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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CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

And with that, meet Arianna Moonwood, Traveler of the Fey Roads and realms beyond the bounds of Midgard.


jewel thief ★ (10)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

Welcome back. :)


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No
Scramsax wrote:
Welcome back. :)

Thanks! Glad to be back. :D


jewel thief ★ (10)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

DM, I was pondering using the pigments, but then realized its a consumable with 1d4 charges. Do you want to roll? Or 1d4 ⇒ 3


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Scramsax: I'm fine to use your roll. So 3 uses it is.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

So, here's my proposal for a plan. We are a couple of days from Luthael's hometown and have nine days to make it to Bladenzig. We escort the freed captives and get them some clothes, arms, armor, and other supplies so they can defend themselves and make it back to their clan safely. We also get Arianna kitted out so she can fight.

We probably won't have to time to take the oxen in by the normal route, so what we do from there depends on how we handle Bladenzig. The first option is to take the carpet, get there with enough time to get a lay of things and then we do the raid against the slavers. The second option is to use a Fey Road and travel as quickly as we can manage with or without the oxen. If we hurry, we could beat the gnomes that are fleeing, and probably have more of Arianna's gear or at least information on what became of it, to Bladenzig. They are on foot, after all and probably have to stop to rest and gather food and water.

Anyway, those are my two cents. Thoughts?


jewel thief ★ (10)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

Yeah, I was sort of wondering why we weren't using the Shadow Road, but Scramsax isn't in tune really with that sort of thing...besides his experiences with the dryad.

Luthael had a sense of urgency about the sword, while me and my character are pretty neutral. So I would leave it up to him, and be fine with whatever.

I (player) would certainly be down for going after the fleeing gnomes and getting your stuff. Party might need some convincing, not sure.


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CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

The way I look at it as we can't leave the captives out here without some form of defense and the best way to do that is make sure they are capable of taking care of themselves until they can reunite with their clan. For that we'd have to back track to Luthael's hometown since it's the closest and the closest friendly town anyway. Bladenzig appears to be roughly along our route south as well. Arianna could, in theory, help make up any time lost by guiding the group through the Shadow Roads. It's not a risk-free option, but neither is flying along through Midgard. Besides, based on the riddle, we have to wait for the Summer Solstice anyway, and that's already past for this year. Getting there soon just means we have more time to prepare.


jewel thief ★ (10)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

*nods* Logical for a good character, Scram is pretty neutral about caring for the prisoners but could probably easily be outnumbered/convinced depending on how a certain prophet of Khors feels about it. He is still feeling pangs of guilt about committing manslaughter in the temple with the Bean Statue and Colonel Mustard, and in some superstitious way is seeking to atone. I'm all for the transdimensional escapades though, I love the shadow realm/shadow elves in Midgard.

As far as the solstice etc, good point. Although there's more to do though than just this, there were quite a few requirements we needed to hit to truly destroy it. Totally down for a diversion of course, happy to explore the Rothenian Plains of Midgard, seems like a super interesting location (Midgard in general is a really nice setting imo).


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (23/23 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 |

Unless we want to use the ruse of the wagons as cover, we don’t have to take them or race to get ahead of the gnomes to Bladenzig. I suggest we get the wagons and oxen to the city we just left and sell them to help the prisoners get back on their feet. We can make sure they are taken care of, then head south to kill some slavers on the way south on our timetable, not theirs.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Fair enough. I was thinking that we'd only take the wagons if we were planning on using them as cover. Otherwise leave them behind and fly fast.

As for getting there before the gnomes, I have two reasons.

The first is that we can take the slavers by surprise. If we wait for the gnomes to lead us to them, then we can storm in and clear out the lot of them.

The second is that they are the only ones that know what happened to the rest of Audria's gear and she would very much like to know what they did with it.

As for destroying the sword, your advice is well taken. I still think we're not in too big of a hurry, though. We still have almost a year to take care of everything.


jewel thief ★ (10)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

Yeah don't get me wrong, fine diverting to everything and anything else. There isn't a time crunch other than the leadership (as Scram sees it) of the Invictusol.

Basically whatever Tareth writes is awesome, so I don't care what it is lol.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No
Scramsax wrote:
Basically whatever Tareth writes is awesome, so I don't care what it is lol.

@GM Tareth: So, when are we getting that Hag and Troll beach episode?


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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 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

Yeah, return to Luthael's home town if it's the closest, safe haven.

And this:

Scramsax wrote:
Basically whatever Tareth writes is awesome, so I don't care what it is lol.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Agreed. I have to admit that I find myself wishing I had his talent for weaving such a fun tale.


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jewel thief ★ (10)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

AdamWarnock, don't slight yourself...you are legendary at least in my mind both as player and DM. Very fond memories with you both as player and in the DM chair.

I just love everyone, really. *begin sappish rant*

I mean g!&#%#n Jubal...what the hell? Amazing for like 5 years straight. Such a pleasure to game with you everyday, man. Wish I could give you a high five for all the fun times we've had.

