Haven's Cross

Game Master Gritnarr Halldorr

A Classic Dungeons and Dragons mini-campaign based out of the frontier Town of Haven's Cross allowing for shared story telling duties using DnD 5th Edition Rules.


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Oleksandr Blackwind wrote:
** spoiler omitted **

Bill stuff:
"Hm. South then. Tharvum, if yours went the same direction, it's worth noting. Though they may have just been trying to get out of sight as quickly as possible.

"The puzzle cube...er puzzle compass? Compass box? Yes I remember that..don't remember where I got it. Or why. Or what to do with it. It's not magical but it seems like an awful lot of effort went into it. I seem to have acquired a great many things in my time. I'm sorry I can't recall more about it."


Male Half orc AC 15

I'm ready to go.


Dirt Wizard/Geomancer (AC 17, PP 15)
Rukkh wrote:
I'm ready to go.

"Do you have the means to expedite our trip? Any shortcuts? Looking at the map it seems like cutting through the mountains maybe mire direct but horses so do so well through there. Stick to the road? "


Male Half orc AC 15
Jorlitharr wrote:
Rukkh wrote:
I'm ready to go.
"Do you have the means to expedite our trip? Any shortcuts? Looking at the map it seems like cutting through the mountains maybe mire direct but horses so do so well through there. Stick to the road? "

I bought muhself a horse. We'll be glad of 'em when we get to Blasingdale. We cut cross country, ride where we can, lead 'em where we can't.

Anyone have magic that lift a warhorse? It'd free up some routes.


Dirt Wizard/Geomancer (AC 17, PP 15)
Rukkh wrote:
Jorlitharr wrote:
Rukkh wrote:
I'm ready to go.
"Do you have the means to expedite our trip? Any shortcuts? Looking at the map it seems like cutting through the mountains maybe mire direct but horses so do so well through there. Stick to the road? "

I bought muhself a horse. We'll be glad of 'em when we get to Blasingdale. We cut cross country, ride where we can, lead 'em where we can't.

Anyone have magic that lift a warhorse? It'd free up some routes.

"Not quite. Well sort of. Well not for what you're talking about. Aegnus could! Heaver of Hanseath! We could take the dogmole, it does great in the mountains but I don't think it would carry all of us and the supplies too."

"You can find us food though? The earth. Terra. The turtleshell if you will. It tells me direction but not so much what I can eat on the way."


Captain Samuel Wyrmshadow wrote:

"So you want the orcs killed and their hideout destroyed? I must say Baron, a town of your size with 3 people in your town guard is a bit reckless don't you think? It may be worth investing a bit more into your protection! Hopefully the orcs haven't done to much damage in the last month. You sure we're not sending these five in to face an army? Just a few small bands? If that's the case I think your previous quoted price is fair, if you're covering expenses."

Samuel turns to the guildmembers in the room Assuming Thravum, Oleksandr, Olias, Ruhhk and Jorlitharr?.

"Leave before first light tomorrow. Take horses or travel by cart. If you can, move at a faster than normal pace. Orcs are like sharks, if they smell blood in the water they'll be a lot that join the fight. The longer they're raiding the larger their numbers will grow."

"But of course, I will cover all expenses. Blasingdell has a history of peace, a hundred years' worth. No battles have occured since Durgeddin and his followers were destroyed a century ago. These attacking bands of orcs have not numbered more than six so far, but I have been gone for three weeks now."

The Baron pats his forehead. "I'm feeling feverish and need to rest. I'll ride with you at first light, as Samuel said. I'll see to it the wagon is packed with food and drink."


Male Half orc AC 15
Baron Altheon wrote:
Orcs are like sharks, if they smell blood in the water ...

Rukkh sniffs at the Baron. "You got a smell of blood on yuh, Altheon. There's more'n one way for raids to end, y'know, my Baron."


Dirt Wizard/Geomancer (AC 17, PP 15)
Rukkh wrote:
Baron Altheon wrote:
Orcs are like sharks, if they smell blood in the water ...

Rukkh sniffs at the Baron. "You got a smell of blood on yuh, Altheon. There's more'n one way for raids to end, y'know, my Baron."

Jorlitharr whispers to Ruhhk. "I'm not sure this Baron's going to be a great traveling companion. He'll likely slow us down and complain he's hungry or tired the whole time..though he did make it here alone. Hmm."

He scratches his beard with both hands. You hear the sound of dust and tiny pebbles falling onto the floorboards. Then he pauses to smile widely.

