Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


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RE: Identifying -- remember, each of you that is a magic-user can identify the functions of one magic item for free per long rest. The identify spell just lets you ID additional items quickly. So you could ID four things during a long rest. Currently you have: Koralyn's sword, the shattered sword, strand of beads, bracers and the shield. So, you could do all but one, or all of them with one casting of identify (which could be done as a ritual, without a slot, if you're willing to pay the cost of the material component).

And just let me know how you want to interrogate the prisoners. They'll all wake up in the course of being secured.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Thank you, Alistair, for tending to my wounds. Let me help you with binding these prisoners.

I vote for a long rest. I believe that is the only way for a cleric to get his spells back. I don't think there is an option for a short rest.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

As they bind the prisoners, Kierdan says, My friends, if you like, I could talk to the prisoners when they awake.

Kierdan has a decent Charisma score and his Persuasion is +5


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

am i the only shield-user here?

also... there were prison cells here? if i recall correctly?

"My thanks, when we learn more of the blade, I expect I will benefit from it greatly. The shield, perhaps, as well... if no one else intends to use it. There is also the matter of the stacked bodies."


Kierdan also uses a shield, I believe.

As for the cells, all but one or two of the occupants of those are dead, and the live ones are taking their last breaths. Some quick healing would save them, along with the eight used as human shields. Then you also have the four bound cultists to question.

Of the five unidentified items, which will you not ID during your long rest?


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

pssssh, skip K's sword, she's already using it and not cursed yet :D

as for the prisoners, Alistair, Eldramin doesn't need healing so the heal you rolled could go towards one of them...


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

And Dragomir can use a shield, though he chooses to focus on two handed weapons. There willbe fights where using a shield might be smart for him. Hard to predict. Also Koralyn agrees to not identify her sword. Good logic, even though I am curious. :)


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Kierdan wrote:

As they bind the prisoners, Kierdan says, My friends, if you like, I could talk to the prisoners when they awake.

Kierdan has a decent Charisma score and his Persuasion is +5

Yes Kierdan, please do the questioning. I think they will sense your kindness and that is the best place to start. If we have to try to intimidate them there will be time for that tactic later.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair will cast one identify as a ritual so that we can ID all the magical items. He has a 100gp pearl needed for the casting.

Alistair settles down to rest and recouperate his spell power before going on to identify some of the treasure found so far.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn will cast the Alarm spell as a ritual before identifying anything and certainly before resting.


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You manage to clear out a space in the embalming hall that is both relatively defensible and relatively free of the stench from the cages to the south. Before long, the prisoners chained to the altar awake, most of them disoriented and traumatized. You manage to gather from a few of the more lucid prisoners that those kept in the cages here had either not been taken yet "to see the Mistress" or had somehow resisted her mind-controlling abilities, much like Rolen's sister. For those, the most likely fate was gradual starvation and reanimation as a zombie by the priest you dispatched. They confirm that the passage beneath the statue leads to the Mistress, but any additional detail will require careful coaxing (ie. Persuasion checks).

The four cultists are far less cooperative. As soon as they wake up, they begin screaming and thrashing, trying to break free, although they quiet down, seeming to bide their time, once gagged and restrained. Deliberate questioning might shake some more information free ...

You hear a few distant noises during your rest, but no one approaches the room. You inspection of the various items reveals a variety of potent abilities:

* The elven blade, Namarra, is a +2 longsword of warning. The blade warns an attuned wielder of danger, granting advantage on initiative rolls. In addition, the wielder and any companions within 30 ft can’t be surprised unless incapacitated by something other than mundane sleep. The weapon magically awakens the wielder and companions within range from natural sleep when combat begins.

* The shattered sword is a +1 revenant blade. When attuned, it inflicts an additional 1d6 necrotic damage in melee and has the reach property, extending the wielder's reach with it by 5 feet.

* The black bracers are bracers of archery, which grant the wearer proficiency with the longbow and shortbow and a +2 bonus to damage rolls on ranged attacks made with such weapons.

