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  1. Arlo Thistleknott Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Kenderspeak, and Thieves' Cant On the way to meet Artanis, Arlo stops and picks up some more sling bullets for his hoopak. Everyone else had taken the preparations for their new adventure seriously, and Arlo wanted to show that he was taking things seriously too. At least a seriously as any kender could take things. After Coltan and Modri finish speaking, Arlo falls into step beside Coltan. "You said you met Reorx, right?" he asks, very curious. "What's it like to meet a god? Is Reorx nice? They say that he made all the dwarves and gnomes and kender. Do you think I could meet him one day?" When they reach the wagons, Arlo hands a handful of coins to Artanis. "These are really nice wagons! Can I drive one? I promise that I'm a good wagon driver. I hardly ever crash!" Arlo's excitement isn't necessarily a ringing endorsement of his skills. As the party sets off, it takes a long time for Arlo to become calm enough to sleep. OOC Action: Move: Bonus Action: Taunt: 3/3 Spell Slots: 3/3 1st Level Pipes of the Sewers: 3/3 charges Arlo will contribute 50 gold to the party's purchases.
  2. Thursday, 26th of Winter Night, Evening Moon Magic Lunitari is at Low Sanction. All Red Robes take a -1 penalty to spell attack rolls and spell DCs. Solinari (2)--Waning, 1 day to Low Sanction Lunitari (5)--Low Sanction, 5 days to Waxing Nuitari (5)--Waxing, 2 days to High Sanction You rest through the night. In the distance, you hear sounds of elven hunting horns, but they fade into the distance as the night deepens. You awake in the morning, ready for your journey up the Thon-Sorpon. The canoes are roughly balanced in weight, so you feel secure in the water. It is hard to row against the current, but you do make steady progress upstream through the day. Eventually, you reach the point where the river becomes shallow enough and the ascent into the mountains steep enough that you can no longer journey by canoe. You disembark on the eastern bank. No sooner do you remove your last belongings than the canoes slide back into the water and disappear downstream. Silvara leads you into the foothills of the mountains. As the sun sets, you see a single hut on the top of the next foothill. A plume of smoke rises from its chimney. You smell roasting venison on the air. Tabletop
  3. Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Callista casts her blight spell. Rath Modar attempts to counterspell it, but fails. Her remaining zombie misses the gargoyle. Aubryn strikes true as the gargoyle attacks a weaker target. Her next attack reduces the creature to a pile of rubble. Alura's spell keeps Rath Modar charmed. As she calls for him to surrender, his resolve visibly wavers. Nile's fire bolt barely hits the gargoyle, singeing it. His spiritual weapon slams into the creature with a wave of force. Cole takes quick advantage of the wall of fire's disappearance. He fires two arrows at Rath Modar. The first hits the sorcerer in the arm. The second hits a wall of force around Modar and disappears. Rath Modar shakes his head as Alura attempts to end the fight. "If I do that, your companions will kill me!" he screams. "To the Abyss with you!" He pulls a scroll from a pocket of his robe, speaks the words of enchantment, and steps through a hole in the air which disappears behind him. For a brief second, you see gleaming ice through the hole. Even with their master gone, the gargoyles continue their attack. The first gargoyle attacks Aubryn but her armor saves her from any damage. The second attacks Cole, who dodges its clumsy attacks. The final gargoyle attacks Alura. Its claws pierce her mage armor spell, dealing 5 points of piercing damage. Tabletop You are in Area 12. Alura needs to make a DC 10 Concentration check. We are in combat. The full party is up. Map
