Jump to content

rauhric

Members
  • Posts

    1,163
  • Joined

  • Last visited

Everything posted by rauhric

  1. Qwinsea Windjammer | CG Tethyrian Human "Sailor" Fighter 1 HP 12 | AC 16 | Init +3 | Perception 12 | Investigation 10 Qwinsea shakes his head in the 'negative' to let his companions know that he doesn't actually have spell. "I know some simple tricks, but nothing like that." Instead he cast his cantrip Dancing Lights and sends it down the pit, down the hall and the ceiling to make sure they can see everything before attempting to jump the pit. OoC I want to use the Dancing Lights to inspect the area in the pit, down the hall and on the ceiling. Anyone have any fire? We can burn those webs first before trip to move through them. Webs usually mean spiders, so lets get ride of the spiders first. Misc Game Notes [1] Mint is looking for the Celestite Unicorn and offering 250 dragons for all
  2. NG Human Sorcerer "Aberrant Mind" [4] | Warlock "Hexblade" [1] AC 12/18 | HP 28-22 | Initiative +2 | Passive Perception 13 Thom really didn't want to fight anyone so he would take a huge gamble right now and try and get the jump on them first. He figured if they didn't know he was here he could take action now and sort it out later. Making his way closer to inspect he peeked around the corner and cast a Sleep spell in the area. OoC Lets try to surprise them with Sleep Level 2.
  3. Aeruiel Moonshadow Half-Moon Elf Barbarian from Ashabenford Aeruiel tells Morn Tallsatg, "I like that idea. Lets run with it." She wonders if they could search for beehives with honey and use that as a bait for the ants. If a trail can be led from the kobolds to the ants then maybe the ants will follow their natural instincts and search for the honey trail for the source and engage in combat with the kobolds. She is not sure who would come out as a victor but it seems one problem could take care of the other for them. OoC If we can find a few beehives and then maybe capture them in a sack and that could be the first step in our plan. I don't know if a "sleep" spell could be used on bees but I'm sure there are other ways of putting them down for a nap. Maybe some "magic weed"? Anyways, just an idea. Maybe the elves have seen beehives while searching for their lost friend? AppearanceFemale half-elf, age 17, blonde, blue eyes, fair skin, 5'-7" tall weight about 125 lbs. She is described as a willful and free spirited young woman, who likes playing pranks, and flies into fits of rage when bullied.
  4. Those stone beds in the one room we are in, are they built into the floor as is, or is it some sort of dwarven stonecraft ingenuity that allows it to be moved or disassembled to be repurposed if needed? Can we use those stones beds an impromptu barricade for that passageway?
  5. Brühl Tordönson | CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7] HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20 Brühl whispers to Everan "Get in there! Start your Dance of Death! This place smells!" He is eager to get out of this toilet. He would rush past them but he is willing tolerate the stench a bit longer. OoC OoC: He will always use his Passive Perception and Investigation entering any new room. Poisoned for 1 hr (disadvantage attack rolls & ability checks) Holding Action until others ahead of him act so he can follow up, plus his armor gives his Stealth Disadvantage and he does want to make any more noise than has already been made. He'll let the quiet ones do there thing first and follow up with his lumbering attack. Game Notes The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost). Familiar Owl "Mimir" AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13 Perception +3, Stealth +3 Keen Hearing and Sight: Advantage on Perception checks Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach Familiar Abilities Telepathy 100' See and Hear through familiar's senses Deliver touch spells
  6. FUMA | CN Uthgardt Black Lion Human, Barbarian [1] HP 16 | AC 18 | Init +2 | Perception 13 | Investigation 09 Fuma listened to the conversations swirling around him and nodded to Mareen as she asked about the type of music he wanted to listen to. "You know Black Lion music?" He was of course referring to his tribe's music. He would be impressed if she actually did know his music. Not many outsiders can pick up the nuances. OoC Notes Game Notes The Emerald Enclave has a simple commandment: the "civilized" Red Plumes are creating problems and there are worse things developing in the southern Moonsea. Take a strong arm, and a stronger sense of self, and put civilization back in its place before the balance of power is lost, like in Mulmaster. The Uthgardt takes orders from no one, but there is a matter of pride, of those who deface the graves of the dead because of who rests in it, who upsets the balance of things because of a misplaced sense of supremacy. As with the tribe, those who do not know their place are quickly reminded. Fuma will remind them.