* The round shield is an unmoving bulwark. The wielder gains advantage on opposed checks to resist being moved involuntarily. In addition, by speaking the command word inscribed on the inner surface, the shield functions as an immovable rod, magically fixing it in space until the command word is spoken again. The shield can hold up to 8,000 pounds of weight before it is deactivated and falls. A creature can use an action to make a DC 30 Strength check, moving the fixed shield up to 10 feet on a success.

* The strand of beads is a necklace of prayer beads. When attuned by a cleric, druid or paladin, the beads may be used to cast certain spells. Activating a bead is a bonus action (using the wearer's spell save DC if needed). Once used, a bead may not be used again until the following dawn. The necklace contains the following beads: blessing (bless), curing (2nd level cure wounds or lesser restoration), favor (greater restoration) and smiting (branding smite).


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Great loot! How does one go about becoming attuned? During questioning Koralyn wants to know the distance and amount of time needed to travel from the passage beneath the statue to the mistress so she can better time the casting of buffs. A sketch of the passage would be great.


Lady Koralyn Nightstar wrote:
Great loot! How does one go about becoming attuned?

The rules say attunement takes a short rest, separate from the short rest during which you identified the item. I'm happy to hand-wave it all as taking place during your long rest.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

After identifying the items, Alistair will use his healing ability to help the prisoners, while the others interrogate the cultists. He will also give up whatever food and water he has to help feed the starving people.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

I am interested in those bracers. Turns out you were correct Koralyn.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan attempts to gently coax additional information from the prisoners.

charisma (persuasion): 1d20 + 5 ⇒ (18) + 5 = 23


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"Hmm. Very interesting, the equipment we have found. The shattered sword, while nice, can extend your reach and may be better for you, Koralyn, though you may find the darkness of the blade distasteful. If you do not want to use it, I shall use it, though I already have the capacity to strike at a distance." Eldramin turns to Kierdan. "As for the shield, I'd take it if you don't want it. The ability it possesses seems equally useful to anyone."

what are the base stats for the shield, as far as AC goes? Is it +1 or anything?

does reach do anything for you defensively? from what i understand AoOs aren't a thing. I guess it would make my Veteran's Greeting proc more.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

To be honest, Eldramin, I am much more interested in the spell beads than I am in the shield. Please, take it.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Bracers of Archery added to Rolen's profile.

Rolen places the bracers on and draws his longbow in an effort to try the bracets out. He smiles deviously, imagining the sniping he can accomplish with his enhanced skill.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Rolen Philandril wrote:
I am interested in those bracers. Turns out you were correct Koralyn.

Koralyn smiles sadly and adds You are a good archer Rolen. With these you will be even better. I pray that mercy will temper your choice of targets. Please remember the nature of our enemy and that many who serve her do so against their will. Not all must die.

Had to get some preaching in there. :)

To Eldramin she states I have chosen Namarra, or perhaps she has chosen me. I see the appeal of such a blade but this blade seems, well, cleaner. Use the Shattered Sword when it best fits your need.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Aye, Lady Koralyn. I understand.


Eldramin Tarkanan wrote:

what are the base stats for the shield, as far as AC goes? Is it +1 or anything?

does reach do anything for you defensively? from what i understand AoOs aren't a thing. I guess it would make my Veteran's Greeting proc more.

Same AC bonus as a normal shield, the enchantment is the other abilities.

You are correct on reach -- AoOs really only trigger if someones tries to leave your reach. It's much more useful for you paired with Veteran's Greeting, as it lets you make an attack against anyone who approaches within 10 feet.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Sounds good, Shattered Sword and Unmoving Bulwark will be added in my next sheet update. The +1 part of the sword is the same as other games (+1 to atk and dmg) or no?


Kierdan spends some time ministering to the freed prisoners. Most had not yet been through the passage to meet the Mistress, so have little information to offer, though all agree that you seem to have eliminated the mortal leadership of the cult, making further reprisals unlikely.

One woman, almost skeletal from starvation, remains quiet, but another woman urges her to speak.

"Come on, Usta, you were there. Tell them what you saw."

The thin woman moans, shaking her head. Eventually, she calms down enough to speak.

