I’m playing in +Rob Conley  Majestic Wilderlands campaign, using D&D 5th edition as the ruleset. I’m playing a Paladin of 4th level, following Oath of Devotion. The character background and full writeup can be found here.

I’ve got six spell slots plus Sanctuary and Protection from Evil/Good which are Oath abilities and therefore always prepared. What I’m wondering is, in the collective experience, what spells are effective in what conditions and fit with the character concept.

My experience with D&D magic is somewhat limited, and I’m very interested in actual play anecdotes about where each spell might be more and less useful.

Note that at fourth level, I am only selecting from the fifteen 1st-level spells, of which two are pre-selected. So I’m basically choosing from half the list. My paladin is focused on sharp combat, defeating those that oppress the weak, and putting himself in the way of harm.

I tried the Stack Exchange forum, but since I’m asking for actual opinions and data, that seems to be off topic – that forum seems to be strictly right/wrong answer driven, which is not what I’m looking for.

So, here’s the list from which I must choose:

  • Bless
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil/Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Heroism
  • Protection from Evil
  • Purify Food and Drink
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite

I already have Proection from Evil (and Sanctuary, for that matter). Perhaps the right way to go here is to talk about what’s not appropriate. Detect Magic and Poison/Disease doesn’t seem the right thing for my guy. He’s all about putting himself between overt threats – that was the curse/blessing that the fey elf and Veritas called him for. Likewise, Purify Food and Drink seems equally off-base.

Compelled Duel almost screams at me that it’s mandatory, so I’ll mark it that way. “Face the wrath of the Hand of Veritas!” seems just perfectly in character. Shield of Faith fits in perfectly with the Protection fighting style, so that has to go on the list. Four more.

That puts me at

  • Bless
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Evil/Good
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Heroism
  • Protection from Evil
  • Purify Food and Drink
  • Searing Smite
  • Shield of Faith
  • Thunderous Smite
  • Wrathful Smite

So, of the four remaining choices, where would you go?

Edit: Based on the comments and another day’s play, I’ve made some more selections, with the definites in bold, and the options in red. I actually used Command in the game on Feb 16 to cause the surrender of a person that we might have otherwise had to kill. Bless is twice-recommended, so that’s probably in. Healing never goes out of style, so Cure Wounds isn’t a bad call, but Heroism and Divine Favor also have some compelling qualities.

So I’m down to “Pick two of Cure Wounds, Divine Favor, and Heroism.” I agree that spending a spell slot on 2d8 extra damage for my channel divinity ability (and more still with higher level spell slots, which I don’t currently have) is worth more than the smite spells. Plus I enjoy the visceral feeling of whacking things with swords.

It’s no secret. Ever since I read Elisabeth Moon’s The Deed of Paksenarrion, I’ve loved playing paladins. +Rob Conley did me a favor and quoted the best description from the book in a prior blog post:

Paraphrased From page 579 of the Trade Paperback the Deed of Paksenarrion.

Most think being a holy warrior means gaining vast arcane powers, that they would be nearly invincible against any foe. But truth is that while Paladin are skilled at fighting, that was the least of their abilities. A quest might involve no fighting at all, or a battle against beings no steel could pierce.

Above all paladins show that courage is possible. It is easy enough to find reasons to give in to evil. War is ugly as many know. But we do not argue that war is better than peace; paladin are not that stupid. It is not peace when cruelty reigns, when stronger men steal from farmers and craftmen., when the child can be enslaved, or the old thrown out to starve, and no one lifts a hand. That is not peace: that is conquest and evil.

Paladins do not start quarrels in peaceful lands, never display their skills to earn applause. But we are the sword of good defending the helpless and teaching by our example that one person can dare greater force to break evil’s grasp on the innocent. Sometimes that can be done without fighting, without killing, and that is best.

But some evil needs direct attack, and paladins must be able to do it, and lead others in battle. Wonder why paladins are so likable? It is important, we come to a town, perhaps, where nothing has gone right for a dozen years. Perhaps there is a temple there and sometimes there is not. The people are frightened, and they have lost trust in each other, in themselves. We may lead them into danger, some will be killed or wounded. Why should they trust us?

Because we are likable, and other people will follow us willingly. And that’s why we are more likely to choose a popular adept as a candidate rather than the best fighters.

