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scootloops

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  1. Taborlin Soothsong Human (Variant) Paladin 5 AC: 19 (splint and shield) | HP: 44/44 | Initiative: +1 | Passive Perception: 12 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Lay on Hands: 25/25 | Divine Sense: 4/4 | Channel Divinity: 2/2 |DM Inspiration: 0/1 Sanaa (mount): Summoned, Nearby | HP: 19/19 | AC: 11 | "Sanaa, as much as I hate to do it, can be dismissed in the same manner as a familiar and resummoned." The hyena growls a little at the prospect of being sent back to the ether. "I know, azizati My treasure. Last resort." she says reaching out to scratch Sanaa's head. Mechanics Main Hand: - Off Hand: - Proficiencies: +6 Athletics, Deception | +2 Insight, Medicine, Deception | Viol Languages: Common, Tamesheq (Southlands dialect), Draconic Action: - Bonus Action: - Move: - Manipulate: - Possible Reaction: AOO if possible. Shield ally if possible Mount: Sanaa Status: Summoned Proficiencies: +2 bonus | 11 Passive Perception Weight capacity: 87/540 (no rider) | +180 (Tabs weight)+Carried Weight (Items) when mounted
  2. Bringing everyone here for the discussion: This is everyone who seems to be keeping up with the game at the moment. There are still 10 of us, so we'll have to decide who might want to stick around and who might want to find another game to go with. I'd like to whittle down to 6 players. I would like to stick with as much of what we have as possible, but if you want to change up your character feel free to do so. Everyone is Level 3 for whatever we do next. for the current games on the table. I have the most interest for Drakkenheim right now, a dark fantasy, cosmic horror dungeon crawler. Otherwise, I'm personally leaning more on the Arcane Library and Where the Machines Wait, but don't let me be the end all decide because I'm open to any of the suggestions I made.
  3. Sarah and Tevis decimate the final ghast, leaving nothing more than a foul smelling pile of ash. COMBAT OVER. Thanks for sticking around through this switchover, if you're interested in continuing with any players from this group (characters as well) head over the the general chat. We're trying to figure out where to go and what to do. I'll tag everyone in case they haven't seen it yet.
  4. "Pick the best tool for the job and consider everyone's skills" lol. It fits so well for Deirdre to talk about that as an overly verbose scientific analysis. Similar to PR except that Deirdre isn't trying to obfuscate anything, she just thinks funny. :P
  5. Both. Arcane Library: L3: Crypts of Azarumme - Undead horror L4: Shadows of Lastwatch Keep - Drow problems L5: Snow Stalkers - Monster/Supernatural horror L6: Fangs of Otali - Pulp jungle adventure Drakkenheim: Described as Dark Fantasy and Cosmic Horror
  6. Taborlin Soothsong Human (Variant) Paladin 5 AC: 19 (splint and shield) | HP: 44/44 | Initiative: +1 | Passive Perception: 12 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +7 | Spell DC: 15 Lay on Hands: 25/25 | Divine Sense: 4/4 | Channel Divinity: 2/2 |DM Inspiration: 0/1 Sanaa (mount): Summoned, Nearby | HP: 19/19 | AC: 11 | Taborlin was quite happy this discussion was even being brought up without her own prompting. When it had just been the three of them, there was no real need for this kind of hierarchy, but with all six, and still many unknowns as to their motives and abilities, this was a good start. "Discussion is always welcome, though if I am to take point, mine should be the final decision." She stared off to the glint in the distance, following Thistlewing. "We have a saying among my people, 'Alrasas min alwasat.' 'Lead from the middle'. I may ask you to take my decisions as final, but I must still consider every opinion. No single person can see everything." ---- The news of the alcove sits rather uneasily, if only for the mystery of the runes. "Could be an entrance, and a faster method of gaining access to the spire. But the runes, the signs of collapse, it's height from the ground...provides their own challenges. Sanaa cannot climb that, we would leave many of our supplies, or spend great effort lifting it up. Doors may not go anywhere." She pauses and chews on a thought. "Noodles, you can scale up the alcove, yes?" Mechanics Main Hand: - Off Hand: - Proficiencies: +6 Athletics, Deception | +2 Insight, Medicine, Deception | Viol Languages: Common, Tamesheq (Southlands dialect), Draconic Action: - Bonus Action: - Move: - Manipulate: - Possible Reaction: AOO if possible. Shield ally if possible Mount: Sanaa Status: Summoned Proficiencies: +2 bonus | 11 Passive Perception Weight capacity: 87/540 (no rider) | +180 (Tabs weight)+Carried Weight (Items) when mounted
  7. I think it’s worth a check before hoofing it up the mountain. We can send a familiar, which would be best I think, or Sanaa out to look at it, but Sanaa can’t speak/think back so it would be an interpretive thing. Alternately, taborlin could ride out and see it, using steed speed to go quick, noodles could scout/sneak.
  8. you're good as far as I'm concerned, I like to let my players do that in my games too if I have the chance. Also, I should note I'm a weirdo and my posting availability is more so on weekdays vs weekends. I'm busy with my family and housework Sat and Sun, and can't usually get to my PC.
