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Posts posted by Sorithar
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OOC
Note 1: Rodin is bandaged at -8 hp.
PC Spells:
[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]
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OOC
Note 1: Locations on the map.
Note 2: 1 round to prep as you wish.
Light Sources:-
Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand - Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
- Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe
Round 1
Party Spell Effects:
Initiative Group A:
Finwe [][]
Qwynn [][]
Cultists [][]/[][]/[][]/[][]
Cultists Caster [][]/[][]
Dragonkin [][]
Undead drake [][]
Skeletons [][]/[][]/[][]
Zombies [][]/[][]/[][]
Kealea [][]
Initiative Group B:
Baldin [][shield of faith]
Yohan [][]
Daltin [][]
Dolan [][]
Beldas [][]
Cultists [][]/[][]/[][]/[][]
Cultists Caster [][]/[][]
Dragonkin [][]
Undead drake [][]
Skeletons [][]/[][]/[][]
Zombies [][]/[][]/[][]
Dwarf Warriors [][]
[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]
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OOC
Note 1: Rodin is bandaged at -8 hp.
PC Spells:
[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]
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Daurant grins in comprehension at the elf's words and smiles at Urd's reaction but then tries to calm her with a slow thoughtful nod.
"Geradil, Courana, me share of coin be yours and I'll remember yer town. If I come out this mountain when all is said and done, I'll search ya out for more. Travel safe and stay to the roads, keeping out of sight when ya can with yer senses about ya. May the Soul Forger smash those who'd do ya wrong!"
With that, Daurant turns to the party.
"Lets us be off to show you what is here and find what tuskers remain ta be stomped out."
Show Mechanics
Free Action:
Swift Action:
Move Action:
Standard Action:
Stat Block
Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.
[URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] NoneDaurant, son of Durl, Blood of Durgeddin, of Glitterhame
Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
Hammer, throwing (3) +3 (1d6+2, x2)
Full plate (+8 Armor, +1 Dex)
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
Condition None -
6 hours ago, Chaotic Weevil said:
I’m happy changing baldins heading if it looks like Yohan wants to stick together.
Wouldn't tip the scale any other way. With Finwe and Qwynn going with Kealea, and Dolan and Daltin going with Beldas, as long as Baldin and Yohan stay together, there will be an imbalance. This is however, fine. Kealea was trying to maintain an even split, but as the PCs, do as you see fit. I just wanted to clarify. This is not what's holding things up, that's me.
Things have been busy and I've been hard pressed to make detailed IC posts. Making my game a priority this week, so hopefully get to this regardless of how you end up going!
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On 3/16/2024 at 5:33 PM, Draidden said:
I think that in order to help build the bow, roll wise, you would have to have ranks in craft bow.
I'd rule that up to one person can Aid Another on a Craft (Bowmaking) Check without ranks in the skill. Craft is not a Trained Only skill and does not have outcomes restricted to classes with certain abilities, so I see no reason characters can't help each other in crafting, but "realistically", I don't think having more than one person help you craft a bow would actually be beneficial unless they also knew how to craft bows...
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On 3/16/2024 at 4:11 PM, Draidden said:
Well, this sucks!!!!
Not only is he knocked out again, once again his bow has been left behind as he is rescued. So now all he has, assuming he recovers, is a frickin' dagger. So now he is a bow specialist with no bow and no real melee weapon. Sorry, but this guy has not been fun to play as nothing has worked for him aside from some good skill checks.
To make matters worse, we have collected no loot with which to go back to town and resupply with and his lost weapons are the more expensive weapons. Yes, he has the skill to make a new bow, but sadly does not even have the money to cover that reduced amount. This is the point that if I was playing a video or computer game I would just start over. I truly am not sure how this guy and progress forward at this point.
For one, I'm willing to assume that someone picked up the bow this last time. True, it wasn't explicitly stated, but we also fast forwarded this exit and it wasn't under the same threat as the previous one, or the same circumstances. I suspect if this were a TTRGP, it would have been picked up.
Second, this will seem very deus ex machina under the circumstances of this OOC discussion, but there is actually a development in play that might slightly alleviate this particular situation. Was planning on this development previously, but will forgive everyone for an eye roll when it occurs now, lol
Sorry, been swamped, trying to get to my games and making it a priority this week.
