[D&D 5e] DM Asmodeus's "Night Below" Group #2 Campaign (Inactive)

Game Master bwatford

Current Location: The Gleaming Glade in the Hardlow Woods


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"We could tell the shaman that we want to take him on a tour of their future home, him and whatever "honor guard" he requires, as I am sure he won't trust us to bring him alone. I am sure he won't want to part with the ring but may be willing to come here under this pretext, which he could sell to the tribe and king. He could even say Shiraz here is an ambassador or something and they'd really have a silly little kingdom."


Night Below
Act 3: Lurred Into Darkness
Scene 3: Goblins of the Ring
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Shiraz
"I certainly am not going to parade a group of goblins around the countryside on tour." Shiraz says abruptly "If the people around here knew of their existence then a panic would start and we would have a mob of farmers on our hands trying to burn them out of their hole."

Kuiper
"We will also need the ring away from the shaman long enough for Shiraz to take it to this nymph for identification. We certainly don't want these... blue skins? knowing of what they are in possession of if it is really a water ring." he says.

Garyld
"But we must act on good faith, we have struck a deal with them, have we not Wolfgang? Perhaps if we give them a magical item and something else. Along with a temporary ring that would fool the rest of the goblins for a few days while we "fix" his ring. If you were going to give them the magical shield then add these." he says as he pulls the quiver of red feathered arrows off his back "They are not magical but they do extend the range of flight, I am sure you could.... "talk them up" to the goblins if need be. And tell them we can supply them with a regular supply if need be." he says looking at Kuiper.

Kuiper
"Yes, I could make them a few every now and then." he replies.

Active Effects:

Wolfgang has False Life (8 of 8 temporary hitpoints remaining)


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

"Are we sure we don't want to just eliminate this nuisance instead of trying to bargain with it"?

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

Alexander turns to The Slice frowning "They haven't done any evil, despite their kin bad fame. Every live should be warded unless strictly necessary. I say we try to reallocate them, I trust Wolgang's art to convince the shaman turning the ring."


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"If they disagree I'm killing them. Otherwise, I'm fine with this plan."


"I understand, and I didn't mean actually taking them on a tour. Merely a pretext to get the shaman in our grasp and conclude the deal as struck with fewer prying eyes around. Save them, kill them, makes no difference to me. I'm just contributing my thoughts towards making the plan."

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang brings his hands to his head, the various possibilities and political machinations becoming staggering. He is silent for meany moments, playing the various variables over and over in his head. There is...one new factor that he did not count on that is weighing heavily on his thoughts. Something Shiraz said....

He turns first to Garyld. "No, we have struck no pact. Offers have been put forth to be considered, but no binding word has been given."

Next he turns to Alexander. "Do not speak too highly of these goblinkind. They have openly admitted to raiding cattle. That is theft of the highest sort, and their crimes go unpunished because the local ruler does not have arms enough to stop them. So too, they have no plans for settling down and becoming a productive society. As their numbers grow, so will the friction. We would strike a blow for the side of justice to eliminate them."

He turns then to Pip. "Make your false ring. With these arrows that Garyld and Kuiper give us, that makes the plan of trade the best bet. Apologies for my wandering mind, but we have new data on this."

Finally he comes to Shiraz, with the question of import. "We need more knowledge, but I have a guess as to your answer. When you say the ring is now legendary, what do you mean? Do you mean to say that the ring would normally have small power, but that it malfunctions that makes it a collectors item? Or that the ring has GREAT power, and this malfunction is but a portent of it's true puissance?

Not unlike children playing with fire, I would not rest knowing that goblins had an item of true power. This may be the most weighty factor we have heard.

Still, I have great doubts that he would part with the ring temporarily. I would see this solution done with permanently."

Finally he nods to The Slice. "Keep thy blades sharp."


Night Below
Act 3: Lurred Into Darkness
Scene 3: Goblins of the Ring
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Shiraz
"If the nymph is right and this is one of the four rings then yes it would be legendary to have found one. The four elemental command rings are said to be very powerful. Each appears to be nothing more than an ordinary ring, but each has certain other powers as well that connect with one of the four elements. The nymph believes that this ring is the one connected to water. If it has been damaged and is malfunctioning then it may be leaking water directly from the elemental plane into this one. Thus the water logging."

"If the ring is as powerful as the nymph believes then what better place to hide such a item than within a goblin cave that is over watched by creatures that know the ring is there. I doubt the goblins have any real potential to discover what the ring really is or to use its power. Since the way the legend of the rings go, you must slay a powerful elemental of the type the ring is attuned to unlock its real power. I don't see the goblins slaying the elemental in the lake even if they knew what the ring really was."

"I do not condone the wholesale slaughter of these goblins, without reason. And if you do, then you can count my help out of this altogether."

