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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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 Aterro makes his challenge, Trevor swallows hard. No way he would do the same!


DM Rolls:

Horror Attack Aterro: 1d20 + 4 ⇒ (11) + 4 = 15
Horror Attack Disadvantage: 1d20 + 4 ⇒ (10) + 4 = 14

Tick 1 Con Save DC12: 1d20 + 1 ⇒ (3) + 1 = 4
Tick 2 Con Save DC12: 1d20 + 1 ⇒ (16) + 1 = 17
Tick 3 Con Save DC12: 1d20 + 1 ⇒ (9) + 1 = 10
Tick 4 Con Save DC12: 1d20 + 1 ⇒ (9) + 1 = 10
Tick 5 Con Save DC12: 1d20 + 1 ⇒ (16) + 1 = 17

Tick 2 Attack Finnigan: 1d20 + 4 ⇒ (14) + 4 = 18
Tick 5 Attack Aterro: 1d20 + 4 ⇒ (4) + 4 = 8

Aterro issues his challenge and steps forward as two of the ticks quickly detach themselves from the horror and jump toward Finnigan and Aterro. The other three insects hang limply from the horrow's body as if dead or possibly stunned by the smoke from the building. Of those still living, one simply bounces off of the war cleric's armor as it attacks. The other finds a much more hospitable landing point near an opening in Finnigan's leather jerkin. The ranger suddenly feels the insects mandibles grab and pierce his flesh, tearing it open as it starts probing beneath his skin.

The horror itself moves forward, as if accepting the cleric's challenge and tries to batter Aterro with a stubby arm. But Thor's grace is upon Aterro, and he easy serves and jukes to the side, dodging the blow. Following Aterro, Vrindel steps up, swings his staff at the horror only to miss as it moves to keep Aterro's weaving form in its sights.

Finnigan: Take 1 point of damage and make a Wisdom Save DC13
TotM: One tick is now on Finnigan. The second is on the ground near Aterro, Vrindel, and Trevor. The horror is engaged with Aterro. Zove, Ibrox, and Finnigan are up.


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 throws another javelin at the horror fighting Aterro and Vrindel.

Javelin: 1d20 + 5 ⇒ (13) + 5 = 181d6 + 3 ⇒ (5) + 3 = 8

In case I have disadvantage:

1d20 + 5 ⇒ (19) + 5 = 24


Zove focuses another beam of shadow fire into the abomination...

Attack: 1d20 + 4 ⇒ (2) + 4 = 6
Attack, dis: 1d20 + 4 ⇒ (6) + 4 = 10
Fire: 1d10 ⇒ 9


DM Rolls:

Undead Horror: 20/32
Botting Ibrox
Ibrox Eldritch Blast: 1d20 + 5 ⇒ (1) + 5 = 6
EB Damage: 1d10 ⇒ 1
Since I'm botting, we will call it just a regular miss instead of fumble.

Ibrox sends a blast of eldritch hellfire sailing toward the creature but slips just as he does so causing his aim to go wild and the blast sails off into the sky. Zove has similar luck and her blast of fire lands harmlessly in the dirt at the creatures feet.

Trevor's javelin joins the spear already impaling the horror causing it to stagger backward for a moment before it renews its assault on Aterro.

TotM: Undead horror is still up as are two ticks. Finnigan needs to make a Wisdom Save. Since the zombies are gone, the rest of the party is up. So Aterro and Vrindel can go. Since he may be traveling still, I'll bot Finnigan if we don't hear from him by tomorrow morning.


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

Vrindel shifts his attention to try and knock the tick off of Finnigan.

1d20 + 5 ⇒ (7) + 5 = 12 Magic Stick
1d8 + 3 ⇒ (1) + 3 = 4 Magic Struck

"Get off him! Somebody take out the other tick".

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

Spinning and blocking the blows that rain down upon him from left and right, using his heavy hammer as a light staff to deflect the worst, the WarCleric stands his ground. "I shall lead this devil in the merry dance, kill his children then we can fall upon him in a closed fist of STEEL!"