In any case I decided to explore the world of D&D5 a bit into the spellcaster/power user realm. I’m usually a pretty fond guy for straight-up fighter types: Fighters and Rogues. But I wanted to get my feet wet in the power set.

I started with the idea to try a Monk, but then I came up with a set of rolls, and given the religious struggle at the notional heart of the campaign (I think it’s deeper than that with religion as proxy, but there you go), I decided to try Paladin instead.

I decided that the guy would be a half-elf, who was doing his own thing one day as a boy when he came across a brutish young human with a group of seeming sycophants brutalizing another boy, a peasant.

Angered, he challenged the boy, mocked him, and in the ensuing fight, thrashed him soundly. He did not escape unscathed – nor unnoticed. A fey – a ridiculously high level wild Elven Monk – watched it all happen. As fey will do, she blessed him with an elvish glamour (the high CHA and Folk Hero background), but cursed him as well – marking him as such and bringing him to the attention of greater powers than eve she. Forever would he follow the path of defending the weak. 

And between the spell she cast marking him as forever an avenger of the downtrodden, and his bloody visage after the fight, he was called the Marked Bloody Elf. Or Mark the Bloody Elf, shortened to Mark Bludiell, Markbludiell, or just Mark. Even he does’t remember his former name.

This mark led to another one – a calling by the High Lord Veritas as his Hand in the Majestic Wilderlands. The curse that was a blessing was a seed that took root – and of course, the young thug happened to be the scion of a powerful noble. Because fey never give a rose without thorns.

Mark Bludiell (4th level Paladin of Veritas)

STR 17; DEX 12; CON 16; INT 12; WIS 14; CHA 18

Yeah, I rolled well. And the choice of Folk Hero plus my own choices gave me

Animal Handling; Insight; Intimidation; and Survival.

Natural abilities due to being half-elven don’t hurt:

Darkvision; Can’t be magically put to sleep; Advantage vs being charmed.

Paladin abilities by fourth level 

  • Divine Sense – with action, any celestial, fiend, or undead within 60′ not behind total cover. 1+CHA bonus per long rest
  • Lay on Hands – 20 HP healed per long rest; 5 HP from pool to cure disease or neutralize poison. 
  • Fighting Style: protection. Can take a reaction to give adjacent friend help by attacks against him having disadvantage. Requires shield.
  • Divine Smite – 2d8 extra damage for 1st level spell slot, +1d8 per spell slot level max 5d8, +1d8 on undead or fiend.
  • Immune to Disease (Divine Health)
  • Oath of Devotion

Channel Divinity (can do each once with a short rest between?)
  • Sacred Weapon (includes light) – Imbue one weapon with positive energy. Adds CHA to attack rolls. Bright light in 20′ radius. Treated as magical weapon. 
  • Turn Unholy – 30′ WIS saving throw or run away
His equipment is nothing special. Plate armor and a shield, for AC 20. A sword and a longbow. He’s got a horse, not a Paladin’s Mount, but a serviceable quality mount.

He can learn up to 6 1st level Paladin spells, though he can only cast three per day. 

I was surprised to find that there’s no basic Light spell on the Paladin’s list. While you can call light with Sacred Weapon, you can’t just play You Light Up My Life, which was a surprise. When I needed it, though, last adventure, Rob handwaved it away and allowed it as a cantrip because it was really cool as a part of an Intimidation roll.

I get Protection from Evil and Sanctuary as part of my Oath spells, always prepared. Six others? My calling is to always wade in where the fire is hottest, so in any fight I pick the biggest, baddest monster and head straight for him. If I must, I use Compel Duel to force him to fight me, to preserve others. As for he next five spells I have to pick, I’m still somewhat at a bit of a loss. Command seemed appropriate. Divine Favor too, as well as Searing Smite, though that one was mostly just cool. Given my protector thing, I should probably pick up Shield of Faith, Bless, and Heroism.

But I’m sure there are better choices out there, and I’m definitely up for good suggestions.

Mostly, in terms of other equipment, he’s probably got a basic adventurer’s pack with traveling gear and survival gear, and that’s about all. 

Thus far, he’s been fun to play. My background and calling play right into the thick of the plot, so this is the first paper man I’ve played in a while where the details of who he is, the what and why of his calling, are really important. Getting into roleplay for roleplay’s sake for the first time in a while is making me flex my imagination a bunch, much to the good.


