The World of Eafphqu: Team "good." (Inactive)

Game Master Hoary and Wizened

Setting Site

Battle Grid

Initiative:

Initiative =
Luna, Jun, Psalm, Nikeisha; BG (Red), BG (Orange), BG (Green), BG (Black); Quint, Hack; BG (Blue), BG (Purple), BG (Cyan), BG (Yellow).


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GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

"Oops. Sorry"

firebolt: 1d20 + 4 ⇒ (4) + 4 = 8 for danage: 1d10 ⇒ 1


Battle Grid

Wow! The dice are not liking you all right now. Yeesh.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

readied poke: 1d20 + 6 ⇒ (18) + 6 = 241d8 + 1d6 + 4 ⇒ (1) + (2) + 4 = 7
second poke: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 1d6 + 4 ⇒ (8) + (5) + 4 = 17


Battle Grid

Quick as lightning, Gomdebo, Shenkt and Quint stick the pointy end of their weapons into the scurrying worm, killing it instantly, then Lindaer steps up and jabs his own weapon into the thing for good measure. With crimson blood spilling into the wagon, the group looks down and watches as the swirling colors in the creature's skin slow, then stop, then darken altogether, leaving it looking very unremarkable. Like nothing more than an earthworm of extraordinary size. So, now the group is in possession of a, mostly, intact specimen, but still not close to finding out where its mother's nest is located. There were many ideas put forth, one with decent promise. If the group couldn't burrow into the earth, they might be able to find some other friendly creature that was capable of it to send as their scout. Psalm and Boddynuck had both shown the ability to communicate with animals. Yet, even if they could narrow in on a particular place where the nest was located, they still had the barrier of the earth to get through. Camatil had made it clear that there were no natural caves near Blueblossom Haven, at least that he was aware of. All that made worse by Psalm's telepathic episode with the creature, since it revealed that this was a problem that was getting exponentially worse by the day. If the problem was to be ended, once, and for good, the queen needed to be killed, and that quickly. Every day she was left alive, was another day of her children hatching, growing, and feeding, on anything and everything that slept.


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

"We should head towards the center of where all these sink-holes and attacks started, and explore the area."


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm nods at Luna's, "And keep a look out for a big mole or shrew. Something that can burrow as well."


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Are the ranch hands still around?


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}
-Eafphqu- wrote:
Psalm and Boddynuck had both shown the ability to communicate with animals.

And Quint, though not much of it has happened "on-screen". I figure he spent some time on watch talking to Vralk, which reminds me that we're still in the first watch of our schedule. Did we want to finish letting everyone sleep before taking whatever course of action we decide on next?


Battle Grid

I had wondered that myself, Quint. I'm doubting people want to forego this long rest, do they?


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Sorry if I wasn't clear in my last post, but referring back to my post from Wednesday, I did say, "in the morning", so, no I do not want anybody to give up this long rest, except perhaps myself? If we are going to be able to take a wagon or two, then perhaps I - being the only one immune to the magical sleep - should stay awake all night and then I could sleep in the wagon as we travelled during the day? How long of a trip to the epicenter?


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

By sleeping in the wagons, we are under no threat.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"Night all." Pulling the blankets back up, Nikeisha lay down again.


Battle Grid

-- Byrthelm Republic, Midvale Province, Gaukridotr Lands, 1st of Ilsa, just after sunup, 146 R.R.--

Everyone gains the benefits of a long rest.

Spending the night in the wagons, provided a bit of extra trapped body heat, which is good, because it seems the land somehow knew that the calendar switched from the last month of summer to the first month of autumn, a brisk and cool wind began to flow out of the north, and many pulled their blankets a bit tighter around them as they slept. Meandering groggily around the camp, occasionally turning an eye to the ground, or to the now rigid corpse of their captured and killed worm, there's not much talk today. The group has all the knowledge they need, but very few tools. Even using another burrowing animal to locate the queen worm's nest might not be the most accurate locator, as it would be very difficult for such an animal to show the location above ground, of something it had located below ground... So the party sits around their morning fire, some breaking their fast on rations, other's roasting some of the mutton from the sheep they dressed the afternoon before. The warm sun does much to dispel the cold of the previous night, but doesn't seem to do much for downtrodden spirits. What to do and where to go from here in order to protect the agriculture and lives in Midvale, occupies the thoughts of the entire group. That is until Ryne comes running up from the northeast.

