5E Adventure's in Midgard – North (Reaver's Spring)

Game Master Tareth

A small merchant caravan led by Rook Bentknee, a kobold merchant, travels up the coast of the Bay of Ghed to deliver goods and trade with Rook's former adventuring companion and occasional business partner, Britta Gleamgaurd, human owner of the Frost Maiden Inn in the village of Nargenstal.

Interactive Midgard Map


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jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Great call, perhaps number 1. And challenge accepted.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Finished one last agonizing look at crunch. No real way to work in Deception I'm happy with, so he will be an obvious liar and terrible at creating distractions for stealth. Almost went ravenfolk and looked at other races again, but na.

Waiting to hear about stealing from Zove being alright from Tareth, then will write up his month as an intro.


Scramsax: Sure it's fine by me to steal from you're own PC. :)


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Hey GM

Would you mind if I switched Agonizing Blast with Book of Ancient Secrets until 5th level? Then, we could play the rituals. Thanks

Like Zove suggested days ago.

cheers


Ibrox, yes that's fine by me.


Hehe...

Student: Zove, how do rainbows work?
Teacher: Uh, I don't know let me google it for you...
*consults imprisoned Archmage as blood flows from nostrils*
...sunlight diffraction.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Scram will find a use for the lightning storm... ;)

Sort of had less time for posting today than I thought. Will try to get caught up to party soon


Still lacking time for a longer writeup that is needed now, but tonight hopefully!


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Did Scram manage to steal that magic dagger from Zove earlier? Not sure I ever saw what resulted of that. If so, did he have time to attune/ID it (ie could it be used in this fight?)


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability
Aterro wrote:
I admit I have never seen a rogue used effectively.

This one is not even close to optimized. Its more about having skills and abilities that I (player) find fun.

But its easy to make some freak nasty rogues. All you need is a decent AC/hp then you take the Sentinel feat. When you get 2 sneak attacks per round, you can outdamage just about anything (the rules prevent 2 sneak attacks on your turn, but not during the round).

For me, after I play the 'power' version of something once, it gets boring and I dont care to play it again. Its kind of like figuring out how a magic trick works...once you get it its like 'oh, meh...'.


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Scramsax: I think it was your call as to whether the theft was successful or not since you were stealing from 'yourself.'

As for ID'ing the dagger, I won't require any rolls since you had time to research and attune to the weapon during the downtime.

Weapon Background:
The dagger is one of those commonly referred to as Morrinn's Misery among those scholars and explorers of the far northern realms. These weapons are rarely found outside of the far north and are typically carried by members of Queen Morrinn's royal guards or others within her service. Made in the harsh coldforges of Grokeheim in the Bleak Expanse, these daggers are constantly icy cold to the touch and each time they strike a victim feels the bitter, devouring, northern cold enter their body. So attuned to their place of origin in the far north, they retain a connection to the place, thus the wielder can use the dagger like a compass when traveling. The cold blue steel blade is always coated in a thin layer of ice while the pommel is so frigid to the touch of the uninitiated that it is painful and even deadly to grip for any length of time. All misery daggers are marked with the white pick and black cloud symbol of Boreas on the pommel.

Weapon Stats:
+1 Dagger. Adds 1d6 frost damage on a successful hit. If you concentrate for one minute while holding the dagger you automatically know in which direction true north lies. If anyone not attuned to the dagger attempts to pick it up without adequate protection they take 1d6 frost damage. Heavy, thick gloves prevent this damage but any attempt to wield the dagger in combat while wearing such thick gloves creates disadvantage. In order to attune to the weapon, the user must make a successful DC15 CON check to tolerate the constant cold. Once attuned, the wielder is immune to any damage from the dagger when holding it and to the first point of any cold damage they receive from an attack or other source. If they are no longer attuned to the dagger, this benefit does not continue.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Holy s!&~, nice. That seems to deserve a little scene, will write up something later.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

I'll take the hit... but Vrindel did mention that he retreated up the shore as his action. Mean't to get out of range until I saw the beasts intentions.


Hmm....since the creature was initially engaging with you and didn't really know about the others, it simply followed you rather than the others. And I wasn't sure what 'a bit' meant. I assumed maybe a half move of 15'. Either way it has a very long reach and a move, so it likely still would have been able to hit unless you actually double moved away. Sorry, sometimes this is easier without maps, others times it isn't.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Like I said. I'll roll with it... and hope each head doesn't get an Attack of opportunity as I leave the water :-(.

And not to beat a dead horse, but you're right without a map sometimes we have to assume the characters (Not the players) do the wisest thing.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Just to echo this, I totes forgot that Trevor was already in combat. (I can't say for certain that that would've changed my action, I just might've felt bad about it. maybe. =p)

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Is there a 5E equivalent of Know(dungeoneering)? I too would like to know if every head gets its own attack of opportunity, or if it just gets more (Like combat reflexes).