Aterro intervenes himself between the horror and the ranger, as Fin already has a dancing partner.

More Dodging. Taking one for the team as Fin might still be traveling.


DM Rolls:

Finnigan Wis DC13: 1d20 + 1 ⇒ (13) + 1 = 14
Finnigan Dagger Attack vs Tick: 1d20 + 4 ⇒ (4) + 4 = 8
Finnigan Hand Crossbow Attack vs Tick: 1d20 + 5 ⇒ (8) + 5 = 13

As the tick probes beneath Finnigan's flesh, the ranger begins to feel a sense of warmth and wellbeing as the insect's toxins try to take effect. With a sudden shudder, he comes to his senses and fight's of the sedation for the moment. He tries to stab the thing with his dagger, but is still woozy from the effects of the poison and his blow has no effect. He tries again with his crossbow, but the bolt mere glances off the swelling creature's rubbery skin.

Vrindel quickly reacts and tries to knock the thing away from the ranger, but Finnigan's panicked movements and the creatures own wiggling cause his swing to miss.


DM Rolls:

Tick 1 Drain on Finnigan: 1d4 + 1 ⇒ (3) + 1 = 4

Tick 2 Target: 1d6 ⇒ 5 Zove
Tick 2 Attack Zove: 1d20 + 4 ⇒ (9) + 4 = 13

Zombie Horror vs. Aterro: 1d20 + 4 ⇒ (17) + 4 = 21
Disadvantage Zombie Horror vs Aterro: 1d20 + 4 ⇒ (4) + 4 = 8

Finnigan feels another rush of the toxin and watches as the tick's body suddenly swells in size, filling with his own blood.

The second tick attempts to scurry past Aterro while the horror continues to bludgeon the war priest. One blow nearly connects, but Thor is watching over the young cleric and he is able to once again duck out of the way.

TotM: Finnigan is being drained by one tick (I think he is 1/11HP). Aterro gets an Attack of Opportunity against the second before I finish it's action. The horror continues to fight but cannot break past Aterro's dodging defenses. Battle order is Aterro (AoO), Tick, then the rest of the party including Aterro's full turn.

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

"You are too slow and too weak!" Aterro taunts as he bends almost double and a massive hoary fist swings where his head was a moment ago. "By the hammer of THOR you were a poor fighter in life and undeath has done you no favor!"

He takes only pause enough to see that a bug has left its defenses open to try and sneak past him.

"Hold there, where do you think you're going?!"

Attack!: 1d20 + 5 ⇒ (9) + 5 = 14
Damage!: 2d6 + 3 ⇒ (2, 1) + 3 = 6

Vrindel, do you have any healing for Fin? I'm down to my last spell and I need to save it in case I need a Healing Word quickly.


Aterro's hammer thunders down to the ground, but the oversized bug has the same ability to scuttle out of harm's reach as it's more common and much smaller cousins. It avoids the blow and manages to scurry over and up onto Zove, where its probing jaws find a soft bit of flesh to plunge into.

Zove take 1 point of damage this round plus a Wisdom DC13 Save.


Wisdom: 1d20 + 2 ⇒ (3) + 2 = 5

Lowering her horns instinctively does no good as the nimble tick finds purchase on her brow...


Zove feels the tick's toxins rush into her system. The initial jolt is rapidly replaced as the poisons react powerfully with her shadow fey blood. A strong sense of comfort and well-being fills her mind and the young wizard openly welcomes the parasite's presence on her body and in her system.

Zove you may still act, but you cannot willingly remove the tick.


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

"Damn it I can't decide whether to try and kill the tick first, or heal Finnigan". When he sees Finnigans pale complexion however his mind is made up for him. He places his staff gently on the Rangers shoulder, and tries to send him some healing magic.

1d8 + 3 ⇒ (3) + 3 = 6 Cure Wounds

FYI that's my last Level 1 slot.

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

"YAAAAAAAAAAAAAAAAAHHHHHHHHH!" The WarCleric SCREAMS in rage and bloodlust as one tick defies his hammer and leaps upon the comely dark fey and the other makes a feast of a comrade at arms.