"Oy! Wait'll you see what happened!" He yells at everyone. A great bloody hole opened up in the earth, forty feet of sunken soil just collapsed in on itself. An' I'll be damned to the Abyss if there isn't a massive tunnel entrance poking into it! Ten foot round the tunnel is, and carved out of the hard packed earth like dwarves digging mines. It was probably due to happen any day, any where. If them worms been digging to and fro underneath for weeks now, they've pulled all the strength out the ground underneath us!" Ryne says, and then looks down at the ground beneath his feet, terrified for a moment, that you all might be sitting and standing on another place that could fall out from under you with no warning.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Switched out Entangle in favor of Animal Friendship if we try any more communication under captivity.

Psalm wakes early and prays and sings as is his custom. He fixes breakfast as he sings.

Hey dol! merry dol! ring a dong dillo!
Ring a dong! hop along! fal lal the willow!
Tom Bom, jolly Tom, Tom Bombadillo!

Hey! Come merry dol! derry dol! My darling!
Light goes the weather-wind and the feathered starling.
Dawn along under Hill, shining in the sunlight,
Waiting on the doorstep for the cold starlight,
There my pretty lady is, River-woman's daughter,
Slender as the willow-wand, clearer than the water.
Old Tom Bombadil water-lilies bringing
Comes hopping home again. Can you hear him singing?
Hey! Come merry dol! derry dol! and merry-o,
Goldberry, Goldberry, merry yellow berry-o!
Poor old Willow-man, you tuck your roots away!
Tom's in a hurry now. Evening will follow day.
Tom's going home again water-lilies bringing.
Hey! Come derry dol! Can you hear me singing?

As more come to the morning cook fire he smiles, "Morning is on us friends."

He engages those who will in strategy sessions rendered moot by the run of fortuitous news from Ryne. "Well that's certainly news." He looks at the corpse of the worm. "Me had some success as well."

"We need to make a decision if we are to head right for the caves or do we wish to raise alarm and gather forces as was suggested last night."


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun will stop Ryne and say "Head into town as quickly as possible and warn the mayor!"

Turning to the group, he will say "We should go to this cave at once. These creatures must be stopped."


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"Lets load up the Worm in the wagon." He offers his reason, "It will lend weight to any message he gives. The senator should know as well."


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

"I agree with Jun. We should send word into town with the farmers, together with the Worm. Warn everybody, tell them what we know. And we should at least investigate the caves. Suicide isn't a good idea, if the caves are too heavily guarded we should run. But we need to at least check them out"


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"Easy to do both." She nodded to Ryne as she butters some toast. "Would you mind going taking the beastie's corpse and the message to the Mayor while we go check out the hole you've found? It would save us a touch of time in getting this all sorted out." Time might be important.

"These things hunt at night, yeah?" Nikeisha considered. "We'll want to be cautious. They might come back to the nest to rest after a night's hunt." Which would mean there would be more of them in the nest than usual.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

These things have magic that can put most of us to sleep. Before we go in, we should try to figure out some defense against that. Maybe this sender would have some way to help?


She nods at Quint sipping coffee "Aye, lets ask her."

I guess defense against sleep is to get more hp somehow. What grants temp hp? Or maybe some kind of mechanical gizmo that automatically thumps you awake


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Spreading out and using ranged weapons should help a bit, since Sleep targets an area. We can at least make sure one casting doesn't get more than one of us. For us rogues, just staying out of sight might be the best defense. Our elf-blooded friends should get into melee or otherwise make themselves obvious targets, since any particular worm shouldn't be able to tell they're immune until it has personally tried to use its sleep ability on them and seen it fail (and even then, it wouldn't necessarily understand why or that it would always fail against them). And of course, we'll want to try not to fight a lot of them at once.

As for waking us up if we do get hit, I wonder if there is an artificer around who might be able to rig up some kind of wind-up contraption that would give us a kick periodically (ideally, once every 6 seconds)? I'm thinking of something mechanically similar to a joy buzzer. What about a watchmaker? The guts of a joy buzzer are sort of a subset of what's in a pocket watch (the mainspring plus some ratchet mechs and whatnot, it would just need to be wound frequently since it is putting out more energy).

I probably have the skills to build such a contraption, but of course my character doesn't, and he definitely doesn't have the tools.


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Hack stands at the hole, looking at all of the deep thinkers.

