Gauntlet, Dagger, Ring: A Scarred Lands 5E Campaign (Inactive)

Game Master James Keegan


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"Yes. I agree. The road will be hard, plus we need time to find supplies. An extra day sounds about right." adds Djal, overall agreeing, though wondering where their lovely employer went.

Over the next day, he'll walk around town and ask questions about her, trying to gauge her reputation.


Djal, you can give me a Charisma check to find out about Hasdia from people around Creagfort.


Charisma: 1d20 + 4 ⇒ (1) + 4 = 5

Oh well...


The skinny innkeeper downstairs spares you a minute.
"Her? She's been coming in from Fangsfall since the end of last year, once every few weeks. Pretty sure she just comes up to buy copper- most folks up here do. Nice and quiet, pays on time.", he says. "You fellas want to keep drinking today I gotta ask you to leave your weapons upstairs alright?"


Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]

"Fair enough, I'm not a big drinker anyway." Lhienne gtins slightly at her pun.


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

The Unchained helps with the acquisition of supplies, perhaps, his reputation might help in smoothing the way with the common folk.


After a night of rest in actual beds for what will be the last time in a while, you all shuffle downstairs to purchase bag after bag of animal feed and preserved food along with several barrels of small beer, wine and water for the trek. The innkeeper/general store owner cautions you against going to Devil's March at all- it's a tainted land full of monsters, few have ever returned, etc. But you're set on your goal.

Miners and other folk on their way to work bid you farewell and help you load up your cart and pack animals. Each of you has more than enough to carry, the only solace being that you'll be lighter on the way back.

If you aren't on the cart or riding an animal, you're considered encumbered on the way up. You can drop your pack in combat in order to move normally, though it takes a move action. What is your marching order and who is driving the cart or riding an animal?


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

I'll handle the cart, have animal handling and I am proficient with vehicle (land)


Djal insists on being at the head of the convoy: "Now, that being said, I do believe some kind of scouting should be done, at least when we get to the hills and beyond. I can do it, but not with such a heavy load as this!" he whines.


Male Asaatthi Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'

So we have two pack animals loaded up and we all still have to carry enough supplies that we are encumbered? That seems excessive, right? Do we need that much stuff?


It might be excessive, I wanted to hand wave around the SAT math problem part of adventuring. 1260 pounds in food, 490 pounds of liquid (plus barrels): 1750 pounds of supplies since you can't eat or drink anything in the Devil's March. Each donkey can carry 420 Ibs., a riding horse 480 Ibs. So if you load up the horse and the donkey, that leaves 850 pounds of stuff left over. I can't find how much the cart can carry on the SRD- if any of you can find it let me know. Puzzling it out, it looks like you actually won't be encumbered then.

Marching order Djal/Zukhan, Unchained (cart), Lhienne (horse), Iliberos(donkey), Xar?


Male Asaatthi Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'

Sorry, I don't mean the calculation is off, I just think we are buying too much. The entire party being encumbered is pretty rough.

Perhaps we should consider traveling a little lighter eh? Put some trust in your friendly party survivalist to get us through a couple days off of the land?" Zukhan adds conspiratorially in a whisper: "I mean me by the way. I am very good at these things."


Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status
Zukhan Ssalaras wrote:
So we have two pack animals loaded up and we all still have to carry enough supplies that we are encumbered? That seems excessive, right? Do we need that much stuff?

The cart should alleviate much of that. We'll have to trust that if we leave the supplies when we come back to the cart they will be there. Better to have it to hopefully come back to to resupply than not to have it at all.


Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status

Iliberos shakes his head in disagreement with the Asaatthi, "Better that we carry clean food and water with us, even to excess than we try to live off of a land poisoned by the Titans and their brood".

Yep, I am a ok on my donkey.


Male Ganjus (Wood Elf) LVL 1 (1/2) Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}

Xar is happy bringing up the rear... and considering the alternatives would be all for memorizing Purify Food and Drink while traveling to make sure that the food that Zukhan finds is fit to eat. In fact since it's a 5' radius spell, we could over-hunt for a few days, then store what we don't eat right away. Might be a way around having to carry so much food.