"He did say he's covering expenses. I'm going to figure out what I'm bringing with me. Are we taking a cart and horses? I don't know how to ride a horse but I'll ride in the cart and walk real fast when I'm not!"


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14
Quote:
Are we taking a cart and horses? I don't know how to ride a horse but I'll ride in the cart and walk real fast when I'm not!"

"We have a wagon and a pack horse at our disposal. If the road heading south is as well maintained as the north road then it should prove to be swift travel."


Dirt Wizard/Geomancer (AC 17, PP 15)
Oleksandr Blackwind wrote:
Quote:
Are we taking a cart and horses? I don't know how to ride a horse but I'll ride in the cart and walk real fast when I'm not!"
"We have a wagon and a pack horse at our disposal. If the road heading south is as well maintained as the north road then it should prove to be swift travel."

Jorlitharr smiles widely. "I'm itching to get going! I've been cooped up too long!"

Jorlitharr looks down at the pile of dirt and debris he's made. He waves his hand and the dirt floats gently in the air above the floor.

"Lets go! I'll meet you at the cart."

His sand and dust cloud follows him.


Female Human Cleric/1

Florr has been silent this whole time.

"Friends, I think I am going to stay here. Based on the distance, this sounds like a very long journey. If I stay here, I can help out with protecting the town, and be available for any other expeditions that might come up in the meantime. I feel rather... attached... to this town right now. May Valkur grant you speed and courage on this adventure!"

She offers hugs to Olek, Olias, and Thravum, and then leaves for the stables to visit Storm Surge.


The Baron stands to leave.

"My travels on the road to Blasingdell were easy, once the orcs left me alone. If you take a wagon and packhorse, we should be good. Plus you will be able to defend our caravan if we get close and more orcs attack. I do hope there is room in the wagon for me to sit."

He pulls a parchment paper towards him and scrawls all of his orders for food and packing. "I will meet you at the wagon, ready to go, at daybreak."


Male Half orc AC 15
Jorlitharr wrote:


"He did say he's covering expenses. I'm going to figure out what I'm bringing with me. Are we taking a cart and horses?"

"Food 'n drink is no trouble for us two-footers, so long as yuh not fussy. I've a bit o' magic ta feed the horses. That leaves watering 'em. We need barrels."


Male Half orc AC 15

**Ignore the following unless obsessive detail amuses you.**

Caravan Notes:

People: Baron Altheon, Jorlitharr Deepflagon, Oleksander Blackwind, Olian Anaran, Thravum Grimrock, Rukkh

Animals and vehicles: Rukkh’s warhorse “Kal,” two draft horses (unnamed?), one wagon

Food and water: Outlander background + Ranger abilities easily cover food and water for people. A single casting of Goodberry feeds up to 10 animals per day. That leaves water for horses: we need to carry about
(10 gallons each)*(number of horses)*(days between refills) gallons of water.
For example, if the longest stretch between places to refill the water barrels is 2 days’ travel and we have three horses, that’s 60 gallons.
One water barrel holds 40 gallons, so we probably need two. Full, they weigh 400 lbs each (70 lbs empty).

Travel equipment wishlist: (from most to least urgent)
2 barrels (for water)
Stuff for wagon repair: wheel, axle, hardware, other materials
Block and tackle (for getting things un-stuck, recovering fallen things, etc.)
1 extra Draft horse, bit & bridle, pack saddle, saddle bags
Extra Rope
2 tents
2 lanterns, with oil
Antitoxin

Other stuff?
There’s about 2700 lbs spare capacity in the wagon. We could bring passengers, letters, or trade goods from Haven’s Cross to Blasingdale.


Dirt Wizard/Geomancer (AC 17, PP 15)

Very early in the morning, before the sun has finished coming up, Jorlitharr is packing the cart. In the back of the cart you see two large barrels; one is marked with the Deepflagon maker's mark and contains a brown ale) . There's also a large crate of rocks of varying sizes, shapes, and textures. This crate seems to have overflowed, and there are rocks all over the floor of the cart and scattered on top of the other things in the cart. There is also a crate of 20 days worth of rations,for six people (consisting mostly of Mercy's dwarven rations, a large wheel of cheese, 6 loaves of green bread, bags of dried Mushrooms, a few dozen dry biscuits, a jar of pemmican, a large jar of pickled eggs and a tin of Walnuts) , as well as whatever was left in the cart from the previous adventure. He has a filthy burlap sack over his shoulder. His calloused bare feet scrape the ground as he makes last minute packing adjustments.