  7. Human, LG, Paladin of Chauntea [3] AC 5 | HP 16 Theo thanks his goddess for the victory of the hour as they have overcome the challenge before them. The undead have been vanquished and they yet live to tell the tale. Still, they are many questions to consider. Who is watching them? For what goal do they seek to interfere with their search? Why did Randal Morn leave a note and not take the sword? Where to next? Warn the sister of Randal Morn? Or go directly to the Spiderhaunt Wood? And where exactly should they search? Does Randal have connections to the Spiderhaunt that we can investigate first? OoC: He has his aura of protection 10' so stay close friends. Evil -1 attack. Searching for the evil spirit with Detect Evil 60'.
  8. FUMA | CN Uthgardt Black Lion Human, Barbarian [1] HP 16 | AC 18 | Init +2 | Perception 13 | Investigation 09 Fuma shakes his head in the 'negative' to the heavily armored man and says, "No." In truth he has never encountered a rust monster and so he is not sure he would even know what one looks like. He has heard tales from his kinsmen, but he doesn't think anyone of them ever encountered one either. From what he knows those creatures are a bane to metal; best to kill then with rocks or just run away. OoC Notes Game Notes The Emerald Enclave has a simple commandment: the "civilized" Red Plumes are creating problems and there are worse things developing in the southern Moonsea. Take a strong arm, and a stronger sense of self, and put civilization back in its place before the balance of power is lost, like in Mulmaster. The Uthgardt takes orders from no one, but there is a matter of pride, of those who deface the graves of the dead because of who rests in it, who upsets the balance of things because of a misplaced sense of supremacy. As with the tribe, those who do not know their place are quickly reminded. Fuma will remind them.
  9. So what more can you tell us about this game? What version are you thinking of using. And are we suppose to make existing Marvel characters?
  10. Health: 150 Karma: 35 Tom takes the milk and says, "Hey little buddy, are then any cookies?" You can't have milk without cookies ... well, you could, but do you really want to? OoC: FASERIP CHART
  11. Human, LG, Paladin of Chauntea [3] AC 5 | HP 16 Theo doesn't lose heart for not connecting or destroying the undead, instead he finds his resolve to endeavor to do better with each passing moment. He tries to stay close to his companion so they can benefit from his Aura of Protection. With his weapon he tries once again to strike one of the undead. OoC: He has his aura of protection 10' so stay close friends. Evil -1 attack. Searching for the evil spirit with Detect Evil 60'. I am going to offer 2 damage rolls, one for medium and the one for large, depending on which undead he is closest to hit. Edit: Not sure if I hit but in either case of size I rolled the same damage.
  12. CG Human | Fighter 2 | HP 15 | AC 5 | Longsword (5/2) hit+1, dmg 1d8+3 Qwinsea joins the rest of his companions search the room on the second floor so they can speed through their investigation. He feels they should head back to town to tend to their wounded friends; plus they can always return tomorrow to continue their search. Maybe they can return with supplies so they can help with their investigation and sleep over if need be. OoC: We can pick up camp supplies if we need to sleep on the property so we can search it well. Plus, if we need tools to help us dig or watch not, do light construction work, then we can stock up on that as well.
