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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Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Passed one thousand gameplay posts.

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
Trevor the Yellow wrote:
The oath may have nothing to do with his crisis, but it may as well. The Midgard book as an oath for followers of Thor...

Since it seems we're leaning that way, and since comments were welcome, I might act as a sounding board to pipe in with my tagline, which is, "Are you suuuuure?"

That is, I don't have the Midgard book, but I do know about the internet, and the review of the MB says that :"The Oath of Radiance...seem to be a fairly tanky alternative form of cleric."

and

"The Oath of Thunder paladin, interestingly, gains proficiency with stealth when they take the oath, which seems interesting but bizarre, as none of the tenets of the oath seem to relate to stealth. Upon further examination, the oath’s features are designed to encourage you to sneak up on foes and slay them in surprise rounds, which is incredibly interesting for a paladin oath, but doesn’t seem to mesh well with the storm theme."

Wait wut?

I'm not sure how it would work IC to say to Aterro "Oh HELLZ ya let's get on with this Thor badass THANG! Alright, Imma go stealth reel quiet now...."
Like the man says, interesting but bizarre.

It might make more sense (and, of course, IMHO, YMMV) to just -say- the Path of Radiance is the Thunder path. Then Aterro and Trevor could stand shoulder-to-shoulder, with Trevor, I assume, shining light and tossing "a very potent aura which stacks with the base Aura of Protection".

Otherwise, it seems like playing it straight would...bring about even more...weirdness?
Trev: "Hey Aterro, wanna go fight?"
Aterro: "Okay, ya."
Trev: "Alright! See you later...."


The idea with stealth was that you strike like a lightning bolt. Random guy just walking along, then *boom* lightning bolt to the face (in the form of your fist and/or hammer).


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

I think that, in the case of Aterro, they can hear the thunder in the distance.

Waaaaay in the distance... ;)

Thanks Atlas for heads up on Stealth and its potential effect on the game. I read the rest of the oath and it's not very close to what I envision for Trevor. In any case, the choice of Oath doesn't have to fit perfectly with the choice of mentor. In fact, for Trevor, it would be surprising if it did.


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

FWIW, I had chat with the GM on the direction of Ibrox to ensure party cohesion...


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

I wonder how Ibrox interprets 'party cohesion.' I'm slightly worried now...


Aterro, thanks for catching the oddity of adding stealth in the Thunderer Oath. I just went back and looked at the write up in the MHH, and I'd agree that Stealth is a really weird choice for both a paladin in general, but also for a paladin of the thunderer. There's nothing really stealthy about either of those, in my opinion. Most of the other powers, spells, abilities, seem fine and much more in line with the concept.

Trevor if that is the route you'd like to go, I think I'd like to find an alternative to the stealth addition. If you, Aterro, or anyone else has an idea, I'd be willing to try a slight rework of the Oath to replace that stealth proficiency and the two stealth related gains at 20th level. One possible solution is to just replace with a more appropriate skill like Intimidation, Athletics, or Religion and if the PC already has proficiency in the selected skill then they get to double the proficiency bonus. Just one idea.

Oddly, none of the other Oaths in either the PHB or MHH seem to offer a new skill proficiency or anything similar at 3rd level. Weird that only this Oath seems to break the pattern.

Anyway, open to thoughts, or to just drop it if Trevor decides on a different Oath. :)


Also, I just noticed that Trevor and Aterro both have Inspiration set to No on their tags. But I don't think either of you have used it since everyone regained it after Trevor's little dive off of the cliff. So both of you do have Inspiration along with everyone else in the party.


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
Trevor the Yellow wrote:
I wonder how Ibrox interprets 'party cohesion.' I'm slightly worried now...

heh heh


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Well as for me I don’t have a clue what to do with Finnigan level three because all these ranger features are coming online so fast and as far as in game time just a short time has passed, so I can’t explain why he’s suddenly able to cast nature spells etc.

I guess the fault is mine for trying a weird concept from the beginning but the other thing is in my home games I’m used to leveling much much more slowly in relationship to game world time transpiring.

I still really like Fin but I’m kinda wishing he was just built as a fighter/rogue now.