  4. I added the second stealth roll and an initiative roll to my post. First nat 20 of the adventure!
  5. MINERVA HECATE WITCH 1 HP: 16/16 | AC: 16 | Perception: +4 Fort: +5 | Ref: +5 | Will: +6 ResourcesFocus Points 1/1 | Spells PreparedCANTRIPS Electric Arc Light Mage Hand Needle Darts Shield 1ST LEVEL Fear Summon Animal HEXES Discern Secrets (Hex Cantrip) Phase Familiar | SkillsAcrobatics +5β€‡πŸ…£ Arcana +7 πŸ…£ Athletics +0 Crafting +7β€‡πŸ…£ Deception +0 Diplomacy +0 Intimidation +3β€‡πŸ…£ Lore: Academia +7β€‡πŸ…£ Medicine +0 Nature +4β€‡πŸ…£ Occultism +7β€‡πŸ…£ Performance +0 Religion +4β€‡πŸ…£ Society +7β€‡πŸ…£ Stealth +5β€‡πŸ…£ Survival +0  Thievery +0 | FamiliarPerception +5  Speed 25 feet HP 5/5 AC 15 Fortitude +5  Reflex +5  Will +6  Familiar Ability: Fly Familiar Ability: Speech Master Ability: Share Senses| Summon Stats (Empty)Content... Minerva gently extends an elegant hand to Enoch. "Minerva Hecate," she says. "I'm sure temple work has ample rewards. One of Procan's favorites is failing to sink your ship. I suppose I should be grateful for such blessings, but I'm sure you'll understand if I'm less than enthusiastic about them. Still, one can't be too picky about paying work, I suppose." She gives Enoch a long, considering look, eyeing his rough appearance. Well, he certainly looks like he's seen a fight or two, she thinks. I hope he was on the winning side. Minerva nods in greeting at each of the new arrivals. She says little, but she does emit an audible groan with Boz mentions the carnival circuit. First fish, and now we're dealing with circus performers. What new lows will this day bring now? she thinks. Still, she says nothing. When Razig arrives and introduces himself, Minerva takes notice. "You've traveled far from the Caliphate," she observes. "Tell me, what is your land like? I have long desired to visit, but I have never been able to secure passage. I hear your libraries contain works found nowhere else." Tabletop Exploration Activity: Action 1: Action 2: Action 3: Reaction:
  6. Palast, 31st of Gildember, Morning Moon Magic White Robes receive a +1 bonus to spell attack rolls and spell save DCs. Solinari (17+1)--High Sanction, 7 days to Waning Lunitari (17+1)--Waning, 1 days to Waning Nuitari (5)--Waxing, 2 days to High Sanction Alura casts her spell over the wall of fire. Inside the protective spell, Rath Modar's eyes grow unfocused as the charm takes hold. Callista delays her turn, waiting to see what the sorcerer does. Aubryn strikes the gargoyle as it attacks the zombie. She then continues her attack, chipping pieces off the stone creature with her magical sword. Niles' cantrip misses. Cole moves into a better position. One of the gargoyles swipes at him as he moves by, but he easily evades it. The wall of fire prevents him from shooting arrows at Rath Modar, but he fires three arrows at the closest gargoyle. Two harmlessly deflect off its rock hide, but one pierces a crack that already existed in the creature, causing more rock to flake off. Rath Modar drops his concentration on the wall of fire spell. "You are in danger!" he shouts back to Alura. "The Black Robe will turn on your at any moment!" The sorcerer snaps his fingers, and three magic missiles arch toward Callista. She takes 9 points of force damage. The first gargoyle attacks a zombie, rending it to pieces. The next two gargoyles similarly destroy the second of Callista's zombies. The final gargoyle attacks Aubryn. It manages to pierce her armor with its bite, dealing 3 points of piercing damage. Tabletop You are in Area 12. Callista successfully counterspells Rath Modar's teleport spell. We are in combat. The full party is up. The red circle is Rath Modar's wall of fire spell. Any character who comes within 10 feet of the wall must make a DC 15 Dexterity Save. Map
  7. Arlo Thistleknott Kender Entertainer Arcane Trickster Rogue AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft. Senses: passive Perception 18, Insight 15, Investigation 16 Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0) Languages: You can speak, read, and write Common, Kenderspeak, and Thieves' Cant "Oh," Arlo says in response to Hunni. "I guess Kettle is a good name for a giraffe. I've never met a giraffe, so I don't know what sort of names they like. I'm glad you like the bear. He could use a friend, and a crow sounds like a good friend for a bear." Arlo is deeply impressed by Hunni's fish-bone toy, which keeps him distracted from the boring talk the others are having. Based on his experience, the discussion is probably important, because boring things usually are. He trusts that his friends can handle the planning of their next adventure, and he will be on hand to take care of any doors. He still feels very proud of himself for opening a door with the rather wet and gross lockpick Elgo had given him. He'd never learned how she managed to turn her stomach into a pouch, but he doesn't think he'd like to keep his buttons in his stomach now that he's had more time to think about it. "Gnomes are very good at making things, especially if you need something that explodes. Gnomes make the absolute best explosions. It's always very exciting to meet a gnome. I'm impressed that this gnome let a kender help him. When I meet a gnome, all they can say is things like, 'No, don't touch that button!' or 'The lever is not supposed to come off!' or 'For the love of Reorx get that crazy kender away from here!' I don't know who that crazy kender is, but I hope that they are able to find him. He sounds like he might need help." As the conversation continues, Arlo looks up from sorting the contents of his pouches and admiring Hunni's toys. "So do we have a plan yet?" he asks his larger friends. OOC Action: Move: Bonus Action: Taunt: 3/3 Spell Slots: 3/3 1st Level Pipes of the Sewers: 3/3 charges
