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Game System

D&D 5e

Detailed Description

Coppervale is the core of a campaign setting that's still under construction, with plenty of holes in the map for players to fill in with their own backstories. The centerpiece of the setting is the eponymous Coppervale, a valley where a mysterious ancient civilization was wiped out in a magical cataclysm a millennium ago, leaving behind an array of tantalizing mysteries and baffling curses that current-day peoples cannot penetrate.

The wild magic fallout from that disaster receded enough in the past century or two to allow settlers to move in nearby. Most of these settlers are refugees seeking to escape wars or oppressive feudal governments in the "Civilized Kingdoms" to the west. But they've inevitably fallen back into their old habits, and the feudalism and corruption have found their way into this refuge. The settlements have organized themselves into County Hawksbeth, named for the mountains at the edge of the Coppervale, ruled by an enigmatic Countess who owes nominal fealty to a feudal king in the West; but this is mainly a facade that lets the locals pretend that they're not living in a lawless frontier.

The Coppervale itself is a place of magical ruins and magical monsters, still occasionally scoured by pulses of wild magic. Adventurers flock to County Hawksbeth from all over the world to win fame and glory through discovery and exploration, to test their mettle against the magical beasts of this exotic place, or to simply enjoy the freedom of the frontier, and of frontier justice. Also thrown into the mix is the forest of Twillburrow, a place of fairies and elves that borders with and overlaps County Hawksbeth, and adds a further source of danger and intrigue for the settles.

The technology level is low (late medieval, early Renaissance), but "little magic" is very common: cantrips and magical trinkets can be found everywhere. Powerful spellcasters, magical items and artifacts are rare wonders usually associated with the realms of fairies and angels, and the mysterious "Valian" civilization that was lost a millennium ago. Thus, the Coppervale setting juxtaposes the parochial world of a medieval frontier with the frightening world of ancient wonders and powers.

