Greyhawk 5E: Shadows of the Sheldomar (Inactive)

Game Master tribeof1

It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.


2,151 to 2,200 of 2,494 << first < prev | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | next > last >>

Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 2, Deepwood Sniper, Sneak Attack, Cunning Action

Rolen pops out from the shadows and fires again at the robed man.

LB Att: 1d20 + 7 ⇒ (2) + 7 = 9
LB Dam: 1d8 + 4 + 3d6 ⇒ (1) + 4 + (2, 1, 1) = 9

Rolen quickly ducks back into the shadows seeking a location to snipe from.

Stealth: 1d20 + 10 ⇒ (6) + 10 = 16


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
DM Under a Dark Sun wrote:
Rolen, Dragomir, Koralyn?

I am back and catching up. Just got in last night and am behind on lots of stuff but reading and trying to understand this complicated stage. No map, right? Did Koralyn act in the first round? If not, she would have started her blade song and cast Blur on herself. She already had False Life running. She will delay until she knows the effect of the second sleep spell. She plans to advance and is ready to counterspell.


Lady Koralyn Nightstar wrote:
DM Under a Dark Sun wrote:
Rolen, Dragomir, Koralyn?
I am back and catching up. Just got in last night and am behind on lots of stuff but reading and trying to understand this complicated stage. No map, right? Did Koralyn act in the first round? If not, she would have started her blade song and cast Blur on herself. She already had False Life running. She will delay until she knows the effect of the second sleep spell. She plans to advance and is ready to counterspell.

No map. I've tried to be clear in the description, so let me know if there's a particular part of the geography that is confusing. Koralyn is able to take her first action now -- there was no surprise round, and Rolen, Alistair and Kierdan only acted because they beat the opponents' initiative. If you want Blur you'll have to cast it with your current action.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Roger that.

Koralyn cast a spell that blurs her outline and begins her battle dance. advancing she looks ready to engage any spearmen who do not fall to the sleep spell.


Various dice rolls::

Cultist Wisdom Save vs. hold person: 1d20 ⇒ 19
Cultist Wisdom Save vs. hold person: 1d20 ⇒ 9
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (11) + 6 = 171d10 + 12 ⇒ (1) + 12 = 13
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (17) + 6 = 231d10 + 12 ⇒ (9) + 12 = 21
Gladiator spear vs. Dragomir: 1d20 + 7 ⇒ (6) + 7 = 132d8 + 4 ⇒ (2, 3) + 4 = 9
Gladiator spear vs. Dragomir: 1d20 + 7 ⇒ (16) + 7 = 232d8 + 4 ⇒ (1, 6) + 4 = 11
Gladiator shield bash vs. Dragomir: 1d20 + 7 ⇒ (2) + 7 = 92d4 + 4 ⇒ (1, 4) + 4 = 9
Wight longsword vs. Koralyn: 1d20 + 5 ⇒ (13) + 5 = 181d8 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5
Disadvantage roll: 1d20 + 5 ⇒ (12) + 5 = 17
Wight life drain vs. Koralyn: 1d20 + 5 ⇒ (9) + 5 = 142d6 + 3 ⇒ (4, 1) + 3 = 8
Disadvantage roll: 1d20 + 5 ⇒ (11) + 5 = 16
Assassin sniping vs. Dragomir: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 3 + 3d6 ⇒ (3) + 3 + (4, 2, 5) = 17
Assassin sniping vs. Koralyn: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 + 3d6 ⇒ (2) + 3 + (5, 6, 5) = 21
Disadvantage roll: 1d20 + 5 ⇒ (18) + 5 = 23

Kierdan speaks a holy word of command and one of the spear-wielding cultists seizes up, unable to move. The other shakes off the magic, but topples to the ground unconscious, along with the remaining two cultists, as Alistair's sleep spell takes effect.

With the cultists immobilized or unconscious, Eldramin has a clear view to direct his conjured sword at the wight, slashing through its studded leather armor to the rotten flesh beneath. Rolen's arrow goes wildly off target, as Koralyn moves up past the immobile cultists, her form shimmering and shifting as she dances.

Following close behind, Dragomir charges the spear-and-shield-armed warrior, trying to end things quickly as he hacks with powerful, two-handed blows at his foe. The gladiator manages to get his shield up in time to parry the first attack (using his Parry ability) but the second attack connects, blood dripping from a serious wound.

Even so, he appears ready for an extended fight, and quickly counter-attacks. Dragomir blocks the first thrust of the spear but the second catches his shoulder (Dragomir takes 8 damage after Armor Mastery). He's able to leap back to avoid the shield bash that follows.

Unimpressed by the magic shrouding Koralyn, the wight attacks the elf, wielding its shattered sword like a whip as the dark energy holding the shards together allows it to twist and flail. Despite its flexibility, the snaking blade is unable to connect with Koralyn as she twists and turns in her battle dance.

Beyond, in the embalming chamber, the shortbow-armed assassins rise from behind the stone tables and fire. One targets Koralyn and fails to hit, but the other sinks an arrow deep into Dragomir's flank while he's distracted by the flickering spear of his opponent. (Dragomir takes 14 damage from the sneak attack after Armor Mastery).

Both assassins drop back out of sight. The hooded priest also stays out of view, but you can hear him intoning the words of a spell as a flickering shape begins to materialize nearby.