"By Odin's thronging member I am DONE with these Loki-sent insects and their COWERING lord. We shall end their foul siege NOW!"

With that he SWINGS his mighty hammer at the tick sucking on Finnigan

Now we will FIGHT for the Kingdom, fighting with STEEL: 1d20 + 5 ⇒ (13) + 5 = 18
Kill all of them, their blood is our seal: 2d6 + 3 ⇒ (6, 6) + 3 = 15

With that he uses the momentum and carries hammer in a MIGHTY ARC as the heavy head swings around and CRASHES into the horror that so plagues them.

FIGHT till the last of the enemy is dead. RIDE through their blood that we gladly have shed.: 1d20 + 5 ⇒ (18) + 5 = 23
I now issue the call, are you ready to fight? Fight all together as one for the right! : 2d6 + 3 ⇒ (6, 2) + 3 = 11

Last divine inspiration


Aterro turns the tick hanging on Finnigan into a fine, bloody mist, utterly destroying the creature. all that remains are a few hooked claws hanging from the ranger's armor and a bit of mandible still buried in his skin.

The war cleric's follow through carries his hammer directly into the horror's chin and lands a crushing blow that sends bits of flesh and teeth flying through the air. The undead rocks back but regains its balance and readies for another attack.

As Aterro unleashes his fury on the enemy, Vrindel sends a wave of healing power washing over the haggard and pale ranger. With the healing, Finnigan feels a renewed sense of vitality and vigor. Regaining his senses quickly, he moves over to Zove and slices the tick from her body before it can drain her blood.

DM Rolls:

Undead Horror: 9/32

Finnigan Dagger Attack Tick 2: 1d20 + 5 ⇒ (17) + 5 = 22
Dagger Dmg: 1d4 + 3 ⇒ (2) + 3 = 5

TotM: Both ticks are now dead. Zove is free of the toxin's influence. The undead horror is still up. Trevor, Ibrox and Zove can still act this round.


"Mmmrf, its not so bad..." as the tick was sucking her dry, just before the war cleric teed up off of her face. "*gulp* Oh...enough of this..."

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Attack, sunlight dis: 1d20 + 4 ⇒ (5) + 4 = 9
Fire: 1d10 ⇒ 7


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, watching Aterro slam his hammer deep, feels a rush. Without understanding too much what was going no inside him, whether it be shame, teenage rebellion, or berserkness, he rushes forth, lifting his axe high, and sending it crashing at the horror.

"AAAAAAAAAAAAAAAAAH" he astutely comments as he runs forth.

Axe: 1d20 + 5 ⇒ (8) + 5 = 131d12 + 3 ⇒ (7) + 3 = 10


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

Finnigan swoons. Deep down inside some part of him liked the feeling of the neuro toxin... no pain no worries no horror.... it was like the oblivion of whiskey.

But waking up to battle with undead terrors is worse than the worst of hangovers.

Mumbling a word of thanks to Vrindel the ranger stumbles around the corner to the first window and fires his crossbow at the enemy from relative safety.

Xbow: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


DM Rolls:

Undead Horror Attack Aterro: 1d20 + 4 ⇒ (13) + 4 = 17
Undead Horror Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Undead Horror: 3/32

The bright sun is simply distracts Zove too much and her fiery blast sails wide of the enemy. Trevor's ferocious charge takes him toe to toe with the undead horror, but his axe swings just a hair's breath wide of the mark and misses the target. Finnigan slips around to the side and sends a small crossbow bolt directly into the creature's midsection where it joins the old spear, one of Trevor's javelin's and a couple of other bolts.

In response, the creature takes another violent swing at Aterro, this time the cleric holds still long enough for the creature to connect and it manages to land a respectable blow. Aterro takes 4 damage, less any DR.

TotM: The undead horror still stands. It is badly wounded and engaged with Aterro and now Trevor. The party is up.


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

"Let me put your tortured soul to rest fellow woodsman".