Oh, and two posts ago was my 500th since I started the blog. Go me.

We start out having breakfast at an inn. +Peter V. Dell’Orto joins us playing an Elder of Mitra.

I believe the conversation begins trying to mitigate an uprising and prevent a war, or at least a slaughter, should actual troops come to put down the threat to the economic center that is Phandelver.

Carmina proposes confronting Halia and getting us to tell us what’s the deal with the list of people that she’s paying off that seems to be separate from her whole operation of purchasing fugitives to sell to the CityState as slaves.

That whole slave operation is a direct betrayal of her superiors, right up to the Invincible Overlord himself. Even if the Mitran revolution gets reversed, she’s in deep trouble there. That’s not kosher no matter who’s in charge.

I do a quick check on what the lay of the land is. Phandalin is kind of a nothing town. But the money from the mine has been shut off, and that will be noticed. We probably have a month at the near end, and three at the most, before the Big Dogs notice. Even before that, the local foes of Phandalin may show up to remind the townsfolk that they are, in fact, messing with the source of coin in the local region. The mine supplies the coin, which is used to buy food and other items from the surrounds. No mine, no economy.

An arrogant merchant comes in and starts insulting everyone. Not recognizing a Paladin of Veritas, she mouths off a bit. Mark stands up and calls divine light, rolling Intimidation at an advantage, hitting a 22, and she beats a hasty and chastened retreat. Mission accomplished.

We do a politics overview. The regents are led by the Myrmidon of Set. City State has been taken over by the forces of Mitra. The church of Mitra is present in the neighboring country of Modron, who had paid to finance a future rebellion. The Principality of Modron is a Ghinorian Successor Realm dominated by the Church of Mitra but is not a theocracy but the church of Tain.

Markbludiell speculates that the rumor of uprising in City State was planted. The inflammation caused the uprising (the casus belli) and the shutdown of the money from the mines provides the reason to actually care.

We discuss threats and eventualites and politics – and a young man bursts into the room shouting that the Redbrands (?) are back, and are under the inn. This seems to have been a feature of a previous campaign. 

Apparently “Carp” is in trouble. Little Timmy has fallen into the well, more or less. Rob pulls the ‘if conversation goes on too long, have ninjas kick in the door’

We pile into the area under the Inn, which can only be called a dungeon.

We advance, and eventually see a mage, four thugs, and Carp. The mage says “describe them again, starting from the top.”

Poor Carp starts spilling his guts. About the members of our party that he knows about. In great detail.

Sidwin the Sharp takes careful aim (“Hit him in the hit points!” says +Peter V. Dell’Orto), and rolls a 23 (and a 19! ” +Tim Shorts are you OK? Neither of those was a 1!”). The sneak attack strikes home and he hits for 15 HP total. 

Now for initiative, and Markbludiell rolls a 2. Gah. I am become Tim, roller of 1s. Look upon my order, ye mighty, and laugh maniacally. Sigh.

Carmina closes the distance to the northeast door. The mage then turns around and casts a Web spell at Sidwin. Web is good at preventing closing the distance, but doesn’t prevent a guy with a ranged weapon from peppering you with arrows. Vognur moves, sees the web, says “Aw, Crap!” and tries to start hacking through the web, not wishing to set the web on fire with Sidwin in it.

The thugs all shoot crossbows at Sidwin, two of which hit for 15 HP of damage. 

We discuss making the Shield spell +2d4 to AC instead of a flat +5 to make it less deterministic if it’s worth casting.

Markbludiell moves to the doorway as well, but cannot see a foe. Carmina charges to the south entrance, which she remembers comes around the back of the bad guys, though a 10′ pit must be crossed to get to them. 

Lamar burns away a section of web. 

The mage casts magic missile at Sidwin; he reacts with a shield spell. “You’ll have to do better than that!” and rolls an Intimidation check with DC 15 – he rolls 19 and nails it. They are intimidated.

Alb Irex moves forward and goes for another interaction – “Give up, and we’l spare your lives!”  We all laugh, so at least we aren’t intimidated.

Sidwin comes up and gets in an action, but then gets pasted for another 15HP. He’s down 30 HP, so this is bad news for him. 

We are having real issues with the web, and that’s when, of course, the mage throws a fireball down the corridor. 

