while because I didn’t just want to make She-Ra, I want to a have a fully fleshed out class with all of the amazing princesses represent and that is what you’ll find here. If you want to make a version of She-Ra, Glimmer, Mermista, or any of the rest of the Princess Alliance this is where you can make that happen.

So grab your swords and tiaras and lets be princesses!

I hope people enjoy this and if you try it out or just have thoughts please let me know.

Also obviously I don’t own She-Ra, He-Man, or any of that copyright on any of them. If I did I would have a much nicer blog.

Princess Class

Level     Proficiency Bonus            Features                                              Princess Points

1st          +2                                           Kingdom, Combat Style                 –

2nd        +2                                           Courageous                                        –

3rd         +2                                           Princess Type, Spellcasting          3

4th         +2                                           Ability Score Improvement          3

5th         +3                                           Extra Attack                                     4

6th         +3                                           Princess Power                               4

7th         +3                                                                                                          4

8th         +3                                           Ability Score Improvement          5

9th         +4                                                                                                5

10th       +4                                           Princess Power                                 6

11th       +4                                                                                                           6

12th       +4                                           Ability Score Improvement          7

13th       +5                                                                                                           7

14th       +5                                           Princess Power                         7

15th       +5                                                                                                           8

16th       +5                                           Ability Score Improvement          8

17th       +6                                                                                                           9

18th       +6                                           Princess Power                                 9

19th       +6                                           Ability Score Improvement          9

20th       +6                                           Princess Alliance                               10

Hit Dice: D10

Hit Points at 1st Level: 10 + your Constitution modifier.

Armor Proficiency: Light Armor, Medium Armor, Heavy Armor

Weapon Proficiency: Simple Melee Weapons, Martial Melee Weapons, Simple Ranged Weapons

Skill Proficiency: Choose any 3 skills.

Saving Throws: Dexterity and Charisma

Kingdom: All princesses have a connection to a kingdom, and just as no two princesses are the same no two kingdoms are identical. Within their own kingdoms princesses are usually among the highest authority in the land, if not the outright rulers themselves. Within you’re the borders of your kingdom your word is obeyed and you are treated with a greater degree of respect in other realms.

Combat Style: Princesses are taught to defend themselves and their subjects from a young age. Although many princesses are proficient with a variety of weapons nearly all favor a particular type of weapon in battle. When using your chosen weapon add a +1 bonus to your attack and damage rolls. Choose one of the following (Club, Dagger, Handaxe, Javelin, Lance, Longsword, Maul, Pike, Quarterstaff, Rapier, Spear, Shortsword, Unarmed Strike, Trident, Warhammer, Whip).

Courageous: You have advantage on checks made to resist the effects of being frightened.

Spellcasting: Inhabiting kingdoms where magic is commonplace nearly all princesses receive at least some instruction in magic, granting you the ability to cast spells. Casting spells consumes Princess Points, except for cantrips which can be cost freely.

Spell Save DC= 8 + your proficiency bonus + your Charisma modifier.

Spell attack modifier= your proficiency bonus + your Charisma modifier.


Spells Known

At the 1st level Princesses know 2 + their Intelligence modifier spells from the Princess Class Spell List. At higher levels plays gain 1 + your Intelligence modifier spells of an appropriate level.

Preparing Spells

Princesses prepare a number of spells equal to 2 + your Intelligence modifier at the start of each day.

Expanded Spellbooks

Each type of Princess also has a specialized number of spells that they can add to their list of spells. When adding spells to your list you can choose from these additional spells rather than choosing spells from the Princess Class Spell List. The table below details when player may choose spells from this expanded list.

Cantrips- 1st Level

1st Level- 1st Lvel

2nd Level- 2nd Level

3rd Level- 5th Level

4th level – 7th Level

5th Level – 9th Level

6th Level- 11th Level

7th Level-13th Level

8th Level- 15th Level

9th Level- 16 Level or higher

Princess Points

For most Princesses the ability to utilize features of your class and to cast spells revolves around your Princess Points. You regain spent Princess Points after taking a short or long rest. However, this rest be taken within your kingdom or you regain 0 Princess Points except for Power Princesses which regain Princess Points normally regardless of their location.