Active Effects:

Wolfgang has False Life (8 of 8 temporary hitpoints remaining)

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang nods. "Fine. FINE! We shall offer a false ring, and take it through barter...if we can. Can you enchant it to have an illusion of the original? That is the only piece to this puzzle that we can not make."


Night Below
Act 3: Lurred Into Darkness
Scene 3: Goblins of the Ring
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Having come to a plan of action Shiraz tells the group that once they have the ring forged to give it to Garyld, who will have a bird fly it to meet her at the Eelhold where she will have the nymph enchant it with a temporary illusion enchantment that will make it appear much better quality than the simple signet ring. She will then have the bird return it to the location outside of the goblin cave where the bird will meet the group and deliver the final product.

The group then heads back to Milborne and spends the night forging the ring and gives it to the ranger at first light of the next day. As soon as that is completed, worn and weary from the night of no sleep the group makes their way back toward the goblins, it is late in the evening when they draw near and the bird approaches with the ring in its beak. Taking the ring from the creature before it flies off, the group approaches the cave once again and find the two goblins camped out front. This time more alert than before and watching their surroundings.

The group takes a moment to discuss things before they approach.

Active Effects:

Wolfgang has False Life (8 of 8 temporary hitpoints remaining)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"So, are we sure we don't want to just kill them?"

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang raises his head from his long enough to answer the gnome. His face looks much fatigued, as if he bears a great weight, and has lost more than a mere night's sleep.

"Quiet simply, no. However we -do- need the nymph's help to fix the ring, and the nymph won't help us if we simply kill them outright.

The plan for trading is, plainly, the simplest: I convince the shaman to accept the trade and the items, and he gives over the ring.

I do not think that the shaman actually cares a whit for the ring itself, but he -does- covet the power and status it brings. If we can enhance his status, he will realize the one truth that all men of power know: Gold is but dross, and nothing equals power but power.

If he is stubborn and refuses, then, yes, one of two things happen:
1)I will contrive to have us leave that den of snakes and then, once we set foot again on this spot, we will assault the den. With nowhere to run they will all be slain and we shall have our prize.
2) We simply attack as soon as he refuses. With king and shaman dead, the rest of the tribe should retreat.
I prefer the first one, but we should be ready for the second. Failed negotiations can go downhill...very quickly.

I will explain our good-heated efforts to the nymph, and hopefully she will see the goodness of our intentions and fix the ring, and not dwell overmuch on the great pile of goblin corpses we leave here.

I apologize greatly for letting my mind be changed many times, but I wanted to be sure that we are taking the surest route. I am convinced that we now do the thing that gives us greatest reward for the least effort.

Are we agreed?"


"I can agree with that."


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

The Slice, alert as he slept while the others played ringmaker nods is agreement.

"So as we stand by and await the outcome, should we look friendly or intimidating"?

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

"Actually, Sir Slice, you shall play the most important role! The plan is that you lay out honeyed words and high praise of honor and glory upon the ears of the king and shaman.

Then you approach the shaman with the ring and shield, while Alexander approaches the king with the arrows.

Then use your subtle fingers to make the trade of rings with the shaman while the king is distracted with Alex's arrows.

I will use secret words to make sure our intent is known and all goes smoothly.

If it does not, you and Alex will be close to strike true. Pip, I, and Jelly will be far to use our ranged talents of death.

How is that?"


Night Below
Act 3: Lurred Into Darkness
Scene 3: Goblins of the Ring
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Having come to a consensus the group approaches once again and are soon led back down the hole into the goblin kings chamber and are soon confronted directly by the king.

"What have you learned? Besides that we have nothing to do with the wetlands?" the king says.

Active Effects:

Wolfgang has False Life (8 of 8 temporary hitpoints remaining)

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

[to Slice:]'Alright, that's your cue. Do your thing.'

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

While Slice speaks honeyed words, Wolfgang sends a personal message to the king and shaman. His mental voice sounding across a great cavern, and though unseen, deep within the vast blackness a single tentacle moves.

[To king:]Mighty King Grundlegek. The man speaking will offer you praise and gifts. You will accept them graciously, and then we will leave. This will satisfy forces beyond your ken. To do otherwise brings ruin.'

[To shaman]'Powerful Shaman Burukkleyet. The man speaking is simply called The Slice and he is the most dangerous man you will ever meet.
He will give you praise and honor, then give a powerful shield...and another ring.
You do not need to do anything. His deft fingers will take the ring from your hand and replace it with another as softly as a leaf falls from a tree.
Your king will be distracted while Alexander, a master of that enormous sword that rides on his back, gives him arrows of the finest make.

