Castle Caldwell and Beyond: (A 5e Campaign) - The Wrecking Crew (Inactive)

Game Master Terquem

The Wrecking Crew, a special last chance arm of the Solution Society, is about to take on the first task in a one year long probation.
Can they survive, let alone succeed? | Journal where details of the setting can be learned |

Journey to Limecracker Hovel


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male

Castle Caldwell, the country of Harrispania

Day 1, Wednesday (turn 101) approximate time of day, 4:40 pm.

Lijan moves to stand beside the door and with a shove of his elbow forces it open.

Suddenly a pack of wolves come barreling out of the building, scrambling over each other to get free of the confined space. There are five wolves in all and at first they dash quickly passed each of the heroes

In this round, the wolves all take the disengage action, so they do not provoke attacks of opportunity as they move out of your reach. If your character has a special action that can be used to interrupt an enemies action you can use it now

The wolves seem intent on getting away from the building but when they are out in the open, one of them stops suddenly howls, and the others turn and asses the strange creatures. For a tense moment it is unsure if the wolves intend to attack

Each character should make an active Perception Skill Check

Perception Roll >14:
It looks as if two of the wolves have been shot with arrows, the broken shafts can be seen protruding out of the thick winter coats which have not yet been shed. One of the wolves has a bloody paw

DM Notes:
Wolf – AC 13, hp11 | Bite +4, 2d4+2 (knocked Prone, DC 11 STR)
S +1, d +2, co +1, I -4, w +1, ch -2


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

Animal Handling: 1d20 + 2 ⇒ (17) + 2 = 19

Medicine: 1d20 + 2 ⇒ (15) + 2 = 17

"Aw you poor things." Ayita sheaths her sword and approaches non-threateningly. She attempts to calm the wolves and tend to their wounds.


Male Vangar/Human Cleric 2 | AC 18 | HP 17/17 | Standard vision | PP=12 | S +4 D +2 C +2 I +0 W +4 Ch +3

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

Medicine: 1d20 + 4 ⇒ (5) + 4 = 9

Magnus can see that the wolves are injured, and perhaps not otherwise aggressive. Sword at the ready, he watches as Ayita tries to calm the creatures.

"Watch the paw, er, that one there has a thing, I think, there," he says, trying to point out some of the worst wounds.


Human/Alodoan Bard 2 | HP 17/17 | AC 14 | Vision: Normal | PP 10 | S+4/D+4/C+2/I+1/W+0/C+5 | B.I. (1d6) 3/3 | Spell Slots: 1st (3/3) | HD 2/2 | Insp: [ ]

Perception: 1d20 + 0 ⇒ (20) + 0 = 20

"Everyone back, back, just take a step back," Perry says softly while making small gestures of retreat. "They're wounded; doesn't look like they're itching to fight, so let's see if Ayita can get them on their way without the risk."


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

Victor lowers his bow and peers into the dark room stepping forward a few feet in case the wolves change their minds...

Perception 1d20 + 2 ⇒ (17) + 2 = 19


Alodoan/Half-Elf | Warlock/1 | AC 13 | HP 9/9 | Darkvision (60ft)| PP: 13 | S= -1 D= +2 C= +1 I= +0 W= +3* Ch= +5 | Spell Slots Used: 0/1 | Insp:[ ] | *Charm (Immune to sleep.)

Niall steps back at Perry's order, lowering his hand. He stands tensely waiting to see how the wolves react to Ayita.


Male Half-Elf/Alodoan Rogue level 1 AC:15| HP10/10| Darkvision 60ft | Passive Perception 2 | str+1, *dex+4 , con+2, *int+4, wis+2, cha+2

Histoff smiles when the wolfs suddenly don't attack and he makes sound of relief as he sits down and relaxes for a moment from the stress and fear he just felt a few seconds ago.
Watching the others take care of the wolfs.

perception: 1d20 + 2 ⇒ (16) + 2 = 18

After looking at the wolves and seeing Ayita and Magnus take the arrows out from the wolves ....he says
Someone did shoot these wolves, I wonder if they good or evil... As it could have been an act of self defense but why were they locked in the first place ?