  8. Amdiran, Son of Amdirgir | DunΓ©dain Warden (Counselor) 4 AC: 15/17 | HP: 27/27 | HD: 4/4d8 | Initiative: +4 | Passive Perception: 17 | Warden's Gift: 3/3 | Discourse 1/1 | Foresight: 1/1 Shadow Points: 3 | DM Inspiration: 0/1 "Dandi's eyes are better than mine. I only saw the crebain," Amdiran admits. "If this group is crafty enough to evade a Ranger, they pose a real danger to the people of Breeland. We should deal with them swiftly." The plan set, Amdiran prepares to sneak back through the trees to launch their own ambush. He grips the hilt of his sword. Egeleb still feels strange to his hand. What power lurks within it? he wonders, uneasy at the idea. He suspects the sword is more than it appears, but he is not eager to test the sword's properties. His experience with the Black Tablet has left him wary of the cunning works of old. The sword will likely serve him well, but he trusts his bow more for the moment. Tabletop
  9. MINERVA HECATE WITCH 1 HP: 16/16 | AC: 16 | Perception: +4 Fort: +5 | Ref: +5 | Will: +6 ResourcesFocus Points 1/1 | Spells PreparedCANTRIPS Electric Arc Light Mage Hand Needle Darts Shield 1ST LEVEL Fear Summon Animal HEXES Discern Secrets (Hex Cantrip) Phase Familiar | SkillsAcrobatics +5β€‡πŸ…£ Arcana +7 πŸ…£ Athletics +0 Crafting +7β€‡πŸ…£ Deception +0 Diplomacy +0 Intimidation +3β€‡πŸ…£ Lore: Academia +7β€‡πŸ…£ Medicine +0 Nature +4β€‡πŸ…£ Occultism +7β€‡πŸ…£ Performance +0 Religion +4β€‡πŸ…£ Society +7β€‡πŸ…£ Stealth +5β€‡πŸ…£ Survival +0  Thievery +0 | FamiliarPerception +5  Speed 25 feet HP 5/5 AC 15 Fortitude +5  Reflex +5  Will +6  Familiar Ability: Fly Familiar Ability: Speech Master Ability: Share Senses| Summon Stats (Empty)Content... The human woman in the red cloak moves slowly through the streets of Port Torvin, watching carefully where she puts her feet. Yesterday, she'd carelessly stepped in a puddle of what she hoped was water, and the stain was still visible on the hem of her cloak. As she walks, a gust of wind blows her cloak open, revealing steel-gray robes beneath, belted with a thin chain of gold links. The grim expression on her face says she is not to be trifled with. Minerva had not intended to be in Port Torvin to begin with, much less to remain here for as long as she had. She'd intended this to be a short stop on a longer journey. She'd bought passage on a ship, which was supposed to only dock here for one night on its journey across the Azure Sea. She'd been on the hunt for a long, lost manuscript, which described some... thing which dwelt beyond the stars. She'd combed libraries for years, searching for clues, only to finally find the hint that might actually lead her to the prize. Her hands clench as she rues her decision to spend one night sleeping in a bed that stayed still. It turns out the sailors were smugglers, and there had been a dispute with either customs agents or the local thieves' guild--Minerva had been unable to determine which, which might suggest they the two groups were one and the same--which resulted in the smugglers leaving port in the dead of night. That had been a week ago, and now Minerva finds herself without enough funds to pay for passage out of Port Torvin to somewhere civilized. What she would give for access to a decent library! As she stalks through the streets, a large white owl flies down and lands on her shoulder. Minerva bends her head near it, whispering, "Yes, I know, Hecuba. It is a paying job. Yes, it is the only lead we have on something to replenish our funds. But, it is temple work." She says this with special distaste evident in her voice. "Temple work always comes with strings attached and rules to be followed. Yes, temples do tend to pay promptly, Hecuba. But it's a sea god! Not even a proper deity like Wee Jas or even Boccob! I would have something to talk about with a cleric of Wee Jas. What am I to discuss with a cleric of Procan? Fish?" Minerva makes a dismissive snort. Yet her walk takes her ever and ever closer to the temple. When she arrives, she is in a foul mood. She snaps at the acolyte who greets her at the door. "I am Minerva Hecate, practitioner of the arcane arts. I have come in response to the request for adventurers." This had better be worth it, she thinks to herself. Still, if Hecuba wants her to take the job, she should listen. The few times she has ignored her familiar have provoked her patron's ire. She has learned to listen when the familiar speaks, as it is often her patron's will. Tabletop Exploration Activity: Action 1: Action 2: Action 3: Reaction:
  10. Yes. If you want to do that, you'll have to delay your turn until after Rath Modar moves or ready the action to use as a reaction if Modar drops the Wall of Fire. Let me know which you'd like. Delaying your turn will have Callista move between Modar and the gargoyles.
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