  13. Qwinsea Windjammer | CG Tethyrian Human "Sailor" Fighter 1 HP 12 | AC 16 | Init +3 | Perception 12 | Investigation 10 Qwinsea calls his owl back and tells his companions about the skull with the iron button. He then says, "If the doors are not trapped then lets enter this one first." He points to the closest door to them. OoC Lets start with the first non-trapped door we find. Misc Game Notes [1] Mint is looking for the Celestite Unicorn and offering 250 dragons for all
  14. FUMA | CN Uthgardt Black Lion Human, Barbarian [1] HP 16 | AC 18 | Init +2 | Perception 13 | Investigation 09 Fuma looks to the little companion as she offers to play music and he says to her, "Fuma would like to hear your music," and offers the little halfling a 'wink' instead of the customary social smile; it is his way. It has been a long time since he has heard any music. He misses that the most since leaving home (Beorunna's Well). His people would make such a racket with their load speaking, hammering on anvils, and general jovial attitude. Most 'civilized' people think his people dumb barbarians, but in truth they are a cunning and resourceful lot. They make and find numerous uses for things, and one was beautiful music. His culture have been exposed to the little people (dwarves and halflings) as well and he enjoys their amusing merriment as well. OoC Notes Game Notes The Emerald Enclave has a simple commandment: the "civilized" Red Plumes are creating problems and there are worse things developing in the southern Moonsea. Take a strong arm, and a stronger sense of self, and put civilization back in its place before the balance of power is lost, like in Mulmaster. The Uthgardt takes orders from no one, but there is a matter of pride, of those who deface the graves of the dead because of who rests in it, who upsets the balance of things because of a misplaced sense of supremacy. As with the tribe, those who do not know their place are quickly reminded. Fuma will remind them.
  15. LG Human Wizard [8] HP 45-5 | AC 13/16 | Init +3 | Perception 19 | Investigation 23 Alura nods to her companion as she tells them to help loot and destroy the room. She studies the room carefully, investigating any arcane symbols on the walls, floor, and ceiling. She them determines the best way to robe it of its power. No one should be able to use this chamber again after they are done with it. OoC Alura will use her Passive Investigation to help point out where best to loot or destroy. She will be giving her allies the Help Action so they can roll with Advantage. When it comes to destroying or defacing the arcane symbols of power to robe them of their magic she will use her Fire Bolt or Silver Paladine Dagger she picked up early in this game. If the the Arcane symbols require something more powerful she will cast Dispel Magic.
  16. My hope is by the end of this adventure his party will actually see him smile.
  17. FUMA | CN Uthgardt Black Lion Human, Barbarian [1] HP 16 | AC 18 | Init +2 | Perception 13 | Investigation 09 Fuma, a towering figure covered wearing thick furs, has a wild look about him; the term 'barbarian' is apt in describing him. His nature and demeanor mimics the cold beauty of a frigid day when only the comfort of a warm hearth is sought to appease the weary soul. He greets Glenna Moonsmith with a nod and wink as she directs him to the table with drinks waiting for him. Seeing some other patrons that he has noticed before but never meet he nods and winks at them as well; the wink seems to be his version of a 'smile'. "Fuma" he tells them as he sits and takes a drink. Not one to start small talk he listens to their conversations as he would stare at a warm fire on a cold lazy day. It is nice to hear others' words when he spends so much time alone in the wild. It matters not to him the topics of their conversation just that others around him are talking. He would smile to show his companions his appreciation for their company, but instead he just offers a single 'wink'. OoC Notes Game Notes The Emerald Enclave has a simple commandment: the "civilized" Red Plumes are creating problems and there are worse things developing in the southern Moonsea. Take a strong arm, and a stronger sense of self, and put civilization back in its place before the balance of power is lost, like in Mulmaster. The Uthgardt takes orders from no one, but there is a matter of pride, of those who deface the graves of the dead because of who rests in it, who upsets the balance of things because of a misplaced sense of supremacy. As with the tribe, those who do not know their place are quickly reminded. Fuma will remind them.
  18. No, you are right. I'm reminded about that group of "Gully Dwarves" in the first book of Dragonlance that helped the Companions out. Granted some (or one) was under a charm spell, but still it made for great storytelling. You just can't kill everything in a dungeon. Sometimes you need to make allies.
