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About This Game

Renewing the adventures of Bhalgurn, Kutaeg, and their allies in a galactic D&D setting. The fiendish host is gathering and threatens to devour the galaxy like a horde of locusts. The crew of Meridian and Claw Hammer are on an expedition in search of the Dawnbringer, a legendary celestial ship that may be able to help...

Game System

D&D 5e
  1. What's new in this game
  2. Congrats on the successful live game! Was that the final session? If so, how did it go? What were some of the big moments?
  3. Now through the worst of it and had a successful live session today. I should get back to posting next weekend.
  4. Things are progressing well both at work and with the live game continues advancing towards its finale. Hope you are all doing well in the meantime!
  5. Got it, thanks! The aforementioned work surge has a few weeks left in it. I think I need to bite a small bullet and say I won't be posting much until it's over. The lull to come after should bridge things nicely to the time when my live game will end (and it's still on track). So, I should soon be consistently more available than I have been in years.
  6. Grommash - Dwarf Artificer AC: 16 | HP: 49/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1 As Gundin's metal form began to show signs of necrotic rust, his mechanical eyes surveyed the damage with a hint of concern. In a moment of silent communication, Gundin's gaze met Grommash's, who was already prepared with a rag and oil in hand. Understanding passed between them, a testament to the bond forged through countless trials. OOC: Cast mend if needed. Mechanics Main Hand: Radiant Musket Off Hand: None Spell DC: 15, Spell Attack: +7 Level 1 Spells: 4/4 Level 2: 3/3 Action: None Bonus Action: None Move: None Manipulate: None. Free: Speech.
  7. So, no. Especially not after seeing Bhalgurn get blasted. He's just maybe looking over the equipment that Gundin brought back, maybe looking at the cargo, from a distance. Mostly just fluff to show Kutaeg's curiosity is peaked, but not enough to get hurt again
  8. Two sessions later and we are increasingly on track for this! In the short term my availability is getting crushed by a surge at work. But later in the summer I will get an indefinite improvement. Looking forward to no longer having to alternate between preparing for the live game and writing posts for MW.
  9. Also, I'm not clear on whether Kutaeg went down there also?
  10. Kutaeg Lightbrow - Dwarf Bard- College of Lore AC: 13 | HP: 53/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | Kutaeg looked around, all the unopened crates, and apparently, hidden magical traps , had his wheels spinning. "So much t'see, so little time. Just gonna make a quick scan, a little sniff, and little whistel before we move on..." And just like that he peered across the cargo, sniffed the air, and whistled between his front teeth, all the while looking for any magical vibes permiating from the boxes. Mechanics Main Hand: Longsword Off Hand: shield Level 1 Spells: 4/4 Level 2: 3/3 Level 3 3/3 Level 4: 1/1 Spell DC: 15 Spell Attack: +7 Action: Perception check Bonus Action: None Move: None Manipulate: None. Free: Speech. Arcana
  11. Kutaeg has something in his inventory called. "Chimes of opening".... can you remind me what that does?
  12. Without trying to spend all our time looting, anyone have a safe way to inspect the crates below? Seems like there is a possibility of magical/alchemical components down there, but I don't want to burn hit points needlessly. If no one's got ideas, I say we move up, leaving the cellar for later
  13. Gundin shadows Bhalgurn until the barbarian decides to abscond back to the ground floor. Unfortunately the dutiful metal servant also proves susceptible to the haze of necromancy gathered in the cellar. The effects are understated so far: tiny spots of rust that will come off with the right spell or even a thorough polish. Still, these are early signs that the environment down there is hazardous to all who visit. Upon their return, Bhalgurn deposits assorted small tools and papers collected from the workbench. Grommash inspects them first. The writing is alien to him but the hardware is more familiar. Some of the tools resemble those he uses for the finer aspects of work on his contraptions. One could also mistake them for a jeweler's: there are calipers, slender pliers, magnifying glasses, and the like. That's not all, though. There is also a mortar and pestle and other items one might find an alchemist puttering about with in his lab. The artificer assesses that, while this equipment could probably be put to other uses, the main reason for it was to maintain the magic powering the lighthouse over the years. If there are any supplies left for that purpose, they are probably to be found in the cellar. Bhalgurn's investigation of the storage down there was (understandably!) distracted. OOC: Neither constructs in general nor Steel Defenders in particular seem immune to Necrotic damage. I think Gundin has to make the same save. Also, the equipment collectively counts as Alchemist's and Jeweler's tools. They would cost around 75 GP so it's a neat little find.
