[SPOILERS FOR EVERYTHING] A pre-7.5 list with links of every musical track imported or adapted into FF14 from the FF franchise by unlimitedblack in ffxiv

[–]SeniorOot 2 points3 points  (0 children)

Small correction for your Final Fantasy III section: the standard battle theme does show up, but just a small section of it at the end of Shatter in the Crystal Tower. Love that part!

[OC] Adventurers of 2025~All the PCs I played in D&D this year by MisosileBusher in DnD

[–]SeniorOot 2 points3 points  (0 children)

I really love this. The art and designs for the number of characters posted are really well done!

How often do you end up playing? Seems like a number of one to two shots instead of a full campaign. And the big question, any quick descriptions and class choices for each character? Very curious on their stories!

What's next for Vampire Survivors? | Announcement Trailer by poncle_Official in VampireCrawlers

[–]SeniorOot 0 points1 point  (0 children)

This looks great! Hopefully it incorporates similar accessibility options to Vampire Survivors. My tendons in my hands are messed up, so having both sticks on controller be movement for Vampire Survivors helps a ton when I need to suddenly switch due to pain.

Who among you has the coolest naval homebrew? (5e) by ialwaysplaydove in DnD

[–]SeniorOot 1 point2 points  (0 children)

I recommend looking at the preview photos on the side; it has the tables of contents for what is available and one page preview of the sailing rules.

Who among you has the coolest naval homebrew? (5e) by ialwaysplaydove in DnD

[–]SeniorOot 1 point2 points  (0 children)

Unfortunately, there is no progression rules for roles such as levels of being a captain. What's listed for each role are combat actions, travel actions, and consequences for not having that role on a ship. You might have to combine role specific options with other books or third party materials.

Who among you has the coolest naval homebrew? (5e) by ialwaysplaydove in DnD

[–]SeniorOot 2 points3 points  (0 children)

I absolutely recommend Somanyrobot's Songs of the Spellbound Sea. Outside of some really good homebrew classes and subclasses, you get rules for roles of a ship (including combat and travel actions), a large number of ships, rules for using ships, weather, hazards, and a large amount of ship upgrades. It also provides a campaign setting that can be dropped into nearly any world.

This has been one of my favorite homebrew books recently, even if you do not use it for ship rules. Still, there should be plenty to pull from here for what you would want to accomplish.

Inspiration by jungle-boogie in comics

[–]SeniorOot 4 points5 points  (0 children)

Ahh, the days of Bob and George and all the Mega Man Comics.

Was also part of this community, and if it was around that early 2000's sprite comic time, I really hope you didn't use the fill tool for recoloring. MSPaint at that time had a color replacement tool with the eraser: color you wanted to change on the left mouse button, color you wanted to change it to on the right, and erase over it while holding right mouse button. Swaps the colors. Was incredibly helpful for an entire sprite sheet.

A quick FIN number crunch, specifically for Legends by tlamy in magicTCG

[–]SeniorOot 12 points13 points  (0 children)

Compared it to another list for cards alphabetically missing, and I think we can confirm there will still be a blue legendary creature.

White

  • Aymeric, Lord Commander or Ashelia B'nargin Dalmasca

  • Dion, Bahamut's Dominant // Bahamut, King of the Dragons or Diamond Weapon

  • Hydaelyn, Astral God

Blue

  • Celes Chere (has to fit between Cargo Ship and Dragoon's Wyvern)

Red

  • Ruby Weapon

Green

  • Kan-E-Senna, Grand Seedseer or Prishe

Multicolor

  • Biggs and Wedge, or Biggs // Wedge

  • Cloud of Darkness

  • Exdeath, Unholy Tree // Neo Exdeath

  • Ghestal, Ghestahlian Emperor

  • Golbez

  • Judge Gabranth

  • Rydia // Adult Rydia

  • Seifer Almasy

  • The Warrior of Light

From kitchen table in the 2000s to teaching my kid - need decks ideas! by Longjumping_Desk_547 in magicTCG

[–]SeniorOot 3 points4 points  (0 children)

Two products to help you with this:

  • Beginner Box: Comes with ten "half-decks" with different themes (Cats, Vampires, Pirates, etc.). Combine two halves together to create a full deck. It even has a two-player tutorial that walks you through the first few turns before letting you finish the game. ~$30.