Xar watches the preparations with mixed emotions. So much is needed. I didn't realize how much more convenient it is to travel by ship until now.


Male Asaatthi Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'
Warden of Doors wrote:

It might be excessive, I wanted to hand wave around the SAT math problem part of adventuring. 1260 pounds in food, 490 pounds of liquid (plus barrels): 1750 pounds of supplies since you can't eat or drink anything in the Devil's March. Each donkey can carry 420 Ibs., a riding horse 480 Ibs. So if you load up the horse and the donkey, that leaves 850 pounds of stuff left over. I can't find how much the cart can carry on the SRD- if any of you can find it let me know. Puzzling it out, it looks like you actually won't be encumbered then.

Marching order Djal/Zukhan, Unchained (cart), Lhienne (horse), Iliberos(donkey), Xar?

Found the cart rules! Pulling a cart increases an animals carrying capacity times 5. Sorry! Didn't mean to make this a thing.

Zukhan is cool taking point.


Purify Food and Drinks sounds like the best way, along with Create Water, to keep our supplies manageable, along with the cart and beasts of burden.

Djal goes a little green when Iliberos mentions eating from the poisoned land: "Might be that Xar-Nixx, or perhaps I should say his faith in Belsameth, could help? I've seen him perform some great deeds in service of his Lord... And even then, Zukhan alone might be able to find something edible in a toxic land..."

He looks at the others, notices their frowns, then quickly adds: "...Or I could just shut up and shoulder a heavy load just like everyone else!"


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

"Right. Let's get this adventure started." The Unchained starts the cart going. The Unchained's javelins are positioned within easy reach.

"Ha. That should discourage all but the most foolish I suppose."

We'll be making the load lighter soon enough.


You depart at midmorning, leading and driving your animals down the steep road from Creagfort and through the Bronze Hills. The weather is temperate and breezy- a perfect day to set out. While the terrain isn't a cakewalk, there's at least tree cover here and there and the ground is dry enough that the cart's wheels only need a helpful nudge once in a while. Around nightfall, you make cap in one of the more flat and wooded areas you've found.

The first night passes uneventfully, cool and clear. You stick to a watch schedule you've worked out before on the trip from Fangsfall and settle back into the rhythms of traveling and sleeping on the ground.

DM Screen:
Stealth: 1d20 + 4 ⇒ (3) + 4 = 7

You awaken before first light and start striking cap after a quick breakfast and some water and feed for the animals.

Djal:
Out of the corner of your eye, you think you see movement in the brush. You rub the sleep from your eyes and look again to briefly catch sigh of a lithe, naked form- probably female- running away through the trees and a small fold in the landscape. Its behavior suggests the figure was frightened by the presence of the group, but somehow you get the feeling that it was intrigued by you as well.

The stranger quickly disappears in the shadows. Straining to see in the darkness, you aren't able to determine exactly where it is, but you feel almost certain that you're being watched.


Djal motions for his companions to hold still, takes out his viol, sits, and starts playing a soft balad. He omits to sing the lyrics, for he finds them too sad for this morning. With the music, he hopes to draw back the fleeting form he spied in the bushes.


Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]

Lhienne canters along on the horse, ensuring to take care of her when they break for camp.
"What're you playing? Never had much time for music?"


Djal just smiles to Lhienne and keeps playing...

He is playing Might turns to Ashes, but he's not about to say it. He just likes the melody.


After a moment, a beautiful voice rises from the within the trees to join Djal's melody. You find yourselves having trouble concentrating on anything besides the beautiful song as it fills your ears, crowding out all other thoughts.

Everyone give me a Wisdom saving throw- this is an enchantment/charm effect.


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

Wisdom: 1d20 + 2 ⇒ (6) + 2 = 8

"Hmmm good music this."


Wis: 1d20 + 1 ⇒ (1) + 1 = 2

Djal smiles as he hears the wonderful voice. His plan was working flawlessly... With great enthusiasim, he attacks the second part.


