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codexgigas

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  1. I added the second stealth roll and an initiative roll to my post. First nat 20 of the adventure!
  2. 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:
  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 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
  4. 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
  5. 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
  6. 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:
  7. 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.
  8. Callista would have to delay her action. Rath Modar would drop the wall of fire at his point in the initiative order. He also may not, since he could construe that as a dangerous act. Would you add a Persuasion check to your post? I'm going to use that to help me decide.
  9. 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 Arlo quickly loses interest as the conversation with Lady Michelle grows serious. He sits on the ground by Hunni, watching as she plays with her toys. When she begins to comment on the situation, he loudly whispers to her, "Do you know of kettles that can talk? Are they part of the Test of High Sorcery? Will you show them to me?" Arlo then begins to sort through the contents of his pouches. He produces an impressive collection of buttons, seashells, small pieces of twine, and lots and lots of lint. It also appears that there are several pieces of silverware bearing the seal of Castle Kalaman. Arlo carefully sets those aside. He finally finds what he is looking for, a very dusty carved wooden figurine of a bear. It is misshapen and inexpertly carved. He hands it out to Hunni. "Would you like this? I carved it myself. I think he could use a friend, and your animals look friendly. Well, except for the gorilla. He really should be nicer to the giraffe if they're friends." OOC Action: Move: Bonus Action: Taunt: 3/3 Spell Slots: 3/3 1st Level Pipes of the Sewers: 3/3 charges
  10. Wednesday, 25th of Winter Night, Evening Moon Magic Lunitari and Nuitari are in conjunction and at Low Sanction. The bonus for being in conjunction cancels out the penalty for being at Low Sanction. All Wizards of High Sorcery cast spells as normal. Solinari (19+1)--Waning, 2 days to Low Sanction Lunitari (16+1)--Low Sanction, 6 days to Waxing Nuitari (4)--Low Sanction, 1 day to Waxing Silvara laughs as you engage in conversation. "It is good you are getting to know one another. I have a feeling you were all brought to this land at this time for a reason," she says. You pass a pleasant afternoon and evening among the Stagherd Clan of the Kagonesti. The wild elves are gracious hosts, making you to feel welcome and at ease. You feast on venison, wild fruits, flatbreads and a mead the elves brew. For those of you who survived the ship-wreck, you feel as if you can finally let your guard down after a long time of vigilance. That evening, your hosts lead you to a longhouse, where you sleep on comfortable pallets. In the morning, Silvara leads you into the woods once more. The Kagonesti fill your packs with supplies for the journey, mostly dried venison and flatbread, but you each find a wineskin filled with mead in your packs as well. Even Derek is pleasant for once, although his heavy armor is ill-suited for your journey. As night begins to fall, you come to the banks of a broad river. The water has a sharp, metallic appearance, and it reflects the setting sun and rising moons. Silvara bids you to halt. "This is the Thon-Sorpon, the Silverroad," she says. As she speaks, you see a single, unattended canoe float down the river. As it draws near, you can peer inside, seeing a young Kagonesti warrior stretched out on the bottom of the canoe. His body bears grievous wounds, and broken weapons are piled at his feat. Several of them are clearly of draconian make, speaking to the presence of Takhisis' armies, even here. "This is the road of the dead," Silvara tells you, her voice soft and reverent. "We send our dead down it, and there they join the River of Souls to be judged. I would not have brought you here, but our need is great. The Thon-Sorpon is also the straightest road to our destination. It may be that the gods will let us take it." She falls silent, waiting for something. After a long pause, three more canoes float down the river. These come to rest at the bank. Each is empty, save for a set of oars. "The gods will permit this road for you," Silvara says. The rising moon and stars give you enough light to attempt the journey by night. "We can either camp here, or we can press onward. Each hour we tarry may mean the Silvanesti and Qualinesti are closer to finding you again." Tabletop Each canoe can hold three people. Let me know who is in which canoe.
  11. I had never realized this until now. I generally rule that you can target an area without being able to see it, but you can't target a creature or object without line of sight. So Alura can cast Nathair's mischief on the area covered by the wall of fire. But Callista cannot see Rath Modar, so she cannot target the 5' square he is in. She could, however, cast fireball or cloudkill or any other spell which targets a specific area and have that area overlap with the wall of fire spell. I'll update tomorrow to give you time to edit Callista's post.
  12. Okay, I'm not going to post a full update, but I did resolve Alura's and Callista's spells. Rath Modar fails his Wisdom save and is charmed by Alura. Unlike other charm spells, Nathair's mischief doesn't say the effect ends if an ally attempts a hostile action, so he will be charmed for the rest of this round. The charm extends to Alura only. Rath Modar fails his Strength save and is restrained by Maximillian's earthen grasp. He makes his concentration check, so the wall of fire remains in effect.
