Lost in the Labryinth (Inactive)

Game Master DeJoker

Where are you? How did you get here? How do you get home? Where is home? You have awoken in a 10 foot by 10 foot room with a door with no knowledge of where you are from or how you got into this room. The door seems to hold your only answer but will it answer anything or just create more questions?



Opening this up for player Discussion as needed.


Dee'Ly'Lah I posted this in Discord but in case you do not see it there I am posting it here as well. I have gone over your character and we have a few points to iron out as follows:

1) Instead of CN I would suggest CG as the only alignments I am allowing are the heroic ones (LG, NG, CG, or LN). Further Alignment is simply another aspect of one's Personality and as such is influenced by your Traits, Ideals, Bonds, and Flaws.
2) I made a suggestion that you might want instead of Magic Stone the following:

Primal Savagery:
Cantrip - Transmutation
Casting Time: 1 Bonus Action
Range: Self
Component: S
Duration: Instantaneous
The Caster channels primal magic to cause their fingernails to elongate, harden, and sharpen into venomous claws, ready to deliver a magical poisonous attack. Make a melee attack adding your Spell Ability Modifier to the attack roll. On a hit, the caster inflicts 1d4 physical damage from their magical claws along with 1d10 poison damage and the target gains the Poisoned condition until they make a successful Constitution Save vs the caster's DC at the end or their (the target) round.

At 5th Level: The poison damage increases by 1d10 to 2d10.

At 11th Level: The magical claw damage increases by 1d4 to 2d4 and the poison damage increases by 1d10 to 3d10.

At 17th Level: The poison damage increases by 1d10 to 4d10.


I Suggest this because it seems much more inline with your concept than Magic Stone -- still this is a mere suggestion if you do not like it that is okay with me but do let me know if it was a yeah or nay.

3) I do not see an equipment list showing what you purchased. I will definitely need that before moving forward with your character.

4) Here is the complete adjusted write-up for the Path of Wild Magic please reread as some of the previous tweaks were tweaked again bringing it into better alignment with its basic theme within this world's paradigm.

Primal Path: Wild Magic:
Magic Awareness: At 1st-Level as an Action, the character can open their awareness to the presence of concentrated magic. Until it expires, they gain the benefits of the Detect Magic spell with these adjustments: the range is 60 feet, the duration is the Constitution Modifier in minutes and merely full cover blocks this ability. The character can use this feature a number of times equal to their Proficiency Bonus, and they regain 1 use after completing a Short Rest or all uses after completing a Long Rest.

Wild Surge: At 3rd-Level magical energy roiling inside the character sometimes erupts from them. When they enter their Rage, roll on the Wild Surge Table to determine the magical effect produced. If the effect requires a Save, the DC equals 8 + Proficiency Bonus + Constitution Modifier.

