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TricksterArcane

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  1. Sometime after XGE came out, around S7 or S8, the AL admins ruled that we were allowed one roll on the Life Events table. I don't recall them saying it's not allowed anymore so I just kept with it. It's mostly for character, but they did honor any game benefits that came out of that. How my particular life event will play out in game I think is whenever there's a roll for madness, she'll be making it as disadvantage due to her past situation. The way I picture the past adventures incorporating into her story is that once The Great Law of Humanity began to spread out of the city gates and threaten the surrounding lands, she was compelled to do something before her adoptive family was threatened. Those fears became a reality when the neighboring farmstead of Tinfellow Valley was raided and the halflings there were captured (Shackles of Blood). She freed them and returned home, but was determined to stop the Red Plumes from ever threatening the surrounding communities again (Bane of the Tradeways). As for how long she has remained with her halfling family, I haven't thought about it. How long does it take to overcome trauma, 1 year? 2 or more?
  2. Markax Neutral Good Metallic Dragonborn (Silver) AC: 16 (Mariner's scale mail) | HP: 38/38 | Initiative: +2 | Passive Perception: 17 | Passive Insight: 14 Wild shape: 2/2 (sr) | Star map, Guiding Bolt: 3/3 | Breath, Cold: 3/3 | Psionics, Shield: 1/1 Spell Slots: 4/4 1st level, 3/3 2nd level, 2/2 3rd level | Spell DC: 16 | Spell Attack: +8 Conditions: none | DM Inspiration: 0 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: +1 Moon sickle, +5 to hit 1d4+2 slashing damage Off Hand: Empty Saving Throws: STR +1 DEX +2 CON +2 INT +3 WIS +7 CHA -1 | Resistance to Cold Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  3. Volac Neutral Githzerai AC: 17 (Unarmored defense) | HP: 59/59 | Initiative: +3 | Passive Perception: 17 | Passive Insight: 17 | Speed: 40' Wild shape: 2/2 (sr) | Ki: 2/2 (sr) | Fey touched, Misty Step: 1/1 | Fey touched, Command: 1/1 | Psionics, Shield: 1/1 Spell Slots: 4/4 1st level, 3/3 2nd level, 2/2 3rd level | Spell DC: 15 | Spell Attack: +7 Conditions: none | DM Inspiration: 0 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: +1 Quarterstaff, +7 to hit 1d8+4 bludgeoning damage Off Hand: Empty, +7 to hit 1d4+4 bludgeoning damage Saving Throws: STR +3 DEX +6 CON +1 INT +0 WIS +4 CHA -1 | Advantage against charm and fear | Resistance to Psychic Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  4. Isaeros Winterbright Chaotic Good High Elf AC: 17 (21 w/Bladesong) | HP: 102/102 | Initiative: +4 (advantage) | Passive Perception: 14 | Passive Insight: 14 Bladesong: 4/4 | Second Wind: 1/1 (sr) | Arcane Recovery: 1/1 Spell Slots: 4/4 1st level, 3/3 2nd level, 3/3 3rd level, 3/3 4th level, 2/2 5th level, 1/1 6th level | Spell DC: 16 | Spell Attack: +8 Conditions: Cloak of displacement | DM Inspiration: 0 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: Shortsword of Warning, +8 to hit 1d6+4 piercing damage, Piercer Off Hand: Empty Saving Throws: STR +3 DEX +4 CON +6 INT +4 WIS +0 CHA -1 | Advantage against charm | Immune to magical sleep Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  5. Audren Erser Neutral Human AC: 13 (16 w/Mage Armor) | HP: 24/24 | Initiative: +8 | Passive Perception: 13 | Passive Insight: 13 Psionic Energy: 4/4 | Psionic Power Recovery: 1/1 (sr) | Psychic Whispers: 1/1 Conditions: Alert | DM Inspiration: 0 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: Empty Off Hand: Empty Saving Throws: STR -1 DEX +5 CON +2 INT +3 WIS +1 CHA +1 Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  6. Sildren Hawksfield Neutral Good Yuan-ti AC: 21 (Splint mail + Defense fighting style + items) | HP: 90/90 | Initiative: +5 | Passive Perception: 17 | Passive Insight: 17 Lay On Hands: 25/25 | Channel Divinity: 1/1 (sr) | Bardic Inspiration: 4/4 | Harness Divine Power: 1/1 | Divine Sense: 4/4 Spell Slots: 4/4 1st level, 3/3 2nd level, 3/3 3rd level | Spell DC: 15 | Spell Attack: +7 Conditions: none | DM Inspiration: 0 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: +2 Greatsword, +10 to hit 2d6+6 slashing damage, Great Weapon Master Off Hand: Empty Saving Throws: STR +5 DEX +2 CON +3 INT +0 WIS +4 CHA +8 | Advantage against spells | Advantage vs poisoned | Resistance to Poison | Immune to Disease Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  7. just the D&D general but they have AL specific channels
  8. They have a specific for building DungeonCraft adventures for AL. A new one is currently in the process of being updated, but I don't believe there are any drastic changes. If you want to be absolutely sure, you can follow the development progress on their Discord server.
