[5e] GM Infinity's SKT [Chapter 5 Completed!] (Inactive)

Game Master mishima


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Illuvin, with Thumps assistance, you believe you get an idea of what effect the traps would have, if triggered. Besides the confusion effect from the lower left rune, the effects from left to right are:

Reverse Gravity, Meteor Swarm, Storm of Vengeance, Conjure Earth Elementals, and Ice Storm.

Harshnag gladly obliges "Yes, we must find the oracle...I believe the visitors chambers lie beyond here, perhaps we can find some clue within..."

A 60-foot-high hall stretches northward. The hall is inclined at a slight angle, so that the floor in the north end of the hall is higher than in the south end. The slope isn’t so great that the frost on the floor presents a hazard. Fourteen 30-foot-tall archways spaced along the west and east walls lead to 60-foot-square chambers furnished with frost-covered stone couches that serve as beds. Some of these beds have tattered furs atop them. Two sets of stairs seem to lead to an upper level, as well.


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Updated map, put zoomed out (20 ft squares) version on slide 1 to give you an idea of the layout. Will make smaller 5 ft versions if needed in the future.


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

Well I'm glad I didn't keep touching the runes...

Dark Archive

M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |
GM Infinity wrote:
Sohar, make cha persuasion check as well as an int arcana check.

Pers: 1d20 ⇒ 2

Arcana: 1d20 ⇒ 6
Pers: Inspiration: 1d20 ⇒ 20


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The wyrmling hisses and squawks agreeably "Wux munthreki re zyak klael...algbo, si jihai dout offering di achthend."

Draconic:
"You humans are so useful...very well, I accept your offering of food."

...slipping the meat between its maw and devouring it rapidly.

Sohar, after some thought, you come to the conclusion that its probably a good idea to raise this dragon wyrmling as best you can.


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

ELain says in Draconic "Will you wait outside while we go inside?"


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok follows the giant as they open the great doors and enter into the vast chamber beyond.

"Perhaps we should check the doors to the south to see what might be within before we go too far through these northern ones."


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

"That's not a bad idea, you have a way to chip away the ice though? I'm afraid my rapier isn't well suited to such a task."


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Elain, the dragon wyrmling nods happily and hops that direction.

Illuvin/Molok, the ice on the southern doors looks about 4 inches thick, and would probably take about an hour for a single person to chip it away or melt it with a torch. If more helped, it would lower that time proportionally. Fire magic might have an even more dramatic effect...

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

I could cantrip acid splash or firebolt through the ice, other than than that blunt weapons will break ice.
From 25 feet back firebolt: 1d20 + 6 ⇒ (3) + 6 = 9 but stationary objects usually have ac 5.. dmg: 2d10 ⇒ (8, 4) = 12


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The doors finally crack open, pulling towards the statues. The room within is surprisingly warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the center of the chamber. Natural gas escaping through holes in the basin feeds the fire, seemingly sustaining it indefinitely.

Arranged about the fire pit are six tables carved out of granite, with matching benches, and two 9-foot-tall stone slabs stained with blood and grease. Atop the southernmost slab are neat stacks of plates and goblets made of beaten copper, all green and black with age. The stacks of plates and goblets on the northernmost slab have been knocked over, creating a mess.

"Ah, the great feast hall..." Harshnag admires "...a meeting place for the hierarchies of giants. Perhaps we can find a cask of Grand Mead..."

The room is 240 feet wide by 440 feet deep, with a 200-foot-wide alcove in the center of the east wall. Six pillars, each 20 feet in diameter and 60 feet tall, support the vaulted ceiling. Map revealed in a sec


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Thumps whistles quietly, "Big room." He shrugs, "Giants eh, still big room."

perception: 1d20 + 5 ⇒ (16) + 5 = 21


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Thumps, you think you see the haft of some enormous weapon leaning up against one of the great tables in the southwest corner beyond the fire.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

"Indeed. It resembles the meadhalls of my own people, but slightly larger. Let's examine the place some."


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You make your way past the first huge table and suddenly hear a slipping of dishes and rubble from the east. An immense centipede-like beast erupts from clatter, rows of chitinous plates on its back glowing red-hot. In a cloud of steam, its body pulses with internal fire. Winglike fins flare from the back of the creature’s head, and its wide mouth brims with jagged teeth. One of the great arctic predators, the Remorhaz has awoken...