  9. We're getting closer to reconciling, so I've been pondering a few options for us to take. Adventures on the table Should be able to keep within our setting and PC's Ruins of - Multi-quest adventure, exploring an underground area and the strange effects of the Grendleroot - L1-5 (we'd just stay at 2 for a while), Longish A few adventures from the - they're all one shots and could be strung together as weird missions in the borderlands. Covers any level, but I would start us at level 3 with Crypts of Azarumme. Many of them are horror themed. - L3-L6, longish if we did them all - Longer adventure exploring an ancient underground repository of machines. Has a sci-fantasy feel to it - L 1-5, Long - Dungeon crawler of a city ruined 1000 years ago by some sort of magic. Easily fits into the borderlands as an undiscovered place the Tourist contracts you to go. Rumors of valuable magic crystals. Definitely has a horror theme - L1-L13, so easy to start where we want and end where we want, could be super long or shortish Probably won't fit in with the current theme and setting The Styes - Uncover the mysterious disappearances and murders in a troubled seaside town. Has a lovecraftian horror feel to it and includes a kraken - L10-13, Longish. Something from "". - An adventure book with many stories based on mythological female goddesses and monsters. Can't find previews of any of the adventures, so I don't have a good guess at length or how well they would fit in. L1-L5 Lost Shrine of Tamoachan - Explore a lost jungle templle that holds the mummy of an ancient vampire demi-god and discover it's treasure (classic treasure hunt) - L5, Med length Whiteplume Mountain - Recover powerful Artifacts from a mad mage's mountain lair (Another classic treasure hunt, this dungeon gets a bit silly) - L8, Med length Same Setting & Characters Other Setting & Characters Dropouts Ruins of Grendelroot Arcane Library Where the Machines Wait Dungeons of Drakenheim The Styes Uncaged, Volume 1 Lost Shrine of Tamoachan Whiteplume Mountain
  10. Similar to what we had before if the team has no qualms Scouting - Noodle Deirdre Tabs and Sanaa (just Tabs if Sanaa is unavailable) Zelda, Willowveil, and Question in any order For watches, I'd recommend any of these based on perception bonuses: Sanaa doesn't need to stay in the hut if we don't have room. I'd rather not dismiss her because that means I have to take into account summoning her again in the morning and taking up a spell slot/risking magic chaos. If she dies on watch, I can bring her back. She's a lot like a familiar in that manner. First choice (any order) Deirdre, Question, Zelda Zelda (extra time), Taborlin Noodle, Willowveil Deirdre, Zelda Noodle, Willoveil Zelda (extra), Taborlin, Question Noodle, Question Taborlin, Dierdre, Zelda Willowveil, Zelda
  11. I accept OOC captain responsibilities. I'm on the discord channel so I can tap our GM there if we need to. I'm assuming all this means is I'm gonna relay our discussions about what to do, and make tiebreakers if needed, Taborlin isn't the party lead IC, but I'll make sure she's good support and a mediator if there's an IC decision that needs to be made. How's that sound to y'all?
  12. Tableplop Link GM Sherrin can't seem to make contact with the remaining ghast as she deftly doges and back off. since George is dead, Everyone is up! (except sherrin), I will resolve Kagami and Eira's actions first, but you can post in any order. We're almost fnished here, and then we'll get you back to town for the group meeting on what to do. Ghast Recalled KnowledgeReligion Result Checks: Highest I see is 21 Revealed that these creatures are a type of ghoul known as Ghasts, they have normal undead resistances/weaknesses (listed below) and there are stories of a horrendous stench that can waylay anyone of a weak constitution. Damage Resistances: Necrotic Damage Immunities: Poison Condition Immunities: Charmed, Exhaustion, Poisoned STENCH: Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Round 2/3: Those with "‼️" may act! Init Name Damage Tracker Concentrating Notes 19 Gala -14, -4, -6, 11 DEAD ‼️ 15 Samus ‼️ 14 Tevis ‼️ 11 Sarah 10 Grissom -11, -13 9 Sherrin Immune: Ghast Stench (24 hrs), on roof (about 20 ft up) 9 George -14, -5, -2, -12, -7 DEAD ‼️ 8 Eira ‼️ 6 Kagami Poisoned!
  13. Narration The watches go without much trouble, it truly seems like no bandits have been out here recently. It cold through the night with the rain, and more than once a crosswind rustles through the opening to the tower, rustling the fire and bringing in a little of the rain from outside. In the morning, the rain has stopped but it is still overcast wet. Taborlin wasn't exaggerating about how the travel would be harsh, especially trying to make good time. There was a lot of use of the mending spell to keep the carts from breaking beyond repair in the mud. Exhausted by the end of the day, no one has much energy to talk when you make camp out in the grasslands, beyond the border to the forest from earlier. You can't help but remember the harpies coming in the night and that fear makes the watches much more tense than normal. Sergeant Lin takes an extra watch to allow extra rest. The watches prove uneventful tonight. The next day of travel is far easier than the previous day, but the exhaustion is hard to deal with. Sergeant Lin Barks orders all morning and seems stressed and frustrated, annoying many of you in the process. But once everything is under way she calms down and the rest of the day back to Keri's Crossing is uneventful, and quite beautiful. The dark clouds cleared out leaving the same clear skies you left with 4 days ago. OOC That's all for now until we decide who and how to go forwards. Whatever we decide, I'll try and tie it in to whatever is going on in Keri's Crossing if that's what y'all wish.
  14. I'm okay with Captain in either space if it mainly means I'm communicating team decisions. Taborlin is not great at out of the box thinking though, and can be stubborn if she thinks she is right.
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