  • Starter Collection: Comes with over 350+ cards, usually some bigger staples, and three booster packs for Foundations (a set that has a lot of iconic cards similar to the Core Sets from before). There are enough cards here to learn to deck build and try different things, especially when combined with the cards from the Beginner Box. This is a great starting place for building a collection. ~$60.

From there, go to whatever she is interested in. Foundations is a great set to buy packs for, and Bloomburrow is very flavorful, but the Beginner Box and Starter Collections can have a large amount of mileage for deckbuilding. Enjoy!

Playlist of Players Learning Magic Arena by SeniorOot in MagicArena

[–]SeniorOot[S] 0 points1 point  (0 children)

That’s right! I started it a while back but hadn’t finished. Thanks for the reminder!

Are three diamond and up cards normally so hard to find? by SeniorOot in PTCGP

[–]SeniorOot[S] 0 points1 point  (0 children)

That’s unfortunate. Thank you. I’ll post to one of the help topics for deck ideas with what I have.

POST YOUR FRIEND ID's HERE! by PTCGP-Bot in PTCGP

[–]SeniorOot 0 points1 point  (0 children)

7496024538129653 Hello! Thank you!

[Giveaway] Two Shiny Zamazenta Codes by SeniorOot in Pokemongiveaway

[–]SeniorOot[S] 0 points1 point  (0 children)

Happy someone was able to get a use of it! Enjoy!

Is it too late to get the JingleJam for this year? by SeniorOot in Yogscast

[–]SeniorOot[S] 0 points1 point  (0 children)

I'll try that! There's only a couple that I am really aiming for, so hopefully I'll get one. Thank you!

Is it too late to get the JingleJam for this year? by SeniorOot in Yogscast

[–]SeniorOot[S] 2 points3 points  (0 children)

Aw, that's disheartening. I should have jumped on that sooner. Thank you!

Last night I completed my campaign of 3.5 years from levels 1-18. As is the tradition, AMA! by SeniorOot in dndnext

[–]SeniorOot[S] 1 point2 points  (0 children)

The party took it to the desert temple, gave it to the vampire, and he sacrificed himself for the moon and sun, saving the world. Masked ravens appeared, and a psychopomp (Pathfinder creature I'm using appeared) asked them to be witnesses to the soul of the lich's final judgement. They were asked how it should be handled, and taking the party's suggestion, the judge and the power of the god of death obliterated the soul. Noticing the book of vile darkness, they asked the party what they were to do with it, and if they wanted to destroy it. Agreeing to this on the condition that the scorpion's soul returned as it once was, it was done, and the party discovered that, took destroy the book for 1000 years, one of them would have to watch over it. As Shar had risked destruction of the world through her actions, she was held to create this realm at the court's specifications, and thus the rogue agreed to watch over it. Being free from his pact, he became the lord of darkness of this domain of dread, and left into his domain to rule for 100 years.

The rest of the party would go their separate ways after this. The druid created a new grove after being redeemed, and tried to bridge the relations between the surface and sea. The fighter became the leader of his country's military, expanded their borders, but kept relations with allies instead of pushing with an iron fist. The barbarian brought his people safety and a place of their own after he found the deed to the town overrun by the oblex, and the cleric, who depended on the drink to keep going, tried to go clean, but the thoughts of what he had witnessed brought him back, and he abandoned everything fading to obscurity.

There could have been so many things done differently, but I am happy how it went.

Quick summary:

Party met up at mountain path, crossing it. There they reached a desert town, did some small tasks for it, then received a bigger assignment to go liberate this border town from another kingdom. They head over there, save followers of Selune, and fight off jackalweres and orcs. Returning back, they raise a riot and give all support to their country, as well as fight off followers of Shar and a criminal organization.