Intelligence (Arcana) DC 14:

The priest is casting the guardian of faith spell. Since it's a 4th level spell, Koralyn will need to make a spellcasting roll (1d20+proficiency bonus+Intelligence mod) to negate it with counterspell.

~~~~~0~~~0~~~~~
You're up! Everyone can act, then it's the bad guys again.

Alistair, Eldramin, Kierdan and Rolen are all out in the hallway where the channel of runoff from above is flowing by. Rolen has taken cover out of sight and is hidden. The rest of your are in a group near the door Rolen opened, within line of sight of those inside but benefiting from half cover (+2 AC).

Past the door, three spear-armed cultists are unconscious from sleep and a fourth is incapacitated by hold person, in the 10-foot-wide corridor between two rows of cages (themselves filled with dead or nearly-dead prisoners). Behind those cultists, Dragomir and Koralyn are locked in combat with a warrior with spear and shield and a wight armed with a shattered sword.

Beyond that, the room opens up into a larger chamber with waist-high stone embalming tables. At the far end is a stone altar, over which looms a statue of the reptile goddess. Nine sleeping prisoners are chained to the altar. The hooded priest and two bow-armed assassins lurk somewhere nearby, in full cover behind the tables.

The embalming room is lit by a spectral glow, with dim light extending into the area between the cages.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 3, Deepwood Sniper, Sneak Attack, Cunning Action

Rolen pops out from the shadows and fires again at the robed man.

LB Att: 1d20 + 7 ⇒ (8) + 7 = 15
LB Dam: 1d8 + 4 + 3d6 ⇒ (1) + 4 + (6, 3, 3) = 17

Rolen quickly ducks back into the shadows seeking a location to snipe from.

Stealth: 1d20 + 10 ⇒ (6) + 10 = 16


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

While focusing on maintaining his hold on the cultist in front of him, Kierdan sees Dragomir take two brutal hits and the priest grows concerned that the big warrior may be overwhelmed by these crazed followers. Kierdan quickly mutters a prayer to Pelor, reaching out to Dragomir with his Healing Word.

While maintaining his concentration on the Hold Person, Kierdan casts Healing Word, which has a range of 60', on Dragomir. Because of his Blessed Healer domain ability, Kierdan was also regain 3 hps.

Healing Word on Dragomir: 1d4 + 4 + 3 ⇒ (4) + 4 + 3 = 11


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair fires a number of magical darts at the wight attacking Koralyn.

Magic Missile (2nd Level): 4d4 + 4 ⇒ (2, 4, 2, 3) + 4 = 15


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin sends his blade at the sight while blasting it in an attempt to knock it back.

Melee spell atk: 1d20 + 6 ⇒ (6) + 6 = 12
force: 1d8 + 4 ⇒ (1) + 4 = 5

range spell atk: 1d20 + 6 ⇒ (13) + 6 = 19
force: 1d10 + 4 ⇒ (3) + 4 = 7 and push back 10ft on hit


Various dice rolls::

Cultist Wisdom save vs hold person: 1d20 ⇒ 1
Cultist Wisdom save vs hold person: 1d20 ⇒ 1
Extra damage to Wight: 1d6 ⇒ 4
Wight Dex save to stay on feet: 1d20 + 7 ⇒ (3) + 7 = 10
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (19) + 6 = 251d10 + 12 ⇒ (10) + 12 = 22
Critical damage: 1d10 ⇒ 7
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (19) + 6 = 251d10 + 12 ⇒ (4) + 12 = 16
Critical damage: 1d10 ⇒ 2
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (12) + 6 = 181d10 + 12 ⇒ (6) + 12 = 18
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (10) + 6 = 161d10 + 12 ⇒ (7) + 12 = 19
Gladiator spear: 1d20 + 7 ⇒ (4) + 7 = 112d8 + 4 ⇒ (6, 5) + 4 = 15
Gladiator spear: 1d20 + 7 ⇒ (4) + 7 = 112d8 + 4 ⇒ (4, 7) + 4 = 15
Gladiator shield bash: 1d20 + 7 ⇒ (7) + 7 = 142d4 + 4 ⇒ (3, 3) + 4 = 10
Wight sword vs. Koralyn: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 3 + 1d6 ⇒ (7) + 3 + (1) = 11
Wight life drain vs. Koralyn: 1d20 + 5 ⇒ (1) + 5 = 62d6 + 3 ⇒ (1, 6) + 3 = 10
Assassin sneak attack vs. Dragomir: 1d20 + 5 ⇒ (3) + 5 = 81d6 + 3 + 3d6 ⇒ (1) + 3 + (4, 2, 6) = 16
Assassin sneak attack vs. Koralyn: 1d20 + 5 ⇒ (5) + 5 = 101d6 + 3 + 3d6 ⇒ (1) + 3 + (4, 6, 2) = 16
Blight damage vs. Koralyn: 8d8 ⇒ (3, 8, 1, 7, 3, 5, 4, 1) = 32

Rolen's arrow skitters off the stone table the hooded priest is hiding behind, even as a large spectral serpent rises nearby, seeming to stand at attention. You remember Abramo, the priest in Orlane, summoning a similar guardian that struck at anyone who drew near.

Kierdan calls down healing on Dragomir, as Alistair and Eldramin focus a sustained assault on the wight. The warlock's spirit blade fails to connect, his eldritch blast strikes at the same time as Alistair's magic missiles, badly wounding the wight and knocking it back against one of the stone tables. The double impact knocks it off its feet.

Roaring in pain, Dragomir launches a flurry of blows as he renews his own assault on the gladiator. (Uses Action Surge). Two bone-breaking blows land before the warrior gets his shield up to block a third. Before he can recover, Dragomir brings his axe around in a low cut that bloodies the man's leg, as well. (Two crits, an attack blocked by Parry and another hit!)

Badly wounded now, the gladiator reacts instinctively, jabbing his spear and swinging his shield in a broad arc, but none of the attacks land.

The wight manages to stagger to its feet, as well, lashing out with its whiplike blade at Koralyn. Neither of its attacks strike the blurred form of the dancing mage.

Farther back, the two assassins rise again to fire arrows at Dragomir and Koralyn, but the shots are rushed and neither comes close to drawing blood.

Snarling in frustration, the hooded priest rises, too, spitting out the baleful syllables of a prayer before hurling a sickly green ray of energy at Koralyn, whose skin peels away as the beam lances through her defenses and envelops her flesh. (Koralyn takes 32 necrotic damage, which is halved with a successful DC 14 Constitution save).