With gracious acceptance we shall leave you to your own devices. Anything else and Slice's dagger will be in your throat while Alex lops off your king's head. Then these two skilled archer's, Pip and Jelly, will kill the guards and I will unleash a tide of demons to feast upon the flesh and souls of your tribe.

We stand upon the knife's edge. Do nothing and receive praise and gifts. Do ought else and gain fire and pain.'.


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

Pre leaving...

"Ah I see. Normally I am more proficient with words that scratch and bite, but I shall give honeyed words an attempt. After all as my mentor in my order, known as "The Speech" proclaims you catch more flies with butter than with s$+$e".

To the Shaman...

The Slice hesitates and waits until Alexander nears the king.

The Slice makes sure to make eye contact with the King before he begins speaking.

"Your wise words have proven true Sire. We have learned that in order to remove this scourge from the lands, that we must endeavor to find a solution together.".

"Please accept this gift as a token of our desire to achieve together what might defeat us if we choose to stand alone.

The Slice then hands over the shield, and with much embracing and hand shaking exchanges the rings.

1d20 + 4 ⇒ (17) + 4 = 21 Slight of Hand.

1d20 + 5 ⇒ (16) + 5 = 21 Persuasion


Night Below
Act 3: Lurred Into Darkness
Scene 3: Goblins of the Ring
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

As the voice entered the king's head he jumped and twitched as he looked around for the source.

As the voice entered the shaman's head he swallowed hard, he did not answer but just nodded his agreement to Wolfgang.

Turning over the shield and arrows seemed to please the King greatly and the shaman did the trade for the ring in secret, not knowing the low quality of the ring because of the illusion placed upon it.

Then the king responded "So, you come back here, bearing gifts? We have given you nothing to warrant such... generosity." he says as he straps the shield onto his arm. "I have accepted your gifts, but I must ask now, what it is you want from us in return?"

The shaman then speaks up to the king "Perhaps, they just wish to apologize for trying to blame us goblins for their water problem."

"Perhaps" the king says "Perhaps, we should not question the reasoning."

Active Effects:

Wolfgang has False Life (8 of 8 temporary hitpoints remaining)

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

"Your wise shaman is right, oh great leader. But we have intentions too: that your kind and ours may live in peace for years to come, and that you take what you need from the earth not from the farmers. But take this as an advice, not as an order." says Alex once the gift is presented and he has returned to the rest "I could help your people, teach them our ways of the hunter and how to work the ground to grow crops. And so can others of our own, the best to help your people so a definite truce can be achieved... and no man with ill intentions come after us and you can live in peace for generations."

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang smiles at Alex's speech. 'That one has promise.'

[To King:]'You have done well, great king. We leave now in peace.'

[To Shaman:]'Many thanks, mighty shaman. You have done the right thing, and been rewarded. Let all thy works be as profitable.'

[to the party]'Great job, everyone. Let us quickly away and collect our rightful payment. With luck we might be offered a contract to wipe these miserable goblins out.
Do not treat with them so softly, Alex. That they have not made war on the humans yet does not mean they never will.'

If there are no cruel-yet-inevitable betrayals, Wolfgang bows silently and leads the way out.

Once out, he asks, "Do you want to collect our payment first or have the ring fixed first? I'd prefer the latter as my curiosity is intense, but I understand the lure of coin in the pocket."


Night Below
Act 3: Lurred Into Darkness
Scene 3: Goblins of the Ring
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Over the next week you return to Milborne and Shiraz has the nymph try and fix the ring which is almost confirmed to be what was thought, a ring of Water Elemental Command. Except the ring is of a type the nymph has not seen before and thus can not fix, however it would be useful in keeping the elemental in check at the Eelhold and by being kept there the water logging will not be a problem. However a full report on the mysteries of the ring is given and then delivered to the group in Milborne so that you can have enough proof to receive your payment from Darius.

The Report:

To whom it may concern,

I cannot identify this item with absolute precision. However, the central ruinic element depicts Elemental Water. This rune is one related to that of underdark races, but it is subtly different from those I know. It is not that of the Drow, the dark dwarves, nor the illithids, though it has similarities to them. Likewise, the circular pattern element is a magical rune of control, again akin to underdark symbols - but not precisely the same as any known to me. The significance of the dark circle escapes me; I do not know of any meaning for this. It may represent the creators of the item. Then again, it may not. Sagecraft is an exalted but, alas, not an exact science. The ring is however "leaking" water from the elemental plane of water into our own, of this I am certain. By keeping the ring here with me then the water logging of the new mire should correct itself over time.

Upon receiving the information, Darius Carmen pays the group their reward of 1,000 gold, split seven ways that comes to 142 gold, 8 silver and 6 copper for each of you.