Histoff the gives a hand to healing the wolves
Medicine: 1d20 + 2 ⇒ (18) + 2 = 20
Sorry for not using my healers kit pups, but I fear we will need the kit later on...something really doesn't make sense of how they got in the closed space with the door closes in the first place


male

It is a tense moment, but Ayita is calm and her sounds are soothing.

The wolves do not attack, though two of their numbers remain alert, and snarling as she reaches out to look at the wounds Magnus calls out.

Perry encourages the rest of the band to move back, away from the wolves in a non threatening way, as Magnus, Ayita, and Lijan tend to the injured wolves.

Ayita manages to pull an arrow, as does Lijan, but Magnus finds something more difficult to deal with.

It seems the wolf with an injured paw must have been caught in a metal wire snare. The thin strong strand of wire has bit deep above the ankle of the poor wolf. Removing it will take a serious effort, and might agitate the wolf making it bite the one trying to help.

The party has avoided, for now, a confrontation with the wolves. The arrows cannot be specifically identified, but may have a clue to their origin. To remove the snare wire from the wolf’s paw will require a very difficult Medicine Skill Check, DC 20 (in addition to the checks you’ve all already made).

Examining the arrows closely, Investigation Skill DC 16:
The arrows have small markings, almost impossible to see at first, that indicate they are Iarishean made


Male Baylor / Dwarven - Hill {Spells 1: 3/3} {1 DD} Cleric (War Priest) / 2; AC-18; HP-23; Darkvision 60'; PP=13, S+1, D+0, C+3, I-1, W+5, Ch+3 (Advantage on poison & Resistance)

"Here let me try to remove that wire. I've got strong fingers. Magnus will you assist me"?

I believe assisting with a skill lets me roll with advantage... so if assisted.

1d20 + 5 ⇒ (3) + 5 = 8 Medicine
1d20 + 5 ⇒ (16) + 5 = 21 Medicine A


male

Working together, alternatingly keeping a strong hand on the wolf's shoulder, the two manage to remove the deep biting wire.

When the wolf is free it takes a few cautious steps, as if it is feeling the difference, and when the animal realizes the pain is gone, it runs toward the gate, stops, howls three times, and then continues on.

Soon the rest of the wolves follow.

The door to the manor house stands open, but now there is something sinister to consider. Who set those traps, who shot those wolves , and why?


Male Vangar/Human Cleric 2 | AC 18 | HP 17/17 | Standard vision | PP=12 | S +4 D +2 C +2 I +0 W +4 Ch +3

"Best keep your eyes open as we explore this place," Magnus says, peering into the gloom. "And watch your ankles -- there may be more of these traps."

Who's our torchbearer?


Alodoan/Half-Elf | Warlock/1 | AC 13 | HP 9/9 | Darkvision (60ft)| PP: 13 | S= -1 D= +2 C= +1 I= +0 W= +3* Ch= +5 | Spell Slots Used: 0/1 | Insp:[ ] | *Charm (Immune to sleep.)

" Very impressive " Niall says to Ayita and the rest of the people helping the wolves. " I'm glad we didn't have to slay them. " He takes one of the arrows and inspects it to see if he can find any identifying marks in its design.

Investigation: 1d20 + 2 ⇒ (15) + 2 = 17

" These arrows appear to be of Iarishean make, see these small markings. "

When the group goes to head inside Niall takes a torch from his pack and lights it. Sticking to the middle of the group so the light covers everyone.


male

Niall lights a torch, and then makes a jesture with it to suggest that some of his allies should enter ahead of him, so that he can keep the light near the center of the group.

With the front door open, the group can see a short distance into the darkened Manor House

There are windows in the front of the house, on both the first and second floor, but all of them have been boarded shut, very little to almost no light from the outside gets into the Manor House, except through a few very small spaces between a few of the boards. It is Dark in the Manor House, except for the foyer, which is in Dim Light, because the front door is open.