  9. If you didn't get tickets, there's only a few seats left in the T2 epic.
  10. Zorzula's Rest, Sword Mountains Kat's attempt at removing the toxic fumes with creative water sculptures is not very successful. It's not just the disgusting room that you all find yourselves in, but the entire structure of the outpost is giving off noxious vapors. Geometric grooves carved into various parts of the outpost's ceiling and walls allow lava to flow through and illuminate the outpost's interior. Sulfur colors the lava a blueish purple and casts a dim blue light. Everan, stopping to listen before the door, hears the sound of heavy snoring. Risking a peek, he manages to open the door just a crack before it could creak. Inside he sees a room full of bunk beds and small figures, eight, sleeping in them. He also caught a glimpse of some kind of alcove on the west wall, and another door on the eastern wall. OOC Now that I've gotten you all to step in the chamber , everyone -- including familiars needs to make a DC10 Constitution saving throw or be Poisoned for 1 hour. Creatures with immunity or resistance to poison automatically succeed this check.
  11. Audren Erser Neutral Human AC: 13 (16 w/Mage Armor) | HP: 24/24 | Initiative: +8 | Passive Perception: 13 | Passive Insight: 13 Psionic Energy: 4/4 | Psionic Power Recovery: 1/1 (sr) | Psychic Whispers: 1/1 Conditions: Alert | DM Inspiration: 0 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: Empty Off Hand: Empty Saving Throws: STR -1 DEX +5 CON +2 INT +3 WIS +1 CHA +1 Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  12. FYI if you haven't been following the Virtual D&D Weekends news lately, they're going to start sales later today at 12pm Eastern for the weekend of May 17th. What I thought might be interesting to call out is they're running the new Vecna preview module, starting a new Theros storyline/campaign and a new Red Wizards storyline/campaign (that takes place in Rashemen!). The Red Wizards campaign is kicking off with a T2&T3 multi table epic on Saturday evening.
  13. Character Race, Background, Class & Level Setting One-Liner Active Game Links Isaeros Winterbright High Elf, Custom Feylost, Fighter 1 Bladesinger 11 Forgotten Realms Noble eladrin trying to save his adopted daughter from the Death Curse Tomb of Annihilation | Markax, Clan Kerrhylon Metallic Dragonborn, Custom Folk Hero, Druid Circle of Stars 5 Forgotten Realms Local mountain man wants to find an end to this crummy weather so he can get back to studying the stars Rime of the Frostmaiden | Audren Erser (variant) Human, Urchin, Rouge/Soulknife 3 Forgotten Realms Tales of Hillsfar | Volac Githzerai, Far Traveler, Monk 2 Druid Circle of Spores 5 Forgotten Realms Wandering monk finds trouble in the big city Waterdeep Dragon Heist | Sildren Hawksfield Yuan-ti, Knight of the Order, Vengeance Paladin 5 Whisper Bard 4 Forgotten Realms A monster fights to save people from other monsters Descent into Avernus |
  14. Damn you and your observant feat! 😆 And did you know that owls don't really have a sense of smell?
  15. Hello. I might have instigated this but I've very glad that Grego obliged. I've been playing D&D since the red box (yes, I'm that old) but stopped when 3e just came out cause all my buddies moved away to college. I picked up 5e again a few years ago to satisfy the curiosity of some work mates and haven't stopped since. I'm happy to have my buddies back online where we play every other weekend and we alternate duties of DMing.
