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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Gomdebo tumbled forward over the deck, she was sturdy in motion like a pinion on a rack. The loading mechanism on her brass geared crossbow was well oiled, but still preferred a graceful touch to wedge its catch in place. Twirling the black feathered bolt in her fingers she made a quick judgement of the sahuagin engaged with Drun (cyan), it had a viscous bite but the twitch of its jaw muscles made it predictable. The instant its neck next flexed Gomdebo's bolt was already on its way...

Hand Xbow: 1d20 + 5 ⇒ (12) + 5 = 17
Sneak Dmg: 2d6 + 3 ⇒ (4, 2) + 3 = 9


Battle Grid

Lindaer, obviously with Psalm dropping that healing on you, you can forgo the death save, as you'll be awake already on your turn. Which means we're just waiting on posts from Lindaer and Drun before I adjudicate all that's transpired.

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)

Hit: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Barely staying on his feet, even with divine intervention, Lidras thrust with his blade. He was tempted to heal himself, but the Sahugain were too strong. They had to end this quickly before they were overwhelmed.


Battle Grid

Just to get things moving here, and because I'm pretty certain what Drun would do, I'm going to bot him.

Drun scimitar attack vs. Pink: 1d20 + 6 ⇒ (15) + 6 = 21
Scimitar Damage vs. Pink: 1d6 + 4 ⇒ (5) + 4 = 9

Pink Con Save: 1d20 + 1 ⇒ (18) + 1 = 19

A whirlwind of action occurs across the stern deck. Psalm holds the wheel with one hand sending a burst of healing to his friend Lindaer with the other first, and then puffing a cloud of poisonous mist into the face of the fish-walker attacking Drun, though the spell seems to have no effect on the creature at all. Gomdebo and Quint fire more ammunition, and Lindaer stabs with his rapier. All three find their mark, to devastating effect, and another Sahuagin (cyan) falls to the deck bleeding and dying. Drun slashes sidelong with his scimitar and cuts scales and flesh drawing a spray of bright blood. All of which happens in the same span of seconds just before Boddynuck summons some slumbering magic, which drops the only Sahuagin left standing (pink) to the deck snoozing peacefully. All of the action happens under the bellowing screams of Cenfa, still netted, his muscles straining to the point of tearing, just to keep himself aboard the ship, and not pulled into the depths of the River of the Republic, dragged down by the two Sahuagin that pulled him from the wheel. "Get me out of here!!!" the highlander yells.

And we are out of initiative. :D Never doubted you for a second. Post your actions at your convenience, making sure to play off of each other's posts.


Male LG Half-orc Paladin of Saxwyn 1 | Background: Outcast | Scimitar +6: 1d6+4 (S); Hand Ax +6: 1d6+4 (S) | | HP: 13/13 | AC: 18 | Saving Throws: Wis +2, Cha +5 | Init: +0 | Passive Perception 10; Darkvision 60' | | Speed 30ft

Sorry for the delay and thanks for botting me!

Rushing to the netted Cenfa, Drun grabs the rope and heaves back against the two fishmen, while calling for someone to cut the net and free Cenfa.

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)

While this is happening Lindaer walks over to the sleeping Sahugain. He looked at it with distaste written clearly on his face. He put the tip of his rapier onto the creature’s chest, right over it’s heart.

Elven:
”Your days of murdering innocents is over. Take your excuses to Amren.”

With that he thrust with all of his strength, ending the creature’s life.

Oath of Vengeance:

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside—at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins—sometimes called avengers or dark knights—their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.


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 lets his shortbow fall to the deck. Rushing over to where Cenfa is bound, he finally draws Windsong from his belt. The bright metal flashes in the moonlight as he slashes the ropes binding Cenfa to the two retreating Sahuagin with a single quick motion.


Battle Grid

All over the rest of the ship, dead Sahuagin are being stripped of anything valuable, and then dumped unceremoniously overboard, many with curses and kicks.

When Quint cuts the ropes, they fly away into the water at the speed of a magic missile. Cenfa removes the tangled net from over his head, breathes a heavy sigh of relief, and stands up, placing his longsword back in the sheathe at his side. He clasps Drun's hand, and then lays a meaty paw on Quint's shoulder. "Thank the Lights you all were here. Damn fishies are gettin' more and more brazen. Pretty soon they'll be attacking everything as far up as the highlands and the mouth of the river itself!" He nods his thanks and then goes to the wheel so Psalm can finally let go. Looking down at the forest gnome, he says, "Fair bit of steering under stress you did there Psalm. You've got a captain's spirit in ya!" Then he claps a thanking hand onto the small man's back. "With yer permission cap'n," he jokes, "I'll take the wheel." The hulking barbarian winks his jovial thanks and appreciation.