Aterro and Vrindel: I think the equivalent for monster knowledge like that would be INT(Nature) in this case.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Happy international DM/GM day, Tareth! ;P


Thanks Scramsax! :)


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Note that the Hydra still takes half damage on a save vs. the flaming sphere spell.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

No, srsly, DM, what is your opinion on me wearing some fine, fine hydra-made garments?


Hydra garments are possible. I don't really see any specific rules for this type of thing in any of the books, so I'm just going to go with something on the fly here. If you know of regular item creation rules, then please point me to them.

It will take some time, work, and of course skill rolls. Ibrox's skills will certainly be needed in the curing/leather working rolls (3 & 4 below). Since this is a special material and much larger item, it does not happen automatically, skill rolls are required. But the gnome background feature allows the possibility of doing this successfully. Others can make or aide the initial work (1 & 2 below).

1: Athletics or other relevant skill to get the carcass safely to shore. It is currently tied off to prevent further sinking into the depths, but it is in deep (20'+) water. It is about 30' from wrecked ship.
2: Nature or Survival to successfully remove both the outer layer of barnacles, muscles, etc and to skin enough usable material.
3: Since this is a material Ibrox is not likely to have worked with, an INT check to properly cure/tan the scaly hide. Proficiency bonus can be added to the roll. I will roll to determine the cost of materials needed to complete the curing/tanning process.
4. An INT or DEX check with leather working tools for each set of armor to determine quality and fitting. (A set would include gloves, hauberk, and boots at a minimum.) How many sets you can make is determined by the earlier survival roll.
5. Finally I will roll to see how long it takes to complete the work.

With good enough rolls you could end up with Leather armor that is equivalent to scale so AC14 plus a full Dex bonus and no Disadvantage on Stealth rolls. Finally it could give advantage on rolls to prevent exhaustion due to wet or cold conditions. It would not be magical or require attunement, but will be specifically fitted to one PC. Therefore if worn by another, some benefits may go away until it can be refitted. Lower rolls will reduce or eliminate some of the special properties. As a base line, just creating straight leather armor from such an unusual material would be moderately difficult with a DC between 13 to 15.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

That is wonderful. Well done sir! And just off the top of your head, too!

As I have no need for scale armor, (and, indeed, I really should start to looking for something a bit heavier, like splint) would I be able to just have garments made (gloves, socks, cloak, and the like) to just get the bonus to avoid wet and cold? That seems neat, and I still like the idea.

(Alas, looks like I'll have to kill a dragon to get the good stuff. ^_^)


Male gnome | HP 27/37 | HD 5/5 | 3rd 0/2 | Inspiration! | Active: Prestidigitation, Hex
Stats:
AC 13 | Str +0, Dex +2, Con +1, Int +3, Wis +3, Cha +7 | Initiative +2 | Perception +0, Darkvision 60 ft

Ibrox will make himself some studded leather armor from it.

We should have enough material to practice those rolls


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

I can't think of anything better for a druid than non-metallic Scale armor... so if there is enough left to make Vrindel a set it would be greatly appreciated.


XP for the encounter with the hydra is 780 each.


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jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Nice, just a few hundred from 5th...lets use that animate dead scroll and fight the hydra again. ;P

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex
Scramsax wrote:
Nice, just a few hundred from 5th...lets use that animate dead scroll and fight the hydra again. ;P

HAHAHAHAHAHAHAHA!


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Hehe...

And Trevor fought the hydra beyond death. That's gotta count for something, no?


Trevor the Yellow wrote:

Hehe...

And Trevor fought the hydra beyond death. That's gotta count for something, no?

True! I think for first standing toe to toe with the creature and then nearly succumbing to its decapitated head you should get Inspiration.


Vrindel said

Quote:
It seems to me like the dice roller is duplicating the roll when your roll with advantage or disadvantage... so I'm going to see if it does the same if I roll for advantage in a different post. If it's my imagination just ignore

I've noticed that occasionally as well, but it doesn't seem to happen consistently. It just seems to happen more often than if we were rolling actual dice. Kind of like the frequency of 1's and 20's which seem to occur more often with the dice roller vs. actual. I mean Trevor can speak to those 1's and 2's. ;)


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Yeah. I'm not sure what sets it off but there is something triggering the algorithm. It always kept you from deleting and re-rolling, but I've seen this duplication multiple times in all my games... so I'm thinking it's not happenstance. Guess I'll just play it safe and roll for advantage in a separate thread. Also seems to be a fairly recent phenomena.


It certainly seems like a potential bug. Let's keep an eye on it. I'm not quite ready to say anytime it happens there should be a reroll, because it is possible. But if it continues to happen more frequently, than I'm open to allowing re-rolls either in a different post or as a third-roll within the same post.

If you wish to use a second post now, that's fine as well. I'll try to be good at not missing them along the way.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Actually its not that crazy statistically to roll the same number twice on d20s.