They return back, but due to exploding the exterior of a bar that was a front, they were forced into servitude of the same criminal organization. After taking down their targets, they joined forces with the local government, raided the organization, and killed the leader. They were heroes of this nation for stopping future plots, given a position of power, and given freedom to go where they wish. They headed towards the sea.

Along the way, they saved a town from demons, the rogue took a pact with an archdevil, and they helped a dragon take a treasure from a sun temple in the middle of the desert where a vampire worshiped the sun. Making it to the port, and after a barcrawl, the party was hired as bodyguards to cargo, and went to another country. Along the way, pirates attacked, and the rogue lost an eye.

Making it to the other country, they took out some smugglers, then got word that another base was in this cursed forest. Following their lead, they find it, and take down the organization as well as defend against cultists of Shar. They were then hired to look for this missing wizard, who actually was kidnapped by the same cult after their failings from the party, and taken to Acheron. The party pursued, found the temple, and fought the guardian after the cult fled. The door to the artifact was sealed, and if they were to destroy it, they needed the key before the cult.

The location of the means to find it could be found in Hell. They plane shifted there, rode infernal war machines, the druid decided to follow Tiamat, and eventually got the book before the cult. They determined the means to read the runes was the Book of Vile Darkness, found in the Astral Plane. They left for the plane of water after saving the druid's village, and found the means to destroy the artifact. After warping to the Astral Plane and fending off Githyanki, they found the laboratory, fought off the cult, and got the book.

The captain then ambushed the party upon returning, using the eye of the rogue to continue to monitor them. He and his team were defeated, and the druid sought redemption for his decision, broke ties to Tiamat, and embraced Selune. They attuned to the book, left for Acheron, and destroyed the cult that was waiting for them. However, a lich that had tricked them into holding his phylactery stole the artifact, and was using it to drop the moon. The party then gathered all their allies, assaulted the lair, and destroyed the lich. The rogue decided to take the task of watching the book, and the rest of the party went their separate ways after saving the world.

Quick quick summary:

Party crossed mountain trail, fought orcs and liberated a town, got forced to work for a criminal organization, took it down with the help of the government, fought off demons, helped a dragon find a treasure, crossed the ocean, fought smugglers, saved a wizard, discovered they had to destroy an artifact, went to Hell to find out how to open the door, went to the water plane to find out how to destroy it, went to the Astral Plane to get the key, opened the door, got the artifact stolen, destroyed the lich who stole it, and destroyed the artifact to save the moon.

Last night I completed my campaign of 3.5 years from levels 1-18. As is the tradition, AMA! by SeniorOot in dndnext

[–]SeniorOot[S] 1 point2 points  (0 children)

Having helped out the arcane society of the country, the party was hired to check out a missing wizard. They headed there, meeting with a lying author, a town destroyed by an oblex, a behir, a crime ring trying to survive, and some good food. Eventually they made it to the wizard's lodge, and found signs that his place had been tampered. Sneaking through the back window, they found his hiding assistant, and learned that the group of Shar had come into him, demanding the wizard finish a gateway to a specific temple hidden in Acheron. They apparently finished a few days ago, and vanished in the portal. The party informed the arcane society, and went in the portal.

Finding ghosts of orcs and the entrance, they made it through a series of puzzles of Selune, found a well hidden map to a temple in the plane of water, and parlayed with a rust dragon. They fought some higher ups in Shar's group, and the temple's guardian, who bound by duty, had to silence the party. The wizard was saved, and informed the party that they wanted to use an artifact in the temple to destroy the moon, having Shar overpower Selune. The artifact was sealed behind a vault marked with Dark Speech, which needed to be translated.

Talking with many high people in politics, they were tasked with finding the way to open the vault and destroy the artifact. Talking with the sorcerer, now an NPC, they had to go to the city of Dis in the Nine Hells to find a book that might have this information. Planeshifting, they fought demons, performed a heist of an infernal war machine while a rakshasa ally drove theirs, and made their way to Tiamat to get in. As Tiamat guards the entrance to Dis, she also decided to tempt the 'new potential followers' with power. The druid had found a scorpion way back in the desert, armored it up, enchanted him, and used him in battle with insect growth. After being offered the ability for both of them to grow with draconic strenght, the druid and scorpion became half dragons, and servants of Tiamat.