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)

Helping to dump the bodies, Lindaer puts a hand on his arm. He breathes deeply and let’s the light of Amren flow through him.

Lay on hands, healed for 5HP. 11/13

”Good job everyone. I wasn’t sure that we were all going to make it. You all fought well.”


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: {}

After returning his sword to his belt and retrieving his shortbow, Quint joins in checking the bodies for anything of value.


Rubbing the grit from her crossbow's oiled mechanism with a fine blue silk cloth, she raises an eyebrow as Lindaer righteously rings the death knell upon the slumbering fish. "No mercy, eh?"

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)

Lindaer smiled coldly. ”Mercy is for the deserving. And even then forgiveness is earned, never given. If either is given irresponsibly, then suffering ensues. That Sahugain shall never murder again.”


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]

As the adrenalin leaves him Boddy quietly collapses to his knees and then throws up.

He quickly heads downstairs as he HAS to see with his own eyes that all of his friends are ok, that none of them were somehow harmed in the fight.

After spending a few seconds down there petting them and calming them down he returns to deck, just in time to hear Linaer's words.

"How can one possibly know who is deserving of mercy and who is not? And surely you first have to GIVE mercy before forgiveness can be earned, a corpse can neither earn forgiveness nor be granted mercy.

More pragmatically, perhaps it would have been a good idea to question the prisoner. Maybe find out WHY the attacks are on the increase, possibly see if there is a way that we can make peace?"

Edit: Note, I'm NOT trying to say that your character did anything wrong or the like. I'm mostly trying to portray Boddy as the fairly innocent naif that he is. Given the grief Paladins can get I though that I should make that explicitly clear :-)

The Exchange

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[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)

”Your concern is a credit to your morality. However, nothing is easy. If it was we would all be saints.” Lindaer replied in a calm voice. ”If someone acts in a way which consistently causes violent harm to others, such as these Sahugains, kill them. They have shown that their existence is a threat to others. Mercy is thus selfish, for they are willing to harm others and may continue to do so. Failing to end their evil means that any more innocent blood that they spill will be on your hands.” He paused for a moment before continuing. ”In this situation, no questioning was needed. The greater evil lies before us. We cannot afford to get side tracked on this lesser evil.” He then shrugged, almost apologetically. ”Mercy is weakness if given blindly. It makes one feel good, while letting evil flourish. My burden to bear as a paladin is to make hard choices so that others do not have to. And should I err in my judgement, then my soul will bear the burden of my mistakes. In this situation, the lesser evil is now dead. The greater evil awaits us. Does that satisfy you?”


Because he's not our hero. He's a silent guardian, a watchful protector. A dark knight.


Gomdebo cocks her head to the side, barely understanding the wisdom in the moral quandary at hand but following its propositions and conclusions rationally. She had read about 'souls' before but didn't really understand the concept "Yeah, me too...I'll not show mercy either. And hopefully the greater good awaits our 'souls', also...right?"

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)

Batman? That scrub has let the joker kill far too many people. Rorsharch would have fixed that problem in a few seconds. Or Vhailor...who has some great quotes.

“Mercy is for the weak. Punishment breaks souls and makes them worthy of service to their superiors. When the number of martyrs is great enough, rebellion crumbles.”

“There is only one truth in the multiverse. The multiverse shall be sharpened upon the blade of justice. With justice as its whetstone, the multiverse shall achieve perfection.
All who are guilty shall be punished. I shall not rest until the sentences of the condemned have been carried out.”

“Let my words carry you: JUSTICE is a TEACHER. In your PUNISHMENT, gain STRENGTH. Through your PUNISHMENT, achieve PERFECTION.”

“JUSTICE shall be served. You shall FALL beneath my blade, immortal, even if I have to stand over your struggling remains for ETERNITY. (when he discovers the true identity of The Nameless One)”


Male LG Half-orc Paladin of Saxwyn 1 | Background: Outcast | Scimitar +6: 1d6+4 (S); Hand Ax +6: 1d6+4 (S) | | HP: 13/13 | AC: 18 | Saving Throws: Wis +2, Cha +5 | Init: +0 | Passive Perception 10; Darkvision 60' | | Speed 30ft

Drun smiles a toothy grin at the praise he receives from Cenfa.

"Couldn't have them fish eat our captain now, could we!"

As he moves away from the others, he gives a little prayer of thanks to Saxwyn, and also allows his healing touch to repair some of the most grievous wounds he had received.