Princess Type: Starting at the third level you will select a type of princess (Angelic, Dark, Ice, Magic, Plant, Power, Sparkle, Technology, Water, and Wind). After choosing your type of princess you also gain one feature from the list available to the chosen type.

Princess Alliance

At the 20th level you are able to channel even greater power by working alongside of other princesses. When 2 or more characters of the Princess Class work together they do not consume princess points for a number of rounds equal to 3 + their total Charisma modifiers. At the start of any encounter each of these characters gains 25 temporary hit points. They all also gain advantage on their initiative rolls.


Angelic Princess

Players who wish to make a princess from a powerful or idyllic kingdom might favor the Angelic Princess.

Ageless: Time means little to you, centuries pass and as those around you grow old and die you remain unchanged.  This ability is constant and does not consume Princess Points.

Energy Blast: Fire a stream of energy 50 ft in a line making a ranged attack against a single target., deals 1d12 radiant damage.

Empower: You are unique in your ability to restore power to other princesses, you may transfer Princess Points equal to 1 + your Wisdom modifier (Minimum of 1) to another character of the Princess Class. You must be able to touch the other character in order to do this.

Protective Barrier: You are able to create powerful shields of energy to protect yourself and your allies. These barriers last as long as you maintain your concentration, and grant a +5 bonus to the AC of anyone within them from outside attacks. When creating your barrier you may designate yourself and up to 5 targets, or an area of 60 feet within a circle.

Wings: You have wings which grant you a flight speed of 30 ft.  This ability is constant and does not consume Princess Points.

Enhanced Spellbook: Light (Cantrip), Mending (Cantrip), Healing Word (1st Level), Shield of Faith (1st Level), Dispel Magic (3rd Level), Mass Cures Wounds (5th Level), Holy Aura (8th Level)


Dark Princess

These princesses come from lands that are in league with evil forces, as such their powers differ greatly from other princesses. Characters who wish to excel at physical combat while lacking in spellcasting abilities compared with other princesses may favor this type of princess.

Armored Carapace: Thick armor plates cover much of your body granting you a +2 bonus to your Armor Class. This ability is constant and does no consume Princess Points.

Deadly Defense: When you are struck by a melee attack the target suffers 1d4 piercing damage.

Mandibles: Your unarmed attacks deal 1d8 piercing damage rather than the normal damage.  This ability is constant and does not consume Princess Points.

Paralyzing Sting: When you make an attack with your stinger you deal 1d8 piercing damage, the target must also make a DC 15 Constitution saving throw to avoid being paralyzed.  This ability in constant and does not consume Princess Points.

Touched by Darkness: You have resistance to poison and necrotic damage. This ability is constant and does not consume Princess Points.

Enhanced Spellbook: Toll the Dead (Cantrip), Poison Spray (Cantrip), Cause Fear (1st Level), Shadow Blade (2nd Level)


Ice Princess

Princesses from remote lands of ice and snow are often powerful and control large regions of territory. Characters of this type are equally skilled at combat as well as defense.

Command Ice: You have total mastery over the element of ice. You can create and move ice at will. The amount of ice a character is able to create is determined by your level, you control 1 ton of ice per your levels of the Princess Class. So a level 5 Ice Princess can create or move up 5 tons of ice. You are also immune to cold damage. While using this ability you must maintain concentration.

Frozen Aura: Characters within 5 ft. of you at the beginning or end of their turn suffer 1d8 cold damage. You may choose to exclude creatures from this effect.

Ice Dart: Fire off 1d10 shards of ice targeting one to ten targets within 30 ft. of you, each shard you fire deals 1d4 cold damage.

Ice Runner: You create sheets of ice which you can slide across at a speed of 35 feet. You also do not reduce your movement speed through difficult terrain created by ice or snow.

Icy Intervention: As a reaction you can create thick walls of ice to block incoming attacks. The wall of ice remains in place unless you dismiss it with an AC of 10 and 35 HP covering 5- 15 ft. and extending no higher than 10 ft.

