The Beginning of the End: A Pawn's Dilemma (Inactive)

Game Master caster4life

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Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Okay. Corrected.

"The way is clear to the mages!" , the Untherite calls to his companions.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Gram moves up to join the group."I heard them say they were going to activate a signal stone! Whatever theyre planning, we need to stop them before they get to it!" Is there anything I can roll to know what a signal stone is? Or would I just know?

Gram then drops his torch and draws his City Watch horn. He plays a rigid battle tune that Halgrin would recognize as the Call to Arms for the city watchmen. Bardic Inspiration: Halgrin now has a d6 that can be added to one ability check, attack roll, or saving throw within the next 10 minutes. At the end of the tune the horn itself begins to glow with a bright light. Light:20ft bright,20ft dim

"Lets end this"


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

HP 12/15; AC 19 (shield of faith)

Halgrin snarls when he sees the magical attack hit Horat. Heedless of danger, he barrels around the bend and attacks the nearest robed figure.

Longsword: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 5 + 2 ⇒ (2) + 5 + 2 = 9


Arcana, Gram.

Halgrin tears around the corner and cuts down one of the spellcasters. The other, a fanatical look in his eye, seems intent on fleeing.

Katra still to go.


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Calling upon the Forgelord's skill with mending, Katra reaches out a glowing hand and touches Horat, transferring the smoldering emberlight from her hand into his body. There is a moment of the distinctly odd feeling that his wounds are being shoved together from both sides of them by unseen hands, but when it is done they are greatly lessened.

Cure Wounds: 1d8 + 3 ⇒ (1) + 3 = 4

She then shouts "Halgrin, don't run too far ahead. You'll get surrounded and killed!"


As Katra reinvigorates Halgrin, the last attacker rushes around the corner while throwing a hateful look over his shoulder.

DC 14 perception for anyone in the south tunnel that runs east-west:

He ran east and turned left around the corner to head north up the eastmost tunnel.
I'm not showing his location on the map to avoid spoiling the information.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Is that any of us currently? Or is this for anyone who moves into that tunnel?


No one's in that tunnel yet. Keep in mind, I'm not saying "Go into that tunnel", I'm just preparing for the possibility and keeping things moving.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Duly noted!

Perception: 1d20 + 2 ⇒ (3) + 2 = 5

Horat rushes into the south corridor - and sees no one for a moment.

AOO on reaction:

Halberd: 1d20 + 5 ⇒ (13) + 5 = 18

Damage, S: 1d10 + 3 ⇒ (2) + 3 = 5


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram hangs his now glowing horn back on his belt as he dashes forward in pursuit. "Halt! By order of the City Watch! No one else has to die today!"

Perception: 1d20 + 2 ⇒ (18) + 2 = 20

"Halgrin! Katra! He's headed back toward the entrance! Head back the way we came and cut him off if you can!"

[Ooc]The enemy turnes the corner and headed north up the eastmost tunnel[/b]


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

HP 12/15; AC 19 (shield of faith)

“Yes, Captain!”

Halgrin runs off in the opposite direction, hoping to block off the escaping spell caster.

Move and Dash action for 60 feet of movement. Unfortunately, I lose Rage since I didn’t attack anyone. But I still have shield of faith and the bardic inspiration die. So I think I can slow this guy down.


Halgrin finds him running north! The shocked man sees you in his way and tries to run past while casting some spell.

GM screen:

Halgrin wis: 1d20 + 0 ⇒ (13) + 0 = 13
Halgrin AoO: 1d20 + 5 ⇒ (18) + 5 = 23
Dam: 1d8 + 3 ⇒ (8) + 3 = 11

Halgrin swings his longsword at the man as he runs past but he feels a tug on his mind attempt to pull him away from striking the man. But the half-orc's grim determination wins through and he strikes the man with his sword. With a cry, the robed figure falls facefirst into one of the tepid puddles.

I put him back on the map so you can see him. Halgrin, it's completely up to you whether you killed him or knocked him out. Normally, I require players to declare non-lethal as they are making the attack but you didn't really expect an AoO, perhaps. 50 xp each for winning this fight. What do you want to do now?