Guiness, you're fantastic, love the smart tactics and practical thinking. When I'm off in la-la land you always bring me back to what matters...and I mean you just kick ass in general.

Critz, you make me smile pretty much no matter what you post...even if its just a phone error wtf lemon in place of demon. Sometimes when I'm drunk/otherwise intoxicated I literally can't stop laughing...can't wait for your dwarven campaign.

Really nice gaming with all of you. Sincerely. :)


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

If you don't stop, you're gonna make us blush.

It is fun to play with all of you and everyone brings something unique to their characters. Personally I love both Zove and Scramsax for their different flavors of zany. Gunnar is a great character to have those moments of introspection and soul searching with, not to mention the fact he seems to be the mediator of the party more often than not. Luthael, Ibrox, and Jubaal's rendition of Vrindel were all great and flavorful. I know I'm looking forward to getting some answers from him once Arianna has a chance to get him out of earshot of Scram. (You may have saved her life and helped her a great deal, but Arianna isn't sure what to make of you. Until she is, she's going to be a little wary.)

And then Tareth just weaves it all with seemingly effortless grace into a coherent and enjoyable story that has me begging for more. I'm flattered that you think so highly of me mishima, but I ain't got nothing on Tareth as a GM.

I do feel blessed with a chance to play at a table with all of you. I have missed this game and I'm happy to be back in it.

Okay, I'm done being a sap. I swear.


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Hey all, thanks for all the positive feedback. Of course, none of this would work if you all weren't great, engaged players. So thanks to each of you for sticking around and rolling with all of this.

On a note that made me chuckle, I had to go back and look at the original recruitment thread for this game and happened to catch this "Right now I'm looking at a medium length (guessing about 60 days PbP timeframe, but could go longer) introductory adventure..."

Yikes! 60 Days has apparently turned into almost 4 years on Dec 29. I've never been good at time estimates. At least everyone has made it past 2nd or 3rd level... ;)

Anyway, on with the show...

Arianna: An INT(Arcana) check will help you locate shadow roads/ley lines in the area.

Sounds like you're backtracking back north to escort the prisoners to a safer location? Are you going after the other two gnomes first? Right now they only have a half a night lead on you.

Finally...

"Ingryd asked wondering what the plan was for the lemon summoners." This has not been forgotten. :)


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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

Got to make Lemonade don't we


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (23/23 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 |

We could send part of the party after the gnomes on the magic carpet, then the rest of us could escort the prisoners to safety…


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

That could work, but do we attack them at partial strength or try to meet back up and hit them like a tiny little flea in a box inside another box that then gets smashed with a hammer?

and I am going to be mildly shocked if anyone gets that reference.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Welp, I got a new plan. We start the captives on their way to the town y'all just came from. We take the carpet, run down the gnomes, then circle back to meet up with the folks and get them back into town. Any thoughts?


Male Northlands Dwarf | Abjuration Wizard 9 | AC 21 | 50/65 HP (23/23 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 |

I suggest we send at least one party member with the captives just so they aren’t overwhelmed and taken prisoner again along the road.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

What about hiding them?


jewel thief ★ (10)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

Scram has those magic paint pigments. He could paint some kind of hiding spot and it would become real in the terrain. Like Baba Yaga's chicken leg hut...that might deter gnomes/demons from getting anywhere close.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Do we have enough paint to hide them without getting them crammed like sardines?


jewel thief ★ (10)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

The pigments are like wtf awesome. They can fill 10,000 (yes 10 f*cking thousand) cubic feet per use with whatever we want, and I have 3 uses. Whatever we paint becomes actually real, it isn't an illusion or anything. It could be the most amazing castle ever engineered with a battalion of cannons or something...maybe they could live there forever.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Okay, that is seriously cool. Does it have to stay in one place? Could we make something that is the size of a vardo and have the insides be 10,000 cubic feet? Can we add any enchantments? Can we use multiple uses to make one thing?

I would love to have a 3000-sqft mansion that we could travel in.


jewel thief ★ (10)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

There's a caveat that its non-magical. And other specific restrictions like not being solid diamond etc...and energy phenomena like fire and lightning don't work. Other than that its up to the imagination. Full text:

Nolzur's Marvelous Pigments:

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.

Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.

When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

More to your question, I feel like I remember a thing in Midgard about nomadic groups travelling around with citys on wheels...I think something like that might be possible but I'll have to search around a tad to see what's up. Maybe a lore check of some sort would allow us to create something similar.


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CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

There is and it's in the Rothenian Planes.

Bummer about them being none magical. That would have been a really cool base to have.

Maybe we can get a wagon enchanted to do that instead.

Anyway, here's my two cents on what the plan seems to be solidifying towards. At least, the way I'd like for it to solidify.

1. Catch the gnomes that escaped. This will A. buy us some time and B. possibly get us some info on what their group is doing and what we can expect if we go crash the party in Bladenzig.

Time: 4-6 Hours Approx.