Enhanced Spellbook: Frostbite (Cantrip), Ray of Frost (Cantrip), Ice Knife (1st Level), Ice Storm (4th Level), Cone of Cold (5th Level), Wall of Ice (5th Level)


Magic Princess

Princesses from kingdoms with vast storehouses of arcane knowledge who excel at magic are among the most powerful spellcasters in the world. Players wishing to have access to a wider more powerful variety of magic than any other type of princess might favor this variety.

Arcane Lore Keeper: You gain proficiency with the Arcana skill, and you have advantage on Intelligence (Arcana) checks.

Expanded Spell Repertoire: For the purposes of in the number of spells your character knows only your Intelligence modifier is doubled. You are also able to learn spells from any class list, rather than only those on the Princess Class spell list.

Practiced Concentration: You have advantage on Concentration spell checks and if the damage you take is less than 5 points you do not need to make a Concentration check.

Superior Counterpsell: When a spell is cast within your line of sight you have the ability to negate the effect if the spell is of a level equal to or less than your Princess Class Level.

Ritual Caster: You gain the ability to cast spells as ritual magic.

Enhanced Spellbook: Light (Cantrip), Minor Illusion (Cantrip), Find Familiar (1st Level), Magic Missile (1st Level) Invisibility (2nd Level), Dispel Magic (3rd Level), Fly (3rd Level),


Plant Princess

Conjure Plants: You are able to produce living plants out of thin air. This effect cannot be used to deal direct damage, but it can be used to create a number of useful sensory effects. Producing floral arrangements and fully grown trees can be useful for wowing dignitaries or hiding you from the sight of enemy patrols. Plants you create using this ability may no occupy more than 10 ft. of space per your Princess level.

Crushing Vines: You are able to create vines capable of seizing and crushing a target within 30 ft of you. The vines fill a 5 ft. area within this range attempting to grapple any create of the small, medium, or large size category in this area. The target must make a Strength (Athletics) or Dexterity (Acrobatics) check to escape/resist this grapple as normal, but they must resist your Spell Save DC.

Green Foot: Your movement speed is not reduced by difficult terrain created by plants or vegetation.

Herbalist: You gain proficiency with both the Nature and Medicine skills.

Vine Travel: You can create tendrils of thick vines that will carry you along with them as they spread. This form of travel increases your movement speed to 35 feet. You are also able to clear obstacles on the ground up to 35 feet in height without needing to climb over them.

Enhanced Spellbook: Thorn Whip (Cantrip), Goodberry (1st Level), Entangle (1st Level), Plant Growth (3rd Level), Wrath of Nature (5th Level)


Power Princess

Energy Blast: A beam of light erupts from your weapon striking an enemy within 50 ft. to a single target, dealing 1d12 radiant damage.

Increased Carrying Capacity: In your transformed state you multiply your carrying capacity by 50 instead of 15 as normal.

Magical Item: Your powers come from a magical weapon that you must carry with you in order to use your greater powers. This weapons deals 3x as much damage as a normal weapon of the same type.

Powerful: Whenever you are transformed you have advantage on Strength and Constitution saving throws. You also have advantage on Strength (Athletics) skill checks.

Shield Form: You can transform your weapon into a shield as a reaction, the shield forms grants you a +3 bonus to your AC.

Transformation:  Your powers allow you to achieve an amazing transformation into a more powerful form. This transformation is a full round action, and requires that you be in contact with the magical item that grants you your powers. After completing the transformation your Strength, Constitution, and Dexterity scores are increased by 2 for the duration of the transformation. You are able to maintain this form for a number of rounds equal to 3 + your levels of the Princess class. Outside of combat you can maintain this form for one hour.

Transformation Ray: You are able to fire a transformative beam turning an ordinary beast into a magical creature capable of carrying you into combat. The creature becomes a Celestial type, gains a flight movement speed of 60 ft., a bonus its AC, attack rolls, and damage equal to your proficiency modifier, and the ability to understand Common. The creature remains in this new form until you dismiss the transformation as an action.

Enhanced Spellbook: None


Sparkle Princess

Angelic Heritage: You are resistant to radiant damage.