1d20 + 5 ⇒ (17) + 5 = 22 Magic stick

1d8 + 3 ⇒ (5) + 3 = 8 Magick struck


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DM Rolls:

Horror UF vs Vrindel DC13: 1d20 + 3 ⇒ (2) + 3 = 5

The undead turns toward Vrindel and almost seems to open its arm wide, as if welcoming the attack from the druid. With nature's power and energy imbuing the staff, Vrindel's blow lands with a loud crack and for an instant the red glowing eyes, turn a soft gold color, then mere emptiness. The body teeters for a moment, then topples and lands with a sickening thud just outside of the longhouse where is remains unmoving. Motes of golden energy swirl across and over the body for a few seconds as the energy from Vrindel's staff slowly dissipates and a sudden sense of peace fills the area.

The sound of waves rolling in on the shore replaces the clash of weapons and roar of magical strikes.
Smoke trickles from the interior of the building, but it appears that after the recent rains and storms the wood flooring near the door was too wet to continue burning by itself. All of the foul insects inside the building are dead or easily dispatched as they lay stunned by the earlier smoke and flames.

A quick search of the building reveals a grim tale and one oddity. The oddity sits near the center of the room and is a large, ornate trunk. The lid sits open and the trunk empty except for an odd sticky substance in the corners of the padded interior. A foul stench emanates from inside the container even after what must be days airing out. The trunk itself is of very fine make, a dark wood, blood-like in its color, with silver clasps and several ornate markings or sigils on the outside edges and surrounding the lock. What is perhaps most puzzling and troubling is the sigil or Morgau woven into the fabric on the interior of the lid.

Aside from the trunk, the rest of the longhouse contains the remains of several villagers. Most were likely zombies created by the ticks and then killed by the villages druidic patron before he succumbed to the plague in turn.

Investigation or Perception DC12:
You find a small strongbox hidden under a hearthstone. Inside appears to be the accumulated wealth of the small community. 11 gold coins, 64 silver, and 33 copper bits. There is a ledger detailing all of the contributions over the last three years and how any money's were spent."

Arcana DC16:
Examining the trunk further, especially the markings on the outside you realize that they very well were magical in nature. The purpose isn't certain, but it is very likely they we used to keep the trunk sealed and what ever was inside preserved for a long period of time.

Nature DC16:
The sticky substance inside the trunk is quite similar to the remains of some types of egg sacs or nests of certain insects after they have hatched.

Investigation DC14:
Under the body of one of the fallen villagers is the torn remains of a poster or flyer of some sort. In broad splashy letters the flyer reads "The Amazing Doctor Gandelossen. Purveyor of exotic goods, magical wares, and extraordinary wonders! Seeker of lost knowledge and hidden magics. Curatives, tonics, and restoratives...." When held to the light, the paper appears to have a partial watermark that is very similar to the Sigil of Morgau used in the trunk.

Combat over.


Everyone receives 150XP each for that encounter, which should put you all at 2nd level.


Arcana: 1d20 + 4 ⇒ (2) + 4 = 6

Zove quickly enters the building, glad to finally be inside after the creature had been blocking her entry. She was still a bit too stunned to recognize the significance of the chest sigils.


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

Vrindel reached down, and gathers something memorable from his deceased counterpart to gift to the Forest Drake, then enters the room with the others.

1d20 + 5 ⇒ (19) + 5 = 24 Perception

1d20 - 1 ⇒ (4) - 1 = 3 Investigation (Untrained)

"We need to continue to explore the village and look for survivors, someone has to care for these children going forward".

Walking over to the fireplace Vrindel finds a loose stone, and uncovers the small box. "If we can find someone to care for these children, here are some funds to help them get started".


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

"Yes! The thing is DEAD! DEAD! ... I mean... It's... It's more dead." Trevor shouts, then falters, somewhat dizzy. He lets himself down and lies sitting, his head against the doorframe, head turned towards the inside to look at what the others are finding.

"That chest smells foul! What's in it?"


