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  2. He's not currently looking in Eleanor's direction, which means he's only seeing her with his 360-degree mind sense. He doesn't yet know she's invisible!
  3. Freshly bathed and dressed in her cleaned attire, Remy would check her phone and note the message, claiming her basics before heading out towards the board. And then comes a knight, one whose mannerisms strike her with their nobility. She offers a smile and formal greeting, "Hello and thank you, Ser Arand. Your consideration is greatly appreciated. We hope to make you proud in your decision to trust us with this matter." She would look to the mayor and give her winning smile, adding an "Lead the way." once everyone has said their piece.
  4. Krott | HP 20/30 | AC 18 | Fort +7 | Ref +5 | Will +4 | Speed: 25 | Perception: +4 Hero Points: 0/3 | AlchemyBestial Mutagen (Lesser) - 3/3 Bravo's Brew (Lesser) - 2/2 Drakeheart Mutagen (Lesser) - 3/3 Eagle Eye Elixir (Lesser) - 2/2 Numbing Tonic( Minor) - 2/2 Soothing Tonic (Lesser) - 2/2 | Conditions: N/A | Effects: Bestial Mutagen - 1 minute Letting out a performative sigh, Krott falls slack as he hands the stake off to Razvan. "There you are, one well-earned liberation. I trust the check's in the mail, as it were?" He half-heartedly grins, perhaps the most emotion he's shown since awakening from his dirt nap. "Only jest, of course. Though I am hoping Ekul and his friends have a bit more recompense in mind. With Tallon's threat ended, I suppose we ought to give this tower a once-over. We had been told there may be more information on Tallon's connections, and I don't believe we've found all we were seeking. Leaving this place sounds like an equally lovely idea, however." OOC & Actions N/A
  5. Hi , looks like this isn’t going to fly. Unless there’s a very unlikely flurry of interest tomorrow, I’ll set the game to archive when the Sunday deadline passes. Thanks anyway for showing an interest.
  6. Due to how crowded the room is and all your allies in the way I can only move Bruhl to the square east of Kat and Mercedes to the square north. I'll apply both of Mercedes' attacks to G7
  7. Technically, she can talk and be heard -- just that pesky "Distinctive Features: Ghost (Not Concealable; Extreme Reaction; Detectable By Commonly-Used Senses)" Complication she has, hence her currently being invisible and thinking to herself.
  8. AC: 16 (TAC: 12/ Then FF: 14)| HP: 45/45 Force Ward: 5/5|Mind Burn: 0| Junbaari nodded in agreement with Johnny's stated intentions, though he gave a chagrinned smile "I feel I should warn you that I'm not much of a rider. Still I should manage as long as the animal isn't feeling too difficult." He'd rarely had need to travel far from his village growing up and since his prudent exile, he hadn't had much occasion to acquaint himself with the saddle. Hopefully Otari stables had placid animals. With Johnny's departure though, he grew somewhat more serious. "While Johnny is doing that I suppose we should see to getting our affairs in Otari settled. Other than perhaps getting some supplemental supplies, I don't have any pressing business." Actions/ Mechanics
  9. Updated. The FOUR chiroptavians attack Mellyn and Vestas in the attic. Sucky rolls to hit so neither PC is stabbified by the sharp beaks. You guys can fight these critters, flee by jumping down the hole (DEX check unless you have the Jumping or Tumbling NWP), or do whatever else you like.
  10. We should be relatively close, but just don't get too excited it is 1d8+3 if I remember correctly if dices whiff you might get only 4 HP
  11. Mikhail Razumovsky Wounds: 12/12 Fatigue: 0/4 Ego Barrier: 25/25 Insanity: 0 Mikhail does struggle to answer the question, partly because he has trouble parsing Gary's accent and partly because Zelda is a tough act to follow. He isn't sure whether he could, or should. He settles for this: "I arrived here after the fight, so I only saw the marks it left behind. It's true," he nods at Emiko, "we can't promise that there will be no collateral damage. This is war. All we can do is try to keep the damage to a minimum. We will do our part, but people should remember about the danger and be prepared to get to safety."
  12. Valen Lockwood This man is known in Halgrove as the finest tracker and hunter in the Dankmere. Nothing much else is known about him, but stories abound that have him saving lost caravans and bringing home wayward travelers.
  13. By dodging about, kicking junk out of the way, and waving weapons to fend off the flying attackers, the two explorers manage to avoid being stabbed by the darting beaks--for now! (OOC All PCs may act. Anyone not in the attic hears a racket, but isn't able to do much this round unless you can think of an action that would require your guy to be in the attic to affect the combat.)