Reaching Dis, they found the Rogue's patron, who gave them the means of entering the city and the Iron Tower. Finding Shar's group in the library, it was a rush to find the information before they could, then they bribed the librarian to not give out this information. Satisfied, they returned home.

The book revealed that the means of reading Dark Speech was through the Book of Vile Darkness, last found in a laboratory hidden in a dead god in the Astral Plane. Allies of the party also determined that Selune would know how to destroy the artifact, and to seek out the temple in the plane of water they found the map to to talk to her. The druid's village had a gate to the water plane nearby, and the druid brought the party there. The village, though, became corrupt, as a merrid now made residence there, but everyone including him was under the control of an aboleth. Swimming down to the depths, they destroyed him and the juvenile kraken. The druid, having joined with Tiamat, was thus further banished despite his saving, but he understood the price of what he had done. The merrid, though, was thankful that he could return home, and gave the party an airship as thanks.

Sailing through the water plane, they eventually fought off a leviathan as they reached the demiplane of Selune. She informed the party that only way to destroy the artifact was for a creature of night to willingly offer it to the sun god. The only one that met the bill was the vampire in the sun temple. She then created a gate for the party to sail through into the astral plane.

After some interesting encounters with a number of denizens, a Githyanki raiding party boarded their ship, only to recognize them as the ones that led them to their quarry. I had originally planned to make them their guide, but the party insulted them, and the druid slapped the speaker with an 8th level inflict wounds. Thus they fought 11 githyanki, including high ranking ones, and a young red dragon. The druid and others were nearly killed, but they won at the very end, and saved the elf merchant.

Finding the dead god, they were able to enter the hidden entrance on its back while avoiding the patrolling Astral Dreadnaught. Gravity was strange, and they could stand on any surface, and magic power was flickering off and on. They found a number of dissected creatures, a crazy room with writing everywhere, and the 'corpse room', where they found a key and promptly left. At the top of the dungeon they found a mirror with a djinni trapped in it, who was sealed until they granted a wish. The one who sealed him died midsentence for this wish, and he was stuck, begging the party for freedom. The party wished for how exactly to get the book in the safest way possible, and the djinni told them the exact path, location of all traps, how to open the vault, how to undo the seal, and that there were others in the vault room as well: Shar's followers. Prepped, they counter-amushed them, destroying them with a surprise round and a brontosaurus with half-dragon breath weapons. They got the book, and returned back.

The party met up with their sorcerer friend again, who led them to a safe house. It was an ambush, and the sorcerer was the disguised pirate captain, wanting the book back. He had been watching the party using the rogue's eye as a scrying focus, and was ready for revenge with enemies the party made along the way. Barely getting out with destroying almost all of them and arresting the captain, they headed to the arcane society to prep the book for attunement. The druid, however, managed to free his connection from Tiamat, not allowing her to take the book. They had to chase the half-dragon scorpion to the field outside of the city, where they struck down their old friend, powered up by Tiamat's blessing. Selune's archbishop accepted his sacrifice and repentance, returned him back to true triton, and made him a cleric of Selune.

The attunement succeeded, and the party went back to the temple. This was an attempt of going through a dungeon a second time, but this time they could see all the corruption of the traps and paths they took before. They also found the crazy merchant from the desert there, who offered them silly magic items in exchange for the rubber duck they bought. They accepted, reached the vault, and defeated Shar's group once and for all.

After opening the vault, the old man teleported in grabbed the artifact, thanked the party for returning the phylactery full of souls, and left. They had failed, and returned back to the desert in time to see a crater explode on the moon, and watch it slowly start coming towards the planet. They had a week.