~~~~~0~~~0~~~~~
You're up! Everyone can act -- Koralyn can act twice -- then it's the bad guys again.

Alistair, Eldramin, Kierdan and Rolen are all out in the hallway where the channel of runoff from above is flowing by. Rolen has taken cover out of sight and is hidden. The rest of your are in a group near the door Rolen opened, within line of sight of those inside but benefiting from half cover (+2 AC).

Past the door, three spear-armed cultists are unconscious from sleep and a fourth is incapacitated by hold person, in the 10-foot-wide corridor between two rows of cages (themselves filled with dead or nearly-dead prisoners). Behind those cultists, Dragomir and Koralyn are locked in combat with a warrior with spear and shield and a wight armed with a shattered sword (The wight's now about 10 feet from Koralyn, after being knocked down).

Beyond that, the room opens up into a larger chamber with waist-high stone embalming tables. At the far end is a stone altar, over which looms a statue of the reptile goddess. Nine sleeping prisoners are chained to the altar. The hooded priest and two bow-armed assassins lurk somewhere nearby, in full cover behind the tables.

The embalming room is lit by a spectral glow, with dim light extending into the area between the cages.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 4, Deepwood Sniper, Sneak Attack, Cunning Action

Rolen pops out from the shadows and fires again at the wight, trying to end the creature.

LB Att: 1d20 + 7 ⇒ (6) + 7 = 13
LB Dam: 1d8 + 4 + 3d6 ⇒ (8) + 4 + (4, 1, 2) = 19

Rolen quickly ducks back into the shadows seeking a location to snipe from.

Stealth: 1d20 + 10 ⇒ (8) + 10 = 18


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Sorry I was out again yesterday. Had to deal with a family thing that had me gone all day. Not pleasant. Back and back to a regular routine. Based on rolls below it seems not to have mattered that I was gone. Geeze.

Counterspell: 1d20 + 4 + 3 ⇒ (5) + 4 + 3 = 12

Attack with new sword: 1d20 + 6 ⇒ (4) + 6 = 101d8 + 3 ⇒ (5) + 3 = 8

Attack with new sword: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (2) + 3 = 5

Unsure what the plus of the sword is but with rolls like that it likey does not matter.

Con Save: 1d20 + 2 ⇒ (8) + 2 = 10

Ok that is 4 rolls in a row that are 8 or below. Thinking I am cursed here.

Koralyn seems to collapse on herself when the sickly green ray hits her. She ages and withers and her skin smokes and she screams. Shaking herself she stands strait and hopes the caster does not have another such spell as she attacks the wight again.

New Sword: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (6) + 3 = 9 plus whatever the sword does.

New Sword: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 3 ⇒ (2) + 3 = 5 plus whatever the sword does.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

I have not hit in three rounds.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

Eldramin's blade keeps slashing at the wight while he uses his eldritch blast against the warrior fighting Koralyn. She appears to have enough on her plate following that green ray.

Any chance of telling if some ritual is going on with those prisoner, with rounds counting down or something, or are they safe for the time being?

Melee spell atk: 1d20 + 6 ⇒ (9) + 6 = 15
force: 1d8 + 4 ⇒ (4) + 4 = 8

range spell atk: 1d20 + 6 ⇒ (6) + 6 = 12
force: 1d10 + 4 ⇒ (3) + 4 = 7 and push back 10ft on hit


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan continues to focus on maintaining his hold over the cultist in front of him. He looks on in horror as a putrid green ray strikes Koralyn. Kierdan immediately blurts out a quick prayer to Pelor, this time reaching out to Koralyn with his Healing Word.

While maintaining his concentration on the Hold Person, Kierdan casts Healing Word, which has a range of 60', on Koralyn. This time he uses a second level spell slot to get 2d4. Because of his Blessed Healer domain ability, Kierdan was also regain 3 hps.

Healing Word on Koralyn at 2nd level: 2d4 + 4 + 3 ⇒ (3, 4) + 4 + 3 = 14


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair once again fires mystic darts at the wight.

Magic Missile: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7

Yikes, that one was not too good...just 3rd level spells left now!


Rolen leans out from his hiding place and fires another arrow at the hooded priest, but the missile again fails to pierce the heavy chain beneath the man's robes.

Still unused to the balance of her new blade, Koralyn at first has no better luck as she slashes at the wight. In agonizing after being struck by the priest's blight spell, she lands a desperate blow that caves in the wight's head. The animating light in its eyes immediately dims and it crumples to the ground, its shattered blade sparking as it collapses in a heap.

Eldramin shifts targets, directing his spiritual weapon against the gladiator fighting Dragomir, but the veteran warrior knocks it away. His eldritch blast against the priest also flies awry. Alistair, too, redirects his attack after the wight falls, and his magic missiles finally blood the priest.

Various dice rolls::

Cultist Wisdom save vs hold person: 1d20 ⇒ 3
Cultist Wisdom save vs hold person: 1d20 ⇒ 11
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (19) + 6 = 251d10 + 12 ⇒ (3) + 12 = 15
Critical damage: 1d10 ⇒ 8
Dragomir Power Attack vs. gladiator: 1d20 + 6 ⇒ (13) + 6 = 191d10 + 12 ⇒ (1) + 12 = 13
Assassin attack vs. Dragomir: 1d20 + 5 ⇒ (7) + 5 = 121d6 + 3 ⇒ (2) + 3 = 5
Assassin attack vs. Dragomir: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 3 ⇒ (2) + 3 = 5
Guiding bolt vs. Dragomir: 1d20 + 6 ⇒ (13) + 6 = 196d6 ⇒ (3, 5, 1, 1, 4, 1) = 15

The magically held cultists remain restrained or asleep as Kierdan casts healing magic on Koralyn.

Next to her, Dragomir continues his attack on the suddenly overmatched gladiator. With one vicious strike he nearly severs his foe's spear arm at the elbow. Maimed, the gladiator raises his shield to block the killing blow, but is half a second too slow. Sliding past, Dragomir buries his axe in the man's skull.