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Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14
Quote:
There's also a large crate of rocks of varying sizes, shapes, and textures. This crate seems to have overflowed, and there are rocks all over the floor of the cart and scattered on top of the other things in the cart.

Oleksandr places his backpack and another bag of his supplies into the cart. He eyes Jorlitharr's crate of rocks.

"If that is your library then I am jealous. If it is your spellbook, well, then I prefer my method."


Dirt Wizard/Geomancer (AC 17, PP 15)

"They're my rocks. My friends. They tell me things. If you know how to listen! If you speak their language. Granite, Rose quartz,Basalt, Hematite, Dorite,Shale, Slate, a bit of Obsidian, Adosite, Flourite, Alabaster, Moonstone....Where's my Citrine..." He looks back up at you refocusing. "Some of them are components. Some could be like a library I suppose. My spellbook is far lighter." He grins and taps his grimey temple with a filthy finger.


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14
Quote:
They tell me things. If you know how to listen! If you speak their language.

"During my studies I have learned many languages but have never heard of a language of the earth. You and I may have a lot to talk about on this journey."


Dirt Wizard/Geomancer (AC 17, PP 15)
Oleksandr Blackwind wrote:
Quote:
They tell me things. If you know how to listen! If you speak their language.
"During my studies I have learned many languages but have never heard of a language of the earth. You and I may have a lot to talk about on this journey."

"Ke'PHA, PE'Tros. Shu'AA. Any of this ringing a bell?"


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr rummages around underneath his robes. You quickly realize he's not wearing anything underneath, but the amount of dark dirt covering him conceals quite a bit. Around both shoulders he has thick bands of robes, woven and braided between them are more stones of varying type. After he finishes his rummaging, his robe drops back to his feet. Stuffed inside his hand are 4 biscuit sized disks of soapstone. One side is round, like a hill, the otherside is flat. On the round side is carved "רָפָא". He hands them to everyone.

"I made these for each of you. If you find yourself damaged.Rub this stone in your hand and speak "ra'pha"."

Healing Word Glyph- Spend an action (or as part of a move), after being rubbed and the command word is spoken the stone is left grey and nonmagical. The user heals 1d4+3 hitpoints. If the subject was under the effects of poison or bleeding damage the user can make another saving throw against the effect with advantage.


Male Half orc AC 15
Jorlitharr wrote:


"I made these for each of you."

"Thanks on you, Jorlitharr. Here's hoping they'll go unused, at least 'til we reach Blasingdale."


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

Olias finishes last minute errands, depositing most of his remaining gold at the bank. He returns to hear Jorlitharr explain the soapstones.

"Thank you." Then, he turns to everyone.
"I'm ready. Shall we be off?"


male Mountain Dwarf Fighter 4

Thravum seeks out Guldar before departing.

"Guldar! I got bit by one of those rat goblins in the fight yesterday. Well... more than one. A few really. Lots o times I guess. Whaddya do for rat goblin bites? I gonna turn inta one?"


Born Again Deacon of Berronar Truesilver
Thravum Grimrock wrote:

Thravum seeks out Guldar before departing.

"Guldar! I got bit by one of those rat goblins in the fight yesterday. Well... more than one. A few really. Lots o times I guess. Whaddya do for rat goblin bites? I gonna turn inta one?"

You notice a significant change in guldars demeanor however. He's smiling widely and is warm and friendly. He's wearing a priests collar and two silver rings interlocked on a chain around his neck.

When he places his hands on your neck you feel a great heat start to build to the point of almost pain and then a great feeling of relief. You see his eyes grow wide and he goes pale. His lips grow white and after a few seconds his color returns and he smiles. "You're good as new cousin. The next time you saw the moon, you'd be transformed yet. It's good you weren't."

Oleksander wrote:
Me too.

He peers at the hole in your neck. "Eesh. Something laid a worm in you. I've seen flies do it in jungles. Their babies grow up in there then eat their way out. Hard to get them out in once piece if it's early but you'll be alright. You might want a bath though. Wash it clean, pat it dry. Let it see the sun and wrap it at night. You'll be alright. May the mother watch over you."


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14
Quote:

"Thank you." Then, he turns to everyone.

"I'm ready. Shall we be off?"

"It seems we are all prepared. Olias, do you know any traveling songs?"


