Tales from the Dungeon: The Real MVP

How I love reading stories about other people’s campaigns. Some are stories of adventure and epic heroics, and others are just a series of critical failures with nat. ones skidding across the table. I suppose I should get on that band-wagon and recount some of the ones.

In a series called ‘Tales from the Dungeon’, it will tell of events that myself as a player or a Dungeon Master have been a witness to. They can be funny or amazing, but never will they be boring.

Here for your reading pleasure, is the first one: The Real MVP.


servant_to_the_archfey_by_flamingchibi-d8twybhThe 5th Edition game I have played the most has the following party make-up (at least at the time of the story): Icarus (Half-Orc Flesh Golem Fighter), Varris (Dark Elf Vampire Druid), Nyxtari (me, the Tiefling Warlock-Bard turning more and more fey), Okami (Dragonborn Ranger with a wolf companion), Khaleesi (Halfling Rogue) and a Wood Elf (or was it High Elf?) Wizard that I cant remember the name of. We were roughly level 5 adventurers or so, fighting storm dragons and all mannerism of terrible things.

That is the Warlock Tiefling in the painting. Isn’t she pretty?

Our current situation was that we were in a tournament with three rounds. First we fought a group of six Thri-Kreen: essentially, ant people. Our Dragonborn, who now sports spider legs from his back, yells a death threat to them in an insect language and make them cower before we annihilate the lot of them.

Second round was against what can only be described as an alien gunslinger. We had met this being’s kind earlier after their vessel (which of course medieval era characters have no idea what the concept of a UFO is or technology) crashed. He would blast us with a “magical crossbow that shot energy beams”. We didn’t kill him because he was quite friendly to us, and so we only knocked him unconscious.

The last round of combat was much more difficult. Up to then we had done pretty well: no one died or became bloodied and I didn’t have to heal anyone. Then round three comes up, with a doppleganger rogue, a cleric and Skelter, a handsome blue-haired incubus that  Nyxtari had begun to crush on at the competitor’s lounge the night before.

Because the Druid was trying to play matchmaker and hook us up at the bar.

Through the revealing that we, the party, had killed his father, he had vowed to kill us all and especially me.  So there was to be no mercy had from him.

Phase one was to kill the cleric, which we accomplished. The doppleganger was this annoying little pest who would back-stab the party for insane amounts of damage. Skelter would mostly deal with the Fighter, locking him in single person combat while the rest of us dealt with the minor nuisances. The Wizard and the Druid, whose favorite form was Brown Bear at the time, nearly died and I was on the bloodied line most of the battleAzurethe.

One reason why I went Warlock-Bard multi-class was how I have a familiar.

Meet Azureth, a pseudodragon companion who’s favorite past times include curling up with Nyxtari for naps and making loud obnoxious chirping noises to the party even though he can speak telepathically to everyone. I can cast spells through him and perceive his senses, so what do I do? I send him around the battlefield in wide-spread circles and casting Cure Wounds through him on our Druid and Wizard. The Wizard, after the ordeal, then dubs Azureth as the Most Valued Party Member, exclaiming, “Azureth, you da real MVP!”.

Since then, Azureth has become a useful party member in his own right: used to scout ahead, look for treasure with advantage, and now shoot arcane lasers with an Eldrich Blast cannon mounted on his armor. And, in the latest quest line of the adventure, the Archfey has now upgraded Nyxtari’s pseudodragon into an orange Faerie Dragon. Azureth has evolved! With his blaster, he has successfully crit on the damage and caused enemies pain and suffering from 120 feet away and in the air.

Have your own stories you would like to share from campaigns? Let me know of them! I may feature my favorites in another entry!

Monsters of DnD: The Archfey

What severely disappointed me is how in the Warlock part of the Dungeons and Dragons 5e Players Handbook, we get these lovely chunks of information about the different kinds of Pacts: Great Old One, Fiend and Archfey. Yet, we do not have any stats on these powerful beings to see why we would not want to get our masters angry at our pathetic mortal selves.

I have solved the problem! At least for my personal favorite. With some time and effort as well as needed research into my guides for this edition, I present a stated-out Archfey enemy! For when you need  to tell your unruly Warlock servants who’s in charge.


“You dare set foot in my court, desecrating this place we Fair Folk find sacred no matter what walk of life we choose. You will wish that your toes had never stepped here in the first place.” – Archfey Nuada the Silver-Handed

It is known that the fey are strange, miraculous beings, but their power is dwarfed by that of the Archfey. In the eyes of sylvan beings, none compare in their mastery of the arcane and of trickery. They keep grudges for what seems like eternity, and will not let up on the chase for something even if it means watching from a distance their prey weaken and diminish. Always with a other-worldly grace to them, they look similar to elves but have wings that take the form of either ones belonging to insects like dragonflys or birds. Some even have wings resembling those of dragons and demons.