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You missed my point, but also, sort of pointed it out. Batman lives by the rule of mercy. He literally has taken a vow not to kill, and by so doing, he's let hundreds of innocent people die. Lindaer is his polar opposite, I'd say, having no qualms about killing that which he perceives to be evil, to prevent future evil. I mean half the darn Batman comics are based on the fact that the Joker breaks out of Arkham, right? Just kill the bastard already!!!!


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]

"No, I cannot agree with you. You knew NOTHING of the motives of that Sahuagin. You do not know if he WANTED to attack us. You do NOT know that he consistently causes harm. Perhaps, in their view, they are being correct and right? Perhaps it is us who have done something that, in their eyes, warrants the violence?

It is YOU who are taking the easy route. Anybody who attacks you, anybody who looks like an enemy, is inherently evil and must be slain on sight, even when helpless. To you, all Sahuagin are inherently and irredeemably evil.

To claim that showing Mercy is selfish and a weakness is to totally miss the point of Mercy. I am not a complete fool, I know that mercy is sometimes a luxury that one cannot afford. But that is VERY different than saying that it is a weakness or selfish.

You are NOT making the hard choice. You made an easy one. It was inconvenient to talk to the Sahuagin so you slew him out of hand. The hard choice would be to have shown mercy, to see if it was possible to come to a meeting of minds, to some more peaceful resolution of the underlying problems.

I do agree with you that it is your soul that WILL bear the burden of your mistakes. And you ARE making mistakes. You sound remarkably PROUD of the fact that you show no mercy, that you are "hard" and "Cruel". In fact, you sound like you would very much agree with this Sahuagin on the way to handle situations. With death. Without mercy.

I do not know what it means to be a paladin. Maybe you are right and it means that you become as heartless, and cruel as the foes you fight. But I hope, for both your sake and mine, that you are wrong"

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)

Looking at Gomdero, Lindaer said ”In the end, it is not just what we do, but why we do it. Rejoice, in that all of us will be judged in the end. The wicked will be punished, and the just rewarded. We walk the righteous path. If we do it for the right reasons, then death shall hold no fear.” He then added ”Though nobody is perfect, least of all me. All us mortals can do is our best.”

Then, to Boddynuck, after the gnome had spoken, he said evenly, devoid of anger or passion ”I hope that you are right. And if so I shall bear the price for my sins. Be they pride or murder. But I believe you to be wrong. For you confuse mercy with compassion. A paladin without the latter is merely a man with a sword and a fancy shield. Would you care to discuss this further? Perhaps when we eat tonight and when it is safer, we can continue this discussion.”


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]

"Yes, I would like to discuss this further when it is a more convenient time"

Boddy will send Vralk up to fly way above the ship and see if he can spot any signs of the Sahuagin reorganizing.

He will then do what he should have done earlier :-(. He will proceed to cast alarm spells (via ritual) so that at least the rear of the ship and the entrances down into the ship are covered. The alarm will trigger an audible alarm for any creature that is neither one of the crew of the ship nor a passenger nor any of their collective menageries.


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

Curse you interwebs for eating a really long post.


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 smiles at the captain. "The tiller returns to a firmer hand. I think if I were captain the wheel would need be smaller or I'd send you for a box." He looks over at the other sailors. "I've no more healing magics left until we rest but I am able to tend the wounded."

When the moral debate is struck Psalm smiles wide like a fish returned to water. He listens to both. "I see mercy here. The father Amren will judge all at the harvest of souls. Deeds that are chaff will be blown away. I am sure that Amren can mind his own if their justice slips. I do not love the bureaucracy of the headsman's axe but its purpose has need. Is it mercy here. . . .?" He looks about. "Rumors were marauding sahuagin. These will maraud no more. The mercy falls to those who would next be prey'd upon."

Psalm approaches Drunn, "I've no more magics today. But I can tend some of your wounds."

Medicine Drun: 1d20 + 5 ⇒ (7) + 5 = 12

Psalm goes to where his belongings were stowed and pulls out a rolled up leather bundle. He returns and unrolls the long rectangular bundle revealing a collection of herbs and other medicines arrayed in pouches, and jars protected in the bundle. One end of the bundle appears to be a few tools kept very clean, including a small blade of chipped obsidian.

After tending Drun. He makes his rounds to the other crew.

medicine Crew: 1d20 + 5 ⇒ (6) + 5 = 11

Is taking 10 a thing still LOL.