Can we go to the hole now? It is not comin' to us.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalms fingers wave about a gesture indicating people have expressed two options. "So go straight to the cate or to the sender to see if the sender has a means to protect us from sleep stuff?"

"I think that we should act as soon as we can. Its possible that the mother or the other brood have sensed the death or cries of the worm we killed. The sinkhole might be increased activity. The creature feeds on brain energy it is possible it is aware of the thoughts of its kind."


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Luna looks at Psalm with a bit of surprise on her face at first, but quickly changing to a more concerned look. "That is a very wise & logical (No, just because I have pointy ears does NOT make me a Vulcan! ;) ) thought, that they may be able to communicate telepathically. It is also quite worrisome because if they are alerted then our job will be that much more difficult. Let us go to the cave-in as quickly as possible!"

To the bat-cave Robin! ;)

And what in the world did Paizo do to the web-site?!?!?! It is a completely different look! And now I don't see/know where will it sho me if I have a PM from somebody?


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

I assume the My Account section will glow or some such, but the update isn't finished yet. It is odd, though.

"Let's go blast some worms." Nikeisha was deffintely of the thought that attacking sooner was better than later.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

"To the worms!!!"


Gomdebo nods "Good point, Psalm. Perhaps haste is best after all. And it will feel good to get back inside...too windy topside." she quickly drinks a second cup of coffee while packing up camp in the hopeless belief it will help protect her from the attacks.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Quint is more than a little aghast that everyone seems so unconcerned that they are going up against enemies that can take them out of the fight literally with a thought, and that most of their group (including himself) has no real defense against it. This strikes him as an exceedingly bad idea, but he doesn't want to seem cowardly in front of members of the Arcane Order, so he refrains from objecting further. He spends the time as they are traveling trying (probably in vain) to invent something from what he has on hand to wake himself up.


Battle Grid

Ryne had his underlings hitch horses to the wagons so he could take the party's recently killed worm into town to spread the news of their discoveries, and to try and get him to elicit any help the Republic can offer. Then, the group, still against some of their own members' better judgment, takes a walk in the direction of the hole. It takes less than an hour, and Ryne's description of the phenomenon becomes completely clear. There is, indeed, a massive bowl of sunken earth, at least forty feet in diameter. There, dug perfectly round, in the western "wall" of the sinkhole is a ten foot diameter tunnel that descends further into the bowels of the earth. Staring at it, some members of the party look at each other, and the expressions on their faces give away their feelings. This looks like either a direct intervention of the Light to further our cause, or an invitation-cum-challenge to enter the lair of the dream-eaters. And those thoughts cause more than a few of them to pause at the lip of the sinkhole in consideration.

The Exchange

[CAMPAIGN ENDED] Arcane Trickster (3) Tempest Cleric (14) Wounds (0) HP (122) AC (21) Channel Divinity (0/2) Saves (4/6/2/0/9/5, Adv spells) AC (21) 1 (2/4) 2 (2/3) 3 (2/3) 4 (1/3) 5 (0/2) 6 (0/1) 7(0/1) 8 (0/1) Religion, Nature (+6) Persuasion (+11) Thief Tools, Stealth (+12) Perception (+15) Initiative (+6)

”We have been given our path. Now we just need to walk it.” Lindaer looked at his companions with worry. How long until they were all put to sleep?


Male Human Barbarian (Outlander- Zealot of Saxwyn)(CN)/3, HP 35/39: , AC: 16 , Saves: STR +6 CON +6, Initiative: +2, Passive Perception: 14: Rage Remaining 1/2

Let's go worm huntin'.


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

Jun draws his blade and slides down into the pit.


Drawing her swords, her eyes glow faintly as the song of the darkness is amplified by her ancient physiology.


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Far, far less eagerly Boddy goes into the pit, trying to stay towards the back.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

Nikeisha followed behind, hoping that nothing jumped her.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Cinching the straps of his ragged backpack tight, Quint climbs down into the hole. This is his opportunity to prove himself. If we're going to do this, we should be smart about it. Before we all go stomping down that tunnel carrying torches, I'll go see what we're dealing with. Quint knows that if he gives anyone a chance to convince him otherwise, they'll probably succeed, so he doesn't give them the opportunity. Before anyone can object, he disappears into the shadows.

Using every rock or bend in the tunnel for cover to first listen, then peek out and look for activity, Quint checks that the way is clear as he inches his way forward.