Born Again Deacon of Berronar Truesilver
Thravum Grimrock wrote:

Thravum seeks out Guldar before departing.

"Guldar! I got bit by one of those rat goblins in the fight yesterday. Well... more than one. A few really. Lots o times I guess. Whaddya do for rat goblin bites? I gonna turn inta one?"

"One more thing. You may feel very strange tomorrow night. If you do, drink this." he hand you a large flask of clear liquid.


The sun starts to peek over the horizon. The wagon is packed, the horses are hitched and packed accordingly, and you are ready to depart. There is room in the full wagon for three people to sit, or one person to lay down and one to sit. You are confident you have enough food and water for the journey if Rukkh helps to supplement your stock, and there are warm blankets and cloaks to stave off the chill of the impending winter weather. The Baron climbs into the back, grunting a little but trying to put on the facade of being tough and ready to go. He opens up a corked bottle filled with deep red wine. “To a swift journey and to courage when we arrive!” He offers the bottle around. “I am so worried about my estate. I will pay you 500 gold extra, each, if we arrive at Blasingdell in less than 10 days.”

You may travel at three different paces each day: relaxed, standard, and strenuous. Blasingdell is 300 miles away. A relaxed pace will get you 15 miles per day, taking a short rest during the day and a long rest at night. A standard pace will get you 25 miles per day, taking no rests during the day and a short rest at night. A strenuous pace will get you 35 miles per day, taking no restorative rests; every 2 days you travel like this you gain a level of exhaustion. In order to delete 1 level of exhaustion, you must take a long rest.

Levels of exhaustion:

Level 1: Disadvantage on all Ability checks
Level 2: Level 1 plus disadvantage on all Attack rolls
Level 3: Levels 1 & 2 plus disadvantage on all Damage rolls
Level 4: Levels 1-3 plus hit point maximum halved
Level 5: Levels 1-4 plus speed reduced to 0 (you cannot walk)
Level 6: Death


You may change paces each day, knowing that this may impact the next day. Describe anything significant that you may do. All math is rounded up. I will message you or stop the party if needed.


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr sits on top of his crate of rocks humming quietly to himself. He has a sharp copper awl that he's using to etch into different rockfaces. He'll be sure to pour a beer a day for everyone who will have it. He'll occasionally take breaks if he sees a particularly interesting or nice looking stone on the road but for the most part keeps his eyes down and his hands busy. Every few hours he'll pop a pickled egg into his mouth or uses a rock to smash open a walnut on the railing of the cart. He also carries three pyrite stones the size of grapes that grips tightly in his fist. He whispers into his fist ever few minutes.

Casting:
Magic Stone

Jorlitharr is very interested in learning more about his companions.

"Tell me companions. How do you believe our great Earth was made?"

I suggest we travel at a strenuous pace for days two through five, then go back to a slower pace to recover before arrival. It'll put us there before 10 days, but about half as fast as we would have traveled if we maintained a strenuous pace the whole time. Also can we take Con checks to mitigate the exhaustion? Would people who rode the whole time be able to opt out or be more likely to resist? Could we rotate who's in the cart to allow for short rests? I'll switch out the Deepflagon Brown for a cask of Deepflagon Redeye which will let us remove 2 levels of exhaustion per long rest instead of only 1 if we drink one mug per day.


Jorlitharr wrote:


... Also can we take Con checks to mitigate the exhaustion? Would people who rode the whole time be able to opt out or be more likely to resist? Could we rotate who's in the cart to allow for short rests? ...

Con checks: Once per day, a player may make a DC18 Con check to avoid the 1 level of exhaustion per day. You may make this any time of the day, but only one time per 24 hours whether you pass or fail.

Resting in the cart: You are travelling at such a fast pace that any fulfilling rest in the cart is not possible and you will not benefit from a short rest. However, if you sit in the cart for 6 hours, the DC for the Con check is reduced by 1. If you are on horseback, this does not count towards resting.


"Wait!" calls Constance. She walks up with a horse for Olek, Olias, and a stout pony for Thravum. A helper is pulling the dog mole, who is shuffling and grunting. He is happy to give it to Jorlitharr and be rid of it.

Simplified: If everyone travels at a standard pace mounted, you can get two squares on the battlemat per day. If you travel strenuous, you can get four squared per day. If you travel relaxed, you get one square. Make sense? This is easier.