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12 hours ago, DarkAngel said:
I think this was a typo... as Dolan has gone with Beldas.
And the other... Keala needs one more, Baldin and Yohan go that way me thinks...
No, this was correct:
QuoteThe dwarf warriors all seem to know exactly where they're to go. Kealea grins as she reaches for the greatsword always strapped at her back.
"Come, three with me, Daltin and two with Beldas, we fight to keep the vermin back!"
With that, she turns to dash out the mess hall.
Beldas: Daltin+Dolan, then Baldin follows = 3
Kealea: Finwe+Qwynn = 2
If Yohan follows Baldin, as stated, the balance is 4/2 in terms of PC. There are other warriors present, including Kealea and Beldas, but Kealea did direct 3 to follow each of them.
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Daurant nods approvingly at the elf's actions, then shakes his head and grins at Sugrin's jest before turning to the party.
"I'll na be laying claim to any of the blood gold stolen by that sorry excuse for a troll's ugly cousin. But if'n you see fit to grant me a share, I be leaving it to the hin for their trouble."
Daurant then turns to the hin, Geradil and Courana.
"There's caravan goods aplenty in the caverns back there, stolen by the tuskers no doubt. Claim what you wish and can carry, it'll do no others good no more save these folks if ever they care to lug it all out of here."
Show Mechanics
Free Action:
Swift Action:
Move Action:
Standard Action:
Stat Block
Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.
[URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] NoneDaurant, son of Durl, Blood of Durgeddin, of Glitterhame
Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
Hammer, throwing (3) +3 (1d6+2, x2)
Full plate (+8 Armor, +1 Dex)
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
Condition None -
@DarkAngel, just to confirm, Dolan and Baldin went with Daltin after Beldas. If Yohan follows them, it'll be splitting the party 2/4 as opposed to 3/3. What that the intent..?
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Moving quickly, with Jesse and Bochs keeping an eye out, you manage to scramble up the stairs, Aeruiel carrying a wounded and burning Rodin over her shoulder. Upon exiting into the afternoon sun squinting, Kethra quickly moves to tend to Rodins wounds and though it takes her some effort, manages to bandage the remaining burns and halt his deterioration. As a cool breeze blows over you, chilling you as the adrenalin begins to fade, you looks around at each other and wonder what's next. Kethra chimes in.
"It'll be long before Rodin can heal these wounds without divine aid. We should make camp and rest. I can heal the worst of these wounds after next I pray to the Lady if she grants me her blessings and the Power."
OOC
Note 1: Rodin is bandaged at -8 hp.
PC Spells:
[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]
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Daurant frowns at Gerbimble and then the two hin. He shakes his head but then sighs.
"Tis against me better judgment, but if you insist you can find your way..."
Turning to the party, he hangs his axes on his wide belt.
"If the gnome speaks for ye, I'll not waste my breath arguing the point. There be work to be done here, dwarf halls to be cleared of desecrators and secured once more. Ya look like you could use me axes and the All-Father's blessings, he'd have it no other way, so I be your bulwark if you'll have me."
Show Mechanics
Free Action:
Swift Action:
Move Action:
Standard Action:
Stat Block
Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.
[URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] NoneDaurant, son of Durl, Blood of Durgeddin, of Glitterhame
Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
Hammer, throwing (3) +3 (1d6+2, x2)
Full plate (+8 Armor, +1 Dex)
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
Condition None -
Morn retrieves a sunrod and taps it to life. Bright light fills the cavern as the golden tip begins to burn. Tossing it into the small spring, the rod seems to float suspended for a breath before it begins to sink heavily down. The bright light immediately illuminates the bottom of the spring, which seems an inverted cone of stone that tapers to some fifteen feet below. Though the nature of the moving waters makes it hard to discern details at the bottom, the small strange creature is clearly sitting at the bottom of the pool.
Jesse prepares another arrow and aims it at the water as she shouts out some directions.
Aeruiel, her armor and clothing waterlogged, manages to reach the edge of the small pool and drag herself out of the water.
Kethra continues to try and tend to Rodin's drenched body.