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Battle Grid

Psalm! The answer to your question is both yes and no. :P No, there is no such thing as Taking 10 or Taking 20 in 5e. However, they have introduced the idea of the "passive check." Page 175 of the PHB says this about Passive Checks: "A passive check is a special kind of ability check that doesn't involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again. or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster." This idea of the passive check means that for a lot of things a character does outside of combat, or that don't particularly have a penalty for failure, you can just simply say, "I'm doing this," and it happens. That is one of the reasons I really like 5e. Now, interestingly, what you are trying to do with the Medicine skill is beyond the scope of what the game says that skill is capable of doing. The two listed uses of the skill are to stabilize a dying creature, or diagnose an illness. I love the flavor of what Psalm is doing, though. Looking around for wounds to be tended after a combat is a wonderful narrative roleplay of your character. While doing so doesn't have any mechanical benefit (i.e. you can't give HP to anyone with that skill that isn't dying) it is certainly something your character can, and I think would, do because he values the relationships he's formed with the crew of the Tacking Lady.

So, TL;DR version. No, you can't take 10. Many times you just simply say you want to do something, and it is done. If I think there's a chance of, or penalty for, failure then I would call for an ability check. Likewise, medicine, from a purely mechanical point of view, is normally used only to stabilize the dying or diagnose illness. Don't ever let that stop you from roleplaying your characters' skill sets though!!!


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 Rue wrote:
Quint joins in checking the bodies for anything of value.

I assume you would have said something if he found anything of value...

Quint makes a show of trying to help hoist the bodies overboard, but (they're medium creatures, right?) has trouble with their size. He uses his darkvision to carefully check the area where the two Sahuagin tried to pull Cenfa overboard to make sure they're not still swimming along with the ship or even holding on to the side. Assuming he doesn't spot them just leaning over the side, he'll grab some loose rope and hang over the side to make sure.

I know we established that there is no taking-20, but in case a check is necessary, he's definitely going to be looking long enough to constitute more than one of them...


Battle Grid

Cleaning up after the Sahuagin attack proved tedious and tiresome, with nothing more valuable than a couple daggers to show, but, was also obviously necessary. Throwing the bodies overboard yielded a brief but powerful display of the river coming to life as giant flesh-eating turtles, river sharks, and even a couple crocodiles gorged themselves on the dead Sahuagin. The water's red surface being lit by Laureoth's heavy brightness was for some beautiful, and others sickening. Before that work could begin in earnest, the entire crew watched as Ruby ran from the bow of the ship all the way to steerage and slammed a bear hug on Psalm Nackle from behind, just as he was trying to apply bandages to a sailor's wounded arm. The chuckles that arose around them, made Ruby invoke her Secondwatch Foreman voice with a loud, "Back to work landlubbers!" But when everyone turned around, she planted a wet kiss right on Psalm's cheeck, catching the helpful gnome quite off guard. Thankfully the rest of the night, and the much of the next day passed without incident. Well except for the few bouts of philosophical versus dogmatic debate between Boddynuck and Lindaer, but in the end they were amenable to agreeing to disagree, and trying to learn to accept each other's points of view as part of the grand design of Amren's world.

--Byrthelm Republic, River of the Republic, Eastwood Province - Zoguday, 22 Laureoth, Midafternoon, 146 R.R.--

The most memorable incident from the second day of the company's travel was passing underneath the spectacle that is Daybreak Bridge. The massive stone arch bridge spans the entirety of the river at one it's narrower points, but is still a full two miles at least from shore to shore. Stone pillars atop the center of the bridge lean together at the centermost point, and adorning the meeting of those towers is a giant crystal that catches and reflects the light of Amren's blessed sun all around the water. The display is less vibrant and focused in the afternoon, but you can still see rainbows of light hitting the water here and there. The best display of the crystal's prismatic reflection is, of course, at daybreak, and many a pilgrim has made the journey to the city of the same name, just to stand atop the bridge on a clear morning and watch the rainbows fill the water all around.

While the party passed under the bridge Ruby, had one of her subordinates take the Tacking Lady's wheel, and wandered over to stand right next to Psalm to watch the colors. She even reached her hand into his and intertwined their fingers. Then when the bridge and its crystal had passed out of sight, she gave him another kiss on the cheek and headed back to finish up her watch on the wheel.

--Byrthelm Republic, River of the Republic, Midvale Province - Vikaday, 23 Laureoth, just after midnight, 146 R.R.--

The rest of the afternoon, evening and night disappeared with no trouble. Strong southerly winds kept The Lady at full sail, making good time, but even at full speed the longship didn't arrive at Blueblossom Haven until just after midnight on Vikaday. Cenfa steered her into one of the first open berths he saw, and some of the thirdwatch sailors jumped over to hook ropes to bollards.