You also gained enough experience to level up to level 3 at this time, So complete your level up and buy anything you would like with your new found wealth, spend a week relaxing in Milborne and when you are ready to continue let my know in the discussion thread and we will continue the game. Good job.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"Well, that's odd." Pip notes. He goes and buys himself a saddle for Jack, and loads his stuff onto it. "Good dog. We'll go into battle together now, right?"

He then goes to a blacksmith and sells his silver sword, silvers his rapier, and then uses his new-found magic to bond with his rapier and crossbow.

OOC:
Buying a pack saddle for 5 gp. Putting all of his stuff that was on the cart on Jack, and taking a single ration.

Selling my silver longsword for however much it is worth (I'm assuming half the normal price, or 57 gp.)

Silvering my rapier for 100 gp.

Leveling up as Eldritch Knight, and bonding with my rapier and light crossbow.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

At some point Wolfgang begs for an audience with either Shiraz or Garyld.

Shiraz or Garyld:
"Sir, this is a very odd situation, and I am greatly curious as to the exact machinations that are upon this ring; not only for it's main purpose, but also what, if anything, may have caused it to malfunction.

I understand that it can not be repaired, but...the ring cost us an item of power to regain, and I had been counting on the ring of setting the balance. Perhaps...between yourself, or, possibly, the nymph may have a secret hoard...might there not be something given to us in exchange for the ring?"

Wolfgang tries to hide his disappointment. This was his first -real- opportunity to carry with him an item of Power. That it must needs be kept by others since they can not carry out the repair that was promised is still a wound in his ego's side.
Since nymphs are known to have access to great magic, he hopes by asking that he might yet gain on Object.

But he'll not press the matter. He knows they are probably doing him a favor in keeping it...still he has to try.


Night Below
Act 3: Lurred Into Darkness
Scene 3: Goblins of the Ring
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Over the course of the conversation with Shiraz about the group giving up a magical item to obtain the ring and feeling that they deserved an item in return. A single item was sent back from the nymph..... A wand.....

Apprentice Wand of Magic Missile
(Wand, Uncommon, Command Word)
This wand is in the shape of a plain snarled stick with a dot of red paint at the end of it.

The command word for this wand is "Missilicious" and can be used by any class.

This wand lets the user cast the spell Magic Missile at will.
Each time the wand is used a d20 must be rolled.
On a roll of a 1 the energy in the wand is used up and the wand does not activate. Instead it crumbles to dust.

The wand functions until the time that a 1 is rolled.


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
-=-=-=-=-=-=-=-=-=-=-

Over the next several weeks the group becomes the talk of the town of Milborne. "These people drive off kidnappers!","They talk with that crazy old wizard down in Thurmaster, and the rangers are friendly with them!","Rumor has it, they’ve seen the Wild Woman of the Woods!", "They solved the problem of the New Mire!" And so on.

Families are happy to offer you food and hospitality in the area, and reactions to your presence is very positive. Your position in the town has earned you quite a few boring jobs of escorting barges up and down the river between Milborne and Thurmaster. All uneventful trips, but the locals talk up the group to the barge's that come through and most end up paying for the escort.

Tomorrow is no different, another simple boat courier job. A slow-moving barge laden with pots, pans, ceramics, and quality wood is headed to Thurmaster for delivery to Count Parlfray, and an escort is required for the river travel and also on wards overland to the keep, though Parlfray’s men-at-arms will also escort the cargo for the overland part of the journey. The fee offered is 50 gp per PC. The highest pay of any guard duty yet. But the barge insist on leaving out at 6am sharp.

The group sits around this evening at the inn getting ready for another long boring day ahead.

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

Alexander orders some mead while they sit and speaks honestly "Fifty pieces is a small fortune for most people around here... common folks at least. And the receiver is none other than a Count... I wonder what are we protecting."


"Doesn't matter to me as long as it doesn't blow up or climb out and bite me."


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"Hah! I agree. If it bites, I don't likes." Pip thinks for a second, "That was a terrible rhyme, wasn't it?"

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

In response to Pip's joke and follow-up question, Alexander makes a gesture as if he was hanging himself.

The would-be ranger then proceeds to down the mead directly "You two have no curiosity at all, except when finding out how much will we get paid?" he says with a smug grin as he raises an eyebrow.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"Na. Asking questions gets you killed. Unless it's needed, I prefer blissful ignorance." Pip replies, "Knowing is interesting, but breathing and eating is better." He takes a drink.


"I used to do things like this all the time, except i'd always know it was something that i shouldn't be transporting. When paid this much, either the road is to be dangerous or the product is illicit. Maybe both. But the fact of the matter is, it simply isn't my business unless they come out and say what it is. I'd play the questions game with them, certainly. 'Is it alive? Will it explode? Does it need to be smuggled?' But never 'what is it, exactly?'"