For all of their power, they seldom travel out of the world of Faerie, and due to this they enlist Warlocks to serve them in whatever way they wish. Some seek ever-growing knowledge while others wish to spread mischief and chaos wherever they go. They grant great power: power that makes  their servants fear if they should ever fail their patron or even dare to go against their will.

The Crow King

Armor Class: 18 (wears armor plus Dexterity)

Hit Points: 250

Speed: 35 on foot, 60 in flight

Strength: 14 (+2)

Dexterity:  18 (+4)

Constitution:  13 (+2)

Intelligence:  13 (+2)

Wisdom:  18 (+4)

Charisma:  20 (+5)

faerie_king_by_dizzylizzy101-d5tau6x Skills: Arcana +12, History +12, Perception +9,      Deception +15

Damage Resistances: Fire, Lightning

 Damage Immunities: Necrotic, piercing, bludgeoning    and slashing from non-magical weapons

Condition Immunities:  Charmed, frightened,        paralyzed, petrified

Senses: Truesight 120 feet, Passive Perception 19

Languages: Common, Sylvan, three others

 Legendary Resistance (3/ day): If the Archfey fails a saving throw, it can choose to succeed instead.

Magic Resistance: The Archfey has advantage on saving throws against spells and other magical effects.

Spellcasting: The Archfey is an 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Archfey has the following spells prepared, from the Sorcerer and Warlock spell lists.

Cantrip (at will): Eldritch Blast, Fire Bolt, True Strike

1st level (4 slots): False Life, Magic Missile, Hex, Chromatic Orb

2nd level (3 slots): Hold Person, Shatter, Blindness/Deafness, Mirror Image

3rd level (3 slots): Dispel Magic, Lightning Bolt, Vampiric Touch, Slow

4th level (3 slots): Greater Invisibility, Hallucinatory Terrain

5th level (3 slots): Cloudkill,  Dominate Person

6th level (1 slot): Chain Lightning, Eyebite

7th level (1 slot): Prismatic Spray, Finger of Death

8th level (1 slot): Power Word Stun, Earthquake

9th level (1 slot): Power Word Kill


  • Euphoria Breath: The Archfey breathes out a cloud of euphoria gas at one creature within 10 feet of it. The target must succeed on a DC Wisdom saving throw of 15, or for one minute the target cat take reactions and must roll a d6 at the start of each turn to determine its behavior for that turn.

1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.

5-6: The target doesn’t move, and the only thing it can do on its turn is make a DC saving throw of 15, ending the effect on itself on a success.


Legendary Actions

The Archfey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Archfey regains spent legendary actions at the start of its turn.

  • Cantrip: The Archfey casts a cantrip.
  • Conjure Fey (costs 2 Actions): As the Archfey, he can summon other Sylvan creatures to fight alongside him in combat or to aid in any myriad of tasks. The creatures he can summon include Blink Dogs, Satyrs, Green and Sea Hags, Faerie Dragons, Pixies, Sprites and Dryads. These summons have the same Charisma and Dexterity as the Archfey, while all other stats remain the same.
  • Reversal (costs 3 Actions): Until the Archfey’s next turn, all incoming attacks have the chance to backfire and cause damage to the person who initially attacked the Archfey. Roll a d100: anything below a 50 backfires upon the player and above 50 does not. The damage is at the full amount that it would be used at by the player character, and affects them no matter what spell or AC is at that time.

An Archfey’s Lair

forest fey

An Archfey often resides in a location of their choice, which is normally a place where the realms of mortal man and the fey overlap. These can be ruins, ancient castles or sacred groves of trees where no one sane dares to wander to. Guarded by all manner of sylvan creatures, they make sure to keep them in a state of eternal beauty and grandeur.

Its lair reflects the individual personality of the Archfey: while a benevolent and kind one may adorn it with everlasting trees and bird feathers, one with ill intention may cast shades of purples and greys over all that resides in its domain.

Due to their long-lived lifespans, many Archfey hoard some sort of valuable similar in the way dragons do in their lairs. It could be jewelry, magical artifacts or rare books. These beings are rare to give these up without a fight, but if granted something from their stock, consider it your luck kicking in.

An Archfey encountered inside of its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

On initiative count 20 (loosing initiative ties), the Archfey can take a lair action to cause one of the following magical effects: the Archfey can’t use the same effect two rounds in a row.

  • The Archfey rolls a d8 and regains a spell slot of that level or lower. If it has no spell slots of that level or lower, nothing happens.
  • The flow of time is altered such that every creature in its lair must reroll Initiative. The Archfey can choose not to reroll.
  • Magical fog billows around one creature the Archfey can see within 120 feet of it. The creature must make a DC 15 Wisdom saving throw or be charmed by the Archfey until Initiative count 20 on the next round.