  14. I understand. Blunt bolts/arrows deal subdual damage, I think. If she lets the foe go, it's saintly. It also has the side consequences that it will likely result in the death of others until the pair of fleeing wolfmen swear off violence. That's not to mention anything about promoting the interests of an alleged evil god. Of course, that's big picture vs. little picture. I will try to focus on the minutia and trust the gods to handle the big picture, I suppose. Since I'm trained to focus on both small view/big view for my profession, it will take some serious role-play! LOL 😀
  15. LEVEL UP Advanced 5th Edition with DM BWatford BOOK 1: RUINS OF GAUNTLIGHT WRIN'S WONDERS OTARI, STARSTONE ISLES 9:45 pm Day 1 RUINS OF GAUNTLIGHT Wrin's Wonders 9:45 pm Day 1 Level Up and Skills Active Maps Not in Use!! Bookkeeping PASSIVE SKILLS Perception - Alyria 15 | Aewyn 14 | Nulia 12 | Athelia 11 | Lawrence 10 Insight - Aewyn 16 | Alyria 15 | Athelia 13 | Nulia 11 | Lawrence 10 INITIATIVE Not in Use!! MECHANICS Not in Use!! CONDITIONS Not in Use!! DESCRIPTIONS Not in Use!! AEWYN NAETORIS Hit Points: 11/11 (fey ancestry) Hit Dice: 1/1 Maneuver DC: 13 Flash Fight: 4/4 *L Nature's Ally: 1/1 *L Prescient Vision: 1/1 *S Spell Slots: (+6, DC 14) *L 1st Level: 2/2 Inspiration: 1/1 ALYRIA Hit Points: 10/10 Hit Dice: 1/1 Maneuver DC: 12 Knack for the Unexpected.: 1/1 *S Nature Provides: 1/1 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1 ATHELIA KARATCH Hit Points: 8/8 (immortal blessing) Hit Dice: 1/1 Maneuver DC: 12 Arcane Recovery: 1/1 *L Immortal Blessing: 1/1 *L Light on Your Feet: 1/1 *L Roll With the Punches: 1/1 *S Unreliable Intelligence: 1/1 *L Spell Slots: (+6, DC 14) *L 1st Level: 2/2 Inspiration: 1/1 LAWRENCE DAUNAM Hit Points: 9/9 Hit Dice: 1/1 Maneuver DC: 11 Bardic Inspiration: 3/3 *L Intrepid: 1/1 *S Inexorable Concentration: 2/2 *L Philosophic Mind: 1/1 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1 NULIA LORATHIL Hit Points: 11/11 (fey ancestry) Hit Dice: 1/1 Maneuver DC: 13 Divine Sense: 3/3 *L Lay on Hands: 5/5 *L Spell Slots: (+5, DC 13) *L 1st Level: 2/2 Inspiration: 1/1
  16. lol that is not that different from other editions I think. 5E does give pure melees a bit more tools, but I would always try a class with at least some other ability, 5E Paladins are not that bad. Fighter I would try only Battlemaster due to maneuvers. Brave to go with Dwarf Fighter, I mean I know they see made for it but I always go the Cleric route for Dwarf just in case loss of speed catches up with me.
  17. Halgrove A small town located on one of the most stable landmasses in the Dankmere. Halgrove is a prime location for adventurers and travelers looking to profit in some way from the massive swamp.
  18. Mellyn notices some bats flapping toward her from the southern side of the attic as she draws near it. At least, for a second, she thinks it must be a swarm of bats until she sees feathers on the wings and notices the long, skinny beaks, like yellow needles. The weird bird-bats make a beeline for her! Initiative Mellyn and Vestas Roll The chiroptavians Roll
  19. The Dankmere A massive swamp, encompassing more than 300 square miles of territory. There are several ruins, which are prime targets for exploration by both the mildly curious and the fugitives. More than one bandit group makes their home in one of these ruins.
  20. Terran

    Ooc

    She will surveille the exterior of complex from various hiding positions around the wall, listening for any sounds and looking for any entrances/gates/portcullis/etc. or anything taller than the wall across the street outside of the complex or anything so tall on the dark folk's sides that it sticks up higher than the wall inside the complex. After acquiring this information from hiding, she will sneak back to the party position and tell them what she saw, smelt, and heard. Also, any portals in the wall. Anything taller than the wall in compound. And any building in the area that could be ascended to look over wall. And any good place to climb the wall, if needed.
  21. "Of course! And I've no doubt each of us is well suited to this task, but, how do we deal with their numbers when we do catch up to them?" Alfrid turns and mounts his horse, getting ready to follow. OOC If we need a marching order, Ellie can share a space with Taunus because she's Tiny, in the front some distance ahead as our scouts. Then Alfrid and Horarth, and lastly Makial in back to guard the rear.
  22. I am currently in a level 17 5e game. Dwarven Fighter Rune Knight. I spend a lot of time sitting on the sidelines due to spellcasters lol and ranged combat.
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