  16. Zorzula's Rest, Sword Mountains Felvora is the first to spot a hidden door on the eastern wall of the cavern. As you push the stone door open, your nose is assaulted as the reek of waste and sulfur wafts in from the latrines. The walls here are lined with long wooden benches with equidistant holes, which empty into a large trench. In the center of the room is a long trough filled with murky water. On the southwestern end of the room is another door. OOC
  17. Name: Audren Erser BRC: Urchin, (variant) Human, Rogue/Soulknife Adventure Log: Faction: None, independent. Description: Audren is a slender young woman with light brown hair and brown eyes. She would come off as cold and distant or downright unfriendly at first, but she is fiercely loyal and protective of her friends. You'd just have to win that privilege first. Past is Prologue In the bustling streets of Hillsfar, where shadows clung to cobblestones and secrets whispered through narrow alleys, Audren Erser was born into hardship. Her parents, lost to the cruel whims of fate, left her to fend for herself. As an urchin, she learned to survive by her wits, stealing morsels of food and evading the watchful eyes of the Red Plumes. Audren’s beauty was both a blessing and a curse. As she blossomed into womanhood, the rich and powerful took notice. They saw her as a plaything, a delicate flower to be plucked from the grimy streets and placed in their gilded cages. Audren endured their advances, her spirit unyielding even as her heart grew heavy. But fate had other plans. One moonless night, a demon—its eyes aflame with malevolence—possessed her. Audren’s body became a vessel for darkness, and in that moment of unholy union, she glimpsed her salvation. The demon’s power surged through her veins, granting her strength and mysterious abilities. With newfound resolve, she broke free from her captors, leaving behind a trail of chaos and shattered illusions. Audren fled Hillsfar, her heart torn between gratitude for her liberation and fear of the darkness that haunted her. She wandered the wilds, seeking answers, until she stumbled upon a small community of halfling farmers. Their simple lives and genuine kindness offered solace. For a time, Audren believed she had found her sanctuary—a place where she could heal and forget the horrors of her past. But destiny is a fickle weaver, and the present events unfolded like a storm on the horizon. Posting Parameters: Downtime: Probably not, but I'm not decided. Where Do We Go From Here? I'd love to continue with the intrigue and fallout of our actions in the tier-1 modules into tier-2. If folks want to go to the Underdark and do Out of the Abyss, I'll have another character for that. Audren would not be one to leave her adopted halfling family like that.
  18. Waterdeep, 20th of Ches Jin is about to dismiss the grisly threat until he notices something else. Hidden in the mural is a small sentence, "FIFTY FEET SOUTH OF THE BARRED WINDOW IS A SECRET DOOR." Continuing east, you find another corridor. Two doors, both closed, are on the eastern wall. At the end of the corridor, on the western wall, is a relief sculpture of a humanoid skeleton, with outstretched arms and a mouth open as if screaming. OOC Where to next?
  19. Zorzula's Rest, Sword Mountains Kat's spell makes traversing the vent an easier exercise. After descending 50-feet, you exit the vent and see the chamber below. The remainder of rope reaches down into the bubbling water, but you are able to climb down safely. Brühl follows next and then the others. OOC I only added Kat's and Bruhl's icons for now, otherwise it'll get pretty crowded. Please let me know what you want to do next.
  20. Putting in my formal request for some of the tier 1 season 3 adventures. What are you wanting someone to run? , , and What Tier is this? Tier-1 What draws you to this adventure? I was captivated by this storyline when I played it on the old site but was never able to finish it. My character has been waiting around for the opportunity since then. What are your expectations for how long this will last? Just these three adventures to complete the storyline but I would not be opposed to continuing on to tier 2 with , , and What kind of character are you planning on running? I have a waiting at level 3
  21. Appreciate it . Yeah, I know about the BMG-HILL-1-x series too, but didn't want to get ahead of myself :) edit: That thread is beautiful! 💖 I'll go and copy my request over to there.
  22. We used to have a module request thread on the old forum, but I guess there's not enough activity here to warrant that at the moment. I would like to make a request here then: is there anyone able and willing to run DDEX3-10 Quelling the Horde, DDEX3-12 Hillsfar Reclaimed, and DDEX3-14 Death on the Wall? I got captivated by the tier 1 story in season 3 but was never able to finish it.
  23. Zorzula's Rest, Sword Mountains Mimir flies into the hole as Brühl shifts his senses to those of his familiar. The owl flies into a chamber roughly 20-feet in diameter. Forty-feet below, a large, natural pool brimming with turquoise water burbles at the center of this chamber. Steam coils off the water's surface, rising to the vent in the cave ceiling. The water itself sparkles with an inviting, tranquil glow. OOC There is dim light in the chamber, but no discernable entrances or exits (so far). The walls are scalable to climb into or out of the vent, but looks difficult. The vent shaft itself is moist from the steam so athletics checks are made at disadvantage for that portion. Securing a rope, and using that to climb negates the athletics check for the vent.
  24. Waterdeep, 20th of Ches After signing the ledger, you proceed down the alley. You are about to pick a direction when Jin notices something odd in the mural. He sees depictions of all of you being mutilated by various kinds of grisly traps. OOC Are you going to keep going right? Also, I will give you this piece of advice now: your passive perception is not high enough to uncover most things in this dungeon. If you are looking for something, it's best to add a roll for it.
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