Dazzling: When you use Sparkles creatures that can see you and are within 15 feet of you must make a Dexterity 13 saving throw or be blinded for one turn.

Extended Teleport: Increase the maximum range of your Teleport by 50 ft.

Sparkles: Fire a sparkle to deal 1d6 radiant damage against a single target within 30 ft.

Teleport: You’re able to teleport yourself and one other person up to 100 feet as a movement action. You can also teleport 3 people, however doing so causes you to suffer a level of exhaustion.

Enhanced Spellbook: Light (Cantrip), Blur (2nd Level), Blinding Smite (3rd Level), Hypnotic Pattern (3rd Level),


Technology Princess

Escape Artist: Because of your proficiency with technology you have a natural ability for escaping from traps and restraints. When you make a check to escape or disarm a trap you may use your Intelligence modifier, and you have advantage on the roll.

Inventor Beyond Compare: Your ability to create amazing devices with minimal time is astounding. You are able to create small devices without only the most basic of tools and scraps. These inventions cannot deal damage, but they can produce a number of harmless sensory effects including: a clockwork device the produces foul smells, a music box, or a small light equal in brightness to a candle.

Reprogram: You can attempt to alter the loyalties of magical and technological constructs turning them into your allies. This requires the construct to make a Wisdom save with a DC equal your Spell Save. If it fails this save the construct becomes friendly to you abandoning all previous loyalties permanently.

Robot Servants: You have a number of robot servants equal to 3 + your Intelligence modifier. These robots will obey your every command and obey you to the best of their ability. They are ideal for carrying out basic tasks, but unfit for combat. They have an AC for 9 and 6 hit points each.

Weapon Enhancements: You have 3d4 Enhancement Dice that you can lend to yourself or other players to enhance their weapons as a bonus action. Players may roll these dice adding them to attack or damage rolls.

Enhanced Spellbook: Mending (Cantrip), Find Traps (2nd Level), Enlarge/Reduce (2nd Level) Heat Metal (2nd Level), Freedom of Movement (4th Level), Find the Path (6th Level)


Water Princess

As the ruler of a sea kingdom you have command over the very water itself.

Mermaid Form: As a bonus action you are able to transform into a mermaid, while you are in this form you have a swim speed of 35 feet and you’re amphibious. You can return to your non-mermaid form as a bonus action at any time.

Seamanship: You gain proficiency with Vehicles (sea), Navigators Tools, Nets, and Tridents.

Leap: While in your mermaid form you are able to jump out of the water at alarming speeds reaching much greater heights than ordinary. In this form when jumping out of the water you have a vertical jump of 50 ft.

Turn the Tide: You have mastery over the element of water allowing you to turn it to your will.

Water Spout: Expel a jet of water striking a target with 50 ft. of you. Make a spell attack roll to determine if the attack hits. On a successful attack roll the target must make a Strength save against your spell DC or be knocked back 30 ft.

Enhanced Spellbook: Shape Water (Cantrip), Tidal Wave (3rd Level), Wall of Water (3rd Level), Watery Sphere (4th Level) Maelstrom (5th Level), Tsunami (8th Level)


Wind Princess

Aerial Maneuvers: While flying you are able to take the Dodge action as a reaction.

Cyclone Cannon: You create a whirling cyclone of force up to 60 ft. away from yourself dealing 1d12 bludgeoning damage to a target.

Flight: You gain a flight speed of 35 ft., however when you take damage while flying you must make a Concentration roll to remain airborne.

Protective Gust: As a bonus action you create a vortex of wind in a 5 foot circle around yourself. Anyone attempting to enter this area must make a Strength saving throw equal to 8 + your proficiency modifier or be pushed back to the nearest unoccupied square outside of this area.

Wind Travel: The winds will carry you wherever you wish to travel, this ability grants you a movement speed of 45 ft.

