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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Sorry it has been a challenge. Things have certainly been a bit go, go, go with fewer rest/just talk opportunities. I expect that'll change a bit after you all deal with the airship (assuming you're still going after it). Please let me know if there is something more I can do to try and make the transition a bit easier.


River Elf Male Fey Wanderer Ranger 8| HP 15/60 | AC 17 | Initiative +5 | Spells: 1st - 2/4, 2nd - 1/3 | Favored Foe 3/3 | Passive Perception 18 | Saves: STR: +4 DEX: +8 CON: +1 INT: +0 WIS: +2 CHA: +0 | Conditions: Exhaustion 1
Skills:
Arcana +3, Athletics + 4, Nature +4, Perception + 8, Persuasion +5, Stealth +8, Survival + 5
DM - Tareth wrote:
Sorry it has been a challenge. Things have certainly been a bit go, go, go with fewer rest/just talk opportunities. I expect that'll change a bit after you all deal with the airship (assuming you're still going after it). Please let me know if there is something more I can do to try and make the transition a bit easier.

Please don't take my comment as a complaint, because it was not. It was merely an explanation for my apparent lack of engagement.


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

We were already dealing with quite a few loose ends, and then this Elder was a new threat that suddenly warranted attention. I think once we transition to the next major plot arc (traveling far south to deal with the sword perhaps) we will all be in new territory and on equal footing character background wise. There's still that pesky witch cave though...

Even if we don't, I think a river elf has some interesting connections to current goings on and it would just take a tavern night or two to solidly invest in the story. Quinn and Gunnar imo despite their race seem the most probable fast friends, as they are both rather down to earth. Scram and Ingryd will be the debaucherously crazy duo. Invictusol is driving the plot along for us all with his divine mandate...Scram is now totally on board as well as a sort of penance, and will start preaching the values of the prophet to whoever will listen (for better or worse ;) ).


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Ingryd just wants to smash in evil fey and undead heads. As well as drink


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Sorry, guys totally blasted with work at the moment. Probably not posting until late tomorrow.


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Apologies guys, will get something up tonight.


Just so everyone has it as a reference.

The Nasty Rug (Carpet of Flying)
Size: 5' x 7'
Capacity: 600lbs
Speed: 40 feet


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Where's that liquid schwartz when you need it...

So, also...I just realized I've been making a huge blunder this entire time with my Psi-bolstered Knack +d8 rolls. It can't be used on any ability check I am not proficient in. I've been playing it where I could use it on any ability check period. Apologies. I was about to use it on the piloting roll then reread the description...


Elfmarked Light Cleric of Khors 9 | HP 41/71 | HD 9/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 2/4 | 2nd 2/3 | 3rd 2/3 | 4th 3/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

How much room is there to jump down and fight in the gun emplacement? I presume Ingryd and Quinn would lead the boarding action. After they go, how much room is there? To get to a the hatch to get inside?

If Scramsax gets super close to the gun emplacement, can he get cover from any other gun emplacement? Meaning gun emplacements should be able to target other gun emplacements to avoid mistakes, right?

cheers


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (0/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility, Fire Shield Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

Gunnar was near the front to try and deflect incoming fire. His plan is to jump down and get over to the hatch, opening it before someone inside realizes we are boarding.


Elfmarked Light Cleric of Khors 9 | HP 41/71 | HD 9/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 2/4 | 2nd 2/3 | 3rd 2/3 | 4th 3/3 | 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've business trip starting tomorrow to Friday. Working long days with limited time to post. Please bot me.

cheers


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Is it tight quarters in the Ship? If so I will switch to my Hand Axe and Shield.


Ingryd, the gantry is 5' wide, but it is open air all around. The gantry runs about 30' below the top of the balloon and a good 40' from the bottom. So big open area with narrow fighting platform.

Scramsax, hanging over the edge will require a DC12 Athletics check since there isn't much to grip and it does bounce around given people running and (soon) fighting. Especially big bearkin types.


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Cool that way I can look up and later purchase a better one-handed weapon to pair with my shield.


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Sorry all forgot to give you the heads up I am moving this weekend and will be having to tether and Hotspot due to issue with the internet provider


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Should get internet back up and going by Friday.

So where am I and can I get in and hit something


Ingryd: The gantry is narrow, only 5'. If you have a ranged or reach weapon, you can hit from behind Quinn. If you wish to do something daring and acrobatic you can do something similar to Scramsax and climb along the outer edge of the gantry to try and slip past. Although given your size there would likely be an opportunity attack. Or you may have something else completely in mind. :)


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Hmmm not something I feel safe using when others are in Melee.


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability
DM rolls wrote:

Crewman 3 Attack vs Luthael: 1d20 + 6 ⇒ (13) + 6 = 19

Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Electrical Blast: 3d8 ⇒ (2, 3, 2) = 7

DM, I was hoping Scramsax being in melee would impose disadvantage on subsequent crossbow shots. It looks like he rolled once. Does he seem to have some ability like Crossbow Expert that overcomes such penalties (or is that something Scram can tell)?