"I ... I don't remember much on the way there. I think they drugged us, put something in our food so we wouldn't fight, then dragged us into the passage. It's straight, mostly, with burial niches along the sides and stone carvings."

"The Mistress was horrible ... and her lair was huge, like a cavern, filled by a lake, with an island where she was. She spoke to us ... but whatever power she used didn't work on me like the others, but I was too scared to show it. I was a little more clear-headed on the way back, and I remember this sound, this rasping sound as they brought us back through the tunnel. At one point I raised my head, and I saw vipers hanging from the holes in the carving, swaying back and forth as the cultists sang and dragged us along. No one was bitten."


Eldramin Tarkanan wrote:
The +1 part of the sword is the same as other games (+1 to atk and dmg) or no?

Yes.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

That is very good, Usta, very good. Thank you very much. Those vipers, did one of the cultists say something to keep them from attacking? Do you remember if they held aloft a special item that may have kept them at bay? You have been very helpful, but if you could just try to remember a little bit more, you could help us put an end to this scourge for good!


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Sounds like it might have been the singing. USA can you hum the tune?


"A song? Yes, maybe it was ... I don't know if I can remember."

Usta closes her eyes, clearly struggling with the painful memories.

"I think it was ... ah-ah-zum ... da-va-zum ..., maybe," she says, becoming more confident. After a moment, she is certain of the tune, six notes, chanted melodically like a mantra.

Armed with the song, and a full complement of spells, you ready yourselves for the battle ahead. Usta and the other captives, strengthened by some of your rations and Kierdan's healing, seem capable of keeping the captive cultists secure, and traveling to the surface if need be. They've gathered some makeshift weapons and know where to find food for a journey if you don't return from your meeting with the temple's Mistress ...

Any final preparations before heading into the tunnel beneath the statue? Even if not, please check in and let me know you're ready (and able to post to the glitchy boards ...


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Here and ready!!


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Ready to rock and roll!


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koralyn will cast Mage Armor right before descending and cast False life as a third level spell (1 hour duration) based on what she was told about the time it takes to arrive.

False Life: 1d4 + 14 ⇒ (2) + 14 = 16


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

oops also casting mage armor!!


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

i dont think many of my buffs last minutes, so i am good


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan readies his shield and, with a firm countenance, turns to face whatever is next.

Sorry for the delay in posting, had to go out of town for a few days.


After a quick benediction from Kierdan, Dragomir drags the serpentine statue out of the way, revealing the trap door. He plugs in the circular iron key, turning it and using it as a handle to lever the door open. Below all is dark, save for a faint blue glow.

The light flares as you drop into the tunnel, dozens of arcane candles set into the walls suddenly sparking into life. The sound of shifting sand signals incoming danger and you immediately begin chanting the tune Usta passed to you. It works, and the vipers slithering out of the holes pockmarking the walls and ceiling keep their distance, swaying back and forth as if in a daze.

Carefully, you make your way down the eerie passage, stepping gingerly over the docile serpents while searching for traps or other foes in the strange blue light of the flickering candles. You find nothing that obstructs your way, and candles continue to catch fire ahead of you as you advance -- almost as if you are being welcomed.

After 50 paces, the passage comes to an end. Ahead, a narrow doorway opens into darkness. You can hear the lapping of water and the drip, drip of condensation falling from the cave ceiling ahead. You are sure something waits for you in the black, but you will have to venture into the Reptile Goddess's lair to find out what.

Who's going in first? Give me Stealth and Perception checks, if desired, and a description of how you enter, then we'll roll for Initiative. No surprise on either side, as everyone's expecting a fight.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Not first. We need trap spotters going in with our tank.