Enhanced Spellbook: Feather Fall (1st Level), Zephyr Strike (1st Level), Skywrite (2nd Level), Warding Wind (2nd Level), Control Winds (5th Level), Investiture of Wind (6th Level), Whirlwind (7th Level)

Princess Spells


Acid Splash

Blade Ward

Dancing Lights

Magic Stone


1st Level Spells


Animal Friendship



Color Spray

Comprehend Languages

Cure Wounds

Dancing Lights

Detect Magic






Spare the Dying

Speak with Animals

Speak with Plants

Unseen Servant

Vicious Mockery


2nd Level Spells


Arcane Lock


Charm Person

Lesser Restoration


3rd Level Spells

Beacon of Hope


Crusader’s Mantle

Elemental Weapon

Protection from Energy

Remove Curse


Tiny Servant


4th Level Spells

Arcane Eye

Aura of Purity


5th Level Spells

Commune with Nature

Hold Monster

Legend Lore



6th Level Spells

Globe of Invulnerability

Guards and Wards


7th Level Spells

Prismatic Spray


9th Level Spells

Prismatic Wall


Episode 135: Wanted in Oranel Part 6 In with the Tide

We return to our homebrew setting of Oranel where we find the party reuniting in Eel’s Snout to confront betrayal, trouble contacting the criminal element, and new threats.

Catra D&D 5e Preview

So I’ve been spending the past few days watching the new Netflix version of She-Ra and working on Dungeons & Dragons 5e conversions based on the same. There’s a whole character class underway and NPCs for various things that appear during the course of the show. I thought I’d treat you all to a preview with the Horde’s top agent, Catra herself.

Considering that she goes toe to toe with She-Ra and multiple nasty creatures during the course of the first season I made her to be plenty tough enough. She’s nasty and can do plenty of damage to a low-level party all on her own while tying up a more experienced character one on one.


Medium humanoid, chaotic neutral

HP 135

Armor Class 19

Speed 35 ft., climb 25 ft.

Str        Dex       Con       Int         Wis       Cha

14 (+2)  18 (+3)  12 (+1)  12 (+1)  10 (+0)  14 (+2)

Skills Acrobatics +6, Athletics +5, Deception +5, Insight +3, Perception +3, Persuasion +5, Stealth +6, Sleight of Hand +6

Senses low-light vision 30 ft., passive Perception 13

Languages Common

Challenge 5

Keen Hearing, Sight & Smell. Catra has advantage on Wisdom (Perception) checks that rely on hearing, sight, and smell.

Standing Leap. As part of her movement and without a running start, Catra can jump up to 30 feet and high jump up to 15 feet.


Multiattack. Catra makes two attacks using one claw, punch, or kick attack each.

Claw. Melee Weapon Attack: +9 to hit., reach 5 ft., one target. Hit: 33 (3d12+2) slashing damage.

Horde Taser. Ranged Weapon Attack: +9 to hit, range 15 ft., one target. Hit: 38 (4d12+4) lightning damage. On a successful attack the target must also make a DC 15 Constitution saving throw or be Paralyzed for 1 turn.

Horde Stave. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 35 (3d12+2) bludgeoning damage.

Kick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (3d12+2) bludgeoning damage.

Punch. Melee Weapon Attack: + to hit, reach 5 ft., one target. Hit: 33 (3d12+2) bludgeoning damage.

A new adventure

A new adventure awaits…
I’ve been toying with the idea of a game I could run for fans of the podcast, but there are so many types of games it can be hard to choose the right thing. So many talented GMs offer countless amazing adventures across all sorts of worlds it is hard to offer something special or unique.One of the things I do for my day job is manage to anime program at the company I work it is actually something I started just after I began working there a year ago. Growing anime was a big part of my life. I was a lonely kid, and gaming wouldn’t become a part of my life until many years later. I loved fantasy books, but anime offered a glimpse of worlds far and away from my own.

With that in mind I think I’ve stumbled onto an idea that might interest some people. I’d like to run a Ryuutama play-by-post on Out of Character’s Discord channel. If you’ve never heard of Ryuutama it has been called Miyazaki’s Oregon Trail. It is a fantasy rpg where players take up the roles of travelers who journey the world to in response to their wanderlust.

Characters are not legendary wizards or master warriors however. They’re bakers, hunters, minstrels, and the types of characters adventurers normally pass without a second glance. This is a game about traveling and enjoying the wonders the world has to offer in good company rather than facing off with endless strings of encounters.