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

"Wow. I guess we found the Forest Master. Poor him." The cheery gnome concludes.

Investigation: 1d20 + 5 ⇒ (17) + 5 = 22
Arcana: 1d20 + 5 ⇒ (19) + 5 = 24
Nature: 1d20 + 5 ⇒ (19) + 5 = 24
Investigation: 1d20 + 5 ⇒ (4) + 5 = 9

Examining the trunk further, Ibrox says, "these markings on the outside were magical in nature. The purpose isn't certain, but it is very likely they were used to keep the trunk sealed and what ever was inside preserved for a long period of time."

"The sticky substance inside the trunk is quite similar to the remains of some types of egg sacs or nests of certain insects after they have hatched."


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

After further reflection, the gnome wonders aloud, "I wonder if this chest was delivered to the town containing these necrotic ticks. The townspeople then opened the chest releasing them to wreak their havok. I've heard folk tales of similar design, like the one about the wooden horse."


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

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

"Chest? What chest?"


As her head clears she runs a finger along the sigil of Morgau "I think you're right, Ibrox. This emblem...I don't recognize it. Is this another kingdom of your world?" Zove had heard tell of other lands but was hardly an expert, still somewhat new to the realm.

Later when the day's sun had lost its intensity she took a moment to soak in the scene of carnage "Some say catastrophic events like this can ripple across dimensions...I wonder if we are seeing only spear's tip."

Gazing towards the waters "How did that little shack survive when greater architecture failed? Let's take a look."


Those from Krakova will easily recognize the sigil of Morgau. There are two places left unexplored at this point. The small side building connected to the main longhouse. At the shack nearer to the beach. Sounds like Zove would like to search the shack. Need two others to agree and we will move on unless there are other questions or things you wish to explore in the longhouse.


Actually I forgot I had investigation so I will roll that as well...

Investigation: 1d20 + 4 ⇒ (15) + 4 = 19

On her way out, Zove's dark adjusted eyes spot a flash of color from underneath one of the bodies, and pulls out the artistic advertisement of Dr. Gandellosen "...Hmm, purveyor of exotic goods? Maybe Bentknee has heard of him..."


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

"The sigil of Morgau! I would venture a guess they sent these ticks here in this crate. I agree with Zove. Let us search the shack."

Finnigan keeps jumping and swatting his shoulders and back thinking he feels a parasite clinging to his shirt.


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

"Yes, we should check that shack by the water. But, let's check that small side building connected to the longhouse first, while we're up here." The cheery gnome suggests pointing out that one building is far closer than the other.


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

"Did you say Morgau!?" asks Trevor, standing up despite himself. "Is this... You think they shipped this... This thing? Are they trying to take this place too?!" there's a hint of fear from his voice. He doesn't want to leave and flee again, but if Morgau is pressing, how could this be different than Krakova?

On the other hand, he thinks, perhaps he can do something this time...

"Right! Let's see that shack." he adds and leads the way forward, an axe and a javelin in each hand.


Saving the side building for later, the group, led by a suddenly determined Trevor moves down the valley toward the shack. The somewhat ramshackle building sits on a high bit of rock just back from the beach and the sheltered cove. The sound of the surf rolling in beyond the natural rock barrier of the cove is much louder here and the smell of the salty sea, fish, and aging seaweed and kelp fill the air.

A few boats are staked out along the shore while another sits out on the rocks having broken its rope at some point over the storms of the last few weeks.

The shack itself sits on a slightly raised platform with several nets, hooked poles, and other fishing gear hang from the walls or lie scattered partially buried in the sand nearby. There is no door, only a curtained opening which swings gently in the wind.

Perception DC15:
It is difficult to spot at first, but there is a rough trail evident on the sandstone and through the grasses near the shack. It seems to lead to the northwest, up to the cliffs lining the shore.


Ah, my mistake, I was thinking the smaller side building was also with the shack for some reason (stupidity the likely culprit).

