DM Greaek's 5e Taldorei (Inactive)

Game Master Greek Stronghammer

A homebrew 5e game in Mercer's taldorei


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Investigation: 1d20 + 1 ⇒ (9) + 1 = 10


Human Half-elf Investigator 3|4/4 inspiration|18/18 HP|FORT +1 WILL +5 REF +7|AC 18, FF 14, T 14|Temp: 60 ft speed 30/30,

Investigation: 1d20 + 2 ⇒ (19) + 2 = 21


Sorry for the delayed post Y'all, lost my game notes so had to redo some stuff
You find in the house 8 potions of healing, and one of greater in the library (Your choice whether to take them or not) and you find in the very basement a trap door


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Whispers notes the healing potions. "I think we might have use of these. Seeing as they might help save our lives trying to rescue their owner I see no issue with it. He tosses one to everybody and stows one among his gear. The 2 extras he offers one to Somia and Tiberius. [b]"Who gets the big one."

Whispers makes a point to ask the former hostages, "Did the kidnappers take your employer through the basement or did they leave via the streets?" He follows any answers with, "What's down the trapdoor in the basement."


They went into the basement and never came back up, what trap door?


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

"Don't worry about me, my Tabaxi friend, I already have magic to heal myself or others should I need to."


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

I'll take two, then. I'm sure to get cut up more than most.


Y'all can also split up Nileane and Sylberos's stuff if you wish to, Vanessa is grabbing the money she paid them in advance


dragonborn(red) Sorcerer 3 (storm) HP: 21/21| AC: 13 | Saves: Str: +1, Dex: +2, Con: +4, Int: +1, Wis: +0, Cha:+5| Resist (fire)

AH, yes thank you my good gentleman! He takes the potion and slides it into a pocket within his robes.

at the remark about the trapdoor, he speaks up again. Well, it is obvious that his employee's likely had no knowledge pertaining to this hidden exit. It is exceptionally likely that they withdrew through this escape route. I hypothesize that, should we follow its course, we are exceedingly likely to discover evidence of their headings....

After a few moments, That is too say, A trail to follow. So I would urge us to follow this course of action. Delay only lessens our likelihood of discovering them, or at least any trail they left.


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Whispers nods, "If your sure." He tosses the other extra to Rath.

"Looks like we are doing some Urban spelunking."

He looks over the door. Once at the trap door he grabs a cup. Puts the cup upside down on the door an listens.

Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Investigation if there is a trap to be disarmed and its needed: 1d20 + 3 ⇒ (9) + 3 = 12

If there is a trap:
"Looks like its trapped." Whispers pulls out a leather bundle from his belt pouch and unrolls it there are a number of tiny tools he selects a couple of things and goes to work on what he things the trap is. Disarm Traps Do you roll for this in 5e not sure what gets added: 1d20 ⇒ 10


Seraching for traps is investigation, and you do not find any traps, but it is locked
Disarming traps and locks are 1d20+dex mod+prof bonus if proficient (Rogues are)


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

That pushes my rolled 10 to 17 to pop the lock.


Easy money, you pop the lock picks in there, and the lock pops open


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Whispers holds a finger to his lips and opens the trap door careful to set the door quietly and not expose himself to the opening.

He then peaks over the edge.


You see a hall way


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Whispers quietly heads down and looks about.

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


dragonborn(red) Sorcerer 3 (storm) HP: 21/21| AC: 13 | Saves: Str: +1, Dex: +2, Con: +4, Int: +1, Wis: +0, Cha:+5| Resist (fire)

Tiberius will follow along about 20ft behind whispers. In case there was any trouble, trying to be stealthy as a near 6' 8" golden dragonborn can be.
perception: 1d20 + 1 ⇒ (5) + 1 = 6
stealth: 1d20 + 2 ⇒ (14) + 2 = 16


Noble Dragonborn Cleric 2- HP: 17/17, AC: 18, Resistance (Fire) Initiative +0. Spell Slots 3/3

Chaq doesn't want bother trying to stealth feeling he'd likely make more noise in the attempt so just walks casually down the hall weapon at the ready.


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Somia's heritage affords her a light step, so she takes the space between, about ten feet or so behind Whisper. Stealth: 1d20 + 4 ⇒ (20) + 4 = 24


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Rrath enters as well.

Perception: 1d20 + 3 ⇒ (8) + 3 = 11


Oh shoot sorry thought i had this
As you walk you see footprints in the dirt, survival checks to follow them as there is a fork in the tunnel


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Suvival?: 1d20 + 2 ⇒ (3) + 2 = 5 not my forte


Noble Dragonborn Cleric 2- HP: 17/17, AC: 18, Resistance (Fire) Initiative +0. Spell Slots 3/3

Survival: 1d20 + 4 ⇒ (4) + 4 = 8


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Rrath bends low to examine the prints.