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
DM - Tareth wrote:
Also, I just noticed that Trevor and Aterro both have Inspiration set to No on their tags. But I don't think either of you have used it since everyone regained it after Trevor's little dive off of the cliff. So both of you do have Inspiration along with everyone else in the party.

Swtiched on!


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

About Oath, I think Devotion fits Trevor best. So I'll likely go for that.


1 person marked this as a favorite.

Finnigan: I understand your dilemma. One thing you might consider while it has only been a week or so in game time, it has been quite intense. Probably more actual life threatening action than Finn has seen ever, or at least since he fled Krakova. He's being forced to survive in this 'alien' environment, so that could inspire some very quick learning and show his ability to adapt.

As for the magic abilites, there are all kinds of reasons Finn might be discovering untapped or unknown powers. From exposure to Zove and her book, being drained by a zombie tick, exposure to the void magic at the sacrifice sight, being around the natural magic of Vrindel, Aterro's clerical aura or ties to Thor and the other northern gods, to getting punched in the face repeatedly by a reaver. All could have triggered some internal self-defense mechanism to help you survive long enough to find the nearest pub. Oh! And let's not forget Ibrox. Who knows what the gnome could have triggered or experimented with while you were sleeping.... ;)

Just some ideas to hopefully inspire something. :)


1 person marked this as a favorite.

I vote for the mentioned repeated face punching to be reason, for what its worth.

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
DM - Tareth wrote:

Aterro, thanks for catching the oddity of adding stealth in the Thunderer Oath. I just went back and looked at the write up in the MHH, and I'd agree that Stealth is a really weird choice for both a paladin in general, but also for a paladin of the thunderer. There's nothing really stealthy about either of those, in my opinion. Most of the other powers, spells, abilities, seem fine and much more in line with the concept.

Trevor if that is the route you'd like to go, I think I'd like to find an alternative to the stealth addition. If you, Aterro, or anyone else has an idea, I'd be willing to try a slight rework of the Oath to replace that stealth proficiency and the two stealth related gains at 20th level. One possible solution is to just replace with a more appropriate skill like Intimidation, Athletics, or Religion and if the PC already has proficiency in the selected skill then they get to double the proficiency bonus. Just one idea.

An idea:

Replace Stealth by making the 1st CD power ACTUALLY USEFUL. Just replace "ranged or thrown weapon" with "melee weapon". I'd even throw in "weapon returns to my grip at the end of the action." Yeah, that is MUCH more cool. Throwing a weapon, it beats some ass, then comes back, ready for more. Just like THOR at the beginning of Ragnarok.

I don't think that's OP since it's limited by the CD uses anyway. But you could knock the damage down to 2d8 if it's too awesome. =)

For the lvl 20 thing, I'd just take out all that Stealth garbage and write in "I am granted a 60 ft fly speed."
Y'know, just like a certain Son of Odin that wields a weapon and flies.

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

Anyone mind starting melee now?

I'm asking because, as a rule, I dislike a few party members dictating the pace, so if someone wanted to object strenuously to this, and wanted to try us gritting our teeth and trying to diplo our way around, I'd not be against it, if that's what everyone wanted.

I'm not sure how the adventure is supposed to go. It seems like there's a way for us to just keep walking, but BOY does it seems like they keep dangling the juicy fish of combat in front of us. ^_^


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

Trevor, the character, not the player, is scared out of his mind at the idea of fighting these guys, even though he knows it's the right thing to do.

Me, as a player, would wish to find a clever way to help and perhaps save the people, at least those in chains right now, and not go all out against the reavers, but that might not be an option.

So if a fight would start, the important thing is to make sure we leave no witnesses. That way we might be able to continue talking our way in as deep as we can.

Long story short, I'm fine with the fight at this stage, because Trevor has nothing to bring to the table beyond that. One day, I hope he will ;)


I'm fine either way.

For Zove, shes scared of being captured and enslaved. Also unless we get out of this somehow Bentknee won't have a warning, and the caravan will be captured/enslaved. Unless the sheep farmers meet up with him too, I guess.


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 doesn’t see anything wrong with slavery. So, he doesn’t have a problem at the moment.