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang lounges by the barge's railing as he replies in his odd manner. 'I care not for such details. Often have I believed that the laws of man must be...mutable. If a man has a thing and another man will pay for it, what matter it if another man thinketh he should not sell it? Let the buyer be sure of his own uses and let the coin flow!
The entire concept of 'illicit' seems primitive. Outdated, even, to a properly evolved mind.
So much to the good that we might prosper from it! But of curiosity to see what we carry, I have none.'


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
Active Battlemaps" River Battlemap
-=-=-=-=-=-=-=-=-=-=-

As the early morning hours come the barge is readied to leave before light has come upon the land. The group is also joined by two of Parlfray’s men-at-arms as part of the protection detail. The group as well as the men at arms cover the deck of the barge while the captain and the cargo stay below. As the barge pushes off everyone settles in for the long boring ride and this mornings light drizzle of rain and fog does not help the mood of all those aboard.

A steady drizzle continues to fall and light is poor, just before dawn as the barge is three to five miles passed Hog's branch the sound of arrows and bolts ring out from both sides of the river along with a steak of brilliant white light from the north shore.

The arrows and bolts pepper all around and miss everyone except Pip who takes a arrow to the shoulder and a bolt to the back. The ray of white light just misses Erdann through the dim light.

As the group adjust their eyes to the surroundings another ray of white bright light sears through the light rain. This time it blows across the bow and just barely pisses the wounded Pip. Another volley of arrows begin to pelt the barge, this time the only one struck was Wolfgang who got hit once in the back and once in the left arm.

Straining to see through the drizzle the group can make out ambushers in almost all directions, then they see a man, the man is 5’ 9”, dark-haired, with a swarthy complexion. His right eye is missing, and the socket is covered with a black leather eyepatch. He is hooded and calls out from the shoreline "If you value your lives, you will throw down your weapons and surrender."

Round 2 Initiative
Priest
Scouts
PC's
Spies

* Conditions: None
* Terrain Effects: All ranged attacks have disadvantage due to the light and weather.
* Everyone please post your round 2 actions at this time.
* Actions will be processed IN the order that they are posted.

OOC:

The man doing the talking is located at R2 on the River Battlemap.

Mechanics:

Pip takes 10 hitpoints of piercing damage from an arrow.
Pip takes 7 hitpoints of piercing damage from a bolt.
Pip has 14 of 31 hitpoints remaining.

Wolfgang takes 9 hitpoints of piercing damage from arrow.
Wolfgang takes 3 hitpoints of piercing damage from arrow.
Wolfgang has 0 false life left.
Wolfgang has 20 of 24 hitpoints remaining.

Active Effects:

Pip has 14 of 31 hitpoints remaining.

Wolfgang has 0 false life left.
Wolfgang has 20 of 24 hitpoints remaining.


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Pip takes a step back, "Get the others!" He yells. Then, he draws his sword, fixing his eyes on one of the scouts that hit him.

"You're mine!" He yells, charging forward and flinging himself across the gap. He lands in front of the scout, and slashes towards them, his sword making an awful exploding noise on contact. He slashes once more, trying to hit the archer again. "DIE!" he yells.

Mechanics:
First off, I have a question. Would I be able to cast the shield spell during the hail of arrows? It would raise my AC to 21 during the entire thing, and I think that would help my hit points a bit. So if I can do that, I will expend a spell slot to cast the shield spell.

If not, using second wind to regain 1d10 + 3 ⇒ (1) + 3 = 4 hit points.

Taking a running start and jumping (14 feet, rounded up to 15), and landing on L-13. Drawing my rapier, and casting booming blade, and then doing it again with action surge.

Attack 1: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Damage if the enemy moves: 1d8 ⇒ 7

Action surge attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Damage if the enemy moves: 1d8 ⇒ 6

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

Alexander draws his bow and shouts back "You offer surrender after firing at us? YOU surrender your arms if you want to walk through this unscathed and breathing, that's my answer!"

Having said that, Alexander pulls the string twice in rapid sucession, flinging two arrows at one of the ambushers that carry no bow.

Mechanics:

Alexander uses Action Surge to gain a bonus action, which he proptly uses to make another attack.
That means two arrows that go to S-4.

Bow Attack #1: 1d20 + 4 ⇒ (7) + 4 = 11
Bow Attack #1: 1d20 + 4 ⇒ (5) + 4 = 9

Bow Attack #2: 1d20 + 4 ⇒ (15) + 4 = 19
Bow Attack #2: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

Well that's not too sporting.

The Slice positions himself behind a barrel for cover and takes a shot at #2.