Survival: 1d20 + 3 ⇒ (13) + 3 = 16


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Whispers looks back at Chaq, "Oh leaderly one. " He winks referring back to when Chaq said he was the leader, "Perhaps if we were quiet we might get the jump on our quarry who likely expect and have prepared for followers. Just a thought for your consideration."

When they reach the fork he notes that maybe Rrath has caught something significant in the dust. "Find something?"

stealth going forward: 1d20 + 7 ⇒ (16) + 7 = 23

I have a passive perception of 15 and in this setting will be vigilant for traps. If it needs to be said. Do you want me to roll?


Noble Dragonborn Cleric 2- HP: 17/17, AC: 18, Resistance (Fire) Initiative +0. Spell Slots 3/3

"I'll try but it is not something I have trained in."

Stealth with Disadvantage: 2d20 ⇒ (13, 15) = 28=13

Chaq's brow raises "You know I'm doing this in armour, I don't know why people kept trying to tell me this was difficult when they we wearing leathers."


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Rrath looks over his shoulder at the approaching Whispers.

Looks like prints. I tryin' to track them.


You see they go down the right path


Do you wish to follow?


Noble Dragonborn Cleric 2- HP: 17/17, AC: 18, Resistance (Fire) Initiative +0. Spell Slots 3/3

Yes


Male Half-Orc Barbarian (Outlander)(CN)/2, HP 23/30; , AC: 14 , Saves: STR +6 CON +5, Initiative: +0, Passive Perception: 12; Rage Remaining 1/2

Rrath will follow the prints.


You walk down the tunnel, and find a doorway engulfed in rubble


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Somia examines the rubble, does it look recently fallen or old debris?

Investigation?: 1d20 + 4 ⇒ (14) + 4 = 18


dragonborn(red) Sorcerer 3 (storm) HP: 21/21| AC: 13 | Saves: Str: +1, Dex: +2, Con: +4, Int: +1, Wis: +0, Cha:+5| Resist (fire)

Hmm. well, this causes quite the quandary about our next course of action. I wonder, How far does this rubble extend? Would it be plausable to excavate it and continue, or has our progress here hit a rock wall?

investigation: 1d20 + 6 ⇒ (17) + 6 = 23 he looks it over, trying to determine if it is worth the time to attempt to excavate the rubble and continue along the path.


Ok, waiting on investigations from a few others than will post what the investigation reaps


Noble Dragonborn Cleric 2- HP: 17/17, AC: 18, Resistance (Fire) Initiative +0. Spell Slots 3/3

Investigation: 1d20 ⇒ 17

"Perhaps we will find some way around it or through it quicker than we would first think."


1/2Elf Female Bard 2 | AC 14 | HP15/15 | STR+1; DEX+3/5*; CON+1; INT+2; WIS+1; CHA+4/6 | PPerc 9 | 3/3x1st

Also, how good a job would a Thunderwave do at clearing it?


It would ruin any chances of stealth, and I would probably have you roll a spellcasting check


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

"Sounds loud. We can see the door way so we might be able to muscle it."


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Do we get a feeling that it might cause more of a cave in if we moved the rocks.


Roll investigation


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Investgigation: 1d20 + 3 ⇒ (15) + 3 = 18

Whispers explains his looking around the rubble, "Looking to see if we are in danger of causing more rubble."


The rubble seems safe, but you are able to find an easier alternative in a secret door


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Whispers tail twitches happily, "Or a secret door."

Whispers runs through his routine prior to opening doors. Check for traps, can I hear anything, test the lock, pick the lock if needed.

Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Investigation: 1d20 + 3 ⇒ (6) + 3 = 9
Disables trap and Picks the lock if needed.

Nods to the others to be ready and opens the door.


Noble Dragonborn Cleric 2- HP: 17/17, AC: 18, Resistance (Fire) Initiative +0. Spell Slots 3/3

Chaq is ready to go through this secret doors with Whispers once the Tabaxi is happy it is safe.


Ok, it is locked so you would have to roll the theives tools check


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Sorry I forgot. I get confused with tool proficiencies in 5e. Because they are not linked to skills. So I assume its Dex plus proficiency bonus.

Open Lock: 1d20 + 7 ⇒ (19) + 7 = 26

If I am able to unlock it and don't hear anything:
Whipsers nods to the others and opens the door.


Easy unlock, you don't two men conversing, but you cannot make out any more details


Male Tabaxi CG Rogue 1 AC 17 HP 17/17 Passive Perception 15 Init +5 Proficency Bonus +2

Whispers when he hears the two men conversing looks back at the others. He holds up two fingers and then makes his hand move like a talking puppet. He grasps his weapon with emphasis to note its time to get ready. He nocks an arrow on his bow and opens the door and moves in leaving room for others to follow. He moves along the wall if he can. Keeping an arrow leveled at the two men if he can see them. "Weapons down, sudden moves or yells of alarm get arrows in the eye. Where is the prisoner Kanos?"

Persuasion: 1d20 + 5 ⇒ (8) + 5 = 13

Readied action shoot if they do anything mentioned or otherwise threatening.


Roll stealth check as you are moving along the wall

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