Me the player see us dragging encounters together. Before we had 2 dwarves and a trollkin. Now we’ve 3 dwarves and 4 trollkins. We might get to a point where we have to fight everyone, all at once.

Nothing against you guys, but Ibrox has Misty Step and Invisibility now and would escape to save himself.

So, roll Initiative big boy.

Cheers

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 gave myself some time to think about it, and it seems like there are more risks associated with fighting than with not. Hence, I differed to the old adage of "when in doubt, don't."

We can always do something different--turn around and march back the way we came, meet up with Bentknee and take a different approach, or just lay the groudwork for whatever kind of guerrilla campaign we want.

And it seems like there are still clues we haven't seen yet, so I don't see harm in continuing to ferret them out and all of us are more aligned in our appraisal of the situation.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Yeah smart choice.

Hey guys, I really want to MC into rogue.

Any thoughts?

I see a lot of guides say "race to 5" as a lot of features come online then.

I already have a form of second attack though from my crossbow feat from variant human, so I don't mind delaying my second attack so much.

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 first question is why you would want to MC to rogue? What do you think you'll get out of it?

I've been under-whelmed by the rogue class since 1E. 5E seems to continue this course as anyone who can just get proficiency in Thieves Tools already has most of what the class offers. They just don't get a double whammy.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Well bud, the reason is more that it suits the way I envision Finnigan. I really want to delay or altogether avoid him gaining too many magical abilities.

I’ve never been great at figuring out the ins and outs of builds so I just thought I’d run it by you guys in case I was really going to cripple the character or anything.

I’d be totally ok with going fighter as well.

Btw, what’s a double whammy?

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

Um, it's a thing that you can do that takes your charater's power up to 11. Like, it's the main punch that you can do. Usually a limited resource.

Like, the Fighter can 2nd Wind and 2nd Attack. A literal double-whammy.

The Cleric gets spells, and Divine Inspiration, that layeth the smacketh downeth, in a manner that you choose when you pick the class from 47 different varieties.

The Ranger, at 3rd level, gets his Archetype.
1) I'm thinking that you could do some mad crazy wild wonderful things with an Animal Companion. Having a smart-ass cougar that follows you around and keeps shrugging at the party to emphasize your odd nature would be hilarious.
2) Going Hunter would make you more a factor in combat. The Horde Breaker gives you -another- attack if there's a body next to a body. With your melee-ranged style you could pick your targets to almost always give you another attack.

Those are double whammies.

The Rogue...gets skill proficiencies. In a party this diverse, that has a high likelihood of just being duplicative and redundant.

The 2nd lvl power lets you...run away better. We've already proved that we're better together, so Dash isn't amazing, and you have a sword, so you don't need Disengage a whole lot. None of that is really blowing my skirt up.

No, Sneak Attack is NOT worth giving up a smart-ass cougar that eats people after ripping their face off with her hind legs. She's named Mr. Eat-A-Lot and she _hates_ that name, but she can't talk so you think she loves it. Anyone who thinks you're dumb gets growled at and wets their pants.


Personally Im a big fan of thief/rogue all editions and would like to see the MC. Its not optimized for sure though if that is a part of your calculus. Beast master would be pretty fun for all of us, too.


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

Just a point, while we're in the sticks, aren't we technically in Courlandia? It's technically part of the Grand Duchy of Dornig and ruled by a red dragon called the Red Queen.

So, the reavers are trespassing on her land, right?

cheers


Ibrox: Yep, you are right. They are trespassing for sure, but then they are sea raider/slavers and known for exactly this kind of thing.

I should also add there are multiple bands/tribes/nations of reavers, some small like the ones in Nargenthal, others more similar to an actual nation-state like the Wolfmark north of Krakova. But either way most are certainly not united in any real way, although if the right leader should come along who knows.... :)


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Woop, forgot to log in for couple days! Been busy prepping a game for my nieces. Catching up, will post in the morning.


Hey all, I've been swamped at work and have other life stuff to do tonight. Might not be able to post until tomorrow. Sorry for the delay.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

No problem I am similarly pressed for time but enjoying the game and thinking about what's going to happen next.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

What a twist, DM! The reavers think we are all property of Vrindel?! LOL!!