Seemingly oblivious to the approaching danger, the two enemy archers continue sniping at Dragomir, thought without the distraction created by the gladiator their attacks are less dangerous. One arrow pierces Dragomir's splint armor, but it's barely more than a flesh wound. (Dragomir takes 2 damage after Armor Mastery).

Seeming to grasp his impending doom, the hooded priest screams in frustration, gesturing wildly at the serpent statue behind it.

"I have served the Mistress faithfully -- she will not let me fall!" he screams, spittle flying as he spews forth the words of another spell. An amber flash of light streaks from his hands and burns into Dragomir's side, leaving behind traces of glittering light that illuminate the cracks in his armor. (Dragomir takes 15 damage from guiding light and attacks against him have advantage for 1 round.)

~~~~~0~~~0~~~~~
You're up! Everyone can act then it's the bad guys again.

Alistair, Eldramin, Kierdan and Rolen are all out in the hallway where the channel of runoff from above is flowing by. Rolen has taken cover out of sight and is hidden. The rest of your are in a group near the door Rolen opened, within line of sight of those inside but benefiting from half cover (+2 AC).

Past the door, three spear-armed cultists are unconscious from sleep and a fourth is incapacitated by hold person, in the 10-foot-wide corridor between two rows of cages (themselves filled with dead or nearly-dead prisoners). Behind those cultists, Dragomir and Koralyn stand over the corpses of the defeated gladiator and wight.

Beyond that, the room opens up into a larger chamber with waist-high stone embalming tables. At the far end is a stone altar, over which looms a statue of the reptile goddess. Nine sleeping prisoners are chained to the altar. The hooded priest and two bow-armed assassins lurk somewhere nearby, in full cover behind the tables. A serpent-shaped guardian of faith looms next to the priest.

The embalming room is lit by a spectral glow, with dim light extending into the area between the cages.


Eldramin Tarkanan wrote:
Any chance of telling if some ritual is going on with those prisoner, with rounds counting down or something, or are they safe for the time being?

There's no indication they're part of a ritual. The priest was/is using them as human shields, then Alistair put 'em all to sleep.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"And now, priest, your service has come to a close." Eldramin says, redirecting the entirety of his attentions to the priest.

Melee spell atk: 1d20 + 6 ⇒ (6) + 6 = 12
force: 1d8 + 4 ⇒ (6) + 4 = 10

range spell atk: 1d20 + 6 ⇒ (11) + 6 = 17
force: 1d10 + 4 ⇒ (3) + 4 = 7 and push back 10ft on hit


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 5, Deepwood Sniper, Sneak Attack, Cunning Action

Rolen pops out from the shadows and fires again at the hooded priest.

LB Att: 1d20 + 7 ⇒ (16) + 7 = 23
LB Dam: 1d8 + 4 + 3d6 ⇒ (2) + 4 + (5, 1, 5) = 17

Rolen quickly ducks back into the shadows seeking a location to snipe from.

Stealth: 1d20 + 10 ⇒ (6) + 10 = 16


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Unsure of scale Can Koralyn move to where one of the assassins hides in a single move without coming too close to the altar?She will happily use a Misty Step to get there.

Koralyn goes hunting for the archers. She uses her misty step to jump most of the way to the enemy and the moves to find one of them. Once she finds one she attacks.

Longsword, Booming Blade: 1d20 + 6 ⇒ (15) + 6 = 212d8 + 3 ⇒ (3, 6) + 3 = 12 Plus the bonuses of the sword.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Maintaining his concentration on keeping the cultist held in place, Kierdan beckons with his hand at the hooded priest. As he does so, a flame-like radiance descends on the cretin.

Maintain concentration on the Hold Person. Cast Sacred Flame at the hooded priest

Sacred Flame on Hooded Priest: 1d8 ⇒ 1

dex save DC 15 to avoid damage


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair, seeing that his magic missiles damaged the hidden priest, decides to overpower the darts and fires them at the figure of the priest.

Magic Missile (3rd level): 5d4 + 5 ⇒ (4, 2, 4, 1, 4) + 5 = 20


With the gladiator and wight dispatched, Eldramin turns his attention to the priest, but neither his spirit blade nor eldritch blast damages the heavily-armored priest, who continues to use the stone tables as cover.

Rolen, however, finally locks in his aim and buries a feathered shaft in the priest's shoulder, eliciting a howl of pain that is repeated as Kierdan and Alistair target the hooded man with their own spells.

Koralyn moves the short distance into the embalming chamber. She doesn't immediately spot either of the hidden assassins -- until the violet blade of her sword seems to thrum, and she suddenly knows one is behind her. She whirls, slashing the man as he stabs at her with his shortsword. His partner flanks her, the positioning negating the benefit of her blur spell. Even so, neither is able to land a blow as Koralyn twists and leaps in her bladesong.

Dragomir advances, cutting down the assassin Koralyn had wounded with two broad strokes of his axe.

Less than 30 feet away now, the hooded priest spits out another spell. His hand glows darkly before he grabs one of the sleeping hostages by the face. The prisoner visibly shrinks and shrivels, his life force drained to heal the priest's own wounds.

Various dice rolls::

Priest Dex save vs. sacred flame: 1d20 ⇒ 2
Cultist Wisdom save vs hold person: 1d20 ⇒ 1
Cultist Wisdom save vs hold person: 1d20 ⇒ 18
Assassin sneak attack vs. Koralyn: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 3 + 3d6 ⇒ (5) + 3 + (6, 3, 3) = 20
Assassin sneak attack vs. Koralyn: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 3 + 3d6 ⇒ (1) + 3 + (1, 3, 4) = 12
Assassin sneak attack vs. Koralyn: 1d20 + 5 ⇒ (12) + 5 = 171d6 + 3 + 3d6 ⇒ (3) + 3 + (6, 5, 4) = 21
Assassin sneak attack vs. Koralyn: 1d20 + 5 ⇒ (1) + 5 = 61d6 + 3 + 3d6 ⇒ (3) + 3 + (5, 6, 2) = 19
Dragomir Power Attack vs. assassin: 1d20 + 6 ⇒ (10) + 6 = 161d10 + 12 ⇒ (7) + 12 = 19
Dragomir Power Attack vs. assassin: 1d20 + 6 ⇒ (13) + 6 = 191d10 + 12 ⇒ (8) + 12 = 20
Priest touch attack with vampiric touch: 1d20 + 6 ⇒ (15) + 6 = 21
Damage caused: 3d6 ⇒ (1, 3, 1) = 5 Healed =2

~~~~~0~~~0~~~~~
You're up! Everyone can act, then it's the bad guys again.