  19. NG Human Sorcerer "Aberrant Mind" [4] | Warlock "Hexblade" [1] AC 12/18 | HP 28-22 | Initiative +2 | Passive Perception 13 Thom was amazed by the destruction going on around him; "This is like THE Blitz ... I assume." As he saw the woman trapped under the rubble he grabs her polearm and tries to leverage the stones off of her so he can pull her to safety. Digging the polearm into any crack visible he could he puts his back into it to try and roll the rubble off of her. He will continue to attempt to do this until he is convinced that she is alive and worth saving or dead and not leaving behind. He will take the polearm in case others are trapped and he can repeat the process. Witnessing the kids' ingenuity to attack the crystal things he looks to see if he can copy their efforts. Glancing around quickly he hopes something can be used to deliver the same results (partially collapsed building walls, or heavy barrels). If not he will simply blast the crystalline entities with his force blasts to help clear any paths that these things are blocking. His goal is to help others escape to whichever direction they wish. His instincts for reaching higher ground have been answered with the notice of the Counting House. It was not ideal considering its proximity to water, but as far as convenience and availability it scored well on both accounts. Running in that direction he tries to get himself into the security of the building and he hoped no obstacles would prevent him from getting in. Whether he must lie or convince security that it is in their best interest to step aside and allow himself and whatever citizens he has been helping in he will do it. Now is not the time to take 'No' for an answer. Thom has not seen himself yet, but with all the dust and rubble and general chaos he looks really, really bad. Blood is streaming down his scalp, gluing the dust and pebble to his face, and his armor is battered to hell. His shield, which was new, has taken a real beating; it might completely worthless after this encounter. OoC [1] He will try and help out whomever he can along the way, so maybe an Athletics +2 roll(s) to see if he can help remove rubble off people(s) with the polearm. [2] He will attack the crystal creature(s) whenever he encounters them with his 2 eldritch blasts +8 to hit / 1d10 damage whenever he encounters them. [3] He will lie or persuade himself into the bank with Deception or Persuasion +6 for each if he can, and he will try to get others inside as well. Worst case scenario he cast Suggestion on any guard that blocks his attempts to getting into the bank. I would prefer you roll(s) to adjudicate as you see fit for crafting the next scenes.
  20. Qwynn Maraphiir Moon Elf Ranger from Neverwinter Wood Qwynn laughs a bit and looks to his companions and says, "I stabbed a dead one. Ha! Ha! Ha!" His short blades make a grave wound to one that was already defeated and so he found his action humorous. "What now? Ready ourselves for the next wave? Chase after them?" OoC I thought the skull icon meant "skeleton" and not "dead". Anyways, I thought I would mention that in post with his error in thinking he crit a live one.
  21. Brühl Tordönson | CG Illuskan Human "Sailor" Fighter 6 "Battle-Master" / Wizard 1 [7] HP 72 | AC 20 | Init +2 | Perception 18 | Investigation 20 Brühl looks to Everan after overhearing their new companion's reason for not murdering people without good reason and he has to concede that his logic is flawed. He nods to his friend that the suggestion of investigating first before stabbing someone in their sleep is a better idea. If he could sneak in he would, but his bulky armor makes too much noise. OoC OoC: He will always use his Passive Perception and Investigation entering any new room. Poisoned for 1 hr So who is our party scout? Game Notes The adventuring party is looking for an old duergar mining outpost; history books mention a powerful duergar leader named Zorzula commanded mining operations throughout the Sword Mountains.; a pair of forbidding obsidian doors is the entrance to Zorzula's Rest (mining outpost). Familiar Owl "Mimir" AC 11 | HP 1 (1d4-1) | Speed 60' | Darkvision 12' | Passive Perception 13 Perception +3, Stealth +3 Keen Hearing and Sight: Advantage on Perception checks Flyby: doesn't provoke attacks of opportunity when leaving enemy's reach Familiar Abilities Telepathy 100' See and Hear through familiar's senses Deliver touch spells
  22. Anyone else know of any cool superhero type games out there? This is the second one recently that I have seen go quiet.
  23. I'm sure the Robobuddies and Cameron can conjure up some smell-proof bodybags for you. Giant Glad-Lock bags with the technology so you know it is sealed.
×
×
  • Create New...