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Hey should I keep the 1 I rolled for HP on a d10 or reroll on a d8 now that I'm taking a rogue level?


1 person marked this as a favorite.
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
Finnigan Calhoun wrote:
What a twist, DM! The reavers think we are all property of Vrindel?! LOL!!

Yes, that made me laugh. Yet, it makes complete sense.


Finnigan: Go ahead and reroll the 1.

For everyone, I think we will go ahead and from this point forward institute my groups local house rule that any 1's for HP rolls can be rerolled. Unless there are strong objections.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Level 3 HP: 1d8 ⇒ 3


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Hey folks tomorow i have a long work day doing something a little outside my norms so may not have ability to post, bot me if needed.

Cheers!

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

Wellp, time to start combat.

The Doctor is looking for the Thingy of Thor and every moment we wait is another moment when they might find it and things will get...harder.

I no longer see a future where these guys are some kind of work-able allies. Even Stalin could get along to go along during WWII, but these are more like...Nazi's.

(Okay, yeah, I realize that Goodwin's law just came down, but it's a law for a reason.)

Anyway, I hate it when one PC unilaterally starts a direction for the entire party, hence, Imma wanna make sure that we're all (or, at least, more than just me) are on board before I call for Initiative.


Yep, honestly the scene has been sort of a stretch for me, but I'm probably just visualizing it in my mind a different way.


2 people marked this as a favorite.
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

As the player whose character jumped off a cliff, I'm fine with characters bringing stories to different places. Otherwise, when groups decide everything, we often end up with the best alternative, which is rarely the most interesting one.


Hmmmm....maybe a bit of clarification at this point would be helpful.

So the reavers in this instance are one of the bad guys. According to most of the Midgard materials they are feared along all of the northern coasts. They are basically NE/CN slaver raiders who consider themselves superior to most other peoples and races of Midgard. In this case I've also made them followers of Ouroboros, which is in direct opposition to Thor. They have raided the village, killing most of the able-bodied men and are clearly using the rest as slave labor for...some purpose. (I did deviate from Midgard standard because I've teamed dwarves with trollkin. It was too late by the time I noticed that particular call out box in the Midgard WB. But I figure there's an exception for every rule. And the original kobolds in the adventure were way to weak for this group.)

The doctor, is still a bit of a mystery and is certainly another bad guy. You know he's potentially searching for the same artifact you are and likely an agent of Morgau, but little beyond that.

Then there's the other mysterious perpetrator of the sacrifice and void magic. That's more tied to party actions, randomness, and weird magic books, etc. Otherwise still a complete unknown, but so far not linked to the other two in any meaningful way.

To be honest, you all threw me a curve ball by trying so hard to ally with the reavers, but hey, that's what its all about. :) And with your continued solid Persuasion rolls, they are coming around, however, they won't be easy to work with and they certainly aren't very 'nice' or easy to tolerate.

To use Aterro's example, you might think of what's happening between the Doctor and this particular group of reavers as Russia's non-aggression pact with Germany to allow both to achieve other goals before they go after each other. The big question is if that will last and where the party falls into the puzzle, as allies, in chains, triumphant over all? That is still TBD.

Keep in mind that currently you all willingly marched right in and put yourselves into their hands knowing they had killed and imprisoned villagers and believed in slaves and slave trading. So now you are essentially surrounded in the inn's common room with at least a half dozen dwarf warriors, one trollkin warrior and one trollkin shaman, as well as the chief dwarf. A minimum of four more dwarves are outside of the room. And one of your party is outside of the palisade, and slightly weakened because of the time of day and sunlight.

I actually think the willingness to try and ally with the reavers was/is great RP since all of the characters are actually quite inexperienced or ignorant to the politics and ways of the larger world. Aterro's 'reavers fought Morgau in northern Krakova, so they must all be friends' attitude is right on for the young, direct, single-purposed warrior. Vrindel's peacemaking also fits, as does Trevor's teenaged focus on simply finding a pair of boots; Finnigan's willingness to try anything once, especially if it involves being inside and with a drink; Zove's struggle with adjusting to this world and misunderstanding of most people's motivations; and of course Ibrox and his...well who knows about gnomes. ;)

And Zove, the carriage door is closed so Snicker can shatter the jar, one of the passing guards would likely hear it, but it will take time for them to enter the carriage (if they can) and discover the broken jar. As for the other party members seeing it, they are inside the inn and wouldn't see or hear anything at this point.