2. Get the centaurs and humans to Luthael's hometown, Lingenau. This will let us get them geared up and supplied to look for their clan if they would rather not wait for us to finish off Blandezig and come back to see them the rest of the way home. This would also give Arianna a change to get some gear to replace what she's missing.

Time: 2-4 Days depending on how much rest we need after 1 and the weather.

3. Go to Blandezig (which I have been misspelling this entire time as I just realized) and deal with Field Captain Torrance of the Marrowich Legion.

Time: ~5 days to fly there, which should get us there just before the good captain was expecting his next shipment. I wonder if Yumyum's cousin, Nomnom will make an appearance.

4. If the people we freed want to wait, head back to Lingenau and escort them to their clan.

Time: 7-10 days depending on how far we have to go to find their clan. and the weather.

5. Head south for the Ruby Sea.

Time: ~1 month depending on the shenanigans our DM cooks up.

By my count, that's about a month to a month-and-a-half to take care of all that. That will put us getting to the Ruby Sea mid-autumn and give us about 6-8 months to sort out what we need to destroy the sword.

Any thoughts?


jewel thief ★ (10)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

If tracking down the gnomes is still possible at this point, Scram will join that team. He's fast and has an edge on detecting illusions.


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

I could help with the Gnome I am wilderness savy


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

I have a couple of spells that could help with tracking and getting Ingryd into combat, but I don't really have many options besides bardic inspiration and curing wounds for combat without a bow or getting in literal knife fighting range. She could do a lot of hide the people we freed, however. I guess that means it makes more sense for her to stay behind as much as I and she want to chase down the gnomes.


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 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 would escort the people to his parents.

You could take the carpet and meet him there after dealing with the gnomes


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Okay, sounds like we have a plan.

Are you sure you're okay with that Luthael? You'll be out of the action for a bit.

@GM Tareth: Skills should be correct now. Sorry for missing those while getting her sheet made.


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 we still have the items from our last adventure? Like the FLame TOngue Long Sword and armor?


jewel thief ★ (10)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

Ingryd, it was a 3 for 1 trade for the ability to pick something of our choice. I never explicitly said what I was 'trading in'. But, the list of stuff is here.


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

Only asking now because we could Give Arianna the Flametongue Longsword for now?


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Just out of curiosity, wasn't there some kind of elven longsword in 5e that was a finesse weapon? I could have sworn someone mentioned it when I was first starting out in 5e, but I can't find anything official.


jewel thief ★ (10)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

If it was from original release, you are probably thinking Sun-blade (aka lightsaber).

Details:

Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Xanathar's brought the Shadow Blade (spell). Eberron has a double-scimitar thing for the Valenar elves (revenant double-bladed scimitar).

Also I'm sure you don't want it, but Scramsax has an extra sling and some bullets.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Maybe I'm going crazy. I could have sworn that there was a version of the longsword that was a finesse weapon. Not a magic weapon, but a bog-standard no-magic longsword.


jewel thief ★ (10)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

Well there's Rapier (finesse) that does d8 like longsword but can't be two-handed for d10. I'll keep looking in the dndbeyond abyss archives.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Don't worry about it. I could do the rapier and see if the GM would be okay with tweaking it some.

This of course leads me to remember why I really don't like D&D's weapons system.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Hey guys, might be radio silent for a day or two.


jewel thief ★ (10)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

I was trying to think about my ring. I believe we would still not be able to get Find Familiar in there yet if Gunnar copied the scroll last night. To get it into the ring a spell slot has to be expended. I used Hold Person from the Spell Storing ring leaving me with:

Healing Word(1), Shield(1), Feather Fall(1)

But I could stash 2 more 1sts or a 2nd. I suppose if Luthael had a leftover Flaming Sphere I could take that.


Hey all, just a quick head's up that we're hosting Thanksgiving tomorrow for my family. Not too big a group, but still a bit of work getting everything set and ready. So I'll likely be offline until Friday.

For those celebrating, I hope you have a great Thanksgiving!


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

Happy Thanksgiving to my fellow Americans.

And to everyone else, hope you have a great Thursday.


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

Thanksgiving should just be universal, coming to gether to eat with friends and family is awesome.


CG Female Windrunner Elf Bard (College of Valor) 8 HP: 50/50, HD: 9/9| AC: 14 | Saves: STR +1 DEX* +7 CON +1 INT +0 WIS +1 CHA* +7 | Perception: +7, Investigate: +1, Insight: +2 | Inspiration (d8): 3/3 | Spells: 1st 4/4 2nd 3/3 3rd 3/3 4th 3/3 5th 1/1 | Arrows: 0, Taqa's Arrows: 9, Bolts: 6, Insp: No

True, but not everyone has it on the same day.


Hey all, it looks like Atlas'/Aterro's RL stuff has calmed and so he is able to rejoin the game. He's in process of updating/revising a few things now and I'm working on how to loop him into the current story and situation.

Looks like the Narg Nasty Six will actually be accurate again for a while.

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