  1. What's new in this game
  2. Caradoc Fivin "Most queer... I shall have to chronicle this when we find its source," Caradoc remarked quietly, taking in the reality of the curse. He was otherwise prepared to carry on to the grove. Mechanics & OOC Statblock Half-Elf Wizard 4 Neutral AC 12 (15 mage armor) HP 23/23 Speed 30ft Str 8 (-1) Dex 14 (2) Con 14 (2) Int 18 (4) Wis 13 (1) Cha 10 (0) Attacks Dagger +4 1d4+2 piercing damage Frostbite DC 14 Constitution 1d6 cold damage & disadv. on next weapon attack roll Features & Traits Half-Elf Darkvision 60ft Fey Ancestry Skill Versatility (Investigation, Stealth) Folk Hero Feature: Rustic Hospitality Wizard Spellcasting Sidebar: Your Spellbook Arcane Recovery Arcane Tradition - Order of Scribes Wizardly Quill Awakened Spellbook Feats None Concentration: None OOC: I'm good for a short rest. I'll use Arcane Recovery to recover a 2nd level spell slot, if that's the plan.
  3. Tae'liva, Eladrin Druid Character Mini-stats Init: +2, Darkvision, Passive Perception: 16 AC: 14 (16 w/Shield), HP: 35 Spells: 7/7 Available - 1st 4 Slots, 2nd 3 Slots, Cantrips (Produce Flame, Guidance, Shape Water, Create Bonfire) Guiding Bolt: 2/2 Weapon In Hand: Staff, Flame Tael'liva noted the farmers mentioned other strange events and wondered if they had heard things that she had not. "Indeed, we are heading into the forest. Before we part ways, mayhap you can share any other rumors or observations you have made about the these weird events. This giant being one of course, but were there others you are talking about?" Actions
  4. 'Hops' Birtwhistle Hops accepts a handful of paw-paws and places them carefully in his pack; "These should mek fur an interestin' brew when I get hame!" Once the farmers have departed he says to his friends; "There is definitely a reet load o' strange stuff happen in' in t'forest; sooner we find out what, sooner we can get things back to reet."
  5. Road Block Unblocked The party helps the farmers fix up their broken wagon and get the remaining pawpaws loaded onto it. Only about half of the harvest remains, but the farmers seem at least hopeful that selling some of the swords will make up part of their lost income. They split the salvaged swords with the party (y'all get 2 --- in addition to the magical one --- and they get 2). They also offer each of you a handful of pawpaws as gratitude before heading on their way. At this point, the party are probably able to gather that there was some kind of curse or weird magic on this ogre that caused this stupid, violent and gluttonous behavior on his part. Added to the reports of conflicts between pixies and sprites, and of a dryad being forcefully gender-swapped, this likely deepens the party's concerns about supernatural troubles in Twillburrow. ((Unless there's anything else y'all want to do here, the party can continue on your way to the dryad grove. You've completed a short rest, so go ahead and roll your hit dice, if you want to.))
  6. • minotaur barbarian • AC: 14 • HP: 42/42 • Speed: 30 ft • Initiative: +2 • Senses: Perception +2 STR: +3 • DEX: +2 • CON: +2 • INT: -1 • WIS: +0 • CHA: +1 • Languages: Common, Minotaur, Goblin Conditions: None Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Specials: HornsYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike., Goring RushImmediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action., Hammering HornsImmediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you., Imposing PresenceYou have proficiency in one of the following skills of your choice: Intimidation or Persuasion., RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armour: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th., Unarmoured DefenceWhile you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated., Path of the Totem WarriorThe Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist., Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals., Totem Spirit: BearAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment., Primal KnowledgeWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. Animal Handling, Nature, or Survival. Skills • Acrobatics +2, Animal Handling +0, Arcana -1, Athletics +5, Deception +1, History -1, Insight +2, Intimidation +3, Investigation -1, Medicine +2, Nature -1, Perception +2, Performance +1, Persuasion +3, Religion -1, Sleight of Hand +2, Stealth +2, Survival +2 "Dewhurst lift wagon. Say when," he waits for instructions before heaving the wagon up so the wheel can be refitted. "Giant is food for animals now." By this he means he'll make no effort to bury the creature. Actions Move: Action: Bonus:
  7. 'Hops' Birtwhistle Hops moves towards the wagon to help the farmer with the repairs; his tools are soon in his hands and he hums whilst he works, interspersed with things like "Hold this'n 'err" and "That'n goes there" and a few of the parts seem to hold themselves with no visible means of support as he works. OOC: Mage Hand and Mending as cantrips as required.
  8. Road Block Unblocked "We sure appreciate y'all taking care o' that there giant," the farmer continues as he gathers up what's left of the pawpaws, "Sure is a lot of weird stuff happenin' in the faerie forest, ain't there? I guess we won't be cuttin' through the forest again: we'll take the long way around. "Say!" the other farmer, Al, says, "Where are y'all headin' on this road through the fairy woods? You headin' north to Hundredfold, are you?" The other farmer begins rolling the broken wagon wheel back to the wagon, and trying to figure out how to hook it back up for the rest of the journey to Tembroke. ((The sword they gave you is a +1 silvered shortsword. The others are just regular shortswords.))