Alistair, Eldramin, Kierdan and Rolen are all out in the hallway where the channel of runoff from above is flowing by. Rolen has taken cover out of sight and is hidden. The rest of your are in a group near the door Rolen opened, within line of sight of those inside but benefiting from half cover (+2 AC).

Past the door, three spear-armed cultists are unconscious from sleep and a fourth is incapacitated by hold person, in the 10-foot-wide corridor between two rows of cages (themselves filled with dead or nearly-dead prisoners). Behind those cultists are a dead gladiator and wight.

Beyond that, the room opens up into a larger chamber with waist-high stone embalming tables. At the near end, Dragomir and Koralyn are in melee with the one remaining assassin. At the far end is a stone altar, over which looms a statue of the reptile goddess. Nine sleeping prisoners are chained to the altar. The hooded priest is nearby, in cover behind the tables. Next to him is a guardian of faith in the form of a spectral serpent.

The embalming room is lit by a spectral glow, with dim light extending into the area between the cages.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

do I know what spell he used?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Round 6, Deepwood Sniper, Sneak Attack, Cunning Action

Rolen pops out from the shadows and fires again at the hooded priest.

LB Att: 1d20 + 7 ⇒ (4) + 7 = 11
LB Dam: 1d8 + 4 + 3d6 ⇒ (2) + 4 + (6, 3, 4) = 19

Rolen quickly ducks back into the shadows seeking a location to snipe from.

Stealth: 1d20 + 10 ⇒ (19) + 10 = 29


Eldramin Tarkanan wrote:
do I know what spell he used?

Vampiric touch


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Karolyn tries to take down the wounded assassin quickly before they can penetrate her defenses, making two swift attacks.

Longsword, Booming Blade: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (8) + 3 = 11

Longsword, Booming Blade: 1d20 + 6 ⇒ (14) + 6 = 201d8 + 3 ⇒ (7) + 3 = 10

Each attack also gets the benefit of the new sword.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Praying to whatever god might be listening, Alistair prepares his final spell, and sends another barge of magical missiles at the priest.

Magic Missile (3rd level): 5d4 + 5 ⇒ (4, 4, 2, 1, 2) + 5 = 18


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Back to the Abyss with you, desecrator! Kierdan shouts as he point towards the hooded priest. A flash of light streaks towards the evil man.

While maintaining concentration on his Hold Person, Kierdan cast Guiding Bolt at the hooded cleric.

Guiding Bolt (to hit): 1d20 + 7 ⇒ (8) + 7 = 15

Guiding Bolt (damage): 4d6 ⇒ (6, 3, 4, 6) = 19

Damage is radiant damage. If he is hit, the next attack roll on the hooded priest will be at advantage due to the mystical light shimmering around the target.


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

To his allies nearby, he says, "Take care, I know that spell. He will keep draining those people."

Melee spell atk: 1d20 + 6 ⇒ (7) + 6 = 13
force: 1d8 + 4 ⇒ (4) + 4 = 8

range spell atk: 1d20 + 6 ⇒ (15) + 6 = 21
force: 1d10 + 4 ⇒ (7) + 4 = 11 and push back 10ft on hit


Various dice rolls::

Dragomir Power Attack vs. assassin: 1d20 + 6 ⇒ (18) + 6 = 241d10 + 12 ⇒ (8) + 12 = 20
Dragomir Power Attack vs. assassin: 1d20 + 6 ⇒ (17) + 6 = 231d10 + 12 ⇒ (1) + 12 = 13

Rolen's arrow again flies wide of the priest, as does Kierdan's guiding bolt.

Facing off with the surviving assassin, Koralyn slashes high and then low with the purple blade, its ensorceled edge easily parting the man's leather armor. Wounded, he stumbles back -- right into Dragomir's axe. The first strike drives the assassin to his knees, the second splits his skull in two.

As the falls, the swarm of Alistair's magic missiles fills the air before burrowing into the gaps in the hooded priest's chainmail armor. Gasping, he reaches for another unconscious victim ... then crumples as Eldramin's eldritch blast slams into his neck, burning away hood and flesh as it strikes with enough force to snap the priest's neck. As he, too, falls, the spectral serpent dissipates.

You are victorious. Four unconscious or held cultists remain, along with all but one of the nine unconscious captives.

To search, give me either an Intelligence (Investigation) or Wisdom (Perception) roll.

If you hit DC 8:

A quick search of the dead cultists yields several items of interest. Although none of the rank-and-file cultists carried anything of value, the priest wore a heavy gold pendant carved in the now-familiar shape of the reptile goddess. Although non-magical, it is likely worth a great deal of money. (200 gp). He also carried in his pocket a round iron disc, about as big around as an ale mug and about two inches thick. One side of the disc is carved into an intricate set of teeth, like the end of a key, while the other has a small but sturdy ring protruding from it.

One of the assassins wore a pair of black leather bracers that detect as magical.

The gladiator's shield carries a curious inscription on the inner rim, and casts off a noticeable magical aura when examined with detect magic

In addition to embalming chemicals and implements used either for torture or dissection, you find a few bottles of wine and some moldering food. Another door opens into a stairwell leading up, presumably toward the entrance to the surface.