Inits:

Sohar: 1d20 + 3 ⇒ (6) + 3 = 9
Pindleton: 1d20 + 4 ⇒ (13) + 4 = 17
Urth: 1d20 + 1 ⇒ (15) + 1 = 16
Jax: 1d20 + 7 ⇒ (20) + 7 = 27
Molok: 1d20 + 1 ⇒ (10) + 1 = 11
Illuvin: 1d20 + 5 ⇒ (1) + 5 = 6
Melgrom: 1d20 + 4 ⇒ (12) + 4 = 16
Thumps: 1d20 + 4 ⇒ (7) + 4 = 11
Elain: 1d20 + 0 ⇒ (10) + 0 = 10
Enemy: 1d20 + 1 ⇒ (7) + 1 = 8

Round 1:
Jax, Pindleton, Urth, Melgrom, Thumps, Molok, Elain, Sohar <--UP
Enemy
Illuvin

If anyone's init changed from levelup please let me know, I have not adjusted stuff yet

edit:I'll have to whip up a map from scratch I think, feel free to theater of mind until I have it up. 60 feet away.


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Alright we are all set, think I'm getting better with photoshop. The circle is a big 20 ft column sorta between party and monster. We are near the mentioned "eastern alcove", semicircular region on right. See big map on slide 2.


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Round 1

Thumps looks at the great beast and at his allies. "Oh boy." He rubbs the nose of the face of Tymora on his buckler and says a prayer.

Casts Bless on Harshnag, Elain, and Melgrom. +1d4 on Attacks and Saves.

After his prayer keeping the pillar between himself and the creature he runs to the pillar and tries to get where he can get a jump on the creature.

stealth: 1d20 + 7 ⇒ (6) + 7 = 13


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

She will dash up to the creature and waits until her next turn


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

What kind of knowledge would I roll to know about this thing? Mainly I'm trying to figure out if mind affecting things work or if it can't be charmed.

knowledge: 1d20 + 3 ⇒ (16) + 3 = 19 Add 2 more if aracana


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You could try one of Arcana, History, or Nature and get different info.

edit: ninja'd

Arcana 21:
The chitin of the remorhaz could be used to make chitin armor. The secretion of the remorhaz, called "thrym" (sharing its name with the Son of the All-Father), was valuable to alchemists in making heat-related magical items. Its spikes were said to be hot enough to melt metals. You can't recall anything about mind-affecting spells.

Dark Archive

M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |

"Where is the little guy going?," Sohar asks as Elain runs off. "Uh-oh," he offers up sagely upon seeing the monster. With a small flourish, his skin hardens.

-------------------------------------------------------------------

Cast: Barkskin

2nd: 2/3


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

"Huh, well ain't that a giant pest!"

Melgrom then chants under his breath until the Remorhaz starts to glow to his sight before unless a volley of bolts.

Heavy Xbow: 1d20 + 9 ⇒ (14) + 9 = 23
Piercing damage: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12 Hunters mark

Heavy Xbow: 1d20 + 9 ⇒ (5) + 9 = 14
Piercing damage: 1d10 + 4 + 1d6 + 1d8 ⇒ (8) + 4 + (6) + (5) = 23 [ooc] Hunters Mark + Colossal slayer if its wounder otherwise take of the d8 [/dice]


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Elain charges to the front while Melgrom manages to sink at least one bolt into the strange hide of the Remorhaz.

Round 1:
Thumps, Elain, Sohar, Melgrom, Jax, Urth, Pindleton, Molok <--UP
Enemy
Illuvin


Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]

Has the confusion subsided yet? If so...

Pindleton fires his bow at the creature.

Shortbow attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Sneak attack if Elain is within 5’ of it: 4d6 ⇒ (3, 1, 3, 4) = 11


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

It took me my whole turn but you do get that sneak attack


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Yeah, no more confusion, was jumping around in time/space too much to track it honestly.

Pindleton kicks up into the air rising over Molok and unleashing an arrow into the gullet of the insane monstrosity.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Molok stands his ground, maul at the ready, as he prepares for the creature to come to him.

Ready action against the monster


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Molok, might not happen, Elain has already engaged in melee. Also reminder that readying counts as a reaction.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Ok, sorry did not notice that Elain had moved up to attack...

Seeing the water-born warrior move to engage the beast, Molok moves forward as well to strike at the monster.

