AllisonIsLivid

☙ Vapor Waif ❧ ☙ NEET Freak ❧

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My name Allison /\ Married to myself.
My love Allison /\ Living by herself.
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Freelance writer and clown aspirant.
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We never should've returned to Elfland. I'm very concerned that we've been painted into a bad ending, by a number of terrible dice rolls, and the advice of our GM. We were already understregth, and really, the only reason we pressed forward was because it's been like a month of failed game dates, and we finally just said, fuck it, we go absent a player. Terrible choice. That player had our only real warrior in his arsenal, and the GM said they wouldn't run them in absentia.

Now normally, I wouldn't recommend doing anything of the sort, we should've erred on the side of caution, and spent the session on R&R activities. In game, we aren't under a time crunch, really. But the GM specifically told us we could finish the adventure with just the four characters? Because we had a really good infiltration plan that went perfectly?? And we believed him for some reason??? Even though he's a pretty inexperienced GM, and the rest of us've been playing these games since high school so we should've listened to our guts????

We ended the session stuck in a pincer. On one side there's a spearman and big brutish hammer dude. We could maybe fight through that. On the other is a doorway with a giant reaching through it, trying to smash us with a hammer, and an Elf sorceress casting buffs while sealed safely behind him. We've got no hope there, and the NPC we're trying to rescue from that room is probably doomed now. We've lost two characters, and revived them with our only two potions. We've had terrible luck with our spells. My patron invoke gave me the least useful spell result it could've under the circumstance - My elf can fly for two rounds, but that isn't going to save anyone, because even if she escapes the battle, she can't fly all the way to safety. We're stuck in it.

So my only hope is, next session: our absent party members magically appear and turn the tides in our favor????? or we get lucky for a minute, and in that minute I can get a more powerful spell effect. A blizzard, or ice shackles on our foes to facilitate an escape. But basically we never should've returned to Elfland.


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in reply to @AllisonIsLivid's post:

Ouch, yeah, sounds like y'all shouldn't have returned to Elfland. If it does go as bad as possible, is he the kind of GM who would acknowledge "I misread things here" and just reset the session? Is that something y'all would want if it was proffered?

I think in the spirit of the game, we'd press on regardless. But I also think it'd be a miserable thing that happened. Personally, I'm gunning for "We manage to escape and then just say fuck this quest" but if it does go worse when we resume, it's going to be the end of us. I'm reasonably confident he'd feel bad enough to wave it off as a dream, but like... I don't know, it's all just a bad turn. Not really anyone's fault.

I REALLY think we can escape if we focus 100% on that. And get the other party members back.

Yeah, we need to get better at that. Decades of 3.5 and PF have dulled that part of our adventure sense. Made us think, even just a little bit, that the game wants us to win because the story continues that way. DCC doesn't care though. So we need to seriously burn through our luck and get out of dodge turn one next session. My thief has 15 points and I'll spend them all if I have to.