So having said all of this, I'm not sure any of it is relevant. :) If you wish to start combat, feel free, but I'd say there is also still a chance to talk your way out or at least into a better tactical situation if you want.


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

Thanks for the clarifications!

As I wrote above, I'm ok with these weird, yet highly interesting twists. Let's just make sure we're all on board.


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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 since we kind of walked into a situation that we probably can't win, Vrindel is trying to placate things until we're in a better situation to fight. I'm afraid a TPK might we awaiting us (Or if the DM is nice slavery). Knowledge is what he seeks at the moment, but will have no qualms when the steel and arcane bolts start flying... just trying to get us into a better tactical situation.

And if the Reavers can help us defeat a common evil why not use them as they certainly would use us???


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Nice communication guys :)

I believe in players playing their characters to the hilt, i wouldn’t have resented Aterro acting without OOC party consensus.

I’ll tell you Fin’s position, it case I haven’t succeeded in making it known through gameplay posts.

The moment he saw the slaves on the hill he wanted to start killing reavers... but he wanted to take out small groups of them at a time and hopefully without getting caught.

Fin knows Vadik alone was a match for him one on one and he’s not interested at all in having the party fight the reavers when they outmatch us at least 3 to 1 .

Whatever happens, I won’t be sore with anyone. It’s a game, and a story. I’m down for all kinds of zanyness.


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I'm also definitely not the party planning type. I rarely know what to do in one post let alone the next. My most everlasting memories from RL tables are those wtf crazy moments when my friends or I do something absolutely insane and we all die laughing for an hour straight. Trev's cliffdive is certainly the most memorable thing that's happened so far, imo...and mean it in a good way.

Also having decisive characters act sooner than later helps immensely for PBP. One character can take the reigns if it helps get through a mildly important scene faster...stuff like gathering rumors or investigation go much faster. Then if conflicting things get posted it can always be sorted out, is my philosophy anyways.

Zove had info about reavers from Bentknee conversation way back when, or not so long ago in-game time, that motivated her to be cautious. I thought it might just give me a chance at surprise at the battle and wasn't expecting no battle and to be split from the party for so long, but its all good.

As for the jar and carriage, will post IC.


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 Redcap wrote:

Ibrox doesn’t see anything wrong with slavery. So, he doesn’t have a problem at the moment.

Me the player see us dragging encounters together. Before we had 2 dwarves and a trollkin. Now we’ve 3 dwarves and 4 trollkins. We might get to a point where we have to fight everyone, all at once.

Nothing against you guys, but Ibrox has Misty Step and Invisibility now and would escape to save himself.

So, roll Initiative big boy.

Cheers

Umm. Not to say I told you so....

Heh heh


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Yup, I remember when you said that! I was attempting to express related concerns but in an IC fashion, I’m not sure whether or not that came across successfully :)

Anyway, I’ve had a poke around in dndbeyond, I’ll be sure to get my profile leveled up in case Aterro swings his hammer!

As for Finnigan he wants to kill reavers when their guard is down and their numbers are low!


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Great amount of detail in the spoiler you left for me Targets, thanks for taking the time to write such excellent DM posts.


Ranger 2 Rogue 1 | AC 14 | HP 22/22 |
Saves:
Str +2, Dex +5, Con +1, Int +0, Wis +1, Cha +2
Skills:
Deception +6, Insight +3, Investigation +4, Perception +3, Persuasion +4, Sleight of Hand +5, Stealth +5

Wow, who needs fantasy novels with these posts from Zove!


Agreed. Zove, great posts these last few times. Gain Inspiration if you don't have it already.

Aterro can gain inspiration as well for having to hold back on killing an oh so deserving enemy.


Thanks, my other games have slowed almost to a stop so I'm putting everything into this one. Also reading a lot of fantasy novels on my summer vacay.

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