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20
Wild sorcerers are fun
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Playing D&D 5E

Group consisting of Fighter (LN), Paladin (N) (Me), Sorcerer (NG), Cleric (CG) and Rogue (CG).

Group is a mercenary strike force

Fighter not present because his player is GMing the current mission

Sorcerer is a wild sorcerer

Pirate hunting mission

Group finds boards a ship that looks like it was abandoned in the middle of the ocean

obvioustrap.jpg

Ship searched from top to bottom, no on aboard.

Ships gets attacked by sea trolls

ohshi-

Combat starts

Sorcerer casts lightning bolt their first turn, ends up having to roll on the magic surge table

Rolls a 1 (Roll on the surge chart for the next 10 rounds)

OHSHI-

Lightning bolt also sets the abandoned ship on fire

Combat proceeds with me killing trolls, the sorcerer getting far away from everyone, the rogue throwing troll bodies overboard, and the cleric doing damage control.

First few wild magic surges that were hit: 92 (Reincarnate), 87 (Fly cast on random creature), 18 (Grows beard of feathers), 91 (Reincarnate again).

More funny than bad so far

GM is rolling for the fire, which spread from small blaze to firestorm over the space of 3 rounds.

Sorcerer makes another surge roll

35 (Age up or down depending on d10 roll)

Rolled a 9

Sorcerer ages down, is now 12

lol.jpg

Paladin is kind of a berserker, finally looks up from killing trolls

How he sees the current situation

Fire getting worse

Time to GTFO

Starts cutting ropes connecting the ships

Mast of burning ship starts to fall, GM determines direction with die roll

Towards our getaway ship, because of course

Cleric manages to deflect it away before momentum kicks in

Trolls begin retreating overboard

They want no part of this nonsense any more

Small fires on getaway ship

Manage to put them out before they get too bad

Everyone regroups, relays what happened

MRW

Will probably never has that funny a session again

**Edited for formatting

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Posted
5 years ago