Magic Gear Solid

Magic Gear Solid is the second D&D campaign ran in the KFC server. It's DM is Clippy with GoodDudeSnowy momentarily joining him, and it's more focused on story and worldbuilding than Dungeons and Chicken. The name comes from the Metal Gear Solid jokes often made by the players during sessions, pointing out similarities between the campaign and the Metal Gear series.

Player Characters

 * FriedaPlay as Yarbam the Destroyer (High Elf, Blood Hunter/Drug Dealer)
 * GoodDudeSnowy as The Doob (Human, Wizard), and Vin (Human, Monk)
 * Jakeasaurus as Zeref Eternus (Fallen Aasimar, Warlock)
 * Lonk as Manah (Water Genesai, Sorcerer)
 * Lightning as Whistle (Kenku, Rogue), and Helm Perrywinkle (Human, Fighter)
 * Kronos as Mau Bem Ston (Human, Beastmaster Hunter), and Damaxus (Tiefling, Bard)
 * Cthulhu as Gordunn Sheepsay (Human, Fighter Eldritch Knight)

Notable NPCs

 * Yorshka
 * The Magic Item Man (Louis)
 * The Drunk Enchanter
 * Seymour (Mau's undead velociraptor)
 * Captain Flamebeard
 * Spencer

Notable Villains

 * Vampiric Noble
 * Musket Ocelot
 * Flip
 * The Gauth

Session 1
The adventure begins in the town of Samith Wharf. Four people are given letters calling them to a tavern to speak to a female orc named Yorshka. These four include Yarbam, a drug-dealing blood hunter, The Doob, who is Yarbam's strange wizard assistant, Zeref Eternus, a powerful warlock, and Manah, a mysterious water genesai sorcerer who seems to know nothing of his past. Yorshka explains to the group that she needs help with some strange quests, which she seems to not remember all of the details about. She tells the group about a strange cave a ways outside of town which she would like them all to explore. Yorshka also introduces the group to a young kenku child named Whistle who she'd been taking care of, and tells the group to bring him with them. Though Whistle seems to just be an innocent child at first, the group later discovers that he's not just a thief, but a kleptomaniac at that. Manah, not wanting to go on an adventure with all of these maniacs, splashes water in Yarbam's face using magic and leaves the tavern. Zeref sends his familiar to go follow Manah and keep an eye on him, and the remaining party leaves the tavern to go and shop.

The group first goes to the magic shop, where the group meets The Magic Man, who runs the store. Notably, Whistle steals a ring while in the shop which allows him to use some magical abilities, with some strange and chaotic side effects. The group also checks out the enchantment store, which seems to be run by a drunken man who hates dealing with all the children and tourists asking him to enchant useless objects. However, upon realizing the group is looking for actual magic items and enchantments, he seems to perk up, and he tells the group that if they ever find magic purple stones, he can turn them into magical objects for them to use. The group decides to head out afterwords, but not before getting Manah back. Zeref looks through his familiar, and finds Manah sitting on a rooftop, looking off towards the beam of magic in the distance. Zeref speaks to Manah through the familiar, and ultimately convinces him to come with them.

Upon arriving at the cave, the group discovers there were actually bandits inside, claiming to be there for "the treasure". The party tries to claim to also be bandits but fails, getting them into a fight with the bandit party, which they make quick work of with a Tidal Wave from Manah and some shots from everyone else being enough to defeat the crew. After traveling down a strange hallway which didn't seem to make logical sense, the party came upon a strange alter, which Yarbam triggered by cutting himself, showing him a strange vision of what appeared to be a genie. Moving further into the cave, the team stumbles upon three gems. Manah, Yarbam, and the Doob all pick one up, giving each of them their own unique curse. To open the way forward and get rid of the curses, they had to figure out what each of them had been cursed with. They do this, and enter a room with a large door. They try to open the door, but it ends up summoning three banshees. They defeat the banshees, and are able to open the door using one of the gems from the other room.

Inside the other room, the team finds a gruesome sight. Before them there's a vampire, an alter of some kind, and corpses littering the room. The vampire tells the group that he'd been abandoned in there by a group of nobles who took some kind of "key" from the cave in order to "make their own society". The vampire seems delusional from all his time spent in the room, and he attacks the party, running at Yarbam to bite him, who grabs the vampire and suplexes him to the ground. After a brief fight, they defeat the vampire, and investigate the room further. In the center of the alter lied a circular hole of some kind. Upon Zeref placing a magically produced orb inside, the alter clamped down on the orb, and seemed to suck all of the blood around the room inside of it. With all these mysteries taken from the cave, the group heads out, ending the session.

Session 2
The Group did a thing

Session 3
The Group did a thing

Session 4 and 5
The Group did a thing

The Dream Sequence/Intermission
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