“How many HP do you have left?” “Not enough to survive a fireball from a 7th level (or so) mage, likely”

Sidwin rolls a crit, and the door slams shut. The web burns away. And Carp, poor kid, turns into a crispy critter, screaming as he burns. Those that saved take 1/4 damage, those that don’t take half damage, thanks to the quick reaction/critical from Sidwin.

Vognur charges in “You killed Carp; he was just a boy!” but doesn’t get to attack. Alb Irex charges in, and casts a healing spell, healing him completely by the power of Mitra.

Sidwin charges forward, jumps on the mage with the neck, and gives him a little stabby stabby in the neck neck, to quote the player.

He also rolls an intimidation roll and nails it. The thugs are mostly cowering, but some are still active.

Markbludiell rolls in and protects the priest of Mitra and now-healed but still fallen child. It’s what he does.

Carmina rolls some flaming flaminess. “I’ll see your pokey stabbiness, and raise you flamy flaminess! It’s a third level burn!”

We basically finish the mage off. “That’s for Carp!” 

“Um, he’s alive!” “Tim doesn’t know that.”

There is still fighting to the south, with a bunch of bad guys peppering Carmina with crossbow bolts, so Markbludiell dashes forward, leaps a pit, and tries to close with the bad guys. Sidwin also jumps the pit and advances to the fray.

Tim runs forward and has cast Disguise Person on himself; he impersonates the mage and tells the remaining thugs that their cause is lost. They throw down their weapons, and we come forward, and Sidwin drops his disguise. 

We have six captured thugs and one dead mage. We loot ’em all, scoring a magic wand that shoots Web spells, 660d in coin, and a letter. We also find a blacked silver dragonhead token. It’s a sign of Pan Caulderax – she is a dragon. An actual, no-crap dragon that lives in Warwick, north of here. She’s been wanting to infringe on City State territories. 

My divine intuition tells me that this is one of the prime movers in my holy calling. Not the revolution, but the currents being stirred by the dragon.
We interrogate the prisoners. Mori is a green dragon, living south of us, in Dearthwood. Maud is, perhaps, “some girl,” so say the thugs. They also mention a Vermian. And being killed by Herone (?) since they failed. They need to tell Vermian it’s time to come home. 
They did visit the Glasstaff. Oh, and Vermian is Mori’s offspring. The dragon in Thundertree sounds like a young dragon.
Pan Caulderax is well known to the elves. The Silverwood, home of the elves, was taken out by an army of orcs led by that dragon. That army also took out the dwaven stronghold of the Majestic Fastness, which is rumored to be the dragon’s lair to this day.
Herone is a merchant in Tain – just north of here.
Markbludiell prays for guidance; the gods cannot or do not take a side in that matter. 
Intervening in the workings of the locak bad-guy Knight (Sir Varius of Highgarden Manor) is within the realm of human choice. Other pertinent detail: There is probably a dozen other manors between Vallon and Phandelver each with a knight and 2 to 4 yeoman. But their allegiance is fragmented; they might break any direction. Set, Mitra, pro-overlord, the Lars (ancestor worship), etc. 
We do a lot of discussion. There’s a dearth of information. We don’t know whether the Knight of Highgarden Manor is about to mount an attack on Phandelver, or not. We don’t really know if the Regency has really been overthrown by Mitra (we suspect “hell no.”) We do know that the dragon Pan Caulderax is at the center of one of the major plot stirrings. We also suspect that Sir Varius isn’t bright/motivated enough to attack without being poked in that direction.
We decide to head through Highgarden and then on to Tain, looking for mobilization. Sidwin (Tim will be absent next monday) will go ahead to Tain, paving the way for a later visit. We can intervene in Highgarden if bad stuff is happening there. If not, onward to Tain to get info on whether the political situation that motivated the revolt in Phandelver was underpinned by a real upheaval in the capital, or not.
We end there, having spent but a day in-game. We will execute the plan next game time.

In yesterday’s post on +Rob Conley‘s Majestic Wilderness D&D Campaign, I noted the difficulty of keeping all of everything straight.

Part of that was trying to integrate the map and geography, the PCs themselves, getting a feel for my own character, as well as being dropped in the middle of things. Ready? OneTwoThreeFIGHT!