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Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

The fog of rage having cleared from his mind, Halgrin remembers himself. Rather than go for a kill, the watchman spins around and clotheslines the fleeing man with the flat of his blade. The rest hear a loud dull clang, followed by a thud. And when they catch up they find Halgrin, securing his target with a pair of manacles.

If I was still raging, I would have said he’d killed him. But since it faded right before, it gives a good excuse to take him alive. ;-)


Makes perfect sense.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat strides up to Halgrin's position.

"That was good work, Officer Halgrin. Now we can get some answers."

Horat keeps a watch out for further approaching threats.

Perception: 1d20 + 2 ⇒ (7) + 2 = 9


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Once everyone arrives, Halgrin taps the captured man's face.

"Wakey, wakey. We got questions for you."


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram draws his rapier and dashes around the corner trying to catch up to the robed man. As he turns the corner though, he sees Halgrin securing the target and slows down to a halt next to him catching his breath. "Excellent work, <Bratr>. Now we'll be able to get some information into what exactly is going on down here. Before we wake him, up lets search him and the bodies of his friends to see what we can piece together."

He then begins to search the bodies, in no particular order, looking for any identifying marks or insignias on their robes, or tattooed on their skin, that might hint at their organization/deity/cult.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

If Investigation is more appropriate, I can roll again or just use that roll with an additional +4, whichever you prefer


The man awakes with a start. You see dark marks that seem tattooed around his eyes in chaotic swirls. He seems frightened

"Oh my! I'm so sorry officers... My friends and I were simply down here to inspect the sewers and we mistook you for thieves... Very irresponible but we've paid for our hasty judgment! My name is James Inspecta and I'm very sorry and um... contrite!"

DC 15 arcana:

He has received some blessing of his cult, conferring darkvision.

DC 12 insight:

He's definitely lying.

Gram inspects all six attackers and finds two silver holy symbols inscribed with a strange geometric pattern (shown on side of map). He also finds a total of 12 gp, two clubs, 4 scimitars, 4 light crossbows, and 4 sets of hide armor too beat up by your blows to sell.

Gram, you may attempt a religion check on the holy symbols but it's DC 22. Getting close would give you some partial information. What would you like to do now?


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram is going to attempt out of curiosity but ultimately consult Katra for her expertise
Religion: 1d20 + 2 ⇒ (20) + 2 = 22
Holy s!+%!


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Insight: 1d20 + 2 + 4 ⇒ (18) + 2 + 4 = 24

Arcana: 1d20 + 2 ⇒ (17) + 2 = 19
Gram makes a show out of refuting his story.

"I think not. What kind of inspectors wear armor and carry so much weaponry? And those markings on your face. They're of a cultish design, I believe. A blessing a darkvision if Im not mistaken. And I found THESE on your compatriots" showing the holy symbols. "Your talking to a Waterdeep Investigator, son. You're gonna have to do better than that to fool me."

Gram looks VERY pleased with himself.

At the earliest appropriate time Gram evenly distributes the gold and lets every take their pick of weapons if they want. I woukd like one of the crossbows if thats ok.


Gram:

You are very uniquely qualified to identify this unholy symbol. It is of Baphomet, a demon Lord of strength, fury, minotaurs, and destruction. Most people wouldn't recognize it as Baphomet's worshipers are generally wild minotaurs.
Feel free to come up with a detailed, convoluted reason why you know so much about Baphomet's symbol.

"James" looks somewhat taken aback. Then he spits "There's nothing you can do! You'll all die horribly anyway!!"


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram looks "James" in the eyes as he spits out his threats, being sure not to show any emotional response. He takes a deep, deliberate breath and looks over to Halgrin. Then back to "James".

"You like plays, James? I love em. I was to be a playwright before I got into the crimesolving business. One of my favorite plays is 'Ban's Labyrinth'. It's about a young man who attempts to run away from home only to lose his way and find himself in the sinister labyrinth of Ban the Minotaur. You see, Ban wears the symbol of the Demon Lord Baphomet on his belt." He points to the holy symbols."Thats where I recognize the symbol from..."