If you are talking about rolling a specific number twice, say 13...then the chance of that happening is 1/400.

But if you are talking about rolling any number twice in a row, its only 1/20.

So perhaps that counter-intuitive discrepancy is what you are observing.

Also, sadly there is a way one can reroll and delete...I've caught people cheating like that before.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

1d20 ⇒ 9
1d20 ⇒ 20

Dang! Just lost a 20 trying to make a point...


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

'mole hole' part had me laughing out loud...


Everyone gets 100 XP for the meadow encounter. Plus a bonus 50XP for good RP and rolling with the hallucinations.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

Dang. If Vrindel-Cat had killed Trevor I might have leveled up :-)


Ha! Most certainly you would have. ;)


Scramsax: You can certainly try to rig a trap. Either Dex or Wis(Survival) to set it up. A bee would likely get a save to avoid based on your roll.

As for the exoskeleton, that will be trickier. Size wouldn't be the issue, but fragility might. You haven't fought these yet, but they don't have a tough natural armor. Would require some deft handling of a knife to 'clean up' the exoskeleton enough to be 'worn' as a disguise. Again Dex or Wis(Survival) DC22. Depending on the trap, there might also be a 50/50 chance it is ruined beyond use when trapped.

So it is doable, just might take a few tries and some time to get it done.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

If any of you guys are curious about high level play in 5e, I just opened a recruitment for a little 17th-20th adventure. It is 3 story connected AL modules, run without AL rules. RP focus, no doubt some shenanigans and a memorable experience. Just taking the higher rules for a spin since I'm bored.


Male Trollkin; HP 43/43, AC 13(16), PP 17, MV 30, Darkvision 60', Init +0; Inspiration (Y) Druid / 5; XP 6910/14000, Spells (0) 4(1) 4/4, (2) 3/3, (3) 2/1; Saves: +3, +1, +3, +2, +6, +2; Wild Shape 2/2

I didn't think we'd gone that far ahead of the others, but that's part of PbP what we intend isn't always presented... still that has made for some of the more entertaining parts of this adventure... and I expect that to continue. :-)

For some reason I thought the glint of metal was beyond the meadow, and that's where Vrindel-cat was headed... but this looks more interesting anyway.

DM - You are making this adventure way too much fun... Great imaginative script.


Vrindel: Glad you are enjoying it. :)

I think what may have been confusing for the distance, is that people had to backtrack to the meadow. The party was beyond it by a mile or so when Aterro remembered the 'glint.' (I noted a 15 minute walk in OOC at some point.) So you kept scouting forward a little ways but part of the party turned around and Ibrox stayed put. You weren't very far ahead at first, but when everyone turned around and didn't signal you, well....the distance increased.'

As for the glint, it was always in the center of the meadow along the original trail you were following which cut straight through the meadow. The group circled around to avoid the center of the meadow (and the much harder CON checks...temporarily anyway) and reconnected with the original trail on the other side. Then following the path which continued into the woods where Scramsax's now abandoned trap recently squished an innocent giant bee.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability
Tareth wrote:
...innocent...

Not buying it.

They are up to no good.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability
Vrindel wrote:
DM - You are making this adventure way too much fun... Great imaginative script.

Seriously if there were awards on this site, Tareth should win all of them. I have no clue what he does for a living, but hope it involves creative writing somehow...each post is a treat. Same quality in his posts as a player.


Thanks Scramsax and to everyone. I'd just add that it is a tremendous help and plus to have engaged, creative players willing to add to, and go with, things as they flow along which everyone in this game has been. Not to mention putting up with all my various typos. :)

Hope everyone stays safe and healthy out there.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 2 ★ Gem-wrist: 3/3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Crashed out very early last night, getting response together.

Silver Crusade

Human Paladin(FEAR) 7/Warlock {FEAR} 1| AC: 20 | HP: 75/80 {0}{Fire & Acid Resistance}|HD 7| LoH: 10/35| Sense: 4/4|Dread: 2/3| Con:+5 Wis:+5 Dex:+4|Smite: 2d8/lvl|CDiv: 0/1| melee: +8/2d8+6 {x2}|Init: +0 Perc: +2 | Insp = YES! |1st: 4/4 2nd : 2/3 | W 1st: 0/1 Hex

Oh buttocks....

DM - Tareth wrote:
There is the feint smell of something rancid or rotting, but the wind is blowing from the direction of the outhouse[.]
Brother Aterro wrote:

Doggedly he marches toward the outhouse.

Um, my intent was to explore the privy, suspicious of some neo-otugh pulling the strings or waiting in ambush.

I'm fine with the scene as written, but would you be okay with me poping out to check out the pile of refuse quick?


Well, dang. Sorry I totally missed that mention of the outhouse. Ah well, easy enough to excuse yourself and go back to check it out.

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