Sorry, I just read "religion" and skipped the "wisdom or intelligence" part, lol. Then it'll be 9+5=14, or plus if someone helps me. I don't think these knowledge rolls should use Guidance, though, but it's also your call.
Technically, they could use guidance, as the spell says Any ability check and this is an ability check. However. The last time you used it was well over an hour in game. Remember, it took Ragnar nearly two hours to retrieve the shells to use as boats, and you cast that spell while he was gone. It only lasts one minute. But you could cast it again to help whoever hasn't made a check yet. Which would be Ragnar and Rosco. Speaking of Rosco...
Rosco will use the help action to cancel Shoo's disadvantage on the religion check.
Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.
Yeah, well, the thing is I don't feel that anyone would cast a spell to check if he remembers anything unless remembering is an active thing and very important, but anyway...
The symbol on the shield catches Shoo's eye.
-Ummm... this symbol here is Deep Duerra's. This god's cult is long ago extinct, if I recall correctly.
Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |
With everyone up and resting, Ragnar walks up to the corpse and scoops up the axe.
"This clearly has some sort of magic to it."
He hands the axe to Ember.
"Anything you can tell us about this?"
He then kneels to inspect the shield
Wis:1d20 + 1 ⇒ (14) + 1 = 15 "Wouldn't the Lord's Alliance be interested in this?"
He picks the potion out of it's pouch.
"Anyone mind if I take this?" Don't we just have the one way to go? Up through the Sinus?
Technically there are two passages, side by side, exiting the ledge you are currently on. Both of them have an uphill slant, but are easily traversable.
Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y
" The left nostril or the right? " Ember says, looking up and closing her spell book with a slight grin. She packs up her things and gets ready to set out again, adjusting her pack on her back.
@AL DM: Did Ember notice anything about the Axe or Shield with Detect Magic?
Used Arcane Recovery to regain one 1st Level slot.
Ember, the shield is just a valuable shield with some religious history engraved on it. The battle axe is magical; it's a +1 battle axe and requires attunement (which someone can attune to it during your short rest right now).
A glowing crystal the size of a man's head rests upon a rocky, pedestal dominating the center of this round, domed cavern. The glow crystal strobes angrily at your approach and arcs of electricity crackle along its surface. A freshly dug tunnel breeches the wall, a quarter of the way
around the room from your entrance. A group of humanoids encircle the crystal, their faces smiling with ecstasy. Their apparent leader, a human in robes covered in plates of rock, kneels before the pedestal in the middle of the room—his hand reaching for the crystal.
If someone managed to get a -2 Wis, then they wouldn't. Poor guy had some really bad rolls even with advantage. The bad rolls aren't just regulated to the PCs. :) So looks like everyone sees him.
The Badger gets a swipe at Ember, dealing 1d6 + 1 ⇒ (6) + 1 = 7 damage.
If you start your turn within 5 feet of a troglodyte, you must make a DC 12 Constitution Save or be poisoned until the start of your next turn. Clyde and Rosco need to make a save on their turns. Pass or fail, you only make this check once the entire combat.
Rosco Con Save:1d20 ⇒ 12
Rosco Will Save:1d20 + 2 ⇒ (16) + 2 = 18
Rosco attacks the Troglodyte who swiped at Clyde, using the flank to his advantage.
Rosco TWF, SS, Dag:1d20 + 5 ⇒ (7) + 5 = 121d20 + 5 ⇒ (1) + 5 = 6
His Short Sword strikes true, but his dagger misses. 1d6 + 3 + 1d6 ⇒ (2) + 3 + (2) = 7
Initiative Order:
Svirfneblin 19
Adrian 16
Troglodytes 16 (-7 HP, -0 HP)
Stirges 16
Badger 13
Rosco 12 (-5 HP)
Ragnar 10 <-- we are here
Clyde 9
Human Acolyte 8
Skyreaver 7
Ember 6
Shoo 6
Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y
Ember cries out in pain as the Badger savages her arm, as soon as it releases its jaw she scrambles backwards warily, careful not to turn her back. Her arm bleeding badly.
" Please, don't let it get me! "
I'm on 1hp... Ember takes the withdraw action and slips between Skyreaver and Ragnar to stand behind them.
Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |
Ragnar hold his action until Ember is out of the way, then rushes forward in a rage, swinging his greatsword down onto the badger.
Attack:1d20 + 5 ⇒ (15) + 5 = 20 Damage:2d5 + 5 ⇒ (2, 3) + 5 = 10
Moving forward, I recommend you post your intentions, even if the battle changes a little bit. Having the entire game slow down while waiting on one person can really drag out a game. Go ahead and post your planned actions for next round while we're waiting on Shoo to respond. If things change between now and then, you can make slight alterations as necessary.
Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |
On my turn, I'll run up to help Rosco Con save from trog funk:1d20 + 4 ⇒ (16) + 4 = 20 Greatsword Attack:1d20 + 5 ⇒ (8) + 5 = 13 Damage:2d6 + 5 ⇒ (6, 6) + 5 = 17
Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.
Sorry, I wasn't expecting that much updating.
Shoo catches Ember being in trouble, and praises the Morning Lord to help her. Noticing the styrges are still on their own, he moves close to them and tries a swing.
Bonus Action: Healing Word on Ember1d4 + 3 + 3 ⇒ (1) + 3 + 3 = 7
Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y
Round 2:
Ember leans on her staff, blood running down her injured arm even as the wound magically heals thanks to Shoo. Focusing through the pain she begins to chant, blue energy swirls around her arm gathering into three separate motes of light. The chant ends with three forceful words, her eyes flash with firey orange light and the motes of blue energy arc out in all directions, curling about two striking one troglodyte and one striking the other troglodyte.
If I can tell which troglodyte is more damaged I'll direct the 1 missile at that one.
Magic missile x2 :2d4 + 2 ⇒ (2, 2) + 2 = 6 Magic missile x1:1d4 + 1 ⇒ (2) + 1 = 3
If only one troglodyte remains when it gets to my turn I'll direct two missiles at the human cultist and one at the troglodyte.
If both Troglodytes are dead by the time my turn comes around I'll target the human cultist instead.
Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes
On his turn, Clyde runs to the human cultist and attacks of he is able. Otherwise he'll do his best to run(80ft) in front of the human to cut off his escape. Either way he'll drop his daggers and draw his greatsword.
Shoo heals up Ember and the rushes the stirges, but they're quick little bastards and avoid hit attack.
The Svirfneblin casts Blindness on Adrian.
Adrian, roll a DC 11 Con Save or be blinded for one round. You may make a new save at the end of each of your rounds. If you fail, your attack is at disadvantage.
Temporarily skipping the Deep Gnome Adrian interaction until we see the results of the save.
The troglodytes attack back, one aiming for Rosco and one for Skyreaver.
The stinking creature latches on with his jaws, ripping akin out of Rosco for 1d4 + 2 ⇒ (4) + 2 = 6 slashing damage. Rosco collapses to the ground, unconscious.
Adrian, don't forget that you get a new save at the end of your turn, including the turn you just made. Also, you're up again. So make a save for the end of your last turn, then declare your actions for this turn, and if you're still blind, make a save again.
Shoo, since it's only a five foot movement to Rosco, you can attack and move without incurring an Opportunity Attack.
Shoo slams his mace down into one of the stirges and then makes his way back over to Rosco.
Shoo crit:1d6 ⇒ 2
The Stirge explodes into a puff of bloody mist.
Round 3 - everyone make your actions.
The deep gnome flees (if Adrian is still blind at the end of his turn in Round 2, then he'll cast blur on himself. If Adrian is not blind, hell take the disengage action).
Initiative Order:
Svirfneblin 19
Adrian 16 <-- we are here here
Troglodytes 16 (dead, dead)
Stirges 16 (dead, -0 HP, -0 HP)
Badger 13 (dead)
Rosco 12 (unconscious)
Ragnar 10
Clyde 9
Human Acolyte 8 (-3 HP)
Skyreaver 7
Ember 6
Shoo 6
Male Human Fighter (Battlemaster) 3 | AC: 15 | Init: +3 | Saves: S +2, D +3, C +4, I +0, W +2, Ch +0 | Per: 14 | Insp: Yes | HP 28/28 | Battle Dice 0/4 | Maneuver DC: 13 | Surge: No | 2nd Wind: Yes | Status: Ok.
Shoo has a quick look at Rosco and then proceeds to alleviate his wounds. He has already used all the help that Lathander can give today, so he'll need to do it himself.
Male Goliath Barbarian (Path of the Totem Warrior) 3 | Rages: 1/3 | HP: 18/32 | AC: 14 | Init + 2 | HD: 3/3 | Saves: Str + 5 Con + 4 Dex + 2 Int + 0 Wis + 1 Cha -1 | Perception + 3 Passive: 13 | Status: Normal | Inspiration: (-) |
1= Human, 2 = Svirfneblin:1d2 ⇒ 1
Ragnar see the human attempting to flee, and runs at him yelling.
"COWARD! DIE LIKE A MAN!" Double move to close in on the human.
Friends of Zor Gos
Those characters that participated in DDEX2-5 Flames of Kythorn, DDEX2-6 Breath of the Yellow Rose, or DDEX2-9 Eye of the Tempest have been contacted by Zor Garwyl Gos, a Mulman noble whom they have befriended. His family controls most of the forges and blacksmiths in Mulmaster and thus they have a significant interest in the Point Iron mine. Garwyl has asked characters to meet with Leleanor and do as she asks. Any success in this endeavor can only strengthen his family's position in the city and thus the aid that he can offer the refugees of Phlan.