Djal, you have advantage for being a half-elf!


Thanks! Still learning 5e :)

Will: 1d20 + 1 ⇒ (20) + 1 = 21

Ahahahah!

As Djal plays his viol, he gets so into the music, his music, that the singing loses its grasp on his mind. Slipping free, he opts to continue with the viol, but gets up and starts to walk around as he plays, looking enthralled, while he slowly takes his time to move around camp and looks for the singer.

Deception: 1d20 + 6 ⇒ (3) + 6 = 9

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


This is a good time to ask that you guys please list your HP, AC, Passive Perception and Saving throws under your names; it'll be a little easier for me to determine results.

Djal concentrates solely on his own music, blocking out the singer.

Iliberos: 1d20 + 3 ⇒ (17) + 3 = 201d20 + 3 ⇒ (2) + 3 = 5
Lhienne: 1d20 ⇒ 3 Charmed
Zukhan: 1d20 + 2 ⇒ (11) + 2 = 13
Xar-Nixx: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (19) + 4 = 23

Charmed characters- Unchained and Lhienne- are incapacitated and may make a new saving throw at the end of their turns.

DM screen:
Stealth: 1d20 + 4 ⇒ (19) + 4 = 231d20 + 1 ⇒ (18) + 1 = 191d20 + 2 ⇒ (5) + 2 = 7

Djal can't seem to catch sight of the singer, but he and the rest of the party hears the furious beating of wings from above- an ambush!

Initiative
Falcons and Singer- 12
Worg- 11

You can all roll initiative, as you aren't surprised. Lhienne and Unchained may roll but cannot act until they shake off the charm.


Male Ganjus (Wood Elf) LVL 1 (1/2) Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}

1d20 + 3 ⇒ (15) + 3 = 18 Initiative

Shaking his head to clear it of the entrancing song, Xar draws forth his dagger and sword, ready to take on whatever challenge awaits him.

I'm good with you rolling our initiatives, then having us act in blocks if everyone else is. It tends to keep things from bogging down in PbP.


Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]

Init: 1d20 + 3 ⇒ (13) + 3 = 16
Save: 1d20 ⇒ 14 (for end of turn)

Lhienne hums along to the tune before finally the threat becomes apparent...


Init: 1d20 + 3 ⇒ (5) + 3 = 8

"Above us!" Djal shouts a warning, putting his viol down.


Xar-Nixx wrote:


I'm good with you rolling our initiatives, then having us act in blocks if everyone else is. It tends to keep things from bogging down in PbP.

Works for me as well.


Male Asaatthi Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'

Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative: 1d20 + 3 ⇒ (14) + 3 = 17 Adv

Zukhan draws his scimitar and and scans the tree line for hidden enemies.

If applicable Perception: 1d20 + 4 ⇒ (15) + 4 = 19


I'll roll a batch initiative and Zukhan's advantage together next time.
Unchained and Iliberos: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 1 ⇒ (5) + 1 = 6

Initiatives
Zukhan- 23
Xar-Nixx- 18
Lhienne- 16
Falcons and Singer- 12
Worg- 11
Djal- 8
Iliberos- 6
Unchained- 3

Zukhan takes in the scene, smelling the air with a flick of his tongue. Two scythe falcons wheel above your heads, reading to strike and the asaathi can see a black furred shadow in the undergrowth and smell a predator on the wind- a worg!

The worg is in the undergrowth, about 30 feet from camp. The falcons are 20 feet above you getting ready to dive. Zukhan and Xar are up first!


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

The Unchained just smiles at the sight of the enemy. He's clearly enjoying the music.


Male Ganjus (Wood Elf) LVL 1 (1/2) Cleric (Arcane) / 1; PP 13, HP 10/10, AC 16, (S +1, D +3, C +0, I +1, W+4, Ch +3) {Advantage on Charm, Immune Sleep}

Deciding for a moment to let the others handle the close up work, Xar raises his dagger in one hand, and shouts forth the words to a spell to send forth magical bursts of energy at one of the Scythe Falcons.