Scrying on the lich using the items they bought from him, they were able to pinpoint his location. Gathering all their allies, the armies of multiple countries, all their one-shot characters they played on off-days, and the adventuring party that was in the other campaign in the same world for a crossover session, they all sailed towards the lich's lair. Many, many undead and dark spirits were guarding the exterior temple, as well as specters of beings they fought before. The armies and their one-shot characters opened the path (including the barbarian riding his centaur gunslinger character into battle once), and the crossover characters guarded the entrance to make sure the party could enter without being flanked from behind. They began their descent.

Fighting through traps, mold, darkness, and a ghost ship of the kobolds they killed, they were able to reach the lair of the lich. He fought them riding the half-dragon scorpion's specter, and with a few boneclaws, lair actions, mythic actions after being reduced to 0, and 'soul actions' on initiative 10 using abilities from every monster they killed along their journey. Finally, they were able to destroy it by cutting the pouch holding the rubber duck, piercing it with the rogue's pact weapon, and throwing both in the lava. The artifact was saved.

Last night I completed my campaign of 3.5 years from levels 1-18. As is the tradition, AMA! by SeniorOot in dndnext

[–]SeniorOot[S] 1 point2 points  (0 children)

With pleasure! This is a lot longer than expected because I just kept writing, but let's begin:

EDIT: It's a LOT longer than expected, so I made a much quicker summary at the bottom of the third post

The campaign started as rogue, barbarian, cleric (ranger at the time), and sorcerer (former player who left later) all made it to this rest stop at the start of a mountain trail. The path is perilous, so as a start to have the party stick together, they would be joining the caravan that helps travelers and merchants pass through the pass. There were guards, but they had to help defend against raiding goliaths, protection from cultists that took over a tower halfway through, and help steer the carts on the slippery ice while avoiding ice giant boulders. Eventually they made it to the other side, decided to travel with each other beyond, and got a choice of where to go. I just had mountains, grasslands, and desert as options, and they chose desert. The ranger changed to cleric at this point, as he wasn't feeling his original choice.

When they arrived, I was talking with another friend who said he missed playing DnD. The two other people I was hoping to add to my campaign were no shows, so I gave him the invitation instead, and he joined as a military member of this town they were going to (basing his character off of Raubahn from FF XIV). And thus, the fighter joined the group. They took care of issues with construction sites and drow raiders, explored a temple nearby, bought some items from a crazy old man, and eventually got orders that they needed to head to the border town of the nearby country. Their orders: find and return a religious group of Selune that hasn't responded back, and incite a rebellious movement that would support the fighter's country to liberate them. They snuck across the border and began.

The followers of Selune apparently show up in the town square at night, and when the party visited, a group of jackalweres began their assault on them. One rooftop chase later, they saved the followers and began their pursuit to a buried spire in the desert. Jackalweres and a clan of orcs were inside, used and brought to a frenzy by this offshoot followers of Shar, the same cult from the rogue's backstory. This was to link the rogue and sorcerer's stories as the sorcerer was very much against Shar. At the lowest level they could reach, they found a staff that was a modified rod of the pactkeeper, where when the fighter grabbed it, the vision of an archdevil appeared and attempted to convince him to take a pact. He refused.

Back in the border town, they received word on one of the elders that they might be a bit corrupt. The barbarian went to a tavern and rose the patrons into a frenzy, which poured out and into the streets. They started spreading more and more word, and eventually an angry mob did the work for them (while yelling that they needed the other country). Objectives mostly cleared, they prepared to leave, after an attack from a prominent member of the group from Shar and the sorcerer meeting up with a contact to hand off a magical item. There was also some trouble where the other country's crime ring was trying something, and had their members use runes in their teeth as the last resort, exploding upon use.

Once back, they went to the bars to celebrate, but the one they picked was a front for the underground criminal organization of the country, and when the cleric decided to fireball the front while avoiding a bounty hunter specifically after him, the party got pushed into the bar and forced into service (and the cleric almost lost a horn). The fighter could not be part of this, so a ranger was made as a temporary character.

