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

What makes bears dangerous isn't their 1200 psi bite strength or ability to swipe a human head off its neck in a single swipe. Its their double nat 20s.


female Bearfolk Grizzlekin Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Right, I have yet to bite anyone

Grand Lodge

Male Aasimar Wizard 18/ Rogue2

Is the 20 damage before my Resistance or after?


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Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 61/65 HP (23/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

Ingryd needs a “Hammer Dodge”, also known as “You can’t touch this!”


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision
Gunnar Thorstein wrote:
Ingryd needs a “Hammer Dodge”, also known as “You can’t touch this!”

Like Gunnar does? Shield!


female Bearfolk Grizzlekin Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Yeah gonna boost Con next level


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

Enchanted Hammer pants that cast Blur. But once used, they turn into a 'gangsta' disguise that no one believes. XD


female Bearfolk Grizzlekin Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Lol the activation word is 'Stop, Hammer Time'

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

The activation words to Shield also begin with 'Stop,' although the rest of the phrase is collaborate and listen. (GOT edition!)


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Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 61/65 HP (23/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

“Sanctuary” is “Hammer, please don’t hurt ‘em” and “Healing Word” is “Too Legit to Quit.”


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

We should get some paralyzation magic going. Auto-crits would would make this kind of thing fairly zippy quick I imagine. :D


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

I'm confused with Aterro's actions with the door. Did he nail it shut like Tareth interpreted? If shut, how could a fireball burn down the cavern with a big door in it? Because Aterro saw that it wasn't a house, right?

Or did he nail it open, so Luthael could thread a fireball inside the witch's home?

thanks

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

The door is iron-bound, which means a couple strips of iron around a wooden door.

If we just leave the door shut, eventually they'll get it open at leisure.

I thought you could set the door on fire, that would not only make it much, much harder for them to just push it open, but will also create a smoke hazard inside their cave. (Or even set anything inside the cave also on fire. He said there were a lot of vines around. If they have any other openings hidden by the vines, that might also catch on fire.)

If they do nothing, eventually the door will burn down and we can then enter.

Either way I think the situation can be improved by more fire. =)


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Got it

GM. I would appreciate knowing the distances between things. Can Luthael put his Flaming Sphere on the door in one hop?

Are both redcaps within 30 of Luthael?

thanks


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

Here I was imagining the vines were filled with blood. XD

...highly flammable blood.

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:

Here I was imagining the vines were filled with blood. XD

...highly flammable blood.

And if it was, would any of us really be surprised?


Luthael Invictusol wrote:

Got it

GM. I would appreciate knowing the distances between things. Can Luthael put his Flaming Sphere on the door in one hop?

Are both redcaps within 30 of Luthael?

thanks

Lutheal: The combat zone is basically a circle centered on the shack/cave entrance with a radius of 30' out to the totems. Up to 10' out from the center is fairly clear ground. This is where Ingryd is engaged with Redcap #1 and Aterro just blocked the door.

If we use cardinal points for the totems, the south and southeast totems are the two dispelled by you and Gunnar. The south totem is the one destroyed by Gunnar's magic and just outside of the circle is where he is engaged with Redcap #2. So approximately 35' from those in the center.

You entered the circle midway between the south and southeast totem and are currently 15' away from the center and about 25' from Gunnar. But since the illusion flickered, you know you are now surrounded by the thorn riddled hedge.

Scramsax is lurking around somewhere directly east and outside of the totem circle.

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

Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah nuts.

I knew I should've thrown this up, but I was rushing. That'll learn me.

Saving throw vs. BattleMaster tactic = Str + Prof + 8. 4 + 3 + 8 = 15.


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
Quote:
gore riddled ectoplasmic glob

I'm naming my next child this.


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

Yeah so...I just realized I've been rolling my damage wrong this entire fight. Please don't bother retconning, my fault and we can chalk it up to Scram staying up all night or something. I was only rolling 4d6+4 which is sneak and dmg mod, instead of rolling 5d6+4 which is the blade damage with sneak and mod added.


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 61/65 HP (23/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

Did the shatter get absorbed or did it have its normal effect? I didn’t see it in the narration.


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Hi. On a biz trip until Friday working long days. Might not post until then. Sorry


female Bearfolk Grizzlekin Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

I'm capable of watching most of the night if you need me too while we camp.


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

What were we off doing when this dungeon popped up? Are we attempting a long rest?

Cheers


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

It was just 'the bandits went thataway' but now seems tied to a magic-user. Scram suspects blood magic again given the totems outside.

Vrindel's apprentice ran into town and mentioned the Fafnir family needing help on the road. Finding them later one mentioned a possible count:

Quote:
The scrawny fellow and three of the big brutes.

...and were described as bandits pretending to be guardsmen, or something like that. None of the family on the road was killed when their stuff was stolen, but one of the kids was unconscious. They mentioned the stolen food and everything was destined for Rosemary, the owner of the inn in Narg.


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Thanks. The giants also wore the symbol of the villain in the town.

I think Aterro is the only one left cursed by the witch, who from Tareth's description I think is behind all of this villainy.

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
Luthael Invictusol wrote:

Thanks. The giants also wore the symbol of the villain in the town.

I think Aterro is the only one left cursed by the witch, who from Tareth's description I think is behind all of this villainy.