It appears that just beyond the front door is a large foyer. It is so large that you almost cannot see the far wall of the room through the door, but there is just enough dim light coming in through the door to throw shadows that tell you that there is a grand, large staircase at the far end of the room, and, wait…

The stairs look like they come from both sides of the room, to the left and the right from where you enter, but you cannot see where they start, and then they come together to form a landing on the second floor which has a view of the entrance

Is that a woman standing under the stairs?

Perception Skill Roll 18+:
No, it is only a stature, set against the wall under the landing where the stairs meet.


Human/Alodoan Bard 2 | HP 17/17 | AC 14 | Vision: Normal | PP 10 | S+4/D+4/C+2/I+1/W+0/C+5 | B.I. (1d6) 3/3 | Spell Slots: 1st (3/3) | HD 2/2 | Insp: [ ]

Perry lights up his signet ring to supplement the torch, and steps into the room to look around.
(Light spell on my signet ring.)
Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Perry squints toward the figure in the distance.

"Hello there! I am Sir Perivius of House Lalomaundriale. Who might you be?"


Alodoan/Half-Elf | Warlock/1 | AC 13 | HP 9/9 | Darkvision (60ft)| PP: 13 | S= -1 D= +2 C= +1 I= +0 W= +3* Ch= +5 | Spell Slots Used: 0/1 | Insp:[ ] | *Charm (Immune to sleep.)

Perception: 1d20 + 3 ⇒ (13) + 3 = 16

Niall waits tensely for the woman to respond. Friend or foe, was she keeping the wolves in here?

Is there a skill roll to know more about the Iarisheans? What are the current relations between them and the Alodoans like?

EDIT: So I did a search and found that Iarishea was annexed into the Alodoan empire. It's an Elven nation? They kept halflings as slaves. Is it strange to see Iarisheans traveling Alodoa?


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

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

"If the arrows are Iarishean, the bandits probably did this to the wolves. The halflings said they were elves. If that's the case, I'll make them pay. That is a most despicable way for elves to behave and is unforgivable."

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Ayita waits for the woman to respond as well.


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

Investigation 1d20 + 2 ⇒ (7) + 2 = 9

Perception 1d20 + 2 ⇒ (10) + 2 = 12

Victor slinks inside and keeps his back to the wall. He places his arrow back in the quiver and unstrings his bow, Too dark to see to shoot.

He then slowly draws his sword using a cloth to mask the tell-tale sound of the metal slipping from the scabbard.


male

Perry, a natural statesman, begins addressing the woman as he enters the house and calls forth a bit more light.

It is only then that he realizes his mistake as the light shows that it is not a woman at all, but a beautiful statue of an elegant woman, dressed in the garments of nobility

Intelligence Roll, DC 10+:
The style of the dress of this statue suggests it is of a noble, Baravkovian woman

With some additional light now entering the house, more is revealed.

The entrance foyer is huge! It is 40 feet wide (east to west) and 65 feet deep (north to south). On the walls to the east and west of the doors, at about 30 feet to the north there are 10 foot wide arched openings that look as if they connect the foyer to two separate hallways one on each side of the house. The grand staircase occupies the entire north wall of the foyer, with sweeping curved stairs that go up from each side of the room to a central platform which connects to a hall that runs east and west. The ceiling here goes all the way up to the top of the house, some 25 feet over your heads, and from the floor of the foyer you can see that there is some sort of balcony, or gallery that circles the foyer on the second floor.

The floor of the foyer is littered with pieces of plaster that have fallen from the walls and the ceiling high above your head. The walls here appear to be timber framed with lath and plaster coverings that are in serious disrepair. Even though plaster has fallen off of the walls, there is no one place where it has also fallen off directly on the other side of the same wall, so you cannot see outside of this area.


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

Intelligence 1d20 + 2 ⇒ (13) + 2 = 15

"If this place is trapped, exploring it in the dark will be dangerous".


Male Vangar/Human Cleric 2 | AC 18 | HP 17/17 | Standard vision | PP=12 | S +4 D +2 C +2 I +0 W +4 Ch +3

"Hmm. Shine that light on the walls, Perry. Are there windows? Perhaps we'd be better to rest and return in the morning, when the sun's light drives away some of these shadows," Magnus says, regarding the murky hall with a thoughtful gaze.


