When your party companion becomes your enabler like in this story titled 'My Death Cleric’s Brief Existential Crisis and New Found Purpose' from r/gametales.
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When your party companion becomes your enabler like in this story titled 'My Death Cleric’s Brief Existential Crisis and New Found Purpose' from r/gametales.

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Audio book of the All - Guardsmen party, one of the best and funniest game stories I've read. It's a slow burn, but it's worth it.
DOOMSDAY MAGES
Story by Jay Barnson
There’s a saying about combat that “No plan survives contact with the enemy.” In game development, the same thing often happens with your game design coming into contact with the realities of development, and then the end users.
I have seen this happen several times, but my favorite story actually comes from a “dice and paper” RPG. It wasn’t Dungeons & Dragons – it was another system called Fantasy Hero.
The Fantasy Hero system was based on the Champions rule system, which was designed for simulating comic-book super heroes. So it was extremely flexible, mostly-kinda-sorta balanced, and could handle all kinds of cosmic-level capabilities. I had an idea for YEARS about a cult of mages that had a “Doomsday Spell” which was devastatingly powerful, but also reasonably cheap in character-cost points because it was uncontrollable and only triggered on the moment of their death.
The idea was that this band of “doomsday mages” had a scarred magic symbol written on their palms that designated them as possessors of this Doomsday spell. Killing them would trigger this effect, which was a colossal explosion that covered over a kilometer radius.
These mages would make no secret of this symbol, raising their palm to those they’d meet so that everyone would know NOT to mess with these guys, as killing them would almost certainly guarantee the death of whomever killed them. They would be feared – and, grudgingly, protected, by anybody they came into contact with. They were the ultimate emissaries of evil. And perfect fodder for recurring villains – the enemies who would smile smugly KNOWING that the heroes wouldn’t dare attack them.
I waited for a long time to bring these guys to bear against the players. I came up with the concept YEARS before I got to use them. And oh, boy, was I prepared for their dramatic appearance in a campaign. The forces of evil were invading the nation of good, and had occupied a fair portion of the eastern territories. They had a gigantic encampment around one major city they had just seized, and were getting ready to move again.
The attacking army sent one of these doomsday mages (whom they were in alliance with) to negotiate a surrender with the defenders – who were in turn joined by the player characters. I’d put a lot of time and effort into this doomsday mage. I expected him to be a recurring villain, a thorn in the player’s side for some time, as I was sure they’d hate not being able to kill this guy.
He appeared. I played him up cocky and oily and just rubbed it in. Nobody could touch him – he knew it, and the players knew it. The players hated him INSTANTLY.
And so they jumped him on the edge of town. And beat the crap out of him. But they did not KILL him. They knocked him unconscious, and kept him alive with healing spells. Just barely.
So now they had an unconscious Doomsday Mage that will self-destruct if he dies. What would you do with him?
Well, one of my inventive players had a summoned mount that could fly. It could carry both him (the character was a him, the player was a her) and this unconscious mage. So they flew up to an altitude of about 5,000 feet, flew off to the invading orcish army encampment, and let the unconscious mage drop.
Even assuming a terminal velocity of 20d6 damage, the mage didn’t have many BODY points left to live. He hit the ground and died instantly. The explosion was kind of a Hiroshima / Nagasaki type thing. The flying PC and his mount were too far above the explosion to take any damage, but the orc army was DEVASTATED, as my entire campaign was about to be. I sat in stunned silence as the players looked at each other, grinned from ear-to-ear, and asked, “Where can we find more of these Doomsday Mages?!?!”
After years of expectation, my great plans for the Doomsday Mages were ruined. Overnight, they become nothing but a mere footnote in the history of my campaign world. The Doomsday Mages found themselves hunted to be uses as involuntary weapons of war. Those without means of flying them to their death could kill them with slow-acting poisons. The Doomsday Mages scattered to the winds, seeking magical means to remove the awful doomsday spell and the scar on the palms of their hands.
The orcish advance was halted by the devastating blow to their front lines, allowing the defending kingdom to finally mount a solid counterattack (with the players’ help, of course). Dropping the mage-bomb was the pivotal point in the war and in the history of the world.
And the players —- man! When they realized that I’d never INTENDED to let them use the Doomsday Mage to bomb the attacking army into the stone age, they were simply beside themselves with glee for their own cleverness. And that game session became one of their favorite adventures of all time.
The take-away I learned from this was to always consider a new, untested feature that you want to add to your game / design from the point of view of a player looking to game the system. This is particularly important in a multiplayer game, as any trick that gives a minor advantage will rapidly propagate to become the only way of playing. And of course, playtest playtest playtest (not appropriate for dice & pencil RPGs, but critical for designing computer games).
The other thing I learned – and this is really only more appropriate to RPGs – is that the players LOVE to feel like they “out-clevered” the designer. So let ’em bask in their victory for a while. THAT will be the thing that they remember for years.