Mechanics

Spoiler:

1d20 + 6 ⇒ (3) + 6 = 9 Bow
1d20 + 6 ⇒ (5) + 6 = 11 Bow - Disadvantage

1d6 + 4 ⇒ (1) + 4 = 5 Arrow

But finds the pitching of the boat too much to overcome.

Well if he can make the jump I can too.

He then stashes his bow, and pull out his more favored daggers.

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

As the arrows strike Wolfgang with enough force to pierce his personal protector, a sense of extreme relaxation is exuded from the demon, along with a sense of gratitude and the release of the last thing to be surrendered. The demon disappears in a puff of smoke.

Wolfgang stands and addresses the speaker. "Ha! I -have- bowed before, but that was before beings of TRUE power. Beings who blast apart the very fabric of reality and rend the will of men asunder. I do not bow before paupers who camp about and play at war.

And I shall not start with the likes of -you-.

Let us play the game of kings. We shall see if you run out of arrows...before I run out of demons."

Wolfgang snaps his fingers, and a demon of lust of and fury enwraps his body, it's fang-studded maw howling in silent agony at being called into servitude.

Mechanics:

False life: 1d4 + 4 ⇒ (4) + 4 = 8

Quasit familiar, Mr. Grinch, is invisible. He flies to P4.

Off to the speaker's side, he hears a voice. He sees nothing, but hears the voice of the insane. It's the voice of unbridled chaos and evil. It's the voice of the the dark; of the unseen things with claws that drip sorrow; it's the voice of that dark part of your mind that reminds you how inadequate you are, of all your failures and your shortcomings.

It's the voice of the future that says no one will remember you when you're dead.

"Y͘͜͡o̡ư͟r ̕͢s̶̢o̧҉̕u͘l͢͢ ͘ẃ͟i͝͠l̶l͏ ̧͠͠t̀͠á͞s̸t̷̕é ͡l̷̶i͜k͘͜e͠ ̵̀̕ç͞a͠t̵͘ ͞fǫ̴ò͞d̷̡ a̸͞nd̀͡ ͟áp͡p̸͝le҉͡sa̢ù̕c̷͝e͜.̵̕

Everyone, meet my quasit familiar. =)


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

"WHAT THE **** WOLFGANG!? WHY?! JUST WHY?! THAT IS NOT COOL! ****! WHY CAT FOOD?!" Pip screams as he stabs at the bandit.


As spell and arrow miss him, Erdann counts his lucky stars. Having little to add by way of pithy rejoinder, he summons a ball of flame at the man who would oppose them. The roiling sphere dances in place and illuminates the area around the swarthy man.

He then ducks behind baskets and crates, nearly laying down by way of defense.

mechanics:

DC 15 DEX (halves) saving throw i believe, if our proficiency bonus is still +2 which i think it is
fire: 2d6 ⇒ (6, 4) = 10 vs swarthy man currently in R2

i will go prone or take cover, whichever is more advantageous for me against all the attacks. both, if they stack.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will load up his crossbow and shoot and number 4.

mechanics:
hit: 7 + 1d20 ⇒ 7 + (7) = 14 disadvantage: 7 + 1d20 ⇒ 7 + (19) = 26 dmg: 1d8 + 5 ⇒ (6) + 5 = 11 removed that bolt from my inventory


Night Below
Act 3: Lurred Into Darkness
Scene 4: Peril On The River
Active Maps: Map of Harenshire
Active Battlemaps" River Battlemap
-=-=-=-=-=-=-=-=-=-=-

Leaping from the boat and landing on the log with one of the attackers Pip strikes out with his Rapier and cuts the scout twice as it becomes sheathed in booming energy as the woman wobbles under the force of the blows.

Alex unleashes two arrows at his target and strikes the enemy with one of them.

The Slice fires his bow but the arrow just zooms away in the dim light.

Wolfgang brings more protections into place as his familiar gets familiar with the priest.

Erdann brought a rolling spherical flame of fire into being and rolled it next to the man doing all the talking. The fire burned him.

Jelly fired his crossbow off and struck the spy he was targeting.

Guard #1 runs and leaps from the boat to the north and engages a scout but misses with his spear.

Guard #2 runs and leaps from the boat to the south and engages a scout but misses with his spear.

Spy #5 drops his hand crossbow and pulls a shortsword and moves toward guard #1 with incredible speed and strikes out at the man, but misses with both strikes.

Spy #4 drops his hand crossbow and pulls a shortsword and moves toward guard #2 with incredible speed as he leaps between islands and strikes out at the man, both strikes of his shortsword cutting the guard asunder as the man at arms falls into the water dead.

The leader of the group yells back "We can't be having none of this now can we." he says some words and makes some gestures and the flaming sphere goes out as he moves further away.