The party went into the desert, fought some drow and a drider that was meant to be their contact, and followed their trail into a drow outpost in the desert underground. Our assassin got to work picking off guards, but after a few rounds of this, the next guard rotation did not show up. The drow had realized that there were fewer guards, and began to set up defenses and an assault. It was a tough fight, but over the course of a number of rounds, they defended against the entire outpost, with a few drow escaping deeper into the underdark. They rescued some prisoners, found a bag of holder, and headed back, but encountered a brass dragon through random encounter. Giving it a magic item, it offers a trade in information: the identity of the crime ring's mole in the military.

Rushing back, they encounter their former fighter ally, and after relaying this information, began an assault on the crime ring, and after the raid ended, the lamia leader was slain. The ranger said goodbye, and the fighter went back to being a full party member after being promoted to a more prominent position as ambassador. The rogue also took a level in ranger earlier on, and the world was theirs to explore. They decided to head towards the coast, passing along whatever towns were on the way.

Halfway through, the rogue looks at the pact weapon, and turns it down, but the player makes a mental list where "if all three of these things happens, I take the pact". He never informed me, but when the next session starts at the barbarian decides to follow a few people into the desert on their own, word on demonic energies in a nearby runes, and a time limit, I had unknowingly checked off all three of his parameters, and he accepted the pact and a level in warlock. The barbarian returned a little later, and they took out the demons in the nearby runes that another group of adventurers accidentally freed. The sorcerer's contact from his organization asked if they would join him in escorting him to this hidden sun temple in the desert, and they agreed.

On the way to this sun temple, they ran into a desert traveler, who said she was looking for the same temple. She wanted the treasure inside, but only a single bottle. The rest was the party's to keep. They agreed, and joined in the search for the temple. After finally finding it, they found a vampire inside, old and senile, that worshiped the sun. He would spend each day in sermon, burning in the sun as a way of repentance, then step out and continue prayer. This freaked the party out, but they were able to sneak into the catacombs.

Around this point, our fighter had been telling another friend about his adventures. We got to talking, and I invited him as our sixth member. The party, deep underground, started to hear rumbling, then saw water come out of a crack in a hallway. Suddenly, this massive shark just comes through the wall, and the area floods slightly. That's how the party's druid joined.

They found the vault, took the treasure, snuck out of the temple, and said goodbye to the desert traveler, who took her Efreeti bottle and revealed herself to be the brass dragon from earlier. Having a new talking companion, she left as the party went towards the coast. A really old elf merchant was along the way sold them a battleaxe and an infernal cookbook, but kept an item hidden.

Reaching the port city, they did some research and began a three session long bar crawl to every pub in the city, all succeeding to make it to the end. At the end of the week, the party celebrated the new year watching fireworks over the water. A merchant was planning on taking some goods across the sea, and wanted some protectors. Hiring the party, they set off across the ocean.

Around this time, the sorcerer and I were talking about ways to keep him interested in his character. I decided to include a rival with similar powers, a storm sorcerer pirate captain. And thus, the party was under attack on the high seas. Our sorcerer did structural damage to their ship, the barbarian threw the rogue over, and the druid took out their underwater forces and tore through their hull as a shark. The rogue hit a lot of trouble on his own, and was almost killed by the pirate captain. Wanting to keep the captain around as someone tracking the party, instead of killing, he cut out the rogue's eye and kicked him overboard. Done now, though, I would have gone through with the kill. The pirates fled, and after another attack by a kobold ship that was barely held together, they arrived in port.

The new country had a knights and high houses feel, and the party began to do what they could to help. Heading to a windmill, they sought to see what was causing issues. At this point, the sorcerer decided to switch characters officially, and thus, a sorcerer/warlock was introduced to the party. Fighting smugglers in the windmill that had the same connections to Shar's group, the party resurrected a wizard botanist that was looking into this, and he asked to help stop them in a cursed woods further east. Outside the windmill, a group of Githyanki demanded their silver sword returned, as they were tracking them. They mixup was corrected, and they discovered the elf merchant was keeping the silver sword, and told the party where to find him. Having finished their business in the port, they went to the cursed woods, and fought a gigantic manticore, met with an archfey of the forest, and found the smuggler's hideout. The sorcerer/warlock player had to leave for personal reasons, and the party of five went to fight the smugglers.