Play-by-post is also something that appeals to me on many levels. It allows people with different comfort levels to play without having to suffer anxiety from using their own voice or appear on camera. It also allows everyone to play when their schedule allows rather than having to block out huge chunks of time each week. Some of my favorite games over the years have been play-by-posts ad I think they offer enormous fun.

I know this won’t appeal to everyone, but I think it might be worth a try.

There will be more details on this soon, but here is a link to the channel for now.

Episode 131: Wanted in Oranel Part 5 9-5 in Eel’s Snout

The Aftermath of Brownleaf

Normally I don’t share fiction I write. The world has enough bad fantasy writers, but I was encouraged to share this piece I wrote after my dwarf ranger died. I really just wrote it as a cap to his story.

Deep in the jungle of Chult Brownleaf’s eye fluttered open as the pain washed over him like a tidal wave. His damaged mind tried to sort out where he was, and what had happened, but like a bird with a broken wing there was simply a flurry of activity with no result.

Bits of debris from the village and the jungle covered his body hiding his shattered form from view. Settling back into the darkness he wished for an end to the pain as a tear rolled down his cheek trailing through the dirt and blood.

Nothing in his life had been easy, so it appeared the same would be true of his death.

The snapping of twigs and the sharp sound of movement snapped Brownleaf to his senses. Something was moving through the bush towards him. Any number of predators would be looking to make a meal of the broken dwarf now.He clawed at the ground but he could do nothing.

A mass of blurry grey entered his field of vision and he felt warm breath blast over his face as something lipped at his collar.

“Ash…hello girl…”

Brownleaf could sense her terrible pain, and her step was wrong. Clearly she’d broken something in the fall. He ran his hands through the coarse hair on her head leaving stains of bright red.

He couldn’t remember his parents, or how he’d come to Chult, or the name that might once have been his. He remembered the lash and the drum that had been his lullabies. The first thing he remembered though was Ash.

She’d found him in the darkness and carried him out into the light. They’d escaped together. They’d learned to survive together. Now Brownleaf supposed they would die together.

A sudden cry, a baby wailing somewhere in the foliage roused him back to awareness and pain. He wasn’t sure how long he’d lain there unconscious. Ash had settled herself behind his head warming him like a great coarse pillow. The screeching baby continued crying and Brownleaf wished for an end to it all.

“Ash…girl…need you to help. Be a good mule for me…one more time girl. Please.”

The mule stood trembling violently on legs that threatened to betray her. Her dark eyes looked down on Brownleaf as she threatened to topple over. Slowly she teetered into the jungle. Shifting aside bits of debris.

After a few minutes flicking her ears she pulled aside a thick branch revealing a goblin baby. Picking up the baby as gently as she could she heaved it onto her back. Ashe looked back at the still form of Brownleaf, flicked her ears, and slowly began walking out of the jungle.

The first thing Brownleaf could remember was the last thing he saw as life left him. “Good girl Ash…loved you so much girl.”

Brownleaf, 14 times a slave finally free rests in the jungle that made him. Unmourned, unremarkable, and unremembered save for a donkey and a goblin girl who will grow up never knowing his name.

Dungeons & Dragons 5e Level 0 Playtest

An idea for running level 0 Dungeons & Dragons games occurred to me yesterday and I decided to give it a whirl to see how it would play out. The guidlelines for character creation are as follows:

  1. Choose your race & background but not a character class.
  2. Roll your stats or use a standard array.
  3. Your HP equals 1 + your constitution modifier (minimum of 1)

In this instance I decided to use four of the members of Vox Machina from Critical Role because I thought it would be interesting to see how they played out. Vax’ildan, Vex’ahlia, Percy, and Scanlan were my choices because I thought they’d work well together.

Deciding on a city-based game and looking over the characters I noticed all but one of them were completely broke at this point (Vex, Vax, and Percy having spent their funds on armor or weapons respectively.) With that in mind I decided that they’d all been staying in a local inn, but falling on hard time the twins and Percy were being thrown out on their ears by the owner. Bern had been willing to put up with them when they were paying customers, but now that they were out of funds he wanted nothing to do with them. Scanlan, using his Popular Demand entertainer feature and his swollen coin purse wasn’t in any danger of losing his private room.