Scout #1 drops her Longbow and pulls her shortsword to swing at Pip, cutting the gnome twice.

Scout #2 drops her Longbow and jumps and lands on the barge and swings toward The Slice, flashing her shortsword twice she only cuts the man once.

Scout #3 drops her Longbow and draws her shortsword as she swings toward Guard #1, flashing her shortsword twice she only cuts the man both times as the man at arms bucles under the attack but does not go down.

Round 3 Initiative
Priest
Scouts
PC's
Spies

* Conditions: None
* Terrain Effects: All ranged attacks have disadvantage due to the light and weather.
* Everyone please post your round 3 actions at this time.
* Actions will be processed IN the order that they are posted.

Pip:

Ok throwing up shield would have saved you from being hit. Reversing the damage and marking off the spell.

The Slice:

You can drop your bow, but not store it as you only get to manipulate one object a round and you are using yours to pull a single dagger. You can't pull two at a time without two-weapon fighting.

OOC:

The man doing the talking is located at R2 on the map.

Mechanics:

Priest takes 10 hitpoints of Fire Damage from Erdann's Flaming Sphere.
Priest has taken a total of 10 hitpoints of damage.
Priest cast Dispel Magic.

Scout #1 takes 15 hitpoints of piercing damage from Pip's rapier.
Scout #1 has taken a total of 15 hitpoints of damage.

Spy #4 takes 11 hitpoints of piercing damage from Jelly's bow.
Spy #4 has taken a total of 11 hitpoints of damage.

Spy #5 takes 6 hitpoints of piercing damage from Alex's bow.
Spy #5 has taken a total of 6 hitpoints of damage.

Guard #1 takes 10 hitpoints of piercing damage from Scout #3's shortsword.
Guard #1 has taken a total of 10 hitpoints of damage.

Guard #2 takes 18 hitpoints of piercing damage from Spy #4's shortsword.
Guard #2 has taken a total of 18 hitpoints of damage.
Guard #2 is dead.

Pip used Action Surge (0 of 1 remaining.)
Pip takes 9 hitpoints of piercing damage from Scout #1's shortsword.
Pip has 22 of 31 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Wolfgang cast falselife (8 temporary hitpoints remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice takes 4 hitpoints of piercing damage from Scout #2's shortsword.
The Slice has 13 of 17 hitpoints remaining.

Active Effects:

Priest has taken a total of 10 hitpoints of damage.

Guard #1 has taken a total of 10 hitpoints of damage.

Scout #1 has taken a total of 15 hitpoints of damage.

Spy #4 has taken a total of 11 hitpoints of damage.

Spy #5 has taken a total of 6 hitpoints of damage.

Pip first level spell slots (1 of 2 remaining.)
Pip used Action Surge (0 of 1 remaining.)
Pip has 22 of 31 hitpoints remaining.

Wolfgang cast falselife (8 temporary hitpoints remaining.)
Wolfgang has 20 of 24 hitpoints remaining.

Alex used Action Surge (0 of 1 remaining.)

Erdann used one second level spell slot (1 of 2 remaining.)

The Slice has 13 of 17 hitpoints remaining.

Grand Lodge

Male Male Human Fighter 2: HP:31/31, Spd:20 , AC:16 (18 with shield), Init:2, Saving throws: Str:5, Dex:3, Con:5, Int:0, Wis:3, Cha:2, Passive Perception:15 Fighter 2

Considerating the place too harsh for ranged attackers, Alexander drops his bow on the barge's floor.
With a mighty leap the blacksmith follows the guard as he draws his sword mid air and lands with a mighty slam.
"Tally ho!"

Mechanics:

Jumping to N,4 and attacking the foe on M,3

Attack: 1d20 + 5 ⇒ (3) + 5 = 8
No luck...


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

OOC

Spoiler:

I forgot to update the Slices headlines to include his Level 3 stats. His Total HP is now 24(20) after the attack, and his Initiative is now +7. Also descriptions of Fancy Footwork and Rakish Audacity have been added.

The Slice simply looks down at the cut on his thigh and shakes his head sadly.

"Now I was planning on wearing these britches to dinner tonight, but you've ruined that plan. The cut doesn't bother me, but ruining a perfectly good outfit is reprehensible.

Mechanics

Spoiler:

1d20 + 6 ⇒ (12) + 6 = 18 Dagger 1 attack
1d20 + 6 ⇒ (18) + 6 = 24 Dagger 1 Attack (Advantage)

1d4 + 4 ⇒ (1) + 4 = 5 Damage

He then uses his cunning action to twirl away (Disengage) and draw his other dagger.

He then twirls away drawing his other new dagger from it's sheath alongside his belt, and turns to face the attacker, weaving his daggers back and forth.