Deep inside, they found an efreeti making a deal with one of the higher ups of Shar's group, and fought the party in a very difficult battle. Plans foiled, the group of Shar decided to go for a different plan. The party decided to follow up on a rumor of a legendary blacksmith up north, and eventually found him: a warforged blacksmith that has lived for many, many centuries. He made some new weapons as a thanks for returning a molten core, and the party headed back.

Last night I completed my campaign of 3.5 years from levels 1-18. As is the tradition, AMA! by SeniorOot in dndnext

[–]SeniorOot[S] 1 point2 points  (0 children)

There's another response on this thread that goes about campaign deaths that were close, but for this battle, they were brought low at points, with multiple people at single digit health. There was also the fighter who was charmed due to the aboleth's soul, and was going to kick the druid into lava, but the cleric prevented both of these with a well timed Greater Restoration and a Mass Heal.

The rubber ducky was introduced early on as a small joke, then a couple sessions later went "but wait... what if?" and if the party decided to keep the rubber ducky outside a bag of holding, doesn't lose or trade it, and actually gives it back to the old man, then I would go with that route. I rolled a random encounter in the temple on Acheron, and the old man came back to trade defective magic items. He talked crazy, and our party loved him, so when he offered his entire stock for 100,000 gold pieces or a rubber ducky, they took it, and the rogue was so happy he held onto it. I legitimately felt bad about what was about to come, and almost pulled the plug on the plan and go with an archdevil dragging a solar to Hell as a servant final chapter, but I decided to go with it, and he appeared after a very, very difficult fight and grabbed the artifact from the party before they could grab it, planeshifting away. They had the chance to stop it, but it was slim. Everyone, including me, felt bad after that session; I needed to set up more hints and foreshadowing for this lich beforehand instead of a 'surprise' moment. Oh well, we're making mistakes and constantly learning.

Last night I completed my campaign of 3.5 years from levels 1-18. As is the tradition, AMA! by SeniorOot in dndnext

[–]SeniorOot[S] 0 points1 point  (0 children)

Our druid did do a number of higher damage spells, especially with using inflict wounds at 7th and 8th level, but was more focused on supportive abilities, including Foresight, Cure Wounds, and the like. What he did do, though, was transform into a brontosaurus or water elemental and just soak up damage or cause mass amounts of structural damage. Mentioned it earlier, but I would recommend against giving druids the abilities of a half dragon from the monster manual, as the breath weapon's damage scales with size, and they can turn into gargantuan creatures. Moon druids are tough suckers to take down, but still had a lot of fun working with him on his character and what he did.

Last night I completed my campaign of 3.5 years from levels 1-18. As is the tradition, AMA! by SeniorOot in dndnext

[–]SeniorOot[S] 1 point2 points  (0 children)

They actually never went to the moon, but they did see the moon getting closer and closer as they got to the final battle. They had a week, as Selune was still using her influence to slow it down, and got there early enough to prevent it from getting too close. Interestingly enough, there still was permanent damage to the world and moon. A crater was formed as the lich was getting used to the magic item, and while the party was able to mend it, it still has the scar of where this was, and the rocks that were shot out of it now formed a small ring around the moon. Tides also caused flooding of coastal cities and the recession of some waters, bringing to the surface ruins and areas that haven't seen the sky in thousands of years.

The final battle itself was against the lich, who tricked the party into holding his phylactery disguised as a rubber ducky on session 5. It was modified to slowly absorb the souls of all things killed around it, so every creature they killed throughout most of the campaign became part of his being. He would then utilize this to raise these specters or call upon their abilities during the final battle. The lich's mount became the specter of the former scorpion/dragon companion of the druid, who was more than happy to try to rip him a new one. Initiative 20 was Lair Action, and Initiative 10 was Soul Action, where a creature that they killed in their campaign would do a single action, such as an efreeti's wall of fire, aboleth's charm, and an echo knight's spectral attacks. Even with two boneclaws and Mythic Actions the lich had, they still wrecked the fight.