Perception (DV 60ft): 1d20 + 3 ⇒ (5) + 3 = 8
Stealth: 1d20 + 8 ⇒ (9) + 8 = 17


Female High Elf NG Monk 3 Character Sheet | HP: 26/26 (3d8 + 3) | Defense: AC: 17 (10 + Dex(+ 4) + Wis(+ 3)) Saving Throws: Str. + 4, Dex. + 6 | Advantage vrs Charms, No magical sleep | Perception + 5, Passive + 15, DV 60 ft | Init. + 4, Spd 40 ft. Offense: Unarmed Strike + 6, 1d4 + 4 Ranged: + 6, 1d6 + 4, 80 ft./ 320 ft. | Ki points: 1/3 | Luna's Heritage

Before breaking camp: Luna will pull out a sheet of paper and use her cartography tools to make a map of the area and indicate the direction and approximate location of the hole. There is no profession skill so what do you want me to roll?

Upon arriving at the hole she will pull that sheet back out to make any corrections/improvements to the marking of the location of the hole, and surrounding area.

"Umm ... I do have 50 ft of rope if we want to use it?"

Since the others had chosen for her to be towards the rear of the group instead of near the front where she could charge in flailing her fists & feet, Luna gets out her bow and makes sure it is well strung and ready for action, nocking an arrow in it. Seeing as to how she has been forced to the rear, she will be one of the last to jump in.


LN Half-Elf Bard 2 | Passive Perception: 13 | Passive Insight: 13 | Max HP: 24 | AC: 13 | Saves: Str: -1; Dex: +3; Con: +1; Int: +2; Wis: +1; Cha: +6 | Init: +1 | Spell DC: 14 Current HP: -0 |
Spell Slots:
4 (4)/ 2 (2)
| Inspiration: [X] | Conditions: None

You would roll cartography tools with (probably) intelligence. If you aren't trained in them, then you would just roll your base stat.


Battle Grid

Luna, very importantly, if you look at the entry in the PHB for the Artisan's Tools-Cartography, I don't think that's something a character just busts out in the middle of an adventure. It costs 15 gp and weighs 6 pounds. I'm thinking that's like a portable art set, maybe in a nice metal case, full of colored inks, myriad quills, and various measuring tools. However! Having said that, one of the very nice things, I think anyway, about 5e is that for many things like this, YOU DON'T HAVE TO ROLL! Your character's proficiency with cartography tools tells me that she already has training in making maps. Therefore all you have to do is say: "she makes a map." And I say: "she made a map." In this situation that could be as easy as a piece of paper and a hunk of charcoal, because the map is just for her own reference purposes for later. If at some point in the game the authenticity of a map was in question, or maybe she had to make a really precise map just based off of memory or something, then I might require a roll. But in this case, your desire to make a map, and your character's proficiency with the tools is enough. :)

Luna sketches a map of the lands they travel across, the sinkhole, and the first few feet of the ten foot diameter tunnel, while she waits for Quint to report back. Quint appears back out of the dark and his report is about as unsettling as it could be. The tunnel does not divert left or right, there are no junctions or offshoots, it descends, rather rapidly in fact, down, down, into the bowels of the ground. He also mentions that since their enemy can burrow, any part of the tunnel could be an ambush, as the creatures could appear above them, below them, or at their sides sight unseen. This, again, makes many people think this is some kind of invitation/challenge by the queen to get rid of the enemy that has killed one of her young. It's hard for the group to think anything other than that they are walking into a trap, set by a creature that can put more then half of them to sleep in an instant.


Female Human Warlock 3 | HP 25/25 | AC 17 | Saving Throws - Str (+0), Dex (+6), Con (+2), Int (+1), Wis (+3), Cha (+6) | Passive Perc - 11 | Init +4 | Spell Slots - 2/2 |

"Boy, it would be just awful if a bunch of mind eating worms popped out right now," Nikeisha muttered, keeping an eye out. It wasn't like she could think of a better way to do this, and if she hadn't seen those parents at the grave side she'd have said 'stuff this job'. But she had. And so she was going to help.

She really wished they had some super coffee, though.


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

"Worms definitely have home advantage on this one. Keep sharp eyes out."


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Anyone else getting the feeling that the GM is trying to tell us this is a bad idea?


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1
whosawhatsis wrote:
Anyone else getting the feeling that the GM is trying to tell us this is a bad idea?

That is entirely possible. Do we have leads to run down or help to seek? Or is there a way of defeating sleep spells we should be testing.