Vax persuaded Bern to give them a chance to trade their services for a place to sleep, and with an impressive Charisma (Persuasion) roll he won the innkeeper over. Bern revealed he’d been losing a lot of business to another nearby establishment that had opened in the past few weeks. He offered them a few nights stay if they agreed to investigate the place then report back to him without stirring up any trouble.

Vex seeing the state of the group argued that they would need certain tools to carry out the job, and no straw bed was worth risking their lives. With another solid Charisma (Persuasion) roll Bern was convinced to advanced them 45 gold with a promise of reporting them to the watch if they failed to return.

At this point Scanlan noticed whispering and money trading hands, inserting himself into the equation he offered his services to aid the inexperienced group for a cut of the profits.

The club in question was a sizable structure with two entrances and exits. A quick search of the surroundings revealed a side entrance in an alleyway that was under guard, along with the main entrance. Outside of the club of throng of waiting revelers had formed and were being scrutinized by a tielfing bouncer flanked by two rough looking guards.

Scanlan tried to convince them he was with the band, but was rebuffed. Vex talked their way in arguing that their presence would enhance the club’s reputation. They entered together to find a massive dance floor with a live band performing, a large bar, a VIP area, and nearly a hundred people dancing and partying.

Percy spotted a dwarf and what appeared to be some type of demon conversing in the VIP area, but when he approached his lack of ability to understand abyssal worked against him. He spent the rest of the session being scrutinized by the pair as he tried to look nonchalant.  Scanlan made his way to the bar and started chatting up the crowd for information. The twins did a quick scout of the interior spotting an office in the rear of the building. Signaling Scanlan to make a distraction he did what he does best jumped onto the bar, and started playing his flute. Natural 20. The band died down as everyone turned to listen to the gnome’s stunning performance.

Slipping inside of the office Vax found a small room occupied by a floating sickly green creature with eyestalks, a gazer. Vax attacked it missing with his knife and combat began. After the first round Vax had fallen with an arm lacerated by gazer teeth, and the rest of the party had joined the fray.

Scanlan screamed “Holy shit a monster!” when he saw the gazer sending the crowd into a blind panic as they fled to the exit. Vex kept the creature busy attacking it with her staff until Percy swept in to finish it off with his rapier. As the gazer fell to the floor dead with a rapier protruding from its eye the guards from outside began rushing in finally having fought their way through the retreating crowd.

Percy and Scanlan did a quick search of the office to look for anything valuable while Vex came to Vax’s aid. Searching the desk Scanlan turned up a few papers and a ring made of pure electrum. Seeing the safe in the corner Percy attempted to open it. Natural 20. Spinning tumblers like a madman he opened the safe to find a magic dagger, numerous ledgers and papers, and a bag filled with 100 gold.

Carrying Vax out of the office they were confronted by the club’s security who were intent on ensuring they did not leave. Scanlan used Minor Illusion to make the sound of weapons being drawn behind them and threw his voice to make it sound like the watch had arrived. The trick worked and the fled through the side exit throttling the guards outside before fleeing into the night.

Percy looked over the papers to find that the club had clearly been a front for some sort of intelligence operation that was gathering information for another organization. The session ended with them dividing up their gold and debating on whether or not to return to Bern with what they’d found.

In all I think the session what incredibly well and proved, at least in my mind, the idea has merit. Combat was super quick and brutal, but still full. The things that went well went extremely well, and the things that went badly served to enhance the story. If I were running this with a group I’d say you need 4 at minimum, and I’d probably do 2-3 more sessions before bumping them up to level 1. I think it works really well for groups that want to focus on roleplay and character development for their first sessions rather the jumping straight killing everything. I will say that it is going to frustrate some players who want to feel super powerful right away.

I imagined this as a sort of alternate way for some members of the group to have met for the first time, but obviously this isn’t how they met.

Episode 128: Knowing Oranel Creation & Deities

Episode 130: Enlarge/Reduce

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