If you hit DC 12:

In addition to the items above, you notice that the shattered pieces of the wight's sword are not entirely inert. Sparks of magical energy bloom between the pieces whenever Alistair, Koralyn or Eldramin draws near, and the shards reform into an approximation of a blade when any of the three picks up the hilt. It radiates palpable magical energy.

If you hit DC 15:

An exacting search locates two more items of note: A iron box, hidden under one of the embalming tables. It is locked; a silver engraving of a serpent eating its tail surrounds the keyhole.

Additionally, inspection of the stone statue of the naga behind the altar reveals that it pivots, sliding away to reveal what appears to be a stone trapdoor. A circle cut out of the middle of the door would appear to match up with the iron plug the priest carried.


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Rolen begins to search diligently.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Rolen points out the sbove to everyone.

What is the type of sword?


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Investigation: 1d20 + 6 ⇒ (17) + 6 = 23

Koralyn helps with the search, placing items she finds on the floor. It looks like this is some sort of key to the stone plug there. We have a way forward if we dare. Do we rest, regain spells, and take care of these prisoners, or do we go down immediately? I could go now but worry that some of you have exhausted much of your magical resources.


Rolen Philandril wrote:

Rolen begins to search diligently.

[dice=Perception]1d20+7

Rolen points out the sbove to everyone.

What is the type of sword?

A longsword/bastard sword, more or less.

Also, the loot spoilers on the Campaign Info tab are updated with everything you've found except for this room. Note the ring of jumping remains unclaimed, along with some scrolls and potions.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Alistair nods wearily to Koralyn.

"My magic is spent for the time! I will need a full rest to regain my abilities."


Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9

"I am fine either way. That is a fantastic blade. The shield and bracers are interesting, as well."


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Take it if you like it. I am content with my new blade. Karolyn says.


Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2

Kierdan helps with searching the room:

Wisdom check: 1d20 + 4 ⇒ (13) + 4 = 17

Kierdan agrees with Alistair, My power is greatly diminished, as well. A long rest would be welcome. Also, many of us are wounded.

Regarding the unclaimed magic, any objections if Kierdan takes the priestly scroll of detect magic in the bone tube?


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Fine by me. If no one objects, I would like the Ring of Jumping.

Rolen sets the locked box before him and sets to work. He first examines it for any traps.

Perception: 1d20 + 7 ⇒ (17) + 7 = 24

He will then seek to disable any identified traps and pick the lock.

Thieve's Tools: 1d20 + 10 ⇒ (4) + 10 = 14


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"Well I can at least deal with some of the injuries to our little group before you expend too much of your priestly power Keirdan. Come let me get my needle and gut out and see what I can do to knit us back together!"

Whoever is wounded just let me know and I will use my Healer ability on you...myself included! I will go first.

Healer: 1d6 + 4 + 6 ⇒ (1) + 4 + 6 = 11


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Me too. Down 12 even after healing. I believe we are at least taking a short rest here. Koralyn may put on the bracers, but since they were worn by a priest maybe our priest should don them?


Rolen finds no evidence the metal box is trapped, but the lock is damnably complicated ...

Intelligence DC 8:

The engraved pattern is familiar, however ... and after digging through the group's bag of holding, Rolen locates the silver key Dragomir recovered from the "fish pond" earlier. The design on the key's handle matches the lock almost exactly, and the box opens with a click as the key is inserted. Inside is a strand of beads, like those the followers of some faiths use in prayer. The strand radiates magic.

Koralyn, FYI - the bracers were worn by one of the archer-assassins.

Also - do you intend to do a short rest or a long rest? Eldramin would recover all his slots, and the wizards would recover one highest-level slot with a short. You'd recover everything with a long, if you feel safe taking that much time. There's reason to think the foes you just eliminated were the leadership, but the unconscious cultists might no more about what forces remain ...


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Intelligence: 1d20 + 5 ⇒ (8) + 5 = 13

unless these are different, I do not believe the bracers stack with armor.

Rolen snaps his fingers after a moment, and he pulls the key from their loot, inserting it into the lock. He hands the beeds to Alistair.

These will likely require some study if they hold magical properties.

Rolen puts tje ring of jumping on one of his fingers.

I am for a long rest with watches. I only need 4 hours of meditation. So, I can take half the night until morning.


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Thinking these could be bracers of archery of some sort. The guy wearing them had armor I believe. Want to wear them for now Rolen? I to prefer a long rest. Lets secure the prisoners and see what they, and those rescued can tell us.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

With a long rest I could take Identify and get to know what some of our loot is...Koralyn could as well..between the two of us, we should be able to identify most of the unknown magical items...I think.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

Healing Koralyn: 1d6 + 4 + 6 ⇒ (2) + 4 + 6 = 12
Healing Keirdan: 1d6 + 4 + 6 ⇒ (2) + 4 + 6 = 12
Healing Rolen: 1d6 + 4 + 6 ⇒ (3) + 4 + 6 = 13
Healing Eldramin: 1d6 + 4 + 6 ⇒ (2) + 4 + 6 = 12
Healing Dragomir: 1d6 + 4 + 6 ⇒ (2) + 4 + 6 = 12


Male Neutral Wood Elf Rogue (Assassin) Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None

Sounds good, Koralyn. Let's see how you guys id them.


Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5

"Lets confine those sleeping cultists before they awake and attempt to escape. We should also interrogate them...this seemed to be a major group. Maybe these were the direct companions of the naga?"


Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.

Koraly thanks Alistair for tending her wounds and lends a hand securing the cultists before they break free or wake up.

151 to 200 of 2,494 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / A meeting at the Poxy Doxie All Messageboards

Want to post a reply? Sign in.
51 to 85 of 85 << first < prev | 1 | 2 | next > last >>

Ok, submissions appear to have slowed or ended, so I will do some thinking and announce a decision tonight. If you've got any last minute changes or additions, now is the time. Thanks everyone for your great submissions!