Dash for 60" movement


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Round 1:
Thumps, Elain, Sohar, Melgrom, Molok, Pindleton, Jax, Urth <--UP
Enemy
Illuvin

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax will focus fire and magic missile the red creature dmg: 3d4 + 3 ⇒ (1, 4, 1) + 3 = 9


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Not sure if someone was botting Urth or if Urth is back. Regardless I will bot him and move forward within a few hours.


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Im just going to move Urth down in the init, he might be back while everyone else is posting after enemy.

The remorhaz' great maw opens, focusing in on Elain...

Bite: 1d20 + 11 ⇒ (18) + 11 = 29
Dmg: 6d10 + 7 ⇒ (5, 5, 9, 3, 4, 5) + 7 = 38 piercing
Dmg: 3d6 ⇒ (6, 5, 6) = 17 fire
Elain takes 55 dmg and is grappled, DC 17

...the rows of razor sharp teeth flay the fighter to bits, and the waves of heat from the great beasts back scorch unmercilessly.

Harshnag bellows "You little worm...you do not belong here. Come at me!" and he dashes forth to Elain's side.

Round 1:
Thumps, Elain, Sohar, Melgrom, Molok, Pindleton, Jax
Enemy
Harshnag,
Illuvin, Urth <--UP

And other players may post round 2 actions


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

Wow, new plan. I don't think 5 temp hp a turn is going to help very much against this thing. As strange as it may be... new plan is fairy fire.

Seeing Elain getting chewed up changes his outlook on the creature. This thing needs to go down fast. Let's see if I can speed things along. Illuvin takes a few steps forward and shouts an word that roughly translates to illuminate as a violet glow tries to appear around the beast. "Elain! Don't give up! Help is on the way!

Action to cast Fairy Fire. DC 16 Dex Save or the outline sticks. If it fails, attack rolls against the target have advantage. Bonus action to give Elain a Bardic inspiration die. FYI, in case you didn't know, all grappled does is make your speed 0. That doesn't include anything special this guy may be able to do to a grappled target.

Bardic insperation:
Inspire an ally within 60 feet, giving them a bonus 1d8 on one ability check, attack roll, or save


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Thanks, there actually is something else. Elain is also restrained as long as the grapple goes on.

Dex vs Illuvian: 1d20 + 1 ⇒ (2) + 1 = 3

The remorhaz begins to glow a bright purple as it tries to force Elain down its throat...


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

"By Moradins beard, hold on, lass! We will have you out as fast as we can!"

Melgrom proceeds to rapidly take aim at the beast's head before loose two bolts towards what he thinks is the throat.

Heavy Xbow: 1d20 + 9 ⇒ (14) + 9 = 23
Advanatge
Heavy Xbow: 1d20 + 9 ⇒ (14) + 9 = 23

Piercing Damage: 1d10 + 4 + 1d6 + 1d8 ⇒ (3) + 4 + (1) + (3) = 11 Hunters Mark+Colossal Slayer

Heavy Xbow: 1d20 + 9 ⇒ (17) + 9 = 26
Advanatge
Heavy Xbow: 1d20 + 9 ⇒ (13) + 9 = 22

Piercing Damage: 1d10 + 4 + 1d6 ⇒ (9) + 4 + (3) = 16 Hunters Mark


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

She simply says OW and holds TIGHT to her 5 remaining HP, cause i get the feeling bad things happen if i stay restrained...


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

You can use that extra d8 to add to your Athletics check to escape


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

Ok, I will make it now as pretty soon my posting will be spotty
Athletics: 1d20 + 1d8 + 7 ⇒ (9) + (8) + 7 = 24
Thanks Illuvin


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Friendly reminder. Harshnag, Elain and Melgrom have bless going.


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Seeing the monster almost devour the poor waterling, Molok roars out his anger and smashes his maul into the neck of the beast.

Attack: 1d20 + 9 ⇒ (20) + 9 = 29Crit
Damage: 2d6 + 12 + 6 ⇒ (2, 5) + 12 + 6 = 25(re-roll 2: 1d6 ⇒ 6)=29

Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Adv. Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

Ya, only applies for saves and attack rolls tho, so would not contribute to my pretty good athletics, that 8 on a d8 was fricking clutch

Dark Archive

M Half-elf NG Druid: 6 | HP: 45 | AC: 16 | Ini: 3 | Per: 6 | Darkvision: 60' | Speed: 30' |

Switching to the familiar form if a white bear, Sohar charges the creature.