Faction Assignment: Emerald Enclave
Members of the Emerald Enclave are able to contact the secretive Seranolla the Whisperer (female gnome) who met them on the road. She has been investigating a poisoning of the land. The wildlife near Point Iron have also been behaving erratically and she doesn't know why. Seranolla wants the character to bring the source, or at least a sample, of the corruption to her.
Faction Assignment: Lord's Alliance
Members of the Lords' Alliance receive a letter from Dornal Whitebeard (male dwarf), their faction contact. In it he explains that the Lords' Alliance has been courting the cooperation of Groshin Lor, a powerful member of the secret police known as the Hawks. Groshin is known to collect dwarven antiquities and so Dornal asks the character to be on the lookout for any unique dwarven items that the Lords Alliance might gift to Groshin.
Dornal mentions that good work will be rewarded with a bonus of 50 GP if the character or his minions recover something suitable. (This gold is to be split evenly amongst the entire party, so long as one person in the party is a member of the Lord's Alliance).
Mercenaries for Hire
If the characters do not know Zor Garwyl Gos nor does the party contain members of the Emerald Enclave or Lords' Alliance, then they have heard of an expedition sponsored by the Whole Realms Catalogue to Point Iron. Rumors are that the opportunity for reward is significant. Interested parties are to meet Leleanor, the granddaughter of the famed Aurora, at the Tower Shield, a tavern outside the fort in Point Iron.
You can do it in both, splitting it up. That's what I do to avoid having to scroll through the field to get to the info I want when I have to change it.
Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y
Fresh from her adoptive fathers small Mages guild, and eager to try out arcane skills learned from long hours of study Ember heads to the Tower Shield Tavern to meet Leleanor and sign onto an expedition she's heard rumours about.
Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y
I have a question.
Would there be time in the adventure for me to gather the items needed to summon a familiar before we set out on the expedition or will that need to wait until downtime afterwards?
I'm starting to worry that with my dismal AC even if I hide at the back I'll end up unconcious. So I think I'd like to swap out the Identify spell for Mage Armour...
For this module, yes. Not every module has that opportunity.
However, that only matters for first level; after that you'll have downtime and gold to spend between adventures (technically at the beginning of the next adventure, like Sir Adrian is doing right now).
Skyreaver, please receive inspiration. As a note, I will be trying to make an effort to hand out inspiration to those who roleplay their character well while also drawing in others to roleplay.
Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes
Damn, I must have stumbled into a Fort Iron Mine history museum or something. I didn't see Ember's post before I rolled. Guess I was just fact checking.
Female Fire Genasi | Wizard 3 | Spell Slots: 1st: 1/4, 2nd: 0/2 | Spell DC 13 | HP 13/20 | AC 15 (Mage Armour) | Saves S-1, D2, C2, I5, W3, Ch0 | Pass Perc 11 | Status: Normal | Hit Dice: 3/3d6 | Insp: Y
AL DM wrote:
Rosco still has until tomorrow to post, as we are counting weekends as a single day in terms of posting requirements. I'll call it 5:30am PST (1:30pm GMT).
Sorry, I wasn't meaning to be pushy. I'll ease back a little. :)
I just noticed I calculated my AC wrong when I cast Mage armour. It's fixed now.
I went back through the posts from this weekend, and I'm really happy with the level of discourse between all the PCs and how you interact with the environment. Everyone now has inspiration.
I apologize for messing things up today. Both my kids are sick, and I was up half the night last night between the two of them. So things that I normally catch got missed, and I screwed up.
As a way of apology, anyone who has acted in round 2 can redo their action and reroll any rolls. Anyone who has not acted may have advantage on one roll in Round 2.
Male Human | Fighter 2 | HP 18/20 | AC 16 | Init +0 | Move: 30 | AS 1/1 | SW 1/1. Saves: S+5 D=0(+2 shield master) C+4 I+1 W+1 C=0 | Passive Per 13 | Status: Normal | Inspiration: Yes
It's a joke in my friend circle how low I roll, so I'm pretty site I'm just unlucky. I started tracking the rolls. It's weighted really heavily towards the ends. 17+ and below 5, with the low rolls about 50% more often than high. I'm only about a hundred rolls in, though. Need about a thousand to be a decent sample size. I've for sure rolled more 1's than anything else though.
For you Americans, how do you want to handle Thanksgiving?
Options:
1) Treat the four days as one long weekend (only a single post required for the four days, Thursday-Sunday)
2) Treat as two weekends (one post required on Thurs-Fri and one post required on Sat-Sun)
3) Treat as normal (one post required every day, mon-fri, as normal, and one post required for the weekend, Sat-Sun)
4) something else (please specify)