Aaagh, this was tough. Not a dog in the bunch (thanks for complying with the no pets rule!) and seven different characters that I'd be happy to game with any time. In a perfect world I'd have no job and could run two campaigns, but alas, I'd be broke, divorced, and could afford no beer or internet.

Dragomir Vuk (Helaman), Kierdan (Siriak) and Alistair Orm (Daniel Stewart), you're in. Report to the discussion thread!

Everyone else, thank you, thank you for your interest and creativity. I will keep on the short list if any vacancies crop up, and hope to game with you in the future.


*wild shapes into Eyeore*

"Thanks for noticin' me."

Trots slowly back into the Dim Forest.

-----------

Have fun everyone.


Enjoy, everyone!


Alas! Ah well, hope everyone has fun. :)


I only just saw this, if you would give me some time I would love to submit a character by tomorrow (saturday)

I don't know much about the Greyhawk setting because where I live the only setting that ever really got localized was FR, for any edition, but from what I heard it sounds really interesting.

Also I'm constantly looking for 5e games. But I must have missed this one.


Selections have already been made.


Ah too bad, have fun then.


Wanted: A D&D 5e Rogue for running game in Greyhawk
Friendly disposition preferred. Do gooder tendencies or a soft touch when it comes to doing the right thing a plus but not necessary
Starting Level 4 (see the first page of the recruitment thread for more details)


I PMed those who missed out before because they had some great characters.


I'd gladly re-apply. Is the character needed required to be a rogue or would a character with similar qualifications also work? Like a bard or ranger.


A bard or ranger - any class, really - would be fine, as long as you cover the thief skills/trap monkey niche. Secondary (or primary) melee ability is also a plus, as the part is a bit heavy on ranged caster-types at the moment. And social skills (or even just skill) would be useful.

As Dragomir noted, character creation rules are on the first page of the recruitment thread, with some additional resources in the Campaign Info tab.

I plan to keep (re)recruitment open until Sunday but will end early if I get an avalanche (say, 4-5) of quality submissions before then.


Rogues rock though. They can swing battles quickly.


Dragomir Vuk wrote:
Rogues rock though. They can swing battles quickly.

yeah, i think one rocked my party in another 5e game i am in.


Dragomir Vuk wrote:
Rogues rock though. They can swing battles quickly.

True but I have a rogue in a different game already, and I like to diversify. Also combining rogue skills with a class that is unusual for them makes for interesting background writing challenges.


Threeshades wrote:
Dragomir Vuk wrote:
Rogues rock though. They can swing battles quickly.
True but I have a rogue in a different game already, and I like to diversify. Also combining rogue skills with a class that is unusual for them makes for interesting background writing challenges.

Yeah i made a wizard with criminal background, illusionist. Fun so far but i just began. (Not this game)


Yeah, I've a wizard rogue in one PbP, and 2 rogues in another two PbPs. They are hoopy.


I'd love to throw my hat in the ring. As it was. will be an arcane trickster rogue.


how do you handle the lucky feat?

here is a rough draft of my character.

Camrik Alledar:

Camrik Alledar rogue (arcane trickster) 4
Quick stat block:
HP: 31
AC: 16 (12 armor +4 Dex)
Initiative: +4
Speed: 30ft
Perception: +4 (14)
Melee: +6
Ranged: +6
Saves:
Str: -1
Dex: +6
Con: +2
Int: +3
Wis: +2
Cha: +1
--------------------------------
Offense:
Rapier: +6
Damage: 1d8+4
hand crossbow: +6
Damage: 1d6+4
--------------------------------
Abilities:
Str: 08
Dex: 18
Con: 14
Int: 12
Wis: 14
Cha: 12
Feats: Lucky
Proficiencies: +2
Arms: Simple weapons and the Rapier, shortsword, longsword, light armor
Skills: Perception, Stealth, Persuasion, deception, Acrobatics, Performance, Arcana
Saves: Dex, Int, wis
Languages: common, elven
Tool set: thieves tools, Disguise kit
------------------------------
Gear:
Arms & Armor: studded leather, dagger (5), Rapier, shortbow, 20 arrows,
Misc: Dungeoneer’s pack, Flute, Mug, chalk (10), hammer, Grappling hook, 100ft of rope, spell book
------------------------------
Background: Urchin
Trait: 2,
I ask a lot of questions.
Ideal: 1,2,5
Respect, All people, rich or poor, deserve respect.(Good)
Community, We have to take care of each other, because no one else is going to do it. (Lawful)
People, I help the people who help me-that's what keeps us alive. (Neutral)
Bond: 2, 5, 6
I sponsor an orphanage to keep others from enduring what I was forced to endure.
No one else should have to endure the hardships I've been through.
I escaped my life of poverty by robbing an important person, and I'm wanted for it.
Flaw: 5
It's not stealing if I need It more than someone else.
Additional Background: Cam grew up parentless in Hochoch losing both to war at the age of 6. For years he scraped by with the odd charity, or by nicking food from stalls, provisions and the like. Eventually after 8 years of this he took a risk larger than any before and robbed a wealthy merchant blind. He lived rather well for several years, not caring much for anyone until he met Ana, an 8 year old orphan girl. He, on a whim, took her in, he was 21 at the time. Something clicked in Cam as he remembered how hard it was for him. However not long after that his past caught up with him and the merchant he had robbed finally tracked him down and hired men to find him. So he had to go into hiding and disguise. Instead of forcing Ana to follow him and expose her to danger, he instead went ahead with his plan to open an orphanage for children whose parents were lost to the war or other unfortunate circumstances. He sends much of any money (illicit or otherwise) there to support it and give the children many a comfort. He detests greed for greed sakes, and won’t respect anyone that makes making money at any cost their life pursuit. He spent a fair portion of his time living a wealthy life learning some of the arcane.
What’s one magic item your character would go to great lengths to attain?
Not sure, he would probably like something that can disguise him perfectly, or even remove memories from others. That, or a magnificent blade, He does love collecting blades, especially ones of exotic design or make.
What’s one thing your character wants that money can’t buy?
A lover. He has a child in Ana, and all the other orphans really, but he never met anyone that sparked with him. While he shrugs it off most of the time, he does get a bit lonely, especially now when he has to spend over half his time away from Ana.
Name and describe one person in Hochoch who would do you a favor (and might ask one in return).
Oneshae, Cam learned a lot from Oneshae, she taught him a lot and likely saved his life when he was an urchin. While he doesn’t keep much in the way of communication, or didn’t, he still considers her a friend he can trust, well, as far as thieves go.
How does your character spend his or her money? Does he blow it at brothels and bars as fast as he earns it? Invest it in a business?
He sends much of it to the orphanage in town, the rest he usually keeps, although he sometimes does purchase an exquisitely crafted blade, or splurge on a night of drinking. On rare occasions, he might attempt to find some company for the cold nights.