He continues to talk as he slowly paces around the man..

Throughout the play, Ban attempts to corrupt the boy's soul so that he can sacrifice it to his Master. And he nearly succeeds. Near the end, the boy is given a choice: Kill another prisoner of the Labyrinth--a homely old beggar--and gain his freedom, or die at the hands of Ban himself. After much internal struggle he ultimately refuses to take a life to save his own. And as an enraged Ban charges to stike him down he is rebuffed by the old man, revealed to be Bahamut in disguise. The Platinum Dragon rewards the boy for his bravery and kindness by opening a path out of the Labyrinth, and allowing him to return home."

Gram is back in front of the man at this point.

"Do you know what the moral of that story is?" He bends down so that he's face to face with "James" and speaks as a father would to a son. "No matter how lost in the darkness we are, there is always a way out. As long as you're willing to do the right thing"

"Now, my friends and I believe that something terrible is coming and a lot of people are going to suffer and die when it does. Do the right thing and tell us what you know, and we may be able to offer you a way out of this mess"

Persuasion: 1d20 + 3 ⇒ (10) + 3 = 13

How about telling us about that signal stone you guys were going to activate?

TLDR: Gram is playing good cop to try and get more information from the suspect.


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

As the others chase the last fleeing man, Katra begins offering the dead last rites, praying that their souls be reforged into something more than they were in this life.

Rising from her somber work, she makes her way to the group just in time to hear the end of Gram's story....and the implications.

Dwarves invented Good Constable, Corrupt Constable after all.

"Don't listen to his story. It's so much nonsense. Instead, you all go away and let me have a nice quiet chat with him. Me; him; and this nice piece of metal. I'm sure that after the screaming stops, he'll tell us all about his naughty cult and their ill-concieved plans. Won't you?"

Incanting a word to her god, the end of the jagged piece of metal begins to glow a bit.

Intimidation: 1d20 + 1 ⇒ (13) + 1 = 14


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Arcane: 1d20 + 5 ⇒ (13) + 5 = 18

Religion: 1d20 + 3 ⇒ (16) + 3 = 19

Insight: 1d20 + 2 ⇒ (13) + 2 = 15

Horat sees no reason to disagree with the assessment of his...new companions.

He does watch 'James' carefully, to weigh his words, should he utter any more.

Insight: 1d20 + 2 ⇒ (19) + 2 = 21


You guys are charismatic enough to get a bit from him but not turn him or get him to tell you everything.

He seems to be considering Gram's point about turning his life around. Then his eyes widen a bit at Katra's threat. "There's a stone in the wall over there. If we press it, the guards down below know something's wrong. We press once for reinforcements. Twice for them to get ready. And three times for them to clear out if the whole watch is coming." He tries to scoot backwards with his bound hands to get a few more inches between him and the blade. "D... d... don't cut me... Where's my way out?"

Overhearing the conversation, Horat believes the man is finally telling the truth.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat's gaze moves from the man to the others.

"He now tells the truth.", Horat says simply.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

"Hmm. Calling for reinforcements might not be a terrible idea. We could lay out a trap, and potentially divide their forces."

Halgrin then turns back to James.

"How many of you are there? And, remember, your cooperation will be noted in your favor."


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat resumes his quiet gaze.

Insight: 1d20 + 2 ⇒ (8) + 2 = 10


Halgrin intimidate: 1d20 + 1 ⇒ (7) + 1 = 8

"There's enough of us to deal with the four of you, that's for sure." He spits rudely.

You guys haven't really broken his resistance to telling his cult's secrets yet. You just got some info so far.


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Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

"Oh, I apologize. I thought we were having a polite conversation. But if not,” he trails off as he takes a rope from his pack. Halgrin quickly ties up James’ legs together, and then takes the other end of the rope and feeds it into a loop in the ceiling. Perhaps in another time it was used to hold oil lamps.