But the more I think about it, the more I think that what I described as a relationship map is a really good idea for this. +Christian Blouin did something like this for factions in his Middle-Earth-based campaign, with the dwarves of Moria (I think) interaction as factions, clans, etc.

There’d be a couple of ways to get this done, but for what Rob has exposed us to thus far, I think what we need is probably a two-method map to start. Probably something like the example to the right, which is based on a business, but modified. The blue boxes would be factions. Right now I think we have Mitra, Set, the Draco-lindes (?), and whomever is opposing the Draco-lindes. Some of those factions, I think, overlap to some extent, such that I believe the Draco-lindes faction is allied or part of the Mitra faction – or else they’re behaving that way.

Within each box would go characters. So Halia, the disliked priestess of Set, goes in the “Set” box, and would have interactions, generally poor, with other characters.

That means we need an axis for interpersonal relationships as well. Something like the second example.

This uses colors to describe 12 kinds of interactions, from “had sex with” to “dating/dated” to loves and hates. That’s probably too much for initial needs for the MW campaign, but at least an “opposed/allied/neutral” demarkation would be useful. Combined with the right kind of hierarchy, and you could get close to the board from Chuck, or the Murder Board from Castle. Either are giving the same basic information – what are the connections between the “players” in the scheme.

Now, none of this tells WHY or WHAT people are doing just yet; that might be sub-factions within each one. That would turn the blue boxes above into a Venn diagram.

Each player could join one or more factions within factions easily. Sure, Bogia the priest is interested in spreading the Peace of Mitra across the land, but he’s not willing to use violence to do it. On the other hand, Myxkill the Faux Paladin might agree that the Peace of Mitra needs spreading, but anyone that isn’t properly spread needs to die, alas for them.

I’m sure I could start with something like XMind, though perhaps Realmworks has better tools, having been conceived around this type of thing anyway.

Ultimately, though, from both a GM and player perspective, some sort of relationship map seems very important for keeping this sort of faction-based play straight in the heads of the people who are moving our paper men around the world.

This may be a short post. My newly-made Paladin charged into the opening fight as per his “seek out the baddest guy” custom, and got nailed for a crit for 4d8+2 damage, for 22 points. That brought him down hard from 38 hp. Several misses later, Mark (my guy) gets hit again for 9, though he was healed in the interim for 9 HP as well. 

He’s missed twice, but the third time, he connects, and expends a spell slot to do an extra 2d8 damage, for a total of 3d8+3, and he rocks in for 23 HP. That sounds like a good plan for the future, then. Gotta take this guy down before things get horribly out of control.

The rest of the guys are engaging the soldiers – all of whom seem tough. High armor class of 16 or more. 

Sidwin the Sharp – I think is an orc or half-orc, we started in media res so Mark isn’t sure – slides in behind the big guy and eviscerates him with a backstab. Whew.

The miners that were around the campfire continue to run, and Keyar Nailo misses with a rapier stab. We continue to make slow, steady process, knocking down an orc here and there, and they have to make a morale check, only DC 10, but two flee anyway. 

I think that leaves four active foes. Mark runs up behind one of the uninjured orcs, and nails him in the back for 10 slashing damage (he got advantage due to facing). I can see this character is going to need a lot of healing though – this “my calling is to be where the fight is hottest in the defense of the good and the weak” thing is going to damage my calm a lot.

We continue mopping up, the higher level characters taking their toll, and the field is clear enough to start picking up stragglers, and Mark kills the last fighting orc. 

Kayar and Mark both shoot at the fleeing orc, downing him. Sidwin goes and drags him back to stabilize him for questioning. 

Of the miners, we save four of the miners that were wounded. So two dead, four wounded, six robust and unharmed.

The miners are perhaps predictably, grumpy. Rewards are promised if we can get them to safety. They claim they cannot go back to Phandalin; they’d be arrested by the town leaders.

Halia is the leader of the miners; she’s the foreman and a worshipper of Set. The miners are pleased with their treatment, but the Mitrans rand them all out of town, and captured Halia. 

Hmm. Politics.

And some inter-party strife. The overlord has been bleeding the city-state dry, worshipper of Set. The priestess of Mitre that was journeying with me declares against the overlord, and Mark Bludiell is on the side of justice and light, as befits his station.