Alodoan/Half-Elf | Warlock/1 | AC 13 | HP 9/9 | Darkvision (60ft)| PP: 13 | S= -1 D= +2 C= +1 I= +0 W= +3* Ch= +5 | Spell Slots Used: 0/1 | Insp:[ ] | *Charm (Immune to sleep.)
Terquem wrote:


There are windows in the front of the house, on both the first and second floor, but all of them have been boarded shut, very little to almost no light from the outside gets into the Manor House, except through a few very small spaces between a few of the boards. It is Dark in the Manor House, except for the foyer, which is in Dim Light, because the front door is open.

" Perhaps we could pry apart the boards in the windows to let a bit more light in... Other than that we'll just have to move carefully "

Niall holds his torch near the floor and inspects the flagstones for evidence of traps.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

"I agree with the others. Maybe we should rest. The cleric we met earlier mentioned a shrine in the northeast? that we could rest in. I'm just concerned that the wolves didn't open the front door themselves, so someone in here knows that we are here too. We'll need to set up a good watch."


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

"We should fall back to our original position. The mule needs to be fed and watered. Plus there we know what we are dealing with. Here, we have no idea".


Alodoan/Half-Elf | Warlock/1 | AC 13 | HP 9/9 | Darkvision (60ft)| PP: 13 | S= -1 D= +2 C= +1 I= +0 W= +3* Ch= +5 | Spell Slots Used: 0/1 | Insp:[ ] | *Charm (Immune to sleep.)

" Alright then. " Niall says, straightening from the floor and heading for the door.


Human/Alodoan Bard 2 | HP 17/17 | AC 14 | Vision: Normal | PP 10 | S+4/D+4/C+2/I+1/W+0/C+5 | B.I. (1d6) 3/3 | Spell Slots: 1st (3/3) | HD 2/2 | Insp: [ ]

"Indeed," says Perry. "This area would likely be better tackled in the morning when we're all fresh and the daylight is strong."


Male Half-Elf/Alodoan Rogue level 1 AC:15| HP10/10| Darkvision 60ft | Passive Perception 2 | str+1, *dex+4 , con+2, *int+4, wis+2, cha+2

perception: 1d20 + 2 ⇒ (16) + 2 = 18
Intelligence: 1d20 + 4 ⇒ (15) + 4 = 19
We better rest before it's too late, I would very much prefer to find a place to rest before the night sets in.
We don't know the area very well now.
In the night it's dark, dark means surprises


Male Vangar/Human Cleric 2 | AC 18 | HP 17/17 | Standard vision | PP=12 | S +4 D +2 C +2 I +0 W +4 Ch +3

"Yes, let us gather our mule and other belongings and go find the place this priestess spoke of. The manor will be here in the morning," Magnus says.


Human/Alodoan Bard 2 | HP 17/17 | AC 14 | Vision: Normal | PP 10 | S+4/D+4/C+2/I+1/W+0/C+5 | B.I. (1d6) 3/3 | Spell Slots: 1st (3/3) | HD 2/2 | Insp: [ ]

"Well, never assume," Perry says to Magnus. "Earlier I'd have said the same of the tower with the ants, and yet..."

Perry trails off, his words replaced with a smirk in Ayita's general direction.


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

Victor stifles a laugh at Perry's joke, "Good idea my northern friend, assuming we can trust her of course..."


Alodoan/Half-Elf | Warlock/1 | AC 13 | HP 9/9 | Darkvision (60ft)| PP: 13 | S= -1 D= +2 C= +1 I= +0 W= +3* Ch= +5 | Spell Slots Used: 0/1 | Insp:[ ] | *Charm (Immune to sleep.)

Niall chuckles with Perry's quip, and follows the group north east.

" She seemed ok but let's be on our guard... "


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

Ayita blushes.