Halgrin begins to heave the rope through until it grows taut. And then with a surge of strength he pulls and pulls until the mad man is hanging upside down from the rope, swinging like an awkward pendulum his face a foot away from the ground. With a professional’s surety, Halgrin ties off the rope and then slices off the extra line with a swift cut from his dagger.

Halgrin then grabs the man by his shirt and lifts him up parallel to the ground.

“We’re going to leave you here hanging from this rope. After a few minutes, the blood rushing to your head, will cause you to pass out. A few minutes after that, and your body will begin to suffocate. You may or may not regain consciousness at that point—I don’t really remember that part of the lecture. If it’s any comfort, you won’t feel a thing. You’ll just drift off to sleep. And then slowly die. You might even dream.

“Now, if my compatriots and I survive, one of us will be able to come back here and cut you down—which means you get to live. But if something happens to us—well, how long do you think it’ll be before your buddies send someone down here? My guess, they’ll probably just leave through whatever secret exit they have, that you haven’t told us about. And I’m guessing they wouldn’t even bother to get you, even if they did know.

“So you’ll be hanging here dead, until some poor Dung Sweeper passes through, which probably isn’t often based on how dirty this place is.

“We’re going to be leaving now. But before we do, is there anything you want to tell us, that might increase our odds of survival?”

Now this is an intimidate.

CHA (intimidate): 1d20 + 2 ⇒ (20) + 2 = 22


Excellent. You’ve definitely broken him now. Take inspiration.
“James” begins babbling "Ok ok ok! The brick to open the secret door is right next to the signal stone there. The first thing you'll find down there is a maze we built! I don't really understand how to make it through because the leader would always bring us through it!" He jerks his head toward the other robed body. "But there are three keys you have to get. Once you get them, you can unlock the door down to the next layer. It's somewhere in the middle. But be careful! There are some big tough guys with horns that sneak around in the maze! They'll attack you if you don't convince them you're part of the cult. We call oursleves Dnazdxw Nuqqz."
He tries to catch his breath so he can keep talking. ”Then you can unlock the trap door and go down out of the maze. There’s a ladder that leads down into where we hang out, make sacrifices, and stuff like that. Mostly guys like us in there. That’s as far as I go! After that, there’s a big, iron door to Malgus’ room. He’s in charge. Only Rafir and Alain are allowed in there. I don’t know what’s in there but it’s a big deal. A new guy once tried to go in there but the door sucked the life out of him when he touched it! He shriveled up and died right there, all black and crispy.” He shudders at the thought.
”That’s all I know. You’ll come back and get me, right? Please!”

Abyssal:

The cult's name is abyssal for the twisted wall.

DC 12 insight:

He’s telling the truth.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat, still gazing, says:

"The Twisted Wall. That is their name for themselves."

He then addresses "James".

"Who are Rafir and Alain?"

Investigation: 1d20 + 5 ⇒ (3) + 5 = 8


"They're Malgus' lieutenants! You'll get me, right?"


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

"What about hostages? Does your little club have anyone kept in cages or something?"


The cultist thinks for a second. "Oh yeah. I guess we've got a lady in a cage down there. Didn't really seem relevant for making sure you got back to save me. But definitely save her! Oh yeah! Good and light and all."


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

[dice=Insight to see if there is even a hint of sincerity in "James" attitude]1d20+2[/dice]


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

"We'll come back for you. You've got much to answer for to the magistrates. I'll suggest leniency since you didnt manage to actually hurt anyone, yet. But, that's only if you continue to cooperate."

"Now this Rafir and Alain. Are the the horned brutes who guard the maze? And by "tough guys witg horns" do you mean minotaurs? Or altered humanods? Or demons?"

"What can you tell us about this hostage woman? What's her purpose to the Twisted Wall?"

"And this Malgus? Is he your leader? What can you tell us about him?"


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Katra does her best to seem really disappointed when he spills his guts. "Don't they teach you cultists to resist interrogation? I was gonna get me an ear, too!" as she "rants", she flings the piece of jagged metal down the way in disgust.