-------------------------------------------------------------------

Bonus: Wildshape - Polar Bear(p.334)
Action: MultiAttack

Bite: 1d20 + 7 ⇒ (18) + 7 = 25
Damage(P): 1d8 + 5 ⇒ (6) + 5 = 11

Claws: 1d20 + 7 ⇒ (8) + 7 = 15
Damage(S): 2d6 + 5 ⇒ (6, 2) + 5 = 13

HP: 42/42 | AC: 16(Barkskin)

HP:45/45
2nd: 2/3


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

Don't forget advantage from fairy fire. Might turn that claw into a hit.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

Jax pumps a little more power into it this time Time to pump up the magic level 2 magic missile at the creature that grappled Elain if it ain't dead yet, otherwise the mm's go on the next hostile creature dmg: 4d4 + 4 ⇒ (4, 2, 1, 3) + 4 = 14


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Melgrom's bolt work is uncanny, streaming dwarven metal fletchery into the hot back of the ice worm. It screeches a maddening scream, giving Elain a chance to work her way out of the jaws. Soharbear bolts out of the backline latching on to one of the remorhaz' prehensile appendages. Finally Jax alters reality in such a way that a tremendous force is experienced by the creature at just the right space in just the right time.

Round 2:
Elain, Sohar, Melgrom, Molok, Jax, Pindleton, Thumps <--UP
Enemy
Harshnag, Illuvin, Urth

Sohar-bear does indeed have one attack to resolve with the benefit of faerie fire.

Rem 219/300 hp, 19 AC


Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]

Pindleton is unnerved seeing the creature getting hit hard by many of his companions but still standing strong. But he takes a deep breath and follows the creature with his bow waiting for the exact right moment.

Shortbow attack: 1d20 + 7 ⇒ (16) + 7 = 23
Shortbow attack advantage: 1d20 + 7 ⇒ (20) + 7 = 27 Criticaaaaaallll!!!
Damage with sneak attack and critical: 2d6 + 8d6 + 4 ⇒ (1, 3) + (6, 6, 4, 4, 6, 1, 2, 2) + 4 = 39


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Round2

Thumps pops around the corner And fires a bolt at the creature.

The worm is otherwise engaged and I'm Firing from previously hiding so I think I have sneak attack.

Hand Crossbow Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Hand Crossbow Attack Advantage: 1d20 + 7 ⇒ (18) + 7 = 25
Damage If Sneak Applies: 1d6 + 4 + 2d6 ⇒ (1) + 4 + (3, 4) = 12

Thumps leans against the pillar. He whispers a prayer. Then he calls out, "Anvil's calling."

Casts Spiritual Weapon.

Spiritual Weapon Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Spiritual Weapon Damage: 1d8 ⇒ 2


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Thumps, sneak for sure. But should be d8+5 for anvil damage, no?


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Also Thumps, moved you up for 30 ft hand xbow range.

For those who caught a glimpse it was a masterful shot. Pindleton's arrow cracks the exoskeleton on one the remorhaz' compound eyes, digging deeper into its cranium and dissapearing completely. A thick stream of some kind of yellowish body fluid spurts uncontrollably around the room.

Thumps likewise catches the remorhaz off guard with a shot from his trusty mechanisms, followed up by the holiest of all anvils dropping with a merry *ding dong* from heaven.

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Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Cannot remember something. Is there any way that we can activate the giant relic without taking it from the tribe?


AvernusArt 2Grid

Activate? You mean cut it down? Your goal is to bring the relic/relics back to the oracle's chamber.

If you meant activate like a magic item, a detect magic spell would show it is not magical.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Yeah, I was hoping that there was a way not to have to bring it back.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Yeah, I was hoping that there was a way not to have to bring it back.

Is there enough room in the flying boat to fit all of the women and children, in addition to the giant relic?


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Heya guys, was leading my class on a theme park field trip all day. Pretty beat but getting some dinner together and will get some postage up before I hit the hay today.


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

Hay people, what have I missed, sorry for having to vanish for awhile.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Thanks. Sorry for the stupid questions. Can't remember.


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Not stupid, its been like a month and the search function is wacky on top of that.


Male Mountain Dwarf Ranger Lv 7 - HP 48/61 - AC 16 - Lv 1 4/4 - Lv 2 3/3 - Ini +4 - Passive Perception 16

Sorry for the mia guys, Powerlines went down due to falling trees and we only just got our power back.


HP:56/56 AC:16 Perc:+8 Init:+5 SAVES: Str-1, Dex +7, Con +2 Int +2 Wis +2 Cha +8 VHuman Bard (7)

So what is the plan? Are we going to find the leaders and ask them to see their water wheel/ elevator?