Male Half-Elf/Alodoan Rogue level 1 AC:15| HP10/10| Darkvision 60ft | Passive Perception 2 | str+1, *dex+4 , con+2, *int+4, wis+2, cha+2

Histoff looks to the sky and sighs....and says
First shift guarding in case....we have some nasty surprises.
But first let's see the place and then decide


Male Baylor / Dwarven - Hill {Spells 1: 3/3} {1 DD} Cleric (War Priest) / 2; AC-18; HP-23; Darkvision 60'; PP=13, S+1, D+0, C+3, I-1, W+5, Ch+3 (Advantage on poison & Resistance)

"Yeah. Whatever. I just need some uninterrupted sleep sometime during the night to say me prayers".


male

Castle Caldwell, the country of Harrispania

Day 1, Wednesday (turn 102) approximate time of day, 4:50 pm.

Apprehensive about the darkened Manor House, the party backs out into the court yard. After a moment of discussing their plan for the rest of the day, they walk toward the east.

As they round the east corner of the manor house they see wooden structures against the western castle wall similar to the animal pens on the west side of the manor house, and the northeast tower ahead of them.

At the far north end of this area is a wooden wall with a strong door.

The wall starts at the stairs that ascent to the tower platform, while the door is close to the manor house wall.

A knock on the door and Valarie opens the door. She has removed her armor and wears a long cotton robe.


NPC: F Baravkovian/Human Cleric/1 | HP 8/8| AC 19 | PP 13 | S +1, D +0, C +0, I +0, W +5, Ch +6

Welcome back friends. I am glad you are alright, Come inside

Valarie moves out of the way and you see a small temple like room beyond her.

It is fifteen feet wide and twenty five feet deep. At the far end of the room is a stone altar where several large wax candles are burning. The floor is made of wood, and to the right side of the door is a bed roll and backpack, with a few personal items laying nearby, including a suit of armor placed in the corner of the room


Human/Alodoan Bard 2 | HP 17/17 | AC 14 | Vision: Normal | PP 10 | S+4/D+4/C+2/I+1/W+0/C+5 | B.I. (1d6) 3/3 | Spell Slots: 1st (3/3) | HD 2/2 | Insp: [ ]

Does the altar have anything to identify to whom it's dedicated?


Male Half-Elf/Alodoan Rogue level 1 AC:15| HP10/10| Darkvision 60ft | Passive Perception 2 | str+1, *dex+4 , con+2, *int+4, wis+2, cha+2

Finally some place of peace and safety
Histoff says as he goes inside the place looking at the stone altar he sits nearby the alter his back to the wall and smiles


Male Vangar/Human Cleric 2 | AC 18 | HP 17/17 | Standard vision | PP=12 | S +4 D +2 C +2 I +0 W +4 Ch +3

Magnus nods and greets Valarie with a thin smile.

"We have decided to accept your offer of sanctuary. The manor seems an ill place to explore without the light as an ally," he says, before dropping his kit near the door and looking for a cookfire.

Magnus has one spell slot left that could be used for cure wounds. Is anyone wounded?


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

Victor grimaces when they arrive at the appointed destination, "What about the mule?"


Male Baylor / Dwarven - Hill {Spells 1: 3/3} {1 DD} Cleric (War Priest) / 2; AC-18; HP-23; Darkvision 60'; PP=13, S+1, D+0, C+3, I-1, W+5, Ch+3 (Advantage on poison & Resistance)

Klodd rolls his eyes at the worried cry from the human warrior, and finds a soft stone ledge to rest his head on, removing his pack, and taking advantage of the surroundings.


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

Ayita is at 6/9 hp.

"If the mule can't fit, I'll keep it company tonight. I only require a few hours of reverie than I can keep watch the rest of the night."


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

Victor stares at Klodd, "You of all beings should appreciate the fact that I hate to throw good coin out for a mule only to have it be eaten by damn Goblins or the gods knows what else is in here that we have yet to find.

Good Ayita, I will accompany you. Bad idea to wander this place alone".

He picks his pack back up.