The cultist shakes his head. "No Rafir and Alain work right with Malgus. Rafir is a big tough guy while Alain is pretty sneaky. The guys in the maze..." he shrugs "I don't really know what they are but minotaurs sounds right I guess. The lady is supposed to be a sacrifice." He squirms a little when you demand that he speaks of Malgus but, seeing that it's in his best interests, he continues "Malgus is a real believer. He thinks Baphomet will grant him a lot of power over the city. And it seems to be working for him so far. He's got quite a bit more magic than us."

He cocks a quizzical eyebrow at Katra and shudders slightly then decides to look elsewhere.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Thank you. You've given us plenty to consider before we proceed. Your cooperation will not be forgotten."

I'd to do a check to see what Gram knows about minotaurs. Would that be arcana or history? Or something else?

"I'm done with my line of questioning. If noones else has anything further to ask, I suggest we prepare to make our next move."

Gram takes a scimitar and swings it around to check its balance, then takes the sheath from one of the bandits and adds it to his belt. He then picks up a crossbow and straps it to his side and checks for bolts to go with it. I know the hide armor is not sellable, but if it's wearable, Gram is going to switch it out for his leather armor for the added protection.


You can switch armor if you want but you're not proficient in medium armor, which carries massive penalties in 5e, like no spellcasting. It's funny that it's actually the most effective way to confine a caster.

DC 12 History:

You know minotaurs have darkvision, are incredible at finding their way around mazes, speak abyssal, and love to fight recklessly. You also suspect these aren't full-grown minotaurs as "James" made it sound like the maze is relatively small and these minotaurs are big for humanoids but aren't large creatures.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Totally forgot to check my proficiencies. Thanks for the reminder.

History: 1d20 + 2 ⇒ (18) + 2 = 20

"By the way, if we're dealing Minotaurs, not that they can see in the dark and navigate any maze expertly so we probably wont be able to avoid them. Based on the likely size of the maze below us they're probably not full grown yet, and theyre usually pretty wreckless in a fight so as long as we stick together and fight tactically, we should prevail.

Did Gram find any crossbow bolts?


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Halgrin frowns then leaves “James” swinging from the rope.

“If it wasn’t for the hostage, I would suggest leaving to get reinforcements. But that’s not really an option now. Still I hate the idea of blindly walking into some villain’s lair like some bumbling rat-catcher.”

Halgrin turns to Katra and Horat. “No offense.”

“So same marching order as last time?”

Horat and Gram in front? Katra and Halgrin pulling up the rear?


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat gives Katra, then Halgrin quizzical looks in return.

"Even if forced from the armies of Unther, I do not hunt rats for a living. Wait, is this a western colloquialism? Regardless, unless there is a reasonable law preventing me from descending, I shall not be swayed from doing so."

Shaking his head, he turns to Gram.

"I have no further questions of 'James' here. Let us make way below. "


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

“A ‘rat-catcher’ is what the Watch calls adventurers,” Halgrin explains patiently. “It’s a little unfair, to be honest. Actual rat-catchers serve a useful function. Adventurers mostly just walk around like they own the place, and seem genuinely surprised when we tell them to stop randomly throwing explosive balls of fire around the flammable civilians.”

“As for the law, technically the Captain here can temporarily deputize whoever he needs to serve justice in the city. So as long as you follow his lead, you’re alright.”


Yes, Gram, you find 40 crossbow bolts, if you want them.

Sounds like we're heading down?


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HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram starts starts loading a crossbow bolt into his scavenged crossbow as he heads towards the wall with the alleged passage in it. "In light of your call to action in service of the protection of the people of Waterdeep, and the valor displayed to that end, I hereby deputize you --"Katra Ironfist"-- and you--"Horat the Bulwark"-- as Blades in service of the Waterdeep City Watch for the duration of our assault against the the Twisted Wall." He finishes loading his cross bow at this point, and runs his hand along the wall until he finds the entry brick and presses it.