Stealth: 1d20 + 3 ⇒ (10) + 3 = 13

Perception: 1d20 + 2 ⇒ (16) + 2 = 18


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen will enter looking carefully for the enemy and traps as he stays to the wall on the right as he advances.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Stealth: 1d20 + 10 ⇒ (11) + 10 = 21


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

If no one has any objections, Kierdan will have attuned the necklace of prayer beads during our last long rest. Assuming this happened, Kierdan will use the Bless bead on the first three people through the narrow doorway. At this point it looks like Dragomir, Rolen and Koralyn. These three get +D4 on attack and saving throws for the next minute.
Rules question: when you use a item to cast a spell that requires concentration, does the caster still need to concentrate or does the item take care of it?
As for positioning, Kierdan tries to stay in the middle of the group to provide the best support to the whole party.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin will enter probably after Kierdan, i imagine probably second-to-last with Alistair behind him. During the rest he will attune to his new items and designate the shattered blade as his pact weapon.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Sorry thought I had posted that I was going after Eldramin..which I think makes me the last person in the group to enter the room. As I had nothing to attune to, I am as ready as I ever will be!"


Rolen slips quietly through the passage into the darkness beyond, followed closely by Dragomir and then Koralyn. The three find themselves in a massive, water-filled cavern. Some sort of glowing material in the water creates faint, blue-tinged illumination, like a moonless night in winter, with the stars reflecting off the ice and snow. The light is too dim to make out many details, but you can tell the cavern stretches over a vast space, an acre or more.

The rocky ground in front of you descends quickly to the lapping water, where two small boats wait, tied to a broken-off stalagmite. Rolen's keen eyes make out movement -- at least one serpent waits in each boat, coiled among the cast-off nets in the bilge.

To your left, the slick rocks continue in a narrow path around the perimeter of the underground lake. After a few dozen yards, a finger of rocky ground appears to extend into the middle of the lake, where the faint outlines of a rocky island rises from the water, 100 feet or so from your position. A flickering glow casts shadows there, but jagged walls block your view of the source. Water drips from the ceiling, out of sight above you; combined with the lapping of the water, it's difficult to make out any other sounds.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rather than deal with the snakes in the boats, Rolen returns briefly to the entry way and addresses everyon in low whisper.

The boats have snakes in them. We can get around to the left and use a finger of land to reach the island middle. I suggest we do that, rather than clear the boats. Thoughts?


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"Snakes! Yes, lets go around the water...I dread to think what might lurk under those dark waters!"

The wizard give a slight shiver as he remembers his almost death by the tiny fish above.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

I agree with your suggestion, Rolen, let us stay on solid ground as long as possible.

The "Bless" from the Necklace of Prayer Beads will run out very quickly. It's duration is only 1 minute. After that spell expires, Kierdan will continually cast the cantrip "Guidance" on Rolen since he will be up front scouting. "Guidance" let's Rolen add +d4 on a n ability check of his choice. The duration is 1 minute (concentration). I will try to recast as he uses the +d4 or each time the spell expires, but the range is touch so if he gets to far ahead, I may not be able to.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"I imagine the fingers of land are just as dangerous, if not more, but I'd still rather take them."


Avoiding the serpent-infested boats, you hug the cavern wall and pick your way across the slick stone toward the rocky path out to the island.

You can make out movement on the isle as you advance - shadows flickering, a dark shape here or there back-lit by the faint blue glow - but no detail. After circling a quarter of the way around the cavern, you find yourselves near the crude causeway, which appears to have been a natural wall of stalagmites that someone broke off and carved down into relatively flat steps, just above water level. You think you can travel two abreast, but the footing is treacherous -- a misstep could land you in the black waters to either side.

At the far end of the rocky bridge, you can make out the ruins of a low, stone building or fortification of some kind. The source of the blue glow also can be seen -- several metal braziers filled with flickering blue flames, obviously arcane in origin. Around them, you can see the shadowed figures of armed men and women, crouched with weapons ready. Although just within bow range, they make no move to fire on you where you stand near the cavern wall.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Noting the slippery stones and narrow path forward Koralyn recommends Perhaps one abreast is better as we cross.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

I agree.

Rolen starts across with an arrow drawn.

Is an ability check necessary to continue?


If you're moving one abreast, we'll treat the causeway as difficult terrain. You can ignore that and move at full speed, but if you do you'll need to make either a Dexterity save or Acrobatics check to avoid slipping.

Also, as far as light, I've been treating you as moving in darkness. If that changes, let me know.

Finally, for marching order, does this work: Rolen, Dragomir, Koralyn, Kierdan, Alistair, Eldramin?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

This works for me

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