Vaslov came into the hold to wake everyone with a gentility that showed a man of compassion. Well, we're here lads and ladies. Blueblossom Haven.

Everyone at this point has had two short rests and a long rest to use as you please, so everyone is back at full HP, and spells can be rearranged if desired.


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
-Eafphqu- wrote:
So, TL;DR version. No, you can't take 10. Many times you just simply say you want to do something, and it is done. If I think there's a chance of, or penalty for, failure then I would call for an ability check. Likewise, medicine, from a purely mechanical point of view, is normally used only to stabilize the dying or diagnose illness. Don't ever let that stop you from roleplaying your characters' skill sets though!!!

Makes great sense. For some reason I assumed it would be helpful. This is going to go into my list of house rules to grant a bonus to healing under a short rest.

-Eafphqu- wrote:
Before that work could begin in earnest, the entire crew watched as Ruby ran from the bow of the ship all the way to steerage and slammed a bear hug on Psalm Nackle from behind, just as he was trying to apply bandages to a sailor's wounded arm. The chuckles that arose around them, made Ruby invoke her Secondwatch Foreman voice with a loud, "Back to work landlubbers!" But when everyone turned around, she planted a wet kiss right on Psalm's cheeck, catching the helpful gnome quite off guard.

Psalm is caught off guard with the hug. "Are these the rewards for Gentlemen of who brave the hazards of the sea. I see the appeal." He smirks and chuckles with the other sailors assuming the halflings affection largely playful. He moves to get to work himself when he received the kiss. His face flushes red as he is taken completely by surprise. "oh" He moves off slowly rubbing his cheek.

-Eafphqu- wrote:
While the party passed under the bridge Ruby, had one of her subordinates take the Tacking Lady's wheel, and wandered over to stand right next to Psalm to watch the colors. She even reached her hand into his and intertwined their fingers. Then when the bridge and its crystal had passed out of sight, she gave him another kiss on the cheek and headed back to finish up her watch on the wheel.

Psalm squeezed her hand slightly when she reached for his. When Ruby began her walk back to the wheel Psalm climbed atop the rail holding on to a bit of the rigging for balance he speaks after her, "Who'd have thought the Daybreak Bridge and its crystal would be the second most beautiful gem I'd see today."


On the second day, she read the bridge, holding a glove in her mouth and tracing its mortar with a finger as the boat glided beneath. She guessed at the curve's equation with a sense of longing...

Int History, Stonecunning: 1d20 + 6 ⇒ (8) + 6 = 14

...sadly, the connection was not as strong as she hoped, and as the boat drove on she could only stare back with pity, as a noble might view an orphan.

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)

”You have our thanks for delivering us here. May your journeys be safe and expedient.”

Looking around, the paladin thought to himself I need to do better. The battle from two days ago weighed heavily on his mind. He had almost died, not once, but twice. He was supposed to be a warrior, not a...he shook his head, temporarily dispelling his doubts. This wasn’t the time.

Overall, he was pleased with his company. Especially Psalm. While they didn’t see eye to eye, he respected those who stood up for their beliefs. Doing so took courage, and the fact that the gnome had taken a stand for what he believed to be right was a good sign for things to come.

”We should begin our investigations. I, for one, would like to begin at any local temples.”


Male LG Half-orc Paladin of Saxwyn 1 | Background: Outcast | Scimitar +6: 1d6+4 (S); Hand Ax +6: 1d6+4 (S) | | HP: 13/13 | AC: 18 | Saving Throws: Wis +2, Cha +5 | Init: +0 | Passive Perception 10; Darkvision 60' | | Speed 30ft

Drun had kept mostly to himself for the rest of the trip. He had once attempted to talk to Lindaer, but as he approached he could see the half-elf was deep in concentration, so did not want to bother him.
The battle with the weird fish-people had him concerned. The creatures had hurt him badly, but he had kept fighting, even beyond the normal abilities of his body. Was it hate and anger which fueled this ability, or his faith in Saxwyn? It was troubling, for he had heard of warriors of his old tribe fighting beyond their wounds...like beserkers. He did not wish to be like them! He was worried that in battle he might revert to his more evil and savage instincts. He would need to watch this ability. For good or evil it looked like it was a part of him...and maybe it would be up to him to decide how it was used. He just did not know.


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'd suggest that we rest the night on the ship and start investigating bright and early in the morning. I can't imagine people would appreciate being woken in the middle of the night. Plus, we DO need our sleep"

We did arrive at midnight, after all :-). Brave sailors these, sailing at night along a river :-)


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 Nackle wrote:
Psalm is caught off guard with the hug. "Are these the rewards for Gentlemen of who brave the hazards of the sea. I see the appeal." He smirks and chuckles with the other sailors assuming the halflings affection largely playful. He moves to get to work himself when he received the kiss. His face flushes red as he is taken completely by surprise. "oh" He moves off slowly rubbing his cheek.