Male Baylor / Dwarven - Hill {Spells 1: 3/3} {1 DD} Cleric (War Priest) / 2; AC-18; HP-23; Darkvision 60'; PP=13, S+1, D+0, C+3, I-1, W+5, Ch+3 (Advantage on poison & Resistance)

"And I told you when you suggested bringing a farm animal on a mission to explore a dangerous place that it was a bad idea. Taking care of that fool animal is going to get one of us killed. Glad it's not me".


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Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

"How else will we carry all the treasure we have yet to find back to a respectable Inn to spend it on women and wine Klodd?! Forward thinking that's what got me where I am today".


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Human/Alodoan Bard 2 | HP 17/17 | AC 14 | Vision: Normal | PP 10 | S+4/D+4/C+2/I+1/W+0/C+5 | B.I. (1d6) 3/3 | Spell Slots: 1st (3/3) | HD 2/2 | Insp: [ ]

Perry closes his eyes and pinches his nosebridge.


male

As the group files into the little sanctuary, Perry goes right to the altar looking for clues.

Perry:
You are not familiar with every sort of Baravkovian tradition but this looks familiar. It appears that this altar is of the more traditional “family” kind. It is not dedicated to a specific deity but instead is made to be a shrine for the people of this place to honor their departed family members, which is very wide spread in Baravkovian culture. You can tell this by the design of the altar, the small dedicated spot on the top for the placement of gifts, and the plain and humble appearance of the stonework. Typically, in Baravkovia you have heard, a family would keep a shrine like this as a place to go to ask for help from the families ancestors, and there would be a priest who would accept offerings left here and act as the household cleric assisting in blessings, ceremonies, and the more traditional festivals held during the year when the proper gods are honored.

The place feels a bit crowded, but there is room for the mule after all.

There is a small fireplace, built into the wall on the east side of the room, toward the north, but there is no firewood at this moment. The fireplace has a small iron bracket built into it that looks as though it once held a longer, possibly moving part that could be used to swing a pot over a fire here, but part of the mechanism is now missing.

Just let me know, in the discussion thread, who will take what watch, who will sleep inside, and who, if anyone, will sleep outside of the sanctuary.


Shadow's Status | Alodoan/Human Fighter 5 | AC 14 | HP 14/49| Vision | PP +3 | S=+6* | D=+1 | C=+4* | I=+ 2 | W=+ 0 | C =+2

Victor approaches the altar and flips a coin onto it, "Thanks be to the Gods for shelter. Come Ayita, let's go get our mule..."


Female Iarishean/Wood Elf Monk 2 | AC 15 | HP 15/15 | Darkvision 60 ft. | PP 14 | S +3, D +5, C +1, I -1, W +2, C +0 | Insp: [ ]

"Sure thing Victor. I'd also like to run back and retrieve my rope quick too. It doesn't seem like we'll be going back there any time soon after all."

I think they are in the same area. Even if not, it'll only take her a few seconds to run up and get it.


Male Vangar/Human Cleric 2 | AC 18 | HP 17/17 | Standard vision | PP=12 | S +4 D +2 C +2 I +0 W +4 Ch +3

"Cozy. I hope only that the walls of this place can withstand the thunder of Klodd's snoring, and that I can find a stout cloth to protect my nostrils from our mule's fragrant fellowship," Magnus says, a tired smile accompanying the jest.

"Ayita, before you leave on your errand, let me call down Vodhan's favor to mend your wounds."

Seeing no one else seriously injured, Magnus casts cure wounds on Ayita, healing 1d8 + 2 ⇒ (6) + 2 = 8.


Alodoan/Half-Elf | Warlock/1 | AC 13 | HP 9/9 | Darkvision (60ft)| PP: 13 | S= -1 D= +2 C= +1 I= +0 W= +3* Ch= +5 | Spell Slots Used: 0/1 | Insp:[ ] | *Charm (Immune to sleep.)

Niall heads off with Ayita and Victor to collect his own donkey and cart. Parking the cart across the doorway before leading the animal inside and placing a feed bag over its nose.

Parking the cart across the door but far enough away that there's enough room to get in and out still but so we can use it as cover for a watch position.)

Looking at the empty fireplace " Is there any firewood stored nearby? Maybe we could have a hot meal? " he asks Valarie.

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