"The Bag Of Many Things" AKA "What's Everyone's Backup Character?" | Narrated D&D Story - YouTube

Channel: All Things DnD

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Now what you’re here for.
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“What’s in the bag?”
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Never Dump a Bag Of Holding
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Hi everyone.
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All Things DnD is back with another story.
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Generally not planning can get you in a bind as a DM.
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And sometimes over planning can backfire in hilarious ways.
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Find out how this this DMs players discover “what’s in the bag”
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I’m a relatively new DM.
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I have less than 1 year of experience.
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But what I lack in experience I make up for in planning and enthusiasm.
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My party is: a Crocodile Echo Knight fighter, a kenku mutant bloodhunter, a Half-Orc Eldritch
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Knight fighter, a Warforged Great Old One warlock, and a Kobold Graviturgy wizard, all
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level 4.
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The party has a very slow-charging cubic gate that they found so I could justify planar
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shenanigans, and they used it to make their way to my homebrew version of the elemental
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planes.
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I like to joke at the start of sessions that the players should have a backup character
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just in case things go wrong.
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Currently the players are on a quest to help some rock-people, who have been hiding from
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a large bird-shaped creature recently.
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The rock people live in a giant stone ring that juts from the ground and is protected
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from the horrid elemental effects, but the party decides to check the cliffs where the
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bird has been spotted flying towards a few times.
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I get my players to roll for some random weather effects on the way there, they end up getting
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acid rain and try to run to a rocky outcropping in order to get out of the storm, but a huge
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fissure opens up beneath them.
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Remember how I make up for my inexperience with planning?
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Well, creating elaborate tables for things like “how big will a fissure be” is a
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prime example of that.
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I roll for the size of the fissure, it ends up being 150 feet wide, 60 feet across, and
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I'M SORRY WHAT?!
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330 feet deep...
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Oh my god WHY did I make this chart…
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I allow the three players who made the save to use their reactions to try and grab the
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two players who failed, everyone succeeds and they manage to get across to the other
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side without taking too much more acid damage.
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The party waits out the storm under a large rock and then moves on to investigate the
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cliffs.
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The crocodile fighter has the ability to fly because of a transformation he endured earlier
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in the game.
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So he flies up and sees a dark shadow launch from the cliffs back towards the ring and
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alerts the rest of the party.
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His strength lets him carry the rest of the party without being unencumbered, so he becomes
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the group's taxicab and flies them back to the giant stone ring in the middle of the
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night.
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They land at the top of the ring and finally see that the huge bird was actually three
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griffons flying in formation; the griffons have no riders but are armored and can speak.
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They try to negotiate with the intelligent griffons and find out they're trying to secure
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a new place that's safe enough to build a home for a large group of them.
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The party convinces them that they'll set up a meeting with the rock-people and the
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griffons come morning
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The next morning they fly back to the top and meet the griffons from the night before.
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The original three griffons have been joined by a griffon prince and a heavily armored
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guard.
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I end up having to roll persuasion vs wis save to see if the brutish griffons get their
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point across Nat 1 vs 7, bad rolls all around, so the elder
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rock person turns on his charm ability to avoid a fight, and some of the PC's get caught
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in it.
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The rock people technically get to keep their home and the griffons get a new home and make
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new friends in the process!
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Hooray!
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The Rock people and griffons leave, but the rock people pay the party with the promised
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loot: a magical bag.
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They find out it's a used bag of holding that used to belong to a long-dead wizard.
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Every time they try and take something out of it I ask them to roll and consult a homebrew
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chart to see what comes out.
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Another hooray for planning!
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The Party decides, screw it and they send the Warforged into the bag head first.
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I thought they might be a bit careful because I dubbed it "The Bag of Many Things".
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Warforged finds a weapon handle in the seemingly infinite blackness that is the inside of the
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bag, and a bunch of tiny creatures grab onto him but don't attack.
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The Warforged comes back out and the party sees he has a warhammer and 13 pixies have
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latched onto him, screaming their heads off in sylvan.
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Crocodile fighter and Kenku bloodhunter scare off the pixies with some impressive intimidation
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rolls before they start grabbing other things out of the bag.
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Crocodile gets 1000 feet of rope out of the bag, Half-Orc pulls out a magical ring
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The party decides to split the loot but because of a terrible arm-wrestle between the wizard
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and the bloodhunter, the kenku bloodhunter gets ownership of the bag and gets to decide
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what to do.
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The kenku decides to turn the bag inside out and just dump everything on the ground so
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they can see what loot they get.
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"Uhhhh, ok gimme a sec to find everything that comes out guys."
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Time to reference yet another homebrewed chart.
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Magic items weren't the only things in the bag, there were also monsters, they just had
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really good luck to not accidentally pick any of them yet while randomly rolling for
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loot.
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Everyone is getting ready to wrap up the session, people start talking about work and going
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to bed soon, and I'm scrambling to find tokens for all the undead about to surround these
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idiots, but that's not the worst thing in the bag
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Everyone comes back to the roll20 map as I tell them that as they dump the bag inside
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out they suddenly find themselves surrounded by gold, jewels, weapons, armor, potions,
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scrolls...and skeletons, ghouls, a wight, a talking doll, a dryad, and floating skulls
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Before you guys get on my back for making this bag unfair, this was a random magic item
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bag I made a year ago to just insert into a campaign whenever.
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The last thing they see is a single mote of light that falls out of the bag, before they
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all have to make a Dex Save.
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The last thing in the bag was a delayed blast fireball suspended in time
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Two PC's made the save, the rest failed, vs 80 fire damage
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They have between 30 and 40 hitpoints, so they had to use their very rare limited resource
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points I had given at the start of the game to survive at 1 hp
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Fortunately, they all survived and the fireball killed almost all the undead to boot.
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Unfortunately the three floating skulls were flameskulls.
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Flameskulls are immune to fire damage and can cast fireball once each per long rest.
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I end the session there as we all laugh our asses off to keep the tension going until
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the next session, but now I'm a little concerned about the real potential of TPK'ing my whole
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party come next session
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So...I need your advice.
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Do I potentially kill my entire party next session or do I cleverly avoid combat?
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What would you do?
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That’s tough.
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I think I would avoid combat and killing my party.
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Or...maybe just kill the kenku.
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Lessons need to be learned somehow.
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What do you all think?
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Please let us know what you think and comment below!
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