Sorry this post is past the point of editing. This would make more sense if I did not leave out the word fortune. "Gentlemen of Fortune" fancy terms for sailing adventurous types. Whether Psalm said it right or flubbed his witty very bookish flirting perhaps because he's not used to the attention is up to you.

Lindaer Elyrien wrote:
Overall, he was pleased with his company. Especially Psalm. While they didn’t see eye to eye, he respected those who stood up for their beliefs. Doing so took courage, and the fact that the gnome had taken a stand for what he believed to be right was a good sign for things to come.

This might be RP on your part. Or me being unclear. Characters speak more in personality sometimes than clarity. Psalm was mostly supportive of you taking the life of the enemy. His reservations were with complex governments like the republic and that if you were somehow wrong Amren would judge you anyway. Boddynuck had the honor of disagreeing when stating his beliefs.

On the evening of the second day Psalm heads to the galley and chats with the ship's cook and arranges to be the one to bring Ruby her evening meal. He brings the plate to her. "I thought you might be getting hungry and hoped you wished for company. Will the ship be in town long?"

When the captain informs them of the arrival. "Thank you Captain. You've a fine ship. I hope that if we find need to go down river you will still be near. Where to next for the "Tacking Lady"."

Psalm nods his assent to Boodynuck's comment. "Morning might be for the best." He thinks a moment, "I wonder if they have a temple of Aldellion?"


Battle Grid

Vaslov nods at Boddynuck. "Aye, brave lads and ladies all aboard my Tacking Lady and they all know the river well enough to traverse her at night. You are of course welcome to stay aboard and sleep, if that is your wish. There are a few inns and taverns in town that no doubt still have people carousing. It is up to you. I just wanted you to be aware we've safely docked." He smiles and then pulls out his long-stemmed pipe packing some sticky Tindaran weed into it from the leather pouch at his side. He lights the pipe and gives it a few strong tugs, blowing the sweet-savory smoke out in big rings that float lazily to the ceiling of the Lady's hold.


Though tired of the Lady's hammocks and would welcome a warm coffee she's wary offering "Might be best we hold up until we know more about this plague. Outbreaks tend to favor more populated areas if ye look at history..."


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

"How long will you be in port Captain?"


In the morning, Gomdebo awkwardly inserts herself into the village life, trying to pick up rumors of the plague or perhaps the location of the Senator's relative's household. Something that might further their quest...

Persuasion: 1d20 + 3 ⇒ (3) + 3 = 6

...in the end she ends up coming off as foreign and desperate, and settles for a cup of coffee.


Male LG Half-orc Paladin of Saxwyn 1 | Background: Outcast | Scimitar +6: 1d6+4 (S); Hand Ax +6: 1d6+4 (S) | | HP: 13/13 | AC: 18 | Saving Throws: Wis +2, Cha +5 | Init: +0 | Passive Perception 10; Darkvision 60' | | Speed 30ft

Drun stays on the docks, knowing that the sight of his orcish heritage might be enough to panic the people of this place. He helps where he can, but generally keeps out of the way and stays covered up...including having his mask on.


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]

Boddy is going to look around town and try "talking" to various animals (stray cats, stray rats, etc). He wants to find out if there is any dangerous place that the animals avoid, a place that wouldn't obviously be dangerous to cats, rats, birds etc


Battle Grid

--Byrthelm Republic, Blueblossom Haven, Midvale Province - Vikaday, 23 Laureoth, shortly after sunup, 146 R.R.--

Captain Vaslov made it clear that The Tacking Lady would be docked only long enough to unload what cargo their merchant contact here in the city had ordered, and load up some more that was to be brought back to Rydwyrna, half a day at best.

Gomdebo ends up feeling very much like a girl out of time, and out of place. It's clear by her attempts at interaction that while the city of Blueblossom Haven is well populated, it is also small. Small in that way that everyone knows everyone, and outsiders are looked at with suspicion until they've proven their trustworthiness. As such the Blackbuster does better finding a quiet, out of the way corner booth in The Prancing Stag, sipping her coffee and listening. Just about any gossip worth listening to centers around exactly why the lady dwarf and her friends have come: the strange deaths of livestock throughout the province. She does overhear one tidbit of importance. The mayor, Camatil, is not due back to town until later in the day, as he is just returning from the funeral of Sehtoru and Laureon's daughters, Lillith and Bethyn. That bit of information triggers her memory that Laureon is Senator Akassa's sister, and the the girls her nieces. Other than that, there isn't much in the way of very useful information.