Age: 23
----------------------------
Class skills:
Expertise: Stealth, Sleight of Hand
CUNNING ACTION:
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Spells&magic:

Spells known: 3 cantrips, 4 1st level spells
Spells per day: 1st: 3
Cantrips: Mage Hand, dancing lights, Prestidigitation
1st: Disguise Self, Silent Image, Illusory script, sleep


This is Anders (Filios). I will level up Rolen, Male Wood Elf Rogue (Assassin), for submission in this game today.


Rolen is ready for submission and consideration.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Hm, I went and used (a modified version of) my concept from this game in another one that I'm in now. Maybe I'll see if new inspiration will strike. How long do we have?

Grand Lodge

Until Sunday Jiggy


GM_Rorek: I'm not seeing race anywhere in your submission. Human?


DM UDS: Is there any amount of starting gold for character creation, or were we only given equipment per the 1st level?


Equipment is at the very bottom of the Character Creation spoiler:
Equipment: Choose normal starting equipment from the packages available from your class and background. You then gain 100 gp to upgrade or purchase additional equipment.

Also, don't forget this:

In addition to choosing a trait, ideal, bond, and flaw, answer these questions:
What’s one magic item your character would go to great lengths to attain?
What’s one thing your character wants that money can’t buy?
Name and describe one person in Hochoch who would do you a favor (and might ask one in return).
How does your character spend his or her money? Does he blow it at brothels and bars as fast as he earns it? Invest it in a business? Purchase expensive antiques? Support a family? Support an addiction to exotic drugs? Note: This is mainly a flavor choice, but I plan to allow you to “spend” money on your lifestyle if you want to gain various mechanical benefits, such as “fate point” style re-rolls, minor permanent abilities or to ensure a future treasure hoard contains an item that would be useful to you.

I'll create a bonus feat for whoever is chosen. And in terms of background, the replacement character doesn't have to be from Hochoch, as you'll be joining the group in Orlane. Hochoch connections are still fine, however - the are plenty of reasons you could be in Orlane temporarily, which we can work out once selected.


1 person marked this as a favorite.
GM_Rorek wrote:

how do you handle the lucky feat?

I assume you mean how will I handle Lucky with regard to disadvantage? I'm familiar with the issue, and with the designer's clarifications. But the "super-advantage" granted by picking from three rolls when you started with disadvantage is too much in a PbP, when rolls tend to be fewer and farther between.

So, I'd go with this interpretation if you wanted to use a luck point on a roll that has disadvantage:

* Roll your 2d20 and discard the higher roll.
* Decide to spend a luck point. Roll another d20.
* Choose to use the result of the Lucky roll, or the remaining die from the original, disadvantaged roll.


What’s one magic item your character would go to great lengths to attain?
Magical Longbow

What’s one thing your character wants that money can’t buy?
Peace and happiness for my half-sister.

Name and describe one person in Hochoch who would do you a favor (and might ask one in return).
Narnel Rothliss, Talons "Crime Boss"

How does your character spend his or her money? Does he blow it at brothels and bars as fast as he earns it? Invest it in a business? Purchase expensive antiques? Support a family? Support an addiction to exotic drugs? Note: This is mainly a flavor choice, but I plan to allow you to “spend” money on your lifestyle if you want to gain various mechanical benefits, such as “fate point” style re-rolls, minor permanent abilities or to ensure a future treasure hoard contains an item that would be useful to you.
Most of his money goes to support his Half-Sister in Hochoch, and the remainder will go towards a comfortable lifestyle in hiding.


ah, yes he is a human. While likely not the strongest choice it was the only one that really fit. I also took Variant human.

also, that's a fair use of lucky I think, thanks for the response.

also still tinkering with a few things on him. (like proficiencies and secondary ability scores) Other than that, I -believe- he is ready.


DM Under a Dark Sun wrote:

Helaman: No extra cost for a Strength bow, just note that it has a heavy draw, as others won't be able to easily use it. When upgrading equipment, just pay the difference between your starter equipment and the new item. (Note, however, that you can't get refunds from selling starter equipment). I'll let you know later about the tavern owner.

Daniel: I'd go with the evoker idea, since we already have an elven bladesinger in the group.

I was re-reading the recruitment thread and I am now a wee bit unclear on the str bonus. Would that be to hit and damage or just damage?


You'd use your Strength mod to hit and damage.


If selected, I can certainly alter the History of Rolen to place him in a different location to match the game's current advancement.


Orlane would/could simply be another town in which Cam would be hiding in.


Just posting to move it up the list.


Alright Rolen - you're it! I'm sending you a PM with a few details, but go ahead and report in the discussion thread when you can. We'll have you worked into the main thread ASAP.

51 to 85 of 85 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Greyhawk. 5E. Shadows in the Sheldomar Valley. All Messageboards

Want to post a reply? Sign in.