  9. • minotaur barbarian • AC: 14 • HP: 42/42 • Speed: 30 ft • Initiative: +2 • Senses: Perception +2 STR: +3 • DEX: +2 • CON: +2 • INT: -1 • WIS: +0 • CHA: +1 • Languages: Common, Minotaur, Goblin Conditions: None Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Specials: HornsYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike., Goring RushImmediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action., Hammering HornsImmediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you., Imposing PresenceYou have proficiency in one of the following skills of your choice: Intimidation or Persuasion., RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armour: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th., Unarmoured DefenceWhile you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated., Path of the Totem WarriorThe Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist., Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals., Totem Spirit: BearAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment., Primal KnowledgeWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. Animal Handling, Nature, or Survival. Skills • Acrobatics +2, Animal Handling +0, Arcana -1, Athletics +5, Deception +1, History -1, Insight +2, Intimidation +3, Investigation -1, Medicine +2, Nature -1, Perception +2, Performance +1, Persuasion +3, Religion -1, Sleight of Hand +2, Stealth +2, Survival +2 "Friend Korbann, alive," Dewhurst huffs, "Is good." "Dewhurst will help move the body," he starts pulling weapons out of the giant's blubbery hide and dumping them in a pile. Once he's got everything that could interfere with rolling the body aside he begins to push and shove the corpse, heaving it up so it rolls over. If there are more obstructions stuck in the flesh he pulls them out too and adds them to the pile. Actions Move: Action: Bonus:
  10. Tae'liva, Eladrin Druid Character Mini-stats Init: +2, Darkvision, Passive Perception: 16 AC: 14 (16 w/Shield), HP: 35 Spells: 7/7 Available - 1st 4 Slots, 2nd 3 Slots, Cantrips (Produce Flame, Guidance, Shape Water, Create Bonfire) Guiding Bolt: 2/2 Weapon In Hand: Staff, Flame Tael'liva looked at the farmers with an arched eyebrow as they were magnanimously offering them the spoils of killing the bulky giant and risking their lives to help them. She noted that Korbann was looking much better with a bit of magical healing and the goodberries. "I can produce some more of those healing berries should you need, Korbann. Just let me know." She checked out the dead giant some more to see what else might be stuck in the monster's hide. Actions
  11. Caradoc Fivin "Well, that was exciting," Caradoc said with a healthy dose of sarcasm. Seeing Korbann beginning to recover, he nodded as he asked for some time to rest. "Aye, take as much as you need. That monster must've crushed the wind out of you, if not a few more important things!" Mechanics & OOC Statblock Half-Elf Wizard 4 Neutral AC 12 (15 mage armor) HP 23/23 Speed 30ft Str 8 (-1) Dex 14 (2) Con 14 (2) Int 18 (4) Wis 13 (1) Cha 10 (0) Attacks Dagger +4 1d4+2 piercing damage Frostbite DC 14 Constitution 1d6 cold damage & disadv. on next weapon attack roll Features & Traits Half-Elf Darkvision 60ft Fey Ancestry Skill Versatility (Investigation, Stealth) Folk Hero Feature: Rustic Hospitality Wizard Spellcasting Sidebar: Your Spellbook Arcane Recovery Arcane Tradition - Order of Scribes Wizardly Quill Awakened Spellbook Feats None Concentration: None OOC: I'm good for a short rest. I'll use Arcane Recovery to recover a 2nd level spell slot, if that's the plan.
  12. | HP: 17/46 | AC: 17 | PP: 16 Conditions Concentration: The tortle inhales deeply with a hissing gasp, and roars with rage as it furiously clambers to its feet. It lashes out at the air with it's filthy claws as it tries to reorient itself to the battlefield. Finally, after several moments, it realizes that it's foe is no longer a threat, and begins to calm. It slumps to the ground, it's shoulders raising and lowering with steady rhythm. "Big Man had big fists. Kuannur know no foes like this." It shakes its head gingerly from side to side, rubbing it firmly. "Apologies friends. Korbann is not accustomed to such failure. Need a moment to rest. Speak with spirits." It opens a crude leather pouch and retrieves a cluster of spanish moss. Cradling the lump in it's hands, it chants in a hissing dialect of the sylvan tongue, revealing a wriggling mass of bulbous engorged leeches. "Ahh. A fine blessing." It stuffs the lot of them into it's mouth, black ichor dribbling from the corners of it's lips while it chews. Actions Heal +7 HP Cast Goodberry, and eat them all, +10 HP OOC Short rest anyone
  13. ' Hops' Birtwhistle Hops puts his tools back in his belt and then politely accepts the sword being offered. "That's reet kind of ye gents; reckon this will fetch a pretty sum fer us later, and ye should get enough from't rest to see thou reet again. As fer what caused it, could be any o thon ideas, buts that's what we're 'ere to find out."
  14. Road Block Unblocked As the giant falls dead, the farmers warily approach. They solemnly hold their breath until Hops is able to restore Korbann to consciousness with his healing spell. They then begin picking over the remains of their wagon and the spilled pawpaws. "Ah dang, Al!" one of them says, "We ain't gonna get much for these pawpaws now!" "And poor Bessie!" the other one says, grimacing at the half-eaten mule, "We ain't gonna get another mule like that for cheap!" "And probably not till next spring!" the first one says. He looks at the party. "What do you reckon here? This some kind of madness on these here giant, makes him eat too much and get all fat like that, so's he doesn't even notice them swords in his hide? Or maybe he's a regular guy what got cursed by fairies?" "Say!" the one called Al says, "Some of these swords look pretty fancy, don't they? Reckon we could sell 'em back in town, and make our money back? Look at this one!" He pulls out a shortsword with elegantly sinuous edges and an impossibly brilliant gleam to it. "Or maybe... maybe this one should go to you lot, eh? You certainly deserve some kind of reward, and I reckon you could make good use of a pretty blade like that."
  15. 'Hops' Birtwhistle Hops rushes to his fallen friend, hands tugging at a pouch on his belt to produce a series of tools including what looks like a crochet hook and some sort of auger. Healing word OOC: Hops can cast Healing Word without preparing it.