Interestingly Boddynuck's discussions with the local "wild"life, merits a bit of mysterious knowledge. It seems that all the animals that spend time underground have mentioned some newcomer to the earthen tunnels. Getting intelligent information from animals is an exercise in futility, but Boddynuck is fairly certain that some animal that burrows, that is likewise not native to the area, has moved in recently. Having the repeated idea of a "new tunnel friend" come up in his conversations was too much to overlook.

Drun sits on the end of the dock watching the daylight play off of the swiftly flowing river, and nodding to the occasional fisherman who comes to throw a line off the pier. His warrior's garb and Saxwyn holy symbol garner him more than casual looks, but nobody approaches, perhaps unsettled by his skin color and mask.

There are myriad ways you can approach things here, and I am open to whatever avenue the group agrees is best. There may be times in this campaign where I try and railroad you. But I will do my darndest to keep things very sandbox. It is much easier to flesh out a realistic world if the PCs are allowed to go wherever and do whatever they want. So, post something in discussion to make your character's likely desires to investigate known, and we'll see if we can't get everyone together moving in the same direction, maybe after they've gathered some information on their own. I've got no problem trying to run multiple NPC interactions at the same time. Might be kind of fun.


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 smiles back at the captain, "Back on the river for you then. I hope you have no further troubles. Calm seas and swift winds."

Before setting out Psalm will find Ruby, "Well I have needs to stay and it seems the sea calls you back. I am glad to have met you. Aldellion watch over you a lioness fight beside you." He leans in mustering his nerves for a proper kiss.

Are we going to set up a meeting place before we set into to town?

When the time comes to enter the town. Psalm heads forth with Lindaer, "You wished to speak with someone from the temples. That seems a good place to start. I am sure if they are true to their ideals they have heard of the malady that strikes their people."

Deferring to Lindaer figuring his position with the church of Amren would carry more sway than a gnome hermit.

Assuming Lindaer wants to follow the course he suggested Psalm sets out with him and whoever wants to find a temple of Amren first and a temple or shrine to Aldellion.

Diplomacy: 1d20 + 2 ⇒ (10) + 2 = 12 Trying to make a good impression and possibly aid Lindaer.


Wanting to talk to Cematil first but forced to wait, Gomdebo hatches a plan by asking herself a riddle who would care about cattle dying?
"Oy, I'm lookin' to do some cattle trade. Who do I talk to about purchasin' a head 'o cattle? No Shellys, now. Who's got some healthy ones for sale around here?"

Deception: 1d20 + 3 ⇒ (14) + 3 = 17

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)

Lindaer smiled at the suggestion. ”Your company would be most welcome.” He continued, good naturedly ”If your silver tongue is half as eloquent with the priests as it was with the sailors, I am sure that they will accept us in no time.”


Battle Grid

--The Prancing Stag--

Pouring more coffee into Gomdebo's mug from her stoneware carafe, the barmaid answers the lady dwarf's question quite readily. "If you're looking to purchase cattle you'll need to head out of town, any direction really, the plains around Blueblossom are dotted here and there with cow farms. The family with the biggest farm is the Gaukridotrs. Their homestead is about a half day's travel due east. If you're looking to buy sides of beef, you'll want to head to Burga's Butchery, it's at the end of main street, right by the palisade wall and gate." Satisfied that both her mug and her brain are full of everything she needs, the raven-haired barmaid saunters away to go about her duties.

|
|
|

--Temple of Light--
For Lindaer and Psalm finding the city's temple is easy, as it always should be. Looking down the main street, they easily locate the towering spire with the large, yellow painted sphere atop it, the representation of Amren's blessing of the sun. Approaching the building they see a tall, steep-pitched roof of ironwood slats, sided in dark-stained wood, showing off every beautiful line of the wood's grain. Passing through the heavy oak and iron doors, the half-elf and gnome are almost blinded by the beams of yellow-orange light that scream in through a high set, stained glass window depicting a sickle overlaying the sun. Many wooden pews line up in perfect rows approaching the dais and altar. The sides of the temple have smaller statues and shrines to Aldellion, Saxwyn, and Druraka, but the statue of Amren that towers above the altar, a wizened old man leaning on a wooden staff with a sickle at his belt, is majestic to behold. It does Lindaer's heart much good to see that even here in these somewhat remote parts of the Republic the worshipers of Amren give generously to the upkeep of his temples.