Wild Surge Table (1d8)
1) Elemental tendrils lash out around the character. These elemental tendrils strike any enemy that is within 10 feet of them causing that creature to make a Constitution Save or take 1d6 energy damage (1-Acid, 2-Cold, 3-Fire, 4-Lightning, 5-Thunder, 6-Force). Further the character is also surrounded by a magical field that grants them Temporary Hit Points equal to 1d4+8 plus their Barbarian level. Until their Rage ends, the elemental tendrils remain continuing to lash out at the character's enemies.
2) The character as their Move Action teleports up to their Speed to an unoccupied space they can see. Until their Rage ends, they can use this effect again each of thier turns as their Move Action.
3) An intangible spirit, which looks like a mushroom (called a Boomshroom), appears within 5 feet of a creature of the character's choice that they can see that is within 30 feet of them. At the end of their current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity Save or take 1d6 (1-Acid, 2-Cold, 3-Fire, 4-Lightning, 5-Thunder, 6-Force) damage. Until their Rage ends, they can use this effect again as a Bonus Action to summon another spirit, on each of their turns.
4) Elemental magic infuses one weapon of the character's choosing that they are holding. Until their Rage ends, the weapon becomes sheathed in an energy (1-Acid, 2-Cold, 3-Fire, 4-Lightning, 5-Thunder, 6-Force) and does an extra 2d6 points of elemental damage to a target struck with the weapon. It also gains the Light and Thrown Properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves their hand, it can be summoned back to their hand as a Free Action at the end of their turn provided something is not holding on to it. If something grabs the weapon, they take the elemental damage for as long as they hold onto it unless protected in some way.
5) Whenever a creature hits the character with a melee attack before the Rage ends, that creature must succeed on a Constitution Save or take 2d6 energy damage (1-Acid, 2-Cold, 3-Fire, 4-Lightning, 5-Thunder, 6-Force). On a successful save the creature takes half damage.
6) Until their Rage ends, the character is surrounded by multicolored, protective lights; they gain a +1 Bonus to AC, and any allies that are within 30 feet of the character gain this same bonus as they too are surround by this light.
7) Either vegetation temporarily flourishes around the character or the ground surges and/or undulates; until their rage ends. Thus the ground within 15 feet of the character is considered to be difficult terrain for their enemies and any enemies within the zone at the end of their (the enemy's) turn must make a Dexterity Save or be knocked prone.
8) As a Bonus Action the character can arc a bolt of magical energy from their head striking another creature, of their choice that they can see that is within 30 feet of them, in the head. That creature must succeed on a Constitution Save or take 1d6 psychic damage and be blinded until the start of the character's next turn. Until the character's Rage ends, they can use this effect again on each of their turns as a Bonus Action.

Bolstering Surge
At 6th level the character can harness their wild magic to bolster themself or a companion. As an Action, they can touch one creature (which can be themself) and confer one of the following benefits (roll 1d6) upon that creature.
1) For 10 minutes, the creature can roll a d4 whenever they make an attack roll or an ability check and add the number rolled to the d20 roll.
2) For 10 hours, the creature gains the Disguise Self spell effect using it or not as they see fit for its duration or until it is dispelled.
3) For 10 hours, the creature gains the Longstrider spell effect for its duration or until it is dispelled
4) For 10 hours, the creature gains the Unseen Servant spell effect for its duration, or it drops to 0 hit points, or it is dispelled. Further this Unseen Servant will never be more than 60 feet from its owner.
5) For 1 hour, the creature gains the Shield of Faith spell effect for its duration or until it is dispelled.
6) For 1 hour, the creature gains the Speak with Animals spell effect for its duration or until it is dispelled.

The character can take this action a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest.

Harness Surge
At 6th-Level the character has gained a bit more control over thier surges and can attempt to influence the result of any Surge roll by making a Charisma Save DC 15 check if they succeed they can increase/decrease the result by 1, for each full 5 over 15 they get they can increase/decrease that result by up to an additional 1 (aka 20 = 1 or 2). This ability stakes with Controlled Surge later on.

Unstable Backlash
At 10th-Level when the character is imperiled during their Rage, the magic within them may lash out again; immediately after the character takes damage or fails a Save while in a Rage, they can user their Reaction to roll on the Wild Surge Table and immediately produce the effect rolled using their Reaction instead the normal Action needed for that effect (if any). This new effect replaces their current Wild Surge Table effect.

Controlled Surge
At 14th-Level whenever the character rolls on the Wild Surge Table, they can roll the die twice and choose which of the two results to use to determine the effect that is unleashed. If they roll the same number on both dice, they can ignore the numbers and simply choose any effect on the Wild Surge Table that they want.


Okay unless I can figure out a way to have multiple threads under my Gameplay Tab I will be sadly running this game from the Discord server. As I do need to have multiple gameplay threads and was totally flabergasted that I could not do that easily here.

So this is just a heads up to current and future players as it appears (unless I am wrong) that Discord is a necessity


Okay I have started one player in Discord, if others are truly interested in playing please poke me and let me know where you are at so I know how to move things forward for you. You can poke me here or in discord your choice.


Male Daytona 500 DM / 12

I already poked you


Thanks scranford aka Dee'Ly'Lah just touching base here so everyone knew I had not disappeared.

Some days I can get pretty swamped and I do not mind squeeky wheels as that not only keeps them in my mind but shows me they are really interested in playing the game which always helps motivate me even more.

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