  13. And also too effective at stopping enemy spells! (jk)
  14. Thanks for your patience and . Your characters will be in the next room the party searches.
  15. 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 As Alura speaks to Callista, Rath Modar speaks a word of command and makes an arcane gesture with his hands. While the sorcerer hopes the two wizards are distracted, Callista quickly counterspells Modar's spell, causing it to fail. Modar growls in frustration. "Get them, my pretties!" he shouts, as the gargoyles in the four corners come to life. Before you can react, they attack! The first two gargoyles attack one of the zombies. They claw and bite it, ripping rotting flesh away from its corpse. The third gargoyle attacks another zombie, again stripping flesh from bone. The fourth gargoyle attacks Aubryn, but its stone teeth and claws slide harmlessly off her armor. Rath Modar raises his staff and then slams it down into the ground. A ring of fire one foot thick and twenty feet wide springs up around him, rising all the way to the ceiling of the room. 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
  16. That's because I grabbed a template and popped it in on my phone yesterday but didn't have a chance to sit down at my computer and edit it. I'm working on cleaning it up. Thanks for letting me know. I've picked another color and checked how it looks in Dark Mode. Let me know if that's still a problem.
  17. 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... "This is how I speak." This is how I think. This is how I act. Tabletop Exploration Activity: Action 1: Action 2: Action 3: Reaction:
  18. 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 Amdiran startles a bit as Dandi suddenly begins speaking to him. The usually keen-eyed Ranger had no idea there was a hobbit following him. "And that was fine sneaking on your part as well, Dandi," he chuckles. "I didn't even see you there. Let's head back to report to the others." Amdiran walks the rest of the way back to LΓ©ofwyn and Orn with the hobbit by his side. Once they return, he reports what he has seen and asks Orn's opinions about the crebain. Tabletop
  19. 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 Arlo is delighted by all of his new friends, but Hunni is currently his favorite for teaching him the song. He likes that Coltan's hammer can flame, and thinks that if he's very good perhaps Coltan will let him turn the flames on. Merituuli has an osprey, which Arlo feels is a sterling character reference. Since the bird likes the sea elf, Arlo does too. He feels a little intimidated by Artanis because none of the knights he's met have appreciated having a Kender around. Still, Artanis seems nice. Arlo is a little scared of Modri after seeing how ferociously the dwarf fights, but he's reassured by how friendly Modri is after the battle. All goes well until Hunni mentions eating one of his new rat friends. Arlo stops blowing on the pipes and gives her a horrified look. "Hunni," he says with complete sincereity, "rats are friends, not food." Back in Kalaman, Arlo feels a little overawed by the palace, which he'd never been allowed in before. His eyes go wide as Lady Michelle introduces himself and then wider still when Modri mentions that she "spent time" with the Red Dragonarmy. "I'm Arlo Thistlenott," he says when she turns her attention to him. "I'm from Kendermore, and I'm looking for my Uncle Trapspringer. Did you know that he once ended up in an ogre's stewpot? He convinced the ogre that Kender taste better when they're in a salad, rather than a stew, and it turned out the ogre didn't like salad, so he let Uncle Trapspringer go. But I'm not sure where he's gone since then. Do you?" When Hunni takes him to Wyhan's shop, Arlo realizes that this is the first time he's ever actually been allowed in a mageware shop. He mostly listens to Wyhan as she gives a good speech about why Kender should be mages, but there are too many wonderful things around him to really pay attention to her. He sees a cuckoo-clock that is running backwards, a jade toad that actually hops, and so many other marvelous things. Something clinks against his foot, and he looks down to find a potion vial filled with blue liquid. Someone must have dropped this, he thinks to himself and bends down to pick it up. Before he can give it back to Wyhan, he gets distracted by rows and rows of spellbooks on a bookcase. While he's paying attention to them, his hand absentmindedly puts the vial in one of his pouches for safe keeping. And then Wyhan's speech is over, and she's hurrying them out of the shop, which is a shame because Arlo was really interested in buying something, and then the door, which is open, does something an open door has never done before and refuses to let him leave. Before he can do anything, Wyhan magics the potion that he forgot about out of his pocket and back onto a shelf. As the magical force helps him leave the shop in style, Arlo calls out behind his shoulder, "You must have dropped that! I'm glad I helped you find it!" Outside the store, he smiles at Hunni. "That was amazing. Wyhan may be even more awesome than Par-Salian, which I didn't know was possible. Do you think she'd let me join the Black Robes? I'd like to be able to see Nuitari, and I hear that only Black Robes can. It's odd that there's a moon that most people can't see, don't you think? Can we study for the Test of High Sorcery together?" OOC Action: Move: Bonus Action: Taunt: 3/3 Spell Slots: 3/3 1st Level Pipes of the Sewers: 3/3 charges
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