As the wall opens up he continues. "I hate giving orders, so I'll just tell you my intentions. My primary objective is rescuing the hostage. Capturing Malgus and shutting down his operation is secondary until she's safe, in my opinion. Other than that, watch eachothers backs and stay close and we should come out of this in one piece."

He looks down the passage and then back at the group.

"Shall we?"

Im ready to go down


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Horat mulls over Halgrin's explanation.

"I see. While I have taken mercenary work to provide for myself, I have been most selective about the actions I have participated in. I loathe public disorder. And more so, demons. I would certainly not object to deputisation if that is on offer."

Then Gram speaks up, and Horat listens carefully.

"I accept your lead, and judge your intentions as most acceptable. I will do my utmost to prevent harm to the hostage or to yourselves. I am ready to descend."

Horat will move into formation with Gram.


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Katra begins ramping up to lay into Hagrin when he calls her a Ratcatcher, but when he explains that it's an adventurer, she instead just smiles fiercely at the title.

When deputized, Katra nods and says "I am recently resigned from the King's guard, so I give you my oath that I shall not abuse what power you have granted me. Let's go deal with the cult and see where we stand at that point." Katra then took up position in the rear of the group, as requested.


You open the brick entry, revealing a dark tunnel about 5 feet across and 6 feet high. It slopes downward at an increasingly steep angle. You descend until you find that the tunnel puts you down into the maze, with brick passages all around. You can go left, straight, or right.

What's your illumination right now? How are you moving along? Slow and stealthy or quickly? I'm not going to give you a copy of the map, obviously, so I suggest that you keep notes or make a diagram on the current top slide as to when you turned.

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I like to use the discussion thread actively. Let us know you're here and paying attention. Post in the gameplay thread as soon as you're ready.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Present!


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Gram is here! Ready to go!


Is... is the site stable?

I swear today was the first time I checked in without seeing one of the "maintenance" messages.

By the way, is it me, or does the Ysoki engineer kind of look like he's going to the bathroom?


It is stable... for a little while. Hopefully they get things together soon so we can assemble.

Haha about the Ysoki. I'll never unsee that now...


I'm going to build my character as quickly as I can. Expect a post soon--unless the site dies again.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Okay, I got my character going. Now here's hoping people the website remains stable.

Oh, and congratulations to everyone who got in. I'm looking forward to this game.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-
Halgrin wrote:

Oh, and congratulations to everyone who got in. I'm looking forward to this game.

Same to you man! Didn't realize we had another City Watchman in the party. I'm looking forward to the potential character interactions with that angle.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

A pair of watchmen? Horat will hopefully get along well with servants of law and order.

And good on everyone who made it in!


Yes the party's quite LG overall, which is going to make for some really interesting RP. Instead of debating whether or not to be honorable, it will be exactly how to be honorable! XD


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Halgrin is actually supposed to be Neutral Good, since he's become disenchanted with the life of a City Watchman. But I might switch it back to Lawful Good given the right story development.

Of course, maybe he becomes a full-fledged vigilante and switches instead to Chaotic Good.

Oh, there's an awesome book written by Matt Colville where adventurers are referred to derisively as rat-catchers. I've always loved that, so I've sort of adopted it as a head-canon for all my games. Hope no one minds.


Sounds good to me!


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

On that same note, I used this and this as resources when refering to the city watch of waterdeep.

Particularly Gram's rank, the insignia on his iniform, and the uses of the horn. I added some elements to facilitatr his backgroind as an Investigator, but I mostly stuck to established lore.

If anything doesn't fit with Pawns interpretation of the city, or with Halgrins history with the Watch, Im happy to roll with whatever.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I used what little 5th edition material I could find on Unther, and filled in any gaps using 3rd edition sources.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

I'm completely okay with using this, Gram. Thanks for the info. I guess then that Halgrin would be a sword.


I'm good with this as long as we make one modification. According to the source I'm using at, there is no single lord of Waterdeep but instead many lords who rule in secret. So the Captain of the Watch reports directly to the lords of Waterdeep.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Yeah thats the same. There are 16-20 Lords of Waterdeep all of whom wear masks and hide their identifies, exept for one who is known as the open lord, whise identity is known.