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

There was talk of going to town to see a sender. We also didn't get a hard "no" on finding someone who could build the joybuzzer devices I mentioned (it sounds like if we want them, Quint will have to learn to build them himself, though they would seem to be within the purview of what the Tinker ability can be used for, so technically any Rock Gnome we come across should have the ability, and at least trying to assist in designing them would be a good story hook for Quint to eventually gain the ability...). There may even be some deus ex machina waiting for us back in town that would give us a better chance...


GG Forest Gnome Boddynuck Male Wizard Folk Hero | Hp 18/18 | AC 12 | S -1/D+2/ C+3//I+7/W+3/C+1 | Passive Per 11 | Per +1 | Insight +1| Acro +2 Spells DC 15 save, [3/3 L2]

Yeah, I think we need to think about this some more. We're a bunch of 1st level characters.

"I've got a really bad feeling about this. Maybe we should retreat until we have a better idea on how to handle the sleep than "hope it doesn't happen"? Build something to wake us up quickly, drink LOTS of coffee, SOMETHING"


Male CG Gnome Rogue 3 (urchin) | Character Sheet | HP: 24/24 | AC: 16 | Saves: Str 2, Dex 6, Con 0, Int 5 (adv), Wis -1 (adv), Cha 2 (adv) | Init: +4 | Psv Perc: 13 (DV 60ft) | Speed: 25ft | Rapier +6 1d8+4, Shortbow +6 1d6+4 (80/320ft), 2 Daggers +6 1d4+4 (20/60ft) | Sneak Attack: +2d6 | Spell Atk: 5, DC: 13 | Skills: Athletics 4, Acrobatics 6, Sleight of Hand 6, Stealth 8, Perception 3, Deception 4 | Inspiration: {}

Sounds good to me. Quint adds, a little too quickly.

Deception: 1d20 + 4 - 5 ⇒ (16) + 4 - 5 = 15

He covers, trying not to let the relief be too apparent on his expressive gnomish face. He is mostly successful, but it's just dumb luck that he is facing away from most of the group as he says it. (imposed a -5 on myself on that one)


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Psalm looks back at Boddynuck. "That's what the ropes and the buddy system are for." He looks among them, "When people were killed and a senator pled for help. None was sent. Hence we are here." He considers, "We have been wracking our brains. What could be done are we aware of something magic or otherwise that might help? I have not heard it. But the enemy has changed its behavior. Sinkholes are new. And they might not always happen in open fields. The sundial has shifted."He uses an expression meant to denote that things are under a time crunch.

Thats for you GM "The sundial has shifted." A new expression perhaps common among druids or others who deal with noting the seasons or in regions that cities have sundials. I was about to say the clock is ticking but I wondered if that was too new of Tech.


Battle Grid

I love that Psalm. I'll definitely steal that and use it moving forward. To be clear, I don't have a problem with you all charging in. I just really wanted everyone to be aware that the combats could be really strange, and the elf-kin in the group might be spending a lot of their free object interactions kicking people awake. Not to mention that victims of the sleep spell drop whatever they are holding when they fall prone, which creates more danger, in that you don't wake up with a weapon. I don't really care either way if you go for it, or try and recruit more help. I just want you all to do what you think is best, and we'll run through it either way.

After some time to think, and fully process the dangers of what lies ahead, the entire group stands around inside the sinkhole at the entrance of the wormhole, :P staring at each other. Expressions waiver between, Let's do this if we're doing it! and Are we sure this is the best first option?! Moments like this beg for clear and decisive leadership, and it seems like this group is still waiting for someone from among them to declare themselves as such, and either lead the charge, or make the call to rally help. As Psalm so astutely pointed out, though, time is not their friend in this situation, as more worms could be hatching at this very moment, and soon the problem might be too big for a ragtag bunch of adventurous volunteers to tackle.


Oh! Also wanted to say that while I think the "joy buzzer" technology is a very interesting idea, I'm not sure how effective it would be once combat starts. Unless the device literally buzzed you every three seconds, which I think would be ridiculously annoying, it wouldn't really help once combat starts as every round is 6 seconds of actual time...


Male Forest Gnome NG Hermit Druid of the Mountain Circle 3 AC 16 HP 22 Passive Perception 15 Init +2 Proficency Bonus +2 Spell Attack Modifier +5 Spell DC 13 Inspiration 1

Is it safe to say we remember dropping things if we were put to sleep. If so we could make weapon loops.

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