This was the Honourable Mention to our Ballad of Edgardo-videos, but the website that hosted this story (funnydndsories.com) seems to no longer exist, so we took the liberty to repost it here. Original Source: http://funnydndstories.com/apps/blog/show/3664161-doomsday-mages/ (if the website comes back again)
One of my players has a transfem NPC girlfriend who was only ever referred to by title before, as she hadn't declared a name. She was kidnapped by a fae lord who discovered the name she was planning to go by, and stole the name from her, then locked her up with a magical lock that can only be broken by someone who knows the captured individual's true name. To complicate things, the fae can hear anything spoken in its domain and keep the lock closed by speaking the name itself, so the party can't just rename her and be done with it. The solution I had in mind is for the PC to come up with a name and not speak it aloud, since the NPC would trust him enough to accept a name from him without knowing what it is.
The solution the party came up with, though, is to name her "I, By Speaking This Name, Promise To Let All My Captives Go And Never Bother Them Again," or "Promise" for short. Thinking on my feet I had the NPC say she liked it, but especially if it could also represent a promise from the PC to always be true to her. The PC agreed, and the NPC insisted, "say it."
And 🥺 as he responded "I Promise," this counted as him speaking the name and the lock opened 🥺
Dream Team in dark fantasy
About two years ago one team of friends got together to look into the world known as the Company of Hellsing. Some unknown SHIT had invaded in their innocent game, or actually in their characters’ lives.They understood the world as highwaying to Hell. And Fate forced they to leave the hometown Highmoon. Highmoon fell, and they hit the road with no end. In the beginning was the Three. The Noblewoman, the Revenger and the Huggler. They went through the darkness, and it resonated deeply in their hearts. Then there were two of them. The Huggler fell. Then they became moreover. The Noblewoman, The Revenger, the Gypsy, the Originator, and the Mystery. Then seven. The Noblewoman and the Mystery. The Originator and the Shooter. The Revenger. The Princess and the Gypsy.
Less. The Noblewoman and the Mystery. The Originator. The Princess and the Gypsy. LESS. The Noblewoman. The Originator. The Princess and the Gypsy. Then… The Noblewoman. The Originator. The Gypsy. The Second. They overcame a lot of horror. Together and separately. Now… The Noblewoman. The Originator. The Second. The Gypsy. And the Fighter. No one is the same person.

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The world we live in
  We find ourselves on the planet of Solal, on the continent of Tresam. A land that formerly was inhabited purely by elves. A 500 year war between the human empire of Kalgar and the royals of Tresam has left a number of groups displaced and working on establishing their new homes. The Great War destroyed the Dwarven continent of Sunder which lied between the two nations and served as a battleground. Sunder was stricken with a terrible blight which killed off all of the plant life on the continent quickly followed by the most of the animal life as well. In their time of need the empire of Kalgar offered the different dwarven people an olive branch. They would provide food to the starving citizens to support them in their time of need. This support garnered the favor of the dwarven cities quickly. The mountain dwarves and hill dwarves were quick to supply Kalgar with weapons, and eventually soldiers, to aid in their bloody battle with the elves. This was exactly what Kalgar needed to turn the tide. Not long after the dwarves began supplying troops did the humans finally push the fighrt onto Tresam. What had been a centuries long stalemate quickly gave way to each week bringing news of more progress for Kalgar. They pushed the elves back to their capital city and ten years ago a treaty was made. The war was done. The high elves were given a small northeastern portion of the continent to maintain their castle, but they were still subjugated to the empire’s rules. The dwarves were rewarded with the spikeridge moutain range, and the neccesarry materials to build five magnificent cities on the five major mountains. The rest of the continent was designated as Tolandia, named after the human general, Toland Braveheart, Who led the final fight to gates of the elven capital.
  That was all 10 years ago now. New cities have been built, and people have started new lives. The war exists in mosts memories a recent event that ended, but very few still live that remeber truly how it started.Â
The Start of an adventure
This blog will serve to chronicle the tales of three adventurers as they make their way through a 5- 20 (hopefully) dungeons and dragons 5e campaign.Â
My current DnD Group! As the only artistically inclined member it has fallen to me to try and immortalize and chronicle our misadventures so far. We are currently half way through Out of the Abyss, and of the 5 PC’s only Vensa (me) and Gora have survived since the beginning, though Snug joined us part way through so he gets a pass. For races & classes we’ve got:
Goliath Bear Barbarian (Gora Stoneskin, resident strong boi)
Human Swashbuckler (Capt. Barry “King of all goblins” Trout)
Kobald Hexblade (Snug Snug Copperfang feat. Stab Stab, his patron)
Aasimar Cleric of Light (Vesna)
And Ranger Gloomstalker (Oryn Fenzul, newly appointed burrowwarden)
I keep a journal of our weekly sessions which I plan on sharing some highlights from coming up hereÂ