Are we just getting rid of the concept of the open lord, and saying that the Watch is equally monitored by all the masked lords?


No they still report primarily to the open lord but rule is by the entire council. And the open lord is Laeral Silverhand right now, not Piergeiron the Paladinson.


HP: 19 (19) | AC: 16 | Saves: Str: +1; Dex: +0; Con: +3; Int: -1; Wis: +4; Cha: +4 Inspiration: [ ]

Okay, checking in (I would have done so today, but I ended up taking a nap when I got home from work and just woke up).


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Apologies for taking so long. Between trying to hash out a post and the constant site issues, I've had trouble getting something together that I was happy with. I'll be glad to press on now!


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Yeah, this play test is playing havoc with the site. I'm actually really disappointed in Paizo. They should have realized this would be an issue when the Advanced Class Guide playtest did the same thing. They had time to prepare for this, but then just didn't.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Yeah, it's a shambles. Paizo have likely underinvested in their technical infrastructure and it is hurting them badly now.


According to what Vic was saying in the discount thread, they're doing site overhaul and improvements.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Cheers for the info Vrog.

And another planned outage is in the works, which is supposed to be announced beforehand.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

I don't know. "Site overhaul and improvements" are the kind of thing a company should do when they're not expecting a sudden inflow of increased traffic. This seems more like a desperate scramble to me, than something planned.

Ah, well, here's hoping it gets fixed. I'm actually pleased by what I've seen of the play test so far. And I genuinely like Paizo's material. I really do want nothing but the best for them.


Gram, please put stats such as hp, ac, etc like your allies in your class or race line so I can see it all the time. Create a profile for Gram to do this. Since I'm in a hurry atm and I couldn't find your init or passive perception, I had to do some things a little differently. First, I assume your PP isn't 18. Second, I'm going to roll init for all of you together right now, though not in general.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Oh Sorry, I'll do that now.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Ok. I think I got everything in place. Let me know if I need to add anything, or if I need to change anything with the format.


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Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

I added an arrow to the map to show where I moved from. Feel free to erase it, GM, once you've seen it.

Oh one more thing, how much random psychic damage will I take if I start calling you P. Diddy? ;-)


Thanks, Gram! No need to apologize. I was just rushing about. When you get a chance, could you paste or type out your character info into the profile too? I don't want to go back to the recruitment thread to find your full stats. I also think you might have sold yourself a bit short on some of the stats you list and I'll help you figure that out.

One more note, generally you can only choose to KO instead of kill with a melee attack.

@Halgrin: Thanks! That's helpful. XD @your second thing. Probably about 1d6/level/offense.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Ah! I actually looked that rule up befor I posted and must have totally glossed over the bit about it being a melee attack. Noted.

So I transered over the info to my profile, and looked over my stats and it looks like I only spent 26 points instead if 27. I could use it to bump up my Wisdom to gain a +1 or my Strength to give me a +0. But if its ok with you, Id like to take a point from Wisdom along with the unused point and invest in Con (Ive realized I'm quite squishy atm. Lol)


Your skill proficiencies are my first question: You have 9 but I believe you should have 7: 4 from rogue (since this is more than the 3 from bard), 2 from background, 1 from human. Also, since you're proficient in perception, you should have +2 to it and a PP of 12.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

It actually looks like I only get 6. I didnt go variant human. I must have double dipped into bard proficiencies when I was building Gram. And yeah, I forgot to add my proficiency bonus to perception. I've gone in and fixed those issues.


Ah you're right. Only variant human gets the bonus skill. I always play the variant human so I forgot what the base human got, besides the massive +6 total attribute bonus.

Other note: Your saves in your status line are too low. Add your proficiency bonus to your dex, int, and charisma saves. Also, your ability scores are +2 int and +0 wis, though I think you recently made it that way and probably just haven't updated your status line yet.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Alright. Changed.