"Still can't stem these wounds! He's still bleeding. Getting away from the threat seems wise, but we should do so quickly and get Rodin stable!"
The creature does something, though its hard to register through the moving waters, but the sunrod suddenly seems to melt away as its light fading and vanishing.
OOC
Note 1:
Round 6
PC Spells:
Initiative:
Morn [][]
Jesse [][]
Aeruiel [][]
Bochs [][]
Max [][]
Kethra [][]
Rodin [-15][Unconscious]
Creature [][]
[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]
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Bettargh grins and nods approvingly at Qwynn's suggestion.
"Ya nay need spend coin ere, wha ale we ave flows free ta keep spirits high!"
Having decided to rest and recuperate, you find some free fur covered stone slabs in the barracks and settle in, chatting with Daltin, your new envoy between licking your wounds, checking your gear and relaxing. Some time passes before Bettargh returns and accompanies you to the mess. Qwynn, Finwe and Yohan have not been to this part of the small Stout Folk held halls, but the rest of you have and you make yourselves comfortable in this large, barrel-vaulted hall at one of five circular stone tables scattered through the room, each surrounded by stone blocks positioned to serve as stools. Bettargh grabs two fistfuls of the steel drinking tankards that sit atop each table and fills them to frothing at the brim from the stack of kegs that fills the southeast corner of the room.
A couple others of the dwarf warriors that followed Laird Korin Ironaxe on this crusade sit here chatting solemnly. The wary dwarves eyes your group, the light of the glowstone you need to move about causes them to squint their eyes, clearly accustomed to the dark. They say nothing at first and keep to their ale and hardtack with a meat of some sort.
Soon however, one of the Ironaxe twins, Beldas whom some of you have met before, and Kealea "the Lucky" herself, come into the mess to join you, alongside a couple more defenders. The ale flows and tales of crossing axes and blades in the dark halls follow. Beldas laughs as he explains some of the traps he and his brother had set and the mangled corpses they found upon inspecting them and Kealea, true to her reputation, teases and flirts, rather outrageously, with first Daltin and soon Baldin and even Qwynn and Finwe, easily matching her tone and words to some stereotypical ideal of their backgrounds.
Just as Finwe is about to call it and head for his stone slab, a loud metallic bang reverberates through the hall. Bettargh, Kealea, Beldas and the other dwarves immediately perk up, sober as if they'd not taken a sip.
"Alarm! We be sieged!"
The dwarf warriors all seem to know exactly where they're to go. Kealea grins as she reaches for the greatsword always strapped at her back.
"Come, three with me, Daltin and two with Beldas, we fight to keep the vermin back!"
With that, she turns to dash out the mess hall.
OOC
Note 1: Initiative to possibly follow based on your next actions. I'll let you decided how to split, if you even split up. Out of respect, the only light source you've been using is the glowstone, the other light sources are with the balk of your equipment, save weapons and armor on your body, back in the barracks hall.
Light Sources:-
Bright light in a 40 ft. cone, shadowy light in 40-80 ft. cone (continual light bullseye lantern) - held by mage hand - Bright light within 20 ft., shadowy light within 20-40 ft. (glowstone) - Dolan
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Bright light within 20 ft., shadowy light within 20-40 ft. (continual light hooded lantern) - Finwe
Party Spell Effects:
[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]
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19 hours ago, Draidden said:
If I remember correctly all we got, was it is some fey creature. They did not like each other and may have even tried to kill each other. No real details.
Before we decide to go back to town, keep in mind that (if I am correct) we are on a bit of a timetable here. we are supposed to be finding out about the raiders that keep showing up and then vanishing. So, if we trek back to town, do whatever back there and then come back, we will most likely miss the next group to come and will have to wait longer for them to come back.
- This is correct.
- Don't worry about any intent here. I'm not looking to railroad you, the scenario you're in is just one adventure avenue, the one I framed this game around, but hardly the only option. Treat this as as campaign, its an open world. That said, your PC wanted adventure and now they're having one. Given the rolls, I don't see that a different adventure would fare any differently, so don't abandon this adventure just because of bad luck. Bad luck can happen anywhere.
- Sunrods work underwater.