  14. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 59/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 Bhalgurn felt his life force begin to drain away from him as he began to look through the containers. Frightened, he was unable to thoroughly search the containers, but his stout body was able to shrug off the worst of the life drain. He decided to just grab the items on the bench and get out of there. He dropped the items on the floor in front of Grommash and Kutaeg and pulled himself out of the necrotic environment. Mechanics Main Hand: None Off Hand: None Action: none Bonus Action: None Move: None Manipulate: None. Free: Speech.
  15. Projected finish: August 3rd due to some skipped meetings based on my calendar. Probably with some epilogue meeting after, but the time+energy sink will have ended.
  16. Grommash - Dwarf Artificer AC: 16 | HP: 49/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1 As Gundin followed Bhalgurn to lend his ever-helpful hand, Grommash popped his head down and found himself torn between competing curiosities. With his spectacles changing lenses, he observed the wisps dancing around his companion, noting their interactions with keen interest. His mind buzzed with questions—what were these ethereal apparitions, and how did they relate to the mysteries surrounding Kutaeg and the rocking chair? Yet, amidst the allure of the dancing lights, Grommash's gaze fell upon the storage containers lining the cellar. His eyes widened at the sight of a workbench, a treasure trove of materials and potential discoveries. His inner hoarder yearned to catalogue and explore every item, but caution prevailed. Before indulging his impulses, Grommash knew he must first ensure that these dancing lights posed no harm to his companions. With a resolute nod, he focused his attention on the wisps, his analytical mind probing their nature and intent. OOC: He is seeing if they seem to be harmful to Bhalgurn but also investigating the workbench for anything that catches his eyes. Mechanics Main Hand: Radiant Musket Off Hand: None Spell DC: 15, Spell Attack: +7 Level 1 Spells: 4/4 Level 2: 3/3 Action: None Bonus Action: None Move: None Manipulate: None. Free: Speech.
  17. Kutaeg's mind is still reeling. Given time, he may piece together more of what he saw before the dream was shattered when Gundin roused him. Bhalgurn expands the investigation while waiting for the him to recover. The warrior climbs down into the gloomy cellar, prepared to check out its contents. The necromantic wisps down here are drawn to the living like monochrome moths to a flame. Of course, fire is hazardous to moths--while here the danger is reversed! Bhalgurn paces among the storage containers but finds himself distracted by the gathering necrotic presence. It feels metaphysically cold, a chill to the soul instead of the body. And it's getting worse. That distraction foils his investigation. He finds himself rushing, opening sacks and lifting lids but barely checking inside before moving on. All the while he feels a slight but mounting pressure on his life force. He could stick around to try again but it would be more hazardous. Alternatively, he could head for the workbench and just grab everything he can to look at with the others. OOC: DC 10 Con save for half of 2d6 Necrotic damage. He could try investigating again with the danger this time being DC 12; it's getting worse the longer he's down here.
  18. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 62/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 "Well, you're alive," Bhalgurn said joyfully. "And if whatever ya saw on that chair inspires one o' yer ballads, then it was probably worth it. Anyways, if we're goin' ta explore this place, might as well get ta it." Bhalgurn started by heading into the cellar to inspect the storage containers and the workbench. He hoped there would be something that might offer a hint on where on this planet they might need to go to find out more about the Dawnbringer. At the very least, they could learn a bit about this forgotten civilization. Either way would make for an interesting afternoon. Mechanics Main Hand: None Off Hand: None Action: none Bonus Action: None Move: None Manipulate: None. Free: Speech.
  19. Kutaeg Lightbrow - Dwarf Bard- College of Lore AC: 13 | HP: 53/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | Kutaeg shook his head in embarrassment, "I tell you what, knowing how to sing 'The Battle of Ridge River' in three languages does not make one smart. I am sorry if I caused any delay to our mission. The chair was rocking, it was the only thing in here with a rhythm. I thought I might be able to get something from that rhythm. I was right, but I still don't know if it was worth it...." Mechanics Main Hand: Longsword Off Hand: shield Level 1 Spells: 4/4 Level 2: 3/3 Level 3 3/3 Level 4: 1/1 Spell DC: 15 Spell Attack: +7 Action: Perception check Bonus Action: None Move: None Manipulate: None. Free: Speech.
  20. That sounds like fun! I hope you get a chance to pull it off!
  21. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 62/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 Bhalgurn helped to steady Kutaeg as he is freed from his stupor. When he reached for water, Bhalgurn was there to hand him his waterskin. "Wha' possessed ya ta just up and sit in the damn thin'?" the defender asked incredulously. Between the two of them, Bhalgurn was usually the more reckless. Mechanics Main Hand: None Off Hand: None Action: History check to see if Bhalgurn knows any old stories about haunted houses. Bonus Action: None Move: None Manipulate: None. Free: Speech.