What should i do with that unspent point from pointbuy I mentioned?


Cool!
I would recommend putting it in wisdom or going variant human. I realize that as a rogue/bard you get a ton of skills and both class’s expertise but I recommend you don’t try to cover everything. You just can’t have a high dex, int, wis, and cha, even dumping con. I think you need to pick either wisdom or intelligence to let slide a bit and leave to other party members more invested in that. I would recommend either
Normal human: 9 16 12 14 10 16
or
Variant human: 8 16 10 14 8 16 with any feat (alert is incredible) or
Variant human: 8 16 10 14 10 16 with an int-boosting feat (e.g. historian)

All: I’m obviously a big nerd about mechanics sometimes. I’m not going to overwhelm you with build advice but will give it when asked. Gram gave me an inch so I took a mile. ;) Horat and I also exchanged some ideas at his initiative. All this to say, I won’t suggest build tweaks without invitation.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Oh No problem. This is my first Gestalt character AND my first time ussing point buy, so I guess I got confused sone things along the way. Nit to mention its my first foray into pbp, so I welcome any and all advice!:)

I went with the first option btw. And Ive updated my profile to reflect it.


Looks good! Nice thing about PBP is there's plenty of time for book-keeping so it's probably the ideal format for doing your first gestalt. Confession: I've never GMed 5e gestalt or played it before except for two playtest combat encounters that both ended in TPKs. So I'm working on figuring out encounter balance, though I do think a significant reason for my TPKs were that the playtest group didn't have experience together and therefore didn't really employ any tactics.

Btw, 10 xp each for Katara (picking lock) and Halgrin (talking down merchant). These were low-risk, low-difficulty tasks but completing a goal that moves the party's goals along gets awarded with xp.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

For what it's worth, Horat will do his part to keep us from TPK. :)


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Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

I began work on a summary for the adventure.

Here is the link.

In the future, you can also find the link in my character's page.


Thank you very much, Halgrin. I appreciate that on multiple levels. That definitely counts as working to further the party's goals. 30 XP.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

Good work Halgrin!


All, this XP system isn't intended to make you feel like you're competing against each other. XP is awarded for advancing the team's goals after all. Hopefully you feel like you're all taking the initiative and jumping at opportunities to move the plot forward and keep yourselves alive. ;)


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Question about the terrain: I realize were probably standing in water and muck, but would there reasonably be a spot where Gram could set down his torch without extinguishing it? He wants to draw his bow, but theres no point if he loses his light source.

Also, did Viscious Mockery do anything that last round? I didn't see any indication either way.


The torch might go out even if set on a dry spot. 50% chance.

Ah thanks for the reminder.
Wis save: 1d20 + 2 ⇒ (8) + 2 = 10
You dealt damage to him but the spellcaster didn't make any attacks that round.


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Cool. Just wanted to check before I blind my self. Haha


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

GM, feel free to add the +1d6 bardic inspiration die to any saves that Halgrin might fail. Remember that it can be added after the initial roll, because 5e Bards are awesome.


Yes they are! I'm a big fan of the direction they took for the bard. Will do.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 1/4 | 2nd: 3/3 | 3rd: 1/3
HP 57/52 (57 with aid)| AC 18 | Saves STR +8 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 1/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects: Prone

I'm going to try 5e bard one of these days!


HP 1/15 | AC 14 | Init. +3| Saves STR -1 DEX +5 CON +1 INT +4 WIS +0 CHA +5| spd 30 | Perc. +2; Pass. 12 LG Human Rogue / Bard 2 | HD 1/2 | Insp. 0/1 | Effects: None
Combat:
rapier +5 (1d8+3) | longsword +0 (1d8+0) | shortbow +5 (1d6+3) [20/20] | Bardic Inspiration 1/3 | Sneak Attack 1d6| Spell Slots(0)/-/-/-/-/-/-/-/-

Yeah. This is my first time playing a bard, and it's pretty fun. The fact that bardic inspiration is a bonus action is nice. I always have an option available to contribute.

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