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Daurant doesn't seem much moved by the sight of the riches, but he does nod approvingly at Urd's words. Listening to the elven priest, he then turns to the two hin.
"Freedom be naught but another leash if'n it be the freedom ta choose between a dragon and its lair. Tell us fair Geradil and Courana, cana ya make it home on yer own?
I suspect it be too risky with tuskers roaming the lands.
Come now brave souls, surly you'd not leave them prey to orcs or worse!?
A day there, a day back, a chance to spend yer newfound gold and my axes to aid you hew down any tuskers that stand in yer way when we return. These halls will be here still, solid as the mountain."
Show Mechanics
Free Action:
Swift Action:
Move Action:
Standard Action:
Stat Block
Appearance: 4'2", 182 lbs., Daurant has the pale skin tone of his Mountain Dwarf ancestors and a well groomed, waist length beard of silvery hue that would not shame him in any dwarf hall. His eyes are a dark grey reminiscent of the stone that makes up his kin's home. Strands of mithral and gold are braided into his beard, giving it a glittering sheen.
[URL=/sheets/?id=2873079][B][SIZE=+1]Daurant, son of Durl, Blood of Durgeddin, of Glitterhame[/SIZE][/B][/URL] Male LG Mountain Dwarf Fighter/Paladin, [B]Level[/B] 1/2, [B]Init[/B] 1, [B]HP[/B] 28/28, [B]Speed[/B] 20 [B]AC[/B] 19, [B]Touch[/B] 11, [B]Flat-footed[/B] 18, [B]Fort[/B] 6, [B]Ref[/B] 3, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 3 [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+2, x3) [B]Masterwork Waraxe, Dwarven [/B] +5 (1d10+1, x3) [B] Hammer, throwing (3) [/B] +3 (1d6+2, x2) [B] Full plate[/B] (+8 Armor, +1 Dex) [B]Abilities[/B] Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13 [B]Condition[/B] NoneDaurant, son of Durl, Blood of Durgeddin, of Glitterhame
Male LG Mountain Dwarf Fighter/Paladin, Level 1/2, Init 1, HP 28/28, Speed 20
AC 19, Touch 11, Flat-footed 18, Fort 6, Ref 3, Will 2, Base Attack Bonus 3
Masterwork Waraxe, Dwarven +5 (1d10+2, x3)
Masterwork Waraxe, Dwarven +5 (1d10+1, x3)
Hammer, throwing (3) +3 (1d6+2, x2)
Full plate (+8 Armor, +1 Dex)
Abilities Str 14, Dex 13, Con 14, Int 8, Wis 10, Cha 13
Condition None -
Anyone else for actions during your time in Ironaxe Halls? Otherwise, move back to the stair you just left post haste? Going to rest or just head back out?
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3 hours ago, Terran said:
Unfortunately, I think our companion with the rope is one of the PCs drowning in the pond.
Perhaps she can use it to save herself?
Does anyone else have a rope?
Aeruiel actually makes it to the edge of the spring with little trouble, on her turn, FYI. Anyone else for actions?
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On 3/3/2024 at 5:55 PM, Terran said:
We need to get out of here.
There is almost no way to kill this thing, and now it has found water in the tiny pool that is way over six feet deep.
Last round I rolled a 22, so assuming it has normal cover from deep water it gets a +4 bonus.
If an 18 doesn't touch it, then it's way too hard for 1st level PCs to kill, especially since it seems to regenerate its health every round.
To be clear, I didn't say your bolt didn't hit, only that Jesse couldn't see if it hit. The pools depth is such that the bottom is dark when the cave is lit.
Deep Trouble
in Main ThreadGroup
Posted
OOC
Note 1: +1 for higher ground to attack any creature on the stair.
Light Sources:
Round 1
Party Spell Effects: consecrate
Initiative Group A:
Dragonkin [-15][]
Kealea [-15][]
Finwe [][]
Cultists Caster 1 [][]
Undead Drake [][]/[][]
Cultists Caster 2 [][]
Undead Drake [][]
Cultists [][]/[][]/[][]/[][]
Qwynn [][]
Dwarf Warriors [][][][]
MAP
[For sake of clarity, any reference to cardinal directions in posts will assume that North is Top of Map as posted, unless a Compass Rose is visible.]