Magic Missile (Xar's Magic Missiles take the form of small purple daggers of force crackling with energy.

3d4 + 3 ⇒ (4, 3, 1) + 3 = 11 Dastardly Daggers of force


Male Asaatthi Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'

Zukhan makes haste into the underbrush (hopefully) out of dive bombing range of the Falcons. There he'll lash out with two quick strikes from his scimitar and claw.

Scimitar: 1d20 + 5 ⇒ (12) + 5 = 17
Scimitar: 1d20 + 5 ⇒ (9) + 5 = 14 ADV

Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Bonus action:
Claw Gauntlet: 1d20 + 5 ⇒ (2) + 5 = 7
Claw Gauntlet: 1d20 + 5 ⇒ (10) + 5 = 15 ADV

Damage: 1d6 ⇒ 6


Zukhan viciously slashes the huge wolf, sending droplets of blood into the undergrowth.

Xar's magical daggers fly true at the diving falcon, sending it spinning to the ground.
One falcon down.

DM screen:
W: 11 hp


With battle erupting around her, Lhienne clears her head and focuses her senses.
Lhienne is no longer charmed.

The remaining falcon dives on Xar, slashing at him with the bony ridges on the edge of its wings.

Scythe Falcon vs. Xar: 1d20 + 4 ⇒ (8) + 4 = 122d4 + 2 ⇒ (2, 4) + 2 = 8

The falcon manages only to scrape the elf's scale mail before flying back into the air. (The falcon is 20 feet in the air and 20 feet away at the end of its turn.)

From Zukhan's right, a slight elfish woman steps out from a tree. Her skin is rough and bark-like, her hair green as the leaves.
"Friend from the swamps, cease your struggles and calm yourself!", she sings in Ledean.
The asaathi feels a wave of calm clouding his mind.
Zukhan's wisdom save w/advantage: 1d20 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (9) + 2 = 11

Zukhan feels compelled to stop fighting! You are charmed!

The worg, seeing Zukhan's stance change, charges at Djal!

Worg vs. Djal: 1d20 + 5 ⇒ (3) + 5 = 82d6 + 3 ⇒ (5, 4) + 3 = 12

After a youth on the streets of Fangsfall, Djal's instincts for trouble are particularly keen and he easily dodges the wounded worg's attack.

Djal, Iliberos have actions. The Unchained can roll a new Wisdom save.


Elf Male Wizard 2 | HP = 10/10 | AC = 11 (Current AC 15)| Init +1 | Per +4 | Saving Throws - S - 0, D - +1, C - 0 , I - +5, W - +3, C - +2 | Advantage Charm & Immune Sleep Shadow Status

Round 1

The elf looks around as the song fills his ears, "Quickly cover your... ears". He finishes audibly sighing as it is clear some of his companions have fallen sway to whatever fell magic is being worked upon them.

Knowledge Nature check to ascertain what might be doing this to us - 1d20 + 3 ⇒ (5) + 3 = 8.

Iliberos Action Upon His Turn:
He draws his longbow and slings the string as a move action then fires at one of the Falcons.
Longbow Attack 1d20 + 1 ⇒ (3) + 1 = 4 - Damage 1d8 ⇒ 2

Thanks for botting me DM, this one really blew up this weekend!


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

wisdom: 1d20 + 2 ⇒ (12) + 2 = 14

"Whoa! We're under attack!"

If that is a save then The Unchained draws his longsword and attacks the nearest enemy.

attack: 1d20 + 6 ⇒ (5) + 6 = 11
damage: 1d8 + 4 ⇒ (6) + 4 = 10


Iliberos' shot goes wide of the mark, the scythe falcon proving far too quick for the forsaken elf's hand.

The Unchained shakes off the effects of the singer's charm.
You are no longer charmed, but can only act next round.


As he dives out of the way, Djal sends his rapier into the worg's side: "Too slow, and too big." he says with a grin, his words infusing his spirit.

Bonus action: Bardic Inspiration to myself.