Upon entering, Akassa's volunteers see a tall woman with slightly pointed ears, hair of flowing brown ringlets, dressed in a well-made robe of azure wool with silver trim. She stands with her back to them at the altar lighting censers of incense, perhaps in preparation for morning worship. At her feet is a silver-grey tabby cat rubbing affectionately against her ankles.


Male LG Half-orc Paladin of Saxwyn 1 | Background: Outcast | Scimitar +6: 1d6+4 (S); Hand Ax +6: 1d6+4 (S) | | HP: 13/13 | AC: 18 | Saving Throws: Wis +2, Cha +5 | Init: +0 | Passive Perception 10; Darkvision 60' | | Speed 30ft

Seeing Lindaer and Psalm talking on the docks, Drun goes over and joins them. He decides to travel with the two to the temple, mostly to give his devotions to Saxwyn.


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]

Seeing Psalm, Boddy is going to go up to the group. Trying to keep somebody between himself and the scary Orc, of course :-)

"Hello everybody."

"Psalm, I was "talking" to some of the local animals and there is something new down in the tunnels. Not scary new but friendly new. I was planning on heading down there and wondered if you'd like to join me? We're both small and can hopefully fit down there and you're going to be MUCH better than me at talking to whatever their new friend is"


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: {}

I'll go! Quint says just a bit too eagerly when he overhears Boddy's request to Psalm. The young gnome is still looking for a way to impress his only connection to the arcane order, and has been quickly discovering that he doesn't know where to begin asking questions around town. Feeling slightly overwhelmed in this new place, he really wants to find a small space to crawl into anyway.


Battle Grid

In their search for "the tunnels" that the animals kept mentioning both Quint and Boddynuck came to the realization, rather quickly, that the animals were actually talking about animal made burrows, not any regular series of interlinking sewers or bored out caverns. "The tunnels" the animals must have meant are their own burrows and dens, and while both Quint and Boddynuck are small, they aren't that small. So while the idea proved very interesting, the actual outcome of the investigation was fruitless.

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)

Temple of Light

Lindaer looked around the temple with a contented smile on his face. It was good to be home. For that is what this place was...his home. He had no other to return to. After waiting for an appropriate moment, he walked towards the priestess.

”Mistress. If we could beg a moment of your time. My brothers and I have come here to investigate the disease afflicting this town. Might this be a good time to speak with you?”


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

Seriously Psalm has to know. He brought dinner to share with Ruby. What happened? He also went in for the kiss good bye before disembarking. Was that the first kiss or morning after? Is she just playing with him.

Drun of Saxwyn wrote:
Seeing Lindaer and Psalm talking on the docks, Drun goes over and joins them. He decides to travel with the two to the temple, mostly to give his devotions to Saxwyn.

Psalm smiles, seeing the stand offish half-orc join them. "Drun you are a warrior as such actions define you. I welcome the opportunity to walk beside one who stood gallantly against many foes."

Boddynuck wrote:

Seeing Psalm, Boddy is going to go up to the group. Trying to keep somebody between himself and the scary Orc, of course :-)

"Hello everybody."

"Psalm, I was "talking" to some of the local animals and there is something new down in the tunnels. Not scary new but friendly new. I was planning on heading down there and wondered if you'd like to join me? We're both small and can hopefully fit down there and you're going to be MUCH better than me at talking to whatever their new friend is"

Psalm goes to speak but smiles as Quint steps up. "Animals in the city. . . ," Psalm shakes head stunned that he missed an insightful idea that should have been second nature to a druid. "I mistake these cities for dead zones. Life finds away." He he emerges from his moment of self reflection. "I would be happy to go. The two of you can investigate now. Or I can join you after asking at the temple."

At the Temple of Light

Are temples to the light the norm or is this an anomaly with temples being dedicated to a specific god.

Upon entering Psalm takes a moment to honor the gods in his custom. Paying particular reverence to the goddess Aldellion. As he takes the few moments he watches with interest the subtleties of the other worshipers. Taking mental note of the nuances of region and cultural aesthetic.

Perception: 1d20 + 5 ⇒ (2) + 5 = 7
Religion: 1d20 + 5 ⇒ (20) + 5 = 25

Lindaer Elyrien wrote:

Temple of Light

Lindaer looked around the temple with a contented smile on his face. It was good to be home. For that is what this place was...his home. He had no other to return to. After waiting for an appropriate moment, he walked towards the priestess.

”Mistress. If we could beg a moment of your time. My brothers and I have come here to investigate the disease afflicting this town. Might this be a good time to speak with you?”

Psalm's shoulders shake in quiet laughter, he adds quietly a side comment through a bright smile looking at his fellows, "A strange family we are."

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