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

I mean that sounds like it might be a good idea, Elain is not a huge fan of the slavery part either, so her thoughts are "Ok, let's scout it out, talk to them, see the thing and than come back "Guns" blazing


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Guy, want to apologize for slowing of pace. I've found it harder to post during the day, and instead only squeeze one out at night. School is almost over and I get responsibilities piled on.

Seniors graduate end of next week though and things should ease up then. And of course another major easing when summer begins...come to think of it that will also mark my 1 year anniversary of playing 5e on the boards.


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

I have about a month left in school, so i should be able to post more frequently over the summer (Seems like Paizo must have been enough of a problem to get it blocked, and classws).


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Guys, how much would you hate me if I ended these published adventure games?

Honestly its a bit too much for me when AL games and short 3-4 month modules are so much easier (read: prepped) and more rewarding. I didn't know about AL when I started these games. I hate to quit something I started, but its just not so fun anymore and I'm not really sure why.


Illuskan human | HP 17/53 | HD 7/7 | Portent 3,6 | War 2/2 | Recovery 3/3 | 1st 3/4 | 2nd 1/3 | 3rd 1/3 | 4th 0/1 | Insp 1 | Active:
Stats:
AC 20 | Str +3, Dex +1, Con +3, Int +4, Wis +5, Cha +2 | Initiative +1 | Perception +5

Ack! 5e withdrawal!

Let us join your AL games!

Totally understand, though. I only run easy prepped stuff, too.


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Yeah, if you don't feel like murdering me or want closure here I'll start one pretty much immediately. My other one is about to finish.


Female Triton Paladin 7 LoH 35/35 HP 60/60 1st 4/4 2nd 3/3 HD 7/7

IDK, closure might be pretty fun (Though i'm pretty sure I'm about to fall cause I'm planning on using a child or rando innocent as leverage)


Rogue 6 | Init: +4 | AC 15 | HP 39/39 | Saves: S +0 D +7 Co +1 I +5 W -1 Ch +2 | Perception +5 (15) | Spell slots: 3/3 | Inspiration: [N]

Considering I have been swamped with real life and disappeared from my games, I certainly would not blame you at all. It is supposed to be fun for everyone, including you. :)

In hindsight, I think the AL and PFS size adventures are better suited for PbP anyway.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 15, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:36 (Bonuses vs Ranged), 10 Fire Resistance, HP:188/188, Fort:24, Ref:24, Will:22, Perception:22, Stealth:25

If you want to close it, go ahead, there will be more Storm King's Thunder games out there.


AvernusArt 2Grid

Sorry Jax I know you were pumped about the strongholds.


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

I understand. I am certainly enjoying your AL game.

Are you thinking of rolling this into an AL game or just letting it go and recruiting when you are ready to start something else.


AvernusArt 2Grid

Letting it go. It hurts after a year but I think its for the best. Possible that character could be kept if we go White Plume, 7th would be perfect. Would be free to remake as well of course.

If we go AL it will be the Chult season, likely still a 1-4 level tier.

I'll do a closed recruitment thread soon.


Male Ghostwise Halfling Swashbuckler Rogue 3/ Trickster Cleric of Tymora 4 | HP 51/51 | AC 18 | Passive Perception 15 Current Picture of Thumps Windrover

Its it the same adventures Bhoors is running in your other game?


Goliath | Fighter 7 | HP 67/67| AC 17 | Init +1 | Saves S8, D2, C6, I-1, W2, Ch-0 | Pass Perc 15 | Status: Normal | Insp: N

Sorry to see it end but completely understand and I look forward to playing in any of your AL games. Both Davin and Molok would look forward to playing an AL game.


AvernusArt 2Grid

Same season, yes. They all take place in Port Nyanzaru or the surrounding jungle. That is #1 for the season, and is a bit longer than usual (its 5 mini missions in one). A normal AL adventure is slightly longer than one of the mini missions we've done. There are 8 total that I am aware of for this season, with 4 being 1-4 level and 4 being 5-10 level. They all follow up on this first adventure, somewhat loosely, with same NPCs in many cases.

White Plume is totally different, its a remade dungeon from 1st ed d&d from Yawning Portal. Its a medium sized dungeon with a bunch of zany, funny stuff in it.


AvernusArt 2Grid

Here's a place I can gather everyone from the different games for the next adventure(s):

Infinity's Gathering

Please check in if interested

I'll deactivate here in a few days.

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