As you travel, Jorlitharr offers drinks from his barrel of Deepflagon redeye. He brought enough for everyone to have a tankard for 5 days. Drinking the tankard before you take your daily Con check makes it a DC12 Con check.

You can still sit in the cart for 6 hours (and tether your horse to the cart) to rest and further reduce your Con check by 1.


Male Half orc AC 15

Five days at 25/day plus five days at 35/day is 300 miles.
"Oi Baron! We don' want ta arrive too tired fer fighting, nor kill our horses! Twelve days at fair pace will see us there."


At the urging of Jorlitharr, Olias, and Oleksandr, you travel at a strenuous pace for five days. You take turns sitting in the cart if you wish.

Please make a Con check. Stipulations: If you drink the Deepflagon Redeye each day before your check, you may make a DC12 Con check. If you choose to sit in the cart for 6 hours (each of you may do this 3 times), you may make a DC11 Con check. If you fail: you are at exhaustion level 1 for the rest of this day.

At the end of the fifth day, you stop to rest. Even if you are not exhausted from your hard day of travel, you are quite tired and looking forward to an evening of rest and a good nights sleep. As the sun sinks down over the horizon and you settle in for camping that evening, Rukkh notices something about the road ahead.

See Battlemat map for location. Everyone may make a Perception check. If you are setting watches, call it.


Dirt Wizard/Geomancer (AC 17, PP 15)
Haven's Cross GM Molly wrote:

At the urging of Jorlitharr, Olias, and Oleksandr, you travel at a strenuous pace for five days. You take turns sitting in the cart if you wish.

Please make a Con check. Stipulations: If you drink the Deepflagon Redeye each day before your check, you may make a DC12 Con check. If you choose to sit in the cart for 6 hours (each of you may do this 3 times), you may make a DC11 Con check. If you fail: you are at exhaustion level 1 for the rest of this day.

At the end of the fifth day, you stop to rest. Even if you are not exhausted from your hard day of travel, you are quite tired and looking forward to an evening of rest and a good nights sleep. As the sun sinks down over the horizon and you settle in for camping that evening, Rukkh notices something about the road ahead.

See Battlemat map for location. Everyone may make a Perception check. If you are setting watches, call it.

Passive Perception is 12. Jorlitharr is distracted.

He'll take first watch so others can rest.


Male Half orc AC 15

On long-march days there's no time for foraging, so Rukkh hands round goodberries (eating one is a full day's food). On other days, Rukkh occasionally wanders off for a short time and returns with snacks.
In a typical day he offers https://docs.google.com/document/d/1MnHewQRWTsJoqIFslbThlLVLnXtuZ53jZqhUM7k jXcU/edit?usp=sharing

One may need to copy and paste the link.

Con Saves:

first: 1d20 + 2 ⇒ (20) + 2 = 22
second: 1d20 + 2 ⇒ (12) + 2 = 14
third: 1d20 + 2 ⇒ (9) + 2 = 11
fourth: 1d20 + 2 ⇒ (11) + 2 = 13
fifth: 1d20 + 2 ⇒ (9) + 2 = 11


Male Half orc AC 15

Rukkh signals for a halt.

"I don't like something about the road ahead."

Rukkh hops of his horse, sniffs the air and placed an ear to the ground.

Primeval Awareness:

You can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.

Rukkh's favored enemy is humanoids.


Dirt Wizard/Geomancer (AC 17, PP 15)
Rukkh wrote:

Rukkh signals for a halt.

"I don't like something about the road ahead."

Rukkh hops of his horse, sniffs the air and placed an ear to the ground.
** spoiler omitted **

Jorlitharr dismounts and starts carving a symbol in the dirt with the stone hanging from the chain around his waist. He'll repeat the process in roughly 30ft increments around Ruhhk.

Stone's Secrets:
Stone’s Secrets (Simple Property). As an action, you scribe this rune onto a stone wall or floor. You learn the location and size of all creatures standing on or touching that surface within 30 feet of you, though only for the moment when the property is used


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Female Human Cleric/1
Jorlitharr wrote:
Rukkh wrote:

Rukkh signals for a halt.

"I don't like something about the road ahead."

Rukkh hops of his horse, sniffs the air and placed an ear to the ground.

Jorlitharr dismounts and starts carving a symbol in the dirt with the stone hanging from the chain around his waist. He'll repeat the process in roughly 30ft increments around Ruhhk.