Rapier: 1d20 + 5 ⇒ (2) + 5 = 71d6 + 3 ⇒ (6) + 3 = 9

That being said, he dives too far and cannot reach the worg's pelt. He moves to stand beside The Unchained.


Male Asaatthi Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'

If Zukhan gets a save in Round 2

Wis Save: 1d20 + 2 ⇒ (20) + 2 = 22

Wis Save: 1d20 + 2 ⇒ (16) + 2 = 18


Initiatives
Zukhan- 23
Xar-Nixx- 18
Lhienne- 16
Falcons and Singer- 12
Worg- 11
Djal- 8
Iliberos- 6
Unchained- 3

No new save, Zukhan- it's a different effect than the song.

Zukhan feels a growing sense of camaraderie and trust with the fey woman- surely you are both adherents to Denev's natural order. Why should you fight?
You are charmed and regard her as a trusted acquaintance until she or one of her allies acts aggressively toward you.

Zukhan through Lhienne are up! There is a worg on Djal and Unchained, there is a scythe falcon in the air and a fey singer near Zukhan in the brush.


Male Asaatthi Ranger 3 HP: 33/33 AC: 15 Pass Per: 14 ST: S+3 D+5 C+4 I+0 W+2 C+0 (ADV Charm & Poison) DVision 60'

Zukhan turns to the fey woman. "I apologize for attacking your wolf companion, I must have taken you for Titan Spawn. Surely we can work this out."

Zukhan spends his turn trying to reason with the bad guys.


Lhienne, Female Halfling Rogue | HP 13/24 | AC14 | Str +1 / Dex +3* / Con +2 / Int +2* / Wis - / Cha +1 | PP10 | Insp. [Y]

Coming out of her trance Lhienne quickly surveys the battlefield, seeing Unchained and Djal can probably handle the wolf, she quickly loads and fires her sling at the falcon Attack: 1d20 + 5 ⇒ (16) + 5 = 21 dmg: 1d4 + 3 ⇒ (1) + 3 = 4


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

On My Turn

Hate, both hot and primal, radiates from The Unchained's body as he roars and he proceeds to hack at the nearest enemy with an overhand chop.

attack: 1d20 + 6 ⇒ (11) + 6 = 17
damage: 1d8 + 6 ⇒ (6) + 6 = 12


Zukhan entreats with the fey singer, trying to bring about an end to these hostilities. Meanwhile, Xar calls upon a radiant vengeance to destroy his attackers.

Scythe Falcon save vs. Sacred Flame: 1d20 + 2 ⇒ (16) + 2 = 18

The bird wheels away from the divine flame, only to be struck by Lhienne's sling bullet.

The fey enchantress beckons to Zukhan. "Come my friend, we must speak in private- something has befallen the animals here!", she says as she steps into another tree only to step out from another some 40 feet away.

The scythe falcon dives upon Lhienne, it's razor sharp wings whistling through the air.
Scythe Falcon dive attack: 1d20 + 4 ⇒ (7) + 4 = 112d4 + 2 ⇒ (3, 3) + 2 = 8
The nimble halfling dives to the side and the falcon cuts naught but air!

The Unchained meets the worg's feral stare as it leaps for his throat, great jaws snapping.
Worg bite vs. Unchained: 1d20 + 5 ⇒ (15) + 5 = 202d6 + 3 ⇒ (6, 3) + 3 = 12

The half-orc is bitten savagely as the worg tries to pull him to the ground.
Unchained's strength saving throw: 1d20 + 6 ⇒ (9) + 6 = 15

The Unchained keeps his feet, chopping into the worg's neck with a feral bellow. The beast crumples with a yelp.
Worg is down, Scythe Falcon is wounded and the singer is 40 feet from Zukhan in the trees. Djal and Iliberos have actions.


Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4 Str 18, Dex 15, Con 16, Int 8, Wis 15, Cha 11 HP 25/25 AC 17 Init +2 Per +4

That's 12 minus 5 (for resistance from rage) equals 7 damage total, right? Or rage did not come into effect till my turn?

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