Scarab Sages

FeMale Human Gungsliner 3: spd:25, Perc:9, AC:20, HP:32/32, Fort:7, Ref:11, Will:9

Jelly will drop his crossbow and pull out his mace to swing at the guy that just landed on the boat.

mechanics:
hit: 4 + 1d20 ⇒ 4 + (5) = 9
dmg: 1d6 + 2 ⇒ (3) + 2 = 5 I will then cast healing word on the alive guard as a bonus action. heal: 1d4 + 4 ⇒ (3) + 4 = 7


Male Forest Gnome Fighter 3 Passive perception 14. AC 16. Hp 31/31. Bolts: 26. This Fight: 0.
Spoiler:
Second wind: 1/1. Action surge 1/1 HD: 3d10 Spell slots. 2/2(1)

Pip attacks again, attempting to skewer the woman through the eye as she hits him.

Mechanics:
Booming blade again.

Rapier: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Crit: 1d8 ⇒ 3
Booming energy: 1d8 ⇒ 4

Dark Archive

Human gentleman Warlock 1| AC: 13 | HP: 8/10 | 1st: 1/1 | Init: +3 Perc: +0 | FX: FX:

Wolfgang lets out laugh. It is loud and deep, a laugh of full satisfaction. An anticipation of a hearty meal to come.

"Let me show you some of what we CAN be having now!"

OOC:

Casting Crown of Madness on Spy #5. WIS save or attack scout #3 and then move to scout #3's rear.
The Quasit moves to W4.

I haven't actually thought of a name for him yet, but for a being made of evil and madness I think few names are appropriate. For now we will call him...oh, I don't know, how about...Dunwich.

The Priest still have ears filled with the maniacal cackles of a being he can neither see nor sanely comprehend as the horror Dunwich contines to taunt him. "W̪͔̺͉̖i̯͉̙t̬̭̻̗͉͍h̬̝̳̟̗͚ ̪̟̱͚̻̼f̞̯͈̮̦̬l͕͚̠̳̩̥̙̗a̤̱̥̞̮͓̘ṃ͕̘̼̺̭̙̫i̼̻̭͙̱̘n̠̮͎͔g̫̰̙͚ ̯͉̙̜̝̣̟̦b͔̤̫̫̦͚̲̤̜a͈̘̮̭̖̦r̭͉̭ͅḇ̞̭̣̙̮̬s͉̹̲̞͍̫̜ ̭͇͎̖̺I͙̩̙ ͙̩͎w͉͔i̗̗l̺͚̻͔͎̗l̗͓͙̥̖͇̫̹ ͔̬̩͕̲͚̻p̘̠͓̱̝̦̙͍ͅi̟̬͔̪̳͓̲e̙͉̻̟r͇͍͓͙̻̪c̣͉̳͕̘̙̞̥̣e̗͖̰̳̩͍ ̗̟̥͖̻̮̪͖y͍o̝̹̮̺̩u͍̦̻̭̞̤̖͓r̘̰̭ ̤̣̱̱̻̮̘e̺̯ͅv̥͇e̙͍̩͍͕r̻̹͕̤͙̜y͍̭͎͚̩̗̙̦ ̺̻͖͕̝̫̠o̺r̥̗̹͕̤̦͉̝i̝̮̼͖̬̱̟f̰̜̺͈̜̫i̗c̼̟e̗.̖̫̮̥
͓̱
͈̘͍̙̝-̼͍̝͓͈̦̟͎E̠v̰͈̙e͇̲̝̹̭͔̲r̦̮̻̹̻y̪̤̼̖̩̪̩̻ͅ.͓-̞̤ ̞͙̦̫̲ ̼̺O̪r͔̮̭i̳̬̳͉f̜̠i͎̹̺̺̙͙̪c̯̭̻͙̣̘ͅe̲̼̦͍̝.̥̰͔̜͉ "


Male Human - Saves (STR +1, DEX +6, CON +2, INT+5, CHA +3) INIT: +7 (Rakish Audacity) Rouge / 3 (Swashbuckler), Passive Perception 11, AC 15, HP 24/24, HD 3/3: SPD 30, (Common, Dwarvish, Elvish, Orc, Thieves Cant

OOC

Spoiler:

As was so graciously pointed out, I believe I do get an additional 2d6 of damage with a melee partner so near.

Mechanics

Spoiler:

2d6 ⇒ (2, 6) = 8
Total of 13 including above damage.

Almost as an afterthought, The Slice twists and turns the knife as it makes it's way across his victim's abdomen.


Erdann attempts to fire the new wand on the man who dispelled his flaming sphere.

mechanics:
1d20 ⇒ 15
force: 3d4 + 3 ⇒ (4, 4, 2) + 3 = 13

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