  22. Kutaeg Lightbrow - Dwarf Bard- College of Lore AC: 13 | HP: 53/65 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Bardic Inspiration: 4/4d8 | DM Inspiration: 0/1 | Kutaeg stumbles back holding his temple in pain, he hugs Gundin , who he presumes lifted him from the dream. "Thank you , Gundin, thank you so much. Oh, I need a..... something...quill...parchment...." the bard, clearly in searing pain, is stumbling through his satchel, doing all he can do with this information. "His story....his story must be told. Old man.... last watcher of the light house.... sun dead, only light from this beacon...this old man...sworn to duty... keep the light burning...watched the world die....." Kutaeg caught his breath, slumped over.... " he moaned in more solemn pain, he reached for his water skin and drank deep. Mechanics Main Hand: Longsword Off Hand: shield Level 1 Spells: 4/4 Level 2: 3/3 Level 3 3/3 Level 4: 1/1 Spell DC: 15 Spell Attack: +7 Action: Perception check Bonus Action: None Move: None Manipulate: None. Free: Speech.
  23. Gundin hauls Kutaeg out of the chair with some effort while Bhalgurn ponders for any historical precedent to draw on. The sudden intervention snaps the bard out of his catatonic state. Grommash observes some changes in the auras of magic that are present. The divination fades when the bard wakes up. The necromancy withdraws but does not dissipate, moving up away from this level of the lighthouse. The enchantment lingers. Kutaeg experiences the intervening moments very differently. He finds his sense of self drowned in a waking dream and briefly forgets who he actually is. All the grime evaporates from the windows with a golden glow. The bard looks out at the water beyond from the eyes of an elderly man; he can tell by the gnarled hands on the arm rests. An age before now, the sea teems with ships. Most are adorned not with conventional white sails but with the deep red of tanbark. Storms are frequent; this must be after the star died and the world sank, but before the civilization that clung to it faded. And fade it does. Kutaeg watches a rapid time-lapse of diminishing traffic. The stored supplies start to dwindle instead of being fully maintained. The flow of visitors slows to trickle. He feels someone else's stubborn pride at staffing this landmark to the bitter end. One night, the blazing light flickers. Before he can consider the situation further, something yanks-- --being wrenched out of the dream is disorienting. Kutaeg struggles through a migraine that slowly fades as he reacquaints himself with the present. When he presumably recounts what he saw, it completes a thought Bhalgurn had half-put together already. History is full of examples of legendary hauntings (real or not). A frequent theme is a restless spirit bound to some unfinished worldly business. The torment of their situation can render them hostile until they are finally put to rest.
  24. Grommash - Dwarf Artificer AC: 16 | HP: 49/59 | HD: 7/7d8 | Initiative: +1 | PP: 10 | Magical Tinkering: 2/2 | Flash of Genius: 3/3 | Bullets: 40/40 | DM Inspiration: 0/1 Grommash, deeply engrossed in examining the cellar door, seemed to momentarily tune out the world around him, including Bhalgurn's suggestions. His mind was a whirlwind of thoughts, primarily focused on devising reasons to deny the haunting nature of their surroundings. However, where Grommash's attention faltered, Gundin's comprehension shone, despite his lack of organic senses. The mechanical construct, understanding Bhalgurn's intent through some unfathomable means, turned its attention toward the entranced Kutaeg. Gundin paused, a moment of hesitation that almost seemed contemplative, as if the machine were weighing its options or considering the potential consequences of its actions. Then, with a determination that belied his metallic form, Gundin reached forward to lift Kutaeg from the clutches of the rocking chair, which seemed to hold the bard in an unnatural grip. Mechanics Main Hand: Radiant Musket Off Hand: None Spell DC: 15, Spell Attack: +7 Level 1 Spells: 4/4 Level 2: 3/3 Action: None Bonus Action: None Move: None Manipulate: None. Free: Speech.
  25. Bhalgurn Frostmead - Dwarf Barbarian AC: 15/17 (Heedless/shield) | HP: 62/68 | HD: 7/7d12 | Initiative: +1 | PP: 14 | Rages: 4/4 | DM Inspiration: 0/1 | Javelins: 10/10 It seemed they wouldn't be able to find an "off" button for this issue. "Well, I'm not seein' anythin' ta help us here," Bhalgurn said, scratching his head with a confused look on his face. "Let's try yer other idea. Have Gundin try slappin' him ta see if that'll raise him. If that doesn't work, I can take my axe ta the chair, see if it's destruction stops the magic?" Bhalgurn began to think of all the stories he knew about haunted houses to see if they had any insight into their situation. Mechanics Main Hand: None Off Hand: None Action: History check to see if Bhalgurn knows any old stories about haunted houses. Bonus Action: None Move: None Manipulate: None. Free: Speech.
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