  16. • minotaur barbarian • AC: 14 • HP: 42/42 • Speed: 30 ft • Initiative: +2 • Senses: Perception +2 STR: +3 • DEX: +2 • CON: +2 • INT: -1 • WIS: +0 • CHA: +1 • Languages: Common, Minotaur, Goblin Conditions: None Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Specials: HornsYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike., Goring RushImmediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action., Hammering HornsImmediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you., Imposing PresenceYou have proficiency in one of the following skills of your choice: Intimidation or Persuasion., RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armour: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th., Unarmoured DefenceWhile you are not wearing any armour, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated., Path of the Totem WarriorThe Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist., Spirit SeekerYours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals., Totem Spirit: BearAt 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment., Primal KnowledgeWhen you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level. Animal Handling, Nature, or Survival. Skills • Acrobatics +2, Animal Handling +0, Arcana -1, Athletics +5, Deception +1, History -1, Insight +2, Intimidation +3, Investigation -1, Medicine +2, Nature -1, Perception +2, Performance +1, Persuasion +3, Religion -1, Sleight of Hand +2, Stealth +2, Survival +2 "Friend Korbann, dead?" Dewhurst looks down at the cracked shell and laments his passing, "We must carry news of his death to his people. Sat on by fat giant, crushed to death. That not heroic end for bards to tell tales of. Hmm, better he lives." With some small experience in patching wounds the minotaur kneels down and does his best to stop the tortle from bleeding any more, "Korbann will need that blood." Actions Move: Action: Bonus:
  17. Road Block Tae'liva hurls another flame at the giant, and the flame bursts in his face. He throws up his arms and wails in pain as his flesh burns black. He tips back, and his balance becomes even more precarious. With a final moan, he tips over and lands with a hard "thud!", accompanied by the squish of a lot of pawpaws beneath him. You can hear Korbann's shell creak a little with the shifting of all that weight, but the giant's skull seems to have hit hard enough to put an end to him, and a couple weapons buried in his skin are shoved deeper, or break on impact. He continues to moan weakly for a few seconds, but his moans slowly dissipate into a long, final gasp. It seems the giant has been sent to his final resting place. ((68 was the magic number!)) Beneath his flabby legs, Korbann lies motionless. Initiative and Status 16 - Korbann (dying, 0S, 1F) 16 - Caradoc 13 - Tae'liva 11 - Lark 9 - Hops 8 - Giant (0/68 hp) 7 - Dewhurst To Post: -- Special Actions: Combat Over! Roleplay at will!
  18. Tae'liva, Eladrin Druid Character Mini-stats Init: +2, Darkvision, Passive Perception: 16 AC: 14 (16 w/Shield), HP: 35 Spells: 7/7 Available - 1st 4 Slots, 2nd 3 Slots, Cantrips (Produce Flame, Guidance, Shape Water, Create Bonfire) Guiding Bolt: 2/2 Weapon In Hand: Staff, Flame Tael'liva kept shifting around to have a clear line of sight at the giant, casting her spell again to fling the small ball of flames at the nearly beaten ogre. "We are almost there to stop him, yes?" she asked as their efforts appeared to be taking too much time to save their companion and her own spell was not very effective at the moment. Actions Move Action: Moved to AI26 last round, map was not updated. Continue to move to AI23 Action: Ranged Spell Attack, Produce Flame
  19. Road Block As Korbann passes out from the indignity of being sat on, Dewhurst slams into the giant and attempts to shove him, but the giant still seems immovable. Dewhurst's axe clips the giant a little, and Caradoc's magic missiles slam into the giant. The giant wails and moans in frustration at the beating he's taking, and it looks like he's pretty wounded now. But he's still hanging on just enough. Map Initiative and Status 16 - Korbann 16 - Caradoc 13 - Tae'liva 11 - Lark 9 - Hops 8 - Giant (61 damage) 7 - Dewhurst To Post: Tae'liva Special Actions: --
  20. Caradoc Fivin Seeing Korbann fall to the giant, and how close the blades of his cloud of daggers were coming to his fallen form, the wizard hastily ended the spell. Instead, he attempted a more cautious attack, turning four of the daggers directly inward into the giant with surgical precision. Mechanics & OOC Statblock Half-Elf Wizard 4 Neutral AC 12 (15 mage armor) HP 23/23 Speed 30ft Str 8 (-1) Dex 14 (2) Con 14 (2) Int 18 (4) Wis 13 (1) Cha 10 (0) Attacks Dagger +4 1d4+2 piercing damage Frostbite DC 14 Constitution 1d6 cold damage & disadv. on next weapon attack roll Features & Traits Half-Elf Darkvision 60ft Fey Ancestry Skill Versatility (Investigation, Stealth) Folk Hero Feature: Rustic Hospitality Wizard Spellcasting Sidebar: Your Spellbook Arcane Recovery Arcane Tradition - Order of Scribes Wizardly Quill Awakened Spellbook Feats None Concentration: None OOC: Caradoc casts magic missile as a 2nd level spell against the giant, dealing 4d4+4 force damage.
  21. Agreed; we need a new plan!
  22. We're level 4, and none of us are clerics. I think Williorn has to stop concentrating on his cloud of daggers, or else the damage will insta-kill Korbann.
  23. Strength save (+5) ((That still succeeds: Dewhurst is unable to push the flab giant off of Korbann's body.))
  24. I mean... Anyone got revivify...? That said, Mr. Ogre Man has been rolling quite well and got a decent set of hits in, so most of the near death experience is on him...
  25. | HP: 0/46 | AC: 17 | PP: 16 Conditions Concentration: Making Death Saves: Success (x/3) Fail (1/3) With a final gasp, the tortle slumps unconscious under the ogre's shifting bulk. Actions Take Damage, 13 (Remainder 12/46 = no death) Death Saving Throw #1 (Fail) OOC
  26. I just don't wanna outright kill Korbann in his first appearance in this adventure. That would suck.
  27.  
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