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rogueblade0729

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  1. Excellent! Unfortunately I've run very much out of time this weekend for MW stuff--tomorrow is dedicated to visiting family, and the day after is studying for an exam + presentation on Monday--so you all can expect a battle map and our first combat post on Monday. If I don't remember to post by Monday night / Tuesday morning, feel free to @ me so we can keep this rolling!
  2. All updated! Note that the list will only consist of adventurers who are NOT on missions, to help potential GMs plan for what levels have high availability. For each of your PCs who are currently on a mission, I just cross-referenced the list to make sure they're not on it. Once they complete their missions, however, please do drop me a note so I can add 'em back on!
  3. One has the right combination of character traits to make it happen. Storyteller especially seems to me that he knows how to grab and hold attention. Not even gonna make you roll for it. I encourage you all to use your skills in similar ways going forward, too! Also recall you can use them for mechanical benefits, such as adding d4s to dice rolls or gaining Inspiration.
  4. I'll say that, because Orn will provide such an excellent distraction, anyone rolling Stealth gains advantage on their checks.
  5. Honestly the worst part about splitting the party isn't even the work, it's just keeping everyone engaged, entertained, and active all at the same time. And considering the pace of the last combat, there is no way in the Nine Hells I am gonna run TWO combat encounters simultaneously.
  6. Oh, sorry, you don’t have 9 days. It's BEEN 9 days since the cultists last raided the village. You have about 3-5 days until they return.
  7. Music: Glenn Hollow Osgar answered, "I suspect they'll be back within the week. It's been 9 days since they were last here, and they rarely wait past 12." Mechanics & OOC Journey Roles GuideDecides on the direction the party travels, as well as determines when they stop to rest and how supplies are rationed. They need good Survival and Knowledge (geography) skills. - Daitan ScoutSeeks what lies ahead of the party, determines where they will make camp each night, and forges new paths if needed. They need good Hide, Move Silently, and Search skills. - ? HunterKeeps the party fed beyond their supply of trail rations. They need good Survival and Knowledge (nature) skills. - ? Look-outMaintains vigilance at all times while on the road, can rotate during camp at night. They need good Spot and Listen skills. - ? OOC: - To Post: RP at will! Map of the Area
  8. Sir Belithar Galviston Sir Belithar's heightened senses fell upon Effalreich, and he did not like what he saw. Gritting his teeth, he said, "There is an evil in you, my friend. You must fight it, and I shall fight it with you!" Drawing his blade, he took a step back and stared into Effalreich's eyes, boring into his soul. "Show yourself, villain! Leave this man in peace, and face me! UNMASK thyself!" As the final words left his lips, they echoed in the cell with radiant power, attempting to compel whatever lurked within the knight to make itself plain. Mechanics & OOC Statblock Human (variant) Paladin (Oath of the Crown) 4 LG/LN AC 19 HP 46/46 Speed 30ft Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3) Attacks +1 Cold Iron Longsword +6 1d8+4 Javelin +5 1d6+3 Features Knightly RegardYou receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community–whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals. This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly. Bonus Feat (Heavy Armor Master) Bonus Skill Proficiency (Athletics) Divine SenseThe presence of strong evil registers on your senses like a noxious odor, and a powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovitch, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. (4/4) Lay on HandsYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. (20/20) Fighting Style (Defense)At 2nd level, you adopt a style of fighting as your speciality. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. DEFENSE While you are wearing armor, you gain a +1 bonus to AC. Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Sacred Oath: Oath of the CrownThe Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign of service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threatened to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks. TENETS OF THE CROWN The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets. LAW. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected. LOYALTY. Your word is your bond. Without loyalty, oaths and laws are meaningless. COURAGE. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will? RESPONSIBILITY. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations. Channel DivinityWhen you take this oath at 3rd level, you gain the following Channel Divinity options. CHAMPION CHALLENGE. You issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is moved more than 30 feet away from you. TURN THE TIDE. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points. (1/1 per rest) Feats Heavy Armor MasterYou can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3. Active Effects: Bless OOC: I'm going to try a creative response to this situation. I would like Sir Belithar to cast command on the evil presence lurking within Effalreich, not Effalreich himself. The command word is "unmask", with the intent of forcing the evil presence to depart Effalreich and reveal itself to the paladin. It must make a DC 13 Wisdom saving throw or follow the command.
  9. How are we doing here folks? Looks like Hydro hasn't logged on in about a month, and Sylas is having some issues accessing MW. This is the final part of the quest, but if we're low on availability or interest, I may just speed things along and wrap things up so you can have your characters back.
  10. Hey everyone, I'm going to take some time to update the Looking for Group table that lists which characters are available for missions. To do this, I'll need your help. Please head on over there and submit any corrections that need to be made, following the format in my recent post there. Thank you!
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