For one solid minute, Rukkh is unmoving as he listens to the ground for traces of his favored enemy. He is confident that there are no traces of living humanoids in the area of 5 miles.

Jorlitharr steadily traces in the hard dirt below his feet. He stays in the earth to the east of the road. As he stands thirty feet to the south of Rukkh, he feels the heavy presence of a deceased humanoid ten feet away from him.

As Jorlitharr slowly outlines a symbol in the dirt about sixty feet to the east of Rukkh, he senses in a flash the rumbling snore of a slumbering, large beast laying flat on the earth's surface. This creatures is approximately thirty more feet to the east from where he stands, or ninety feet from where Rukkh's unmoving figure stoops.

The Battlemat has been updated. There are two "X"s on the Battlemat to mark the two creatures Jorlitharr sensed. Please place and label yourselves accordingly. Remember this is the end of Day 5; please make a Con check to see if you are exhausted after the day's travel.


Dirt Wizard/Geomancer (AC 17, PP 15)

Jorlitharr walks back to the group quietly. He motions to the south. He speaks in a hushed tone "I think there's a corpse over there. I'm not sure how long it's been there Humanoid..."

Then he points to the east. "There's something big behind those trees. I think it's sleeping. I don't think it's humanoid."

He opens his dusty palm and withdraws a smooth pyrite stone that seems to buzz very gently, like a tuning fork.

"What do you think we should do? I could surround the area around the beast with razor sharp stones for awhile, so if it wakes it sustain grievous injuries if it moves from it's spot, but that seems unnecessarily cruel if it means us no harm."


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14
Quote:
"What do you think we should do? I could surround the area around the beast with razor sharp stones for awhile, so if it wakes it sustain grievous injuries if it moves from it's spot, but that seems unnecessarily cruel if it means us no harm."

Oleksandr speaks in a hushed voice.

"Give us one moment. I'm curious in exactly what this creature is."

He whispers to Myra and she takes to the air, finding a perch in the trees above where Jolithar believes the creature is.

For a moment Olek's eyes turn completely black.


Male Half orc AC 15

"I'm exhausted."


Oleksandr Blackwind wrote:


He whispers to Myra and she takes to the air, finding a perch in the trees above where Jolitharr believes the creature is.

For a moment Olek's eyes turn completely black.

Myra perches on a tree and looks down to the ground. Olek hears a rumbling breathing, and sees a large, furry creature. There is a thick rope wrapped once around its neck like a collar, with a frayed length trailing on the ground.

The creature Olek sees....:


Dirt Wizard/Geomancer (AC 17, PP 15)
Rukkh wrote:
"I'm exhausted."

Have a drink Rukkh! It'll perk you up!


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

"Looks to be some sort of wolf sleeping over there. Hard to say how big. Normally pack animals aren't they? We should be cautious."

con check: 1d20 + 1 ⇒ (6) + 1 = 7


Male Half orc AC 15
Jorlitharr wrote:
Rukkh wrote:
"I'm exhausted."
Have a drink Rukkh! It'll perk you up!

"Glug-glug-glug. Bless yer beard, that's the stuff."

Nature: 1d20 + 1 ⇒ (6) + 1 = 7 Giant wolves of this region?

"Who wants ta fight, 'n who doesn't? I'm up fer either."


Rukkh wrote:


Nature: 1d20+1 Giant wolves of this region?

You are not sure if giant wolves are found in this region. It seems strange to you that this wolf is alone and not in a pack.


Male Human Lev 4 Wizard/Mage Armor AC16/Spell DC 14

"It's wearing a leash or something around it's neck. If may actually belong to someone."


Dirt Wizard/Geomancer (AC 17, PP 15)

Confident his companions will prevent him from being ambushed by a hungry wolf for now, Jorlitharr goes to investigate the branches and brush covering the road and what he thinks is a corpse.


Dirt Wizard/Geomancer (AC 17, PP 15)

Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Investigation: 1d20 + 1 ⇒ (7) + 1 = 8


Male Half-Elf Level 4 Bard (AC 13; Spell DC 15)

Olias plays travel music until the encounter with the wolf. "This should help our travels seem a little less burdensome."Performance: 1d20 + 8 ⇒ (10) + 8 = 18 The song sounds like this: Travel Music .

Con Save:
Con Save: 1d20 ⇒ 4
. "Whew, I'm beat!"

When they approach the sleeping wolf. "We probably shouldn't wake it, but if there is a collar, it must belong to someone... hopefully someone friendly..."

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