Much politicking happens that frankly goes by a bit fast for me, and we split the party, I think, and head to Phandalin. We push through the barricade manned by two weak-minded commoners. The Paladin brushes them aside (Mark rolls badly, the barricade soldiers roll worse) and we continue, eventually meeting a Priestess of Mitre and two merchants.

We return Gundrin to the merchants, and note that our fellow party members are escorting a group of miners to the manor house. They ask if we’re from City-State or Dracolindes.

Draco-what? We don’t know either.

We find out that the Sheriff is in Tain, and that sounds like a bad thing, I think.

Markbludiell gets some dents pounded out of his armor from the previous fight. 

We switch scenes, and the PCs come up to the manor house, and a knight in shabby, unkept armor is riding towards them with two companions. It would seem that all representatives of the City-State have been bad guys.

“Well, look what the cat dragged in. State your business here,” says the Knight.
“We’re here seeking refuge, we’re here to see the Sheriff of Tain…”

The miner goes up to the Knight, and shows him something – the High Elf Keyar sees the exchange, and watches the Knight all of a sudden give the miners the Shepherd Book treatment. “Get this man to the infirmary at once!” and whatnot.

We discuss the politics of the situation; we’ve endangered, perhaps, one of the higher ups of the Black Lotus, a spy network. They decide to march hard to Phandelver in order to warn the town that minions and armies of Set may be descending on them.

They return to Phandelver/Phandalin, and run into the same barricade that Markbludiell and the priestess passed earlier. They greet them, “your friends passed earlier with Gundrin!” and are very jovial and welcoming.

The barricade is explained as a reaction to the City-State being under control of the Church of Mitre. They’re kicking out the Settites and taking control themselves. They’ve locked up the reeve, the miners were driven out as allies of Set, and Halia is in jail, etc.

They asked if they got glassstaff? No, they didn’t. They got the drowning black spider, but not the glass-staff. 

They send ’em down to the Stonehill Inn, where the Paladin and Priestess are kickin’ for dinner. The village seems very friendly, and there are about six guys with spears roasting sausage outside the inn. There are probably 100 or so, total, poor excuses for soldiers pretending they’ll make a difference.

The rumors are sweeping across the town that the Overlord Dracolindes, whose patron is Mitre, they say, has taken over the City State. There was an acolyte from the Cathedral; the Duchy of Darkmead is rising as well. Two more allies, and they’re unbeatable. Etc, etc.

We gather around and speak a bunch more; those with Investigation look into the Halia issue, trying to piece together anything coherent from the overall story. Does she have papers and notes? 


I had to go at that point – a conference call in 15 minutes, and an emergency laptop issue.

But wow . . . the Majestic Wilderlands is a dynamic, complicated place to adventure in. Youv’e got countries. Territories. Wilderness. Cities. City-states, each with their own geopolitical stuff going on. Plus the conflict between Set and Mitre . . . or at least, the political conflict between two religious factions, and then there are the layers which may or may not be related, such as whether the Dracolinders guy is actually “rah, rah, Mitre” or he’s playing his own game.

This is so very different from the “beer and pretzels” games I’ve played for a while. I have to pay attention carefully, and I don’t even know who the PCs really are yet! I’m feeling like what I need is a mind map of all the factions. This is probably something +Liz Theis‘ Realmworks might be good at. I wonder if I can/should try using my copy to take notes on this place?

Something needs to be done, though – I’m drowning in the detail. 

It didn’t help that my own PC, Markbludiell (or Mark, or Mark Bludiell – his identity other than as a Paladin, Chosen of Veritas isn’t that important to him) is still nascent. He’s got some backstory written by me, and another large bit of text that was provided by Rob – but I haven’t integrated all of that into his background, personality, story, and motives. 

Hell, I don’t even know what he’s been Called to do, but Paks had that problem too, so I’m not that worried. But in fiction, the characters can be led around by the Hand of God pretty solidly and no one minds. The shared experience of RPGs means I have to be more proactive – seek out The Injustice or whatever the divine mission is, and hit it with a sword a lot. Or whatever is sovereign for the task at hand.

In any case, I think I have homework to do.


Finally, we got about 440 XP for the adventure, which I’m told isn’t bad. At that pace, it’ll be 2-3 more sessions until 5th level, and from there I think 8.000 or so more XP until 6th level, which means a dozen or two sessions per level. So I better get used to this power level for a while. Perhaps.