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Do any of you strong ones have athletics? Your mod should be pretty good (+7) for a Shove and you can shove twice with extra attack. Might be faster to just throw them off the bridge.


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (0/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility, Fire Shield Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

And if you are raging, you have advantage on those Athletics checks…


Elfmarked Light Cleric of Khors 9 | HP 41/71 | HD 9/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 2/4 | 2nd 2/3 | 3rd 2/3 | 4th 3/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

Can Luthael catch the six reinforcements in a Fireball without cooking any fey?


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (0/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility, Fire Shield Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

You know, we could just get back on the flying carpet and withdraw while the ship goes down, then swoop in and free prisoners/clean up the mess afterwards…Just sayin…


1 person marked this as a favorite.
jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Yep, had that thought while typing the throwing of the rope. I didn't think people would be down for it. But I am. On the other hand chaos could have its advantages.


Elfmarked Light Cleric of Khors 9 | HP 41/71 | HD 9/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 2/4 | 2nd 2/3 | 3rd 2/3 | 4th 3/3 | 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 would not have thought of that but would follow.


Luthael Invictusol wrote:
Can Luthael catch the six reinforcements in a Fireball without cooking any fey?

Luthael: This may no longer be relevant, but you can get up to three in a Fireball. Things are a little too spread out to get them all, especially as further chaos erupts with the damaged gantry.


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Am I still stunned?


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Ingryd, DM said '1 round' so it would have been the next 'Party Up' which already happened.


1 person marked this as a favorite.
jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability
Quote:
What are the chances of that? Crap!

Wow, 1 in 400 if I'm not mistaken. Quarter of a percent chance...


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (0/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility, Fire Shield Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

Well, it was nice knowing you guys. Apparently the dice have it in for poor Gunnar…


Elfmarked Light Cleric of Khors 9 | HP 41/71 | HD 9/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 2/4 | 2nd 2/3 | 3rd 2/3 | 4th 3/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

It’s more exciting this way. Scramsax will have to catch you in free fall.


Elfmarked Light Cleric of Khors 9 | HP 41/71 | HD 9/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 2/4 | 2nd 2/3 | 3rd 2/3 | 4th 3/3 | 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 team. I've a business trip leaving Tuesday afternoon returning Friday night. And, I've visitors at my house leaving next Tuesday. So, my posting will be limited for a week starting this Tuesday. Bot me of course.

cheers


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

So I am gonna try and if the landscape is safe and won't kill me, leap from the Carpet and kill some of the zombies. WOuld be cool.


Hey all, getting ready to head to the coast for a few days. Probably won't be able to post today as we are packing and driving today. Should be able to move things forward tomorrow morning.


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Wish I were in your shoes, nothing beats the northwest coast...been about 17 years for me. Enjoy.


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Is the BBEG visible/targetable at the moment?


Scram: Not directly targetable yet. Hasn't emerged from the wreckage. Based on your crit investigation roll, you do have a good idea where and AoE attacks would be effective.

All, I'm traveling back home today so likely won't be able to get a full post up until tomorrow.


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (0/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility, Fire Shield Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

Wow! The virtual dice really favored Gunnar, the nearly-dead dwarven mage who is out of spells...


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Oof that hurt, still standing though


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

You're tearing it apart Ingryd, that last round was devastating/amazing.


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability
Quote:
Luthael will hop off the magic carpet ride if he can avoid falling damage.

Sorry, I thought we had landed.


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Well looks like I might get turned


Scramsax: I don't think Gunnar could have helped you in the first round at the gun battery because he was moving and took the Dodge action. Plus I think it would take just a bit longer to mentally convey the situation and for him to try and come up with a solution. However, he could help you this next round giving you another opportunity to make the Arcana roll, this time with advantage. Thus reducing the number of rounds needed so you could fire in round 3 after arriving rather than round 5. A fail would still leave you with 3 more rounds to go.

Very busy day at work and home today, so may be a bit delayed getting the next post up.


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

No worries, figured I would ask.


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Do now you have to fight a bear with a hammer


1 person marked this as a favorite.
female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Oops I killed Scram!!!


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability

Wewps! ;) No worries, all in good fun.

Will force me to write up some kind of dialogue involving his god, Mnemosyne...which hasn't happened for a while.


1 person marked this as a favorite.
Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (0/23 tHP)| Saves: Str: +1, Dex: +2, Con: +3, Int: +9, Wis:+4, Cha: -1 | See Invisibility, Fire Shield Status 4 | Initiative +2 | Speed 25 | Perception +0 |Insight +0 | Investigation +5 | Character Sheet |

Maybe you just hit the tree?


female Bearfolk Grizzlekin Barbarian 9th|HP 90/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Nope Looks like Bear Is mad and on a rampage


jewel thief ★ 7/50 hp 16 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration
Spell Storage:
Find Familiar, Enhance Ability
DM wrote:
And that'll be Level 8 everyone.

Woo, exciting. Been mulling my ABI for like a year...now I have to pull the trigger on one.

8th level HP: 1d8 ⇒ 4

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