I concur.

I still think we should observe the spirit of the witch-curse and try to get at her. I just think its funny that the witch's curse was mostly effective.

Were I still playing the Artificer we'd be all "Witch? What witch? Who cares about her?" and Tareth would have to curse us all again. ^_^


female Bearfolk Grizzlekin Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

I am just wondering whether we were going to push forward and if we are whether we are resting or not.

Though if it is a Hag, well Ingryd is all in on killing this thing. She hates hags with a passion.


Luthael Invictusol wrote:

Thanks. The giants also wore the symbol of the villain in the town.

I think Aterro is the only one left cursed by the witch, who from Tareth's description I think is behind all of this villainy.

Scramsax was also there. I recall him being in the soup pot for a couple of rounds. :)


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

That's true he had lost a point of dexterity if I recall. I think I assumed that was all resolved when I remade the character upon rejoining after that year break. Should I lower the score?


The DEX issue would have been resolved. If I recall correctly, that was just from the toxic nature of the soup and whatnot. Would have been cleared from your system when you were 'absorbed' into the dryad's mind.


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Another biz trip until Friday. Please bot me.

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

I vote to bot Luth to Aid Gunnar on his Arcane check.


Brother Aterro wrote:
I vote to bot Luth to Aid Gunnar on his Arcane check.

Makes sense. Gunnar feel free to write up Luthael's help and roll the Advantage.


female Bearfolk Grizzlekin Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Seconded


Hey all, sorry for the slow posting. Work has been overly busy as I shut down our physical office this week and deal with a bunch of other issues. Hoping things will calm down next week.


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Luthael is down to 2 Channels, cantrips, and his faith, if we don't long rest.

cheers


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 61/65 HP (23/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

Gunnar is likewise low on spells, but at full hp. I say we look into this cave and see if it is a small lair that we have just cleared out the inhabitants, or actually a large complex. If it is the latter, we may want to have a long rest before tackling much of it. I would not want to abandon it without at least doing a quick check, especially if we could find evidence to implicate the evil sister that might “grow legs and walk away” if we depart for a day.


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

There's a new option for clerics in Tashas to regain some spells. Basically they made Channel sort of like Arcane Recovery.

Quote:

Harness Divine Power

2nd-level cleric feature

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.


female Bearfolk Grizzlekin Barbarian 9th|HP 116/116|AC:20|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

I'm back to 60hp amd 2 rages


So I think I'm seeing you are all going to take a deeper look into the cavern? Who's going in, etc., etc.?

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

Apologies. It's summer.

Um, I think it looks like we're going to wait until Scram comes back with a scouting report. That way we can see if it looks like something we need to rush right away, or something we can take a chance and rest up first.

We're so tapped right now I'm leaning towards just saying screw it and doing a long rest. I hate seeking out action without any healing.


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Sorry to miss you, Ingryd, in my post. I could give you an excuse but none are good.

cheers


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
Quote:
Ice Hyena

I'm a fan of this phrase. :)


Elfmarked Light Cleric of Khors 9 | HP 71/71 | HD 4/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 2/3 | 3rd 0/3 | 4th 2/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Sorry. Forgot to include DC 15 Con.

cheers


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

Man, I don't really remember the boards shutting down like this over the summer.


Sorry I've been a little slow posting. Another tough work week. Should be able to move things along tomorrow.

But yes, overall, it seems all the games are moving like molasses lately.


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
me wrote:
Gunner

I keep doing that, sorry. GunnAr.


1 person marked this as a favorite.
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

There was 99.8 gp in the giant loot. Everyone taking a share? 24.95 if so (24 gp 9 sp 5 cp).

@DM, I'd like to also make a few purchases. Can I assume all the normal PHB equipment is there in Narg?


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

Gunnar, last time (before we left for cave) Tareth said:

Quote:
...any magic items will be tough to find. A 2 in 10 chance you could locate a common item from Xanathar's. Price will depend on your Charisma check.

The Plumb of the Elements and Corpsedigger's necklace I think were party loot...(someone may have wanted the necklace I can't remember).

Here are my mundane purchases if everything is available (the spell component pouch is for lodestone/amber...and all the other goodies inside of one).

Scramshops:
Item Gold Weight
caltrops 1 2
bearings 1 2
sack 0.01 0.5
crowbar 2 5
candles(5) 0.05 0
oil(5) 0.5 5
10ftpole 0.05 7
hemprope(50) 1 10
torch(3) 0.03 3
thieves'tools 25 1
rations 0.05 2
flask(pint) 0.01 1
vial(4oz) 1 0
pepper 2 1
flour 0.01 1
sling 0.1 0
spellpouch 25 2
mirror,steel 5 0.5
(63.81)

Quote:
Poisons, not for open sale. Again this might be something you'd be able to track down, but would require getting to know the 'right people' among the new arrivals. Yet another Charisma check.

I'd also like to roll to make contacts with one of the new arrivals and track down a poisoner's kit and perhaps some poisons, or instruction on how to harvest/craft poisons.

A smile only a mother could love...: 1d20 - 1 ⇒ (10) - 1 = 9
Psi-bolstered Knack: 1d8 ⇒ 7 =16 total?

edit: If it matters, would do the poison hunt during the evening after we came back, so could have full psi dice for the next adventuring day.

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