Perception: 1d20 + 2 ⇒ (16) + 2 = 18
Perception, dis: 1d20 + 2 ⇒ (5) + 2 = 7

The light reflecting off the sea was too much for Zove...she tugged at an old fisherman's hat buried partially in the sand for cover, but it seemed to be stuck on a rusty hook.


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

Perception: 1d20 + 3 ⇒ (4) + 3 = 7

"Wait, what shack are you guys talking about?"


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

Perception: 1d20 - 1 ⇒ (9) - 1 = 8


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

1d20 + 5 ⇒ (12) + 5 = 17 Perception

"I guess one place is as good as any. Whichever you decide.

It is obvious that Vrindel is a bit distraught at the death of the fellow druid, and something else is on his mind.

With his head down as the party progresses he is able to pick up a faint trail.

"Look there. I see a faint trail leading towards the cliffs along the shore".

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

Aterro had spent most of the time-post battle on bent knee, leaning on his warhammer and mumbling unheard thanks to Lord Thor for success in battle, paying but scant attention to the discussion of the others.

As they agree on a new destination and move out, the sound of their steps bring him from his reverie and he efficiently follows the path to the beach, equally as curious as to the survival of the building.

Aterro grunts and nod briefly as Vrindel points out the trail leading a way.

"Hmmm. Take pause, friends. This path shall no doubt lead us away from the village, and perhaps to another den of inequity which requires purging.

Before we make tracks away from this accursed berg, let us check out the small side-building before we wash our hands of this place completely."

If my answer in discussion is not-video game:
"So, too, we have been much abused at the hands of our enemies, and, as Ibrox pointed out, there is our employer behind us.

Before we take the road less traveled, should we not make camp and rest? Once our vigor is restored we might again play the vanguard and take the righteous fight to the enemy."


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

Did we get a description of inside the shack?


No one has looked inside the shack yet.


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

Finnigan shrugs. "I guess Aterro is right. We shouldn't leave a stone unturned. I'll look inside the side building before we walk down the beach trail to the other shack. After all it can't be worse than the long house. Was that guy with the glowing red eyes the same "master" that the forest drake is waiting for? If so I feel bad for our friend..."

Finnigan listens at the door of the side building (or preferably window if available) and carefully opens the door or window if he needs to.

Perceotion: 1d20 + 3 ⇒ (3) + 3 = 6
Dex: 1d20 + 5 ⇒ (10) + 5 = 15


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 leads the way inside the shack once Finn is satisfied and the door is open.


Finnigan:
The side building appears to have been used for storage of foods, goods, and other tools or useful community items. However, it has been completely several sacks of flour are cut open and spread on the floor. Shovels, hoes, spading forks are scattered. Sacks of potatoes, onions, and parsnips are also opened and scattered, with the food simply left to rot. It appears even some of the floorboards were torn up. Clearly somebody was looking for something...


Sand covers much of the floor in the shack by the beach. Inside are several barrels of pitch typically used for helping seal boats and ships. Oddly, they've all been opened, and one tipped over leaving a filthy, sticky area covering several feet of the floor. Several sets of oars are scattered about along with a variety of tools useful for repairing nets, sharpening hooks, mending boats, etc. All appeared to be in fairly good condition until recently.

A small tin sits open, tossed on the floor. A handful of copper coins, shells, and a few pretty beads scattered nearby.

There is clearly very little of value here, but similar to the other shed, this one appears to have been searched very thoroughly at some point.

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

Okay, so there is the Side Building, and the Beach Shack. Go!

Aterro stalks along beside Finnigan. "I have an ill feeling about that trail leading from the beach," he comments as the pair walk along. "Methinks that there is an evil here even greater than the one we have slain.

In the same vein, I would not have you go alone to the side building. With their master dead I'm sure there is little else to fear.

But, yes, from the kinship that Vrindel showed, it is quite clear that the Master was a powerful spell-slinger who helped as best he could against the tick-zombie hoard, until he himself did succumb to the evil he had fought.

'Tis a danger that Thor's Chosen are told be wary. 'Tis a saying handed down by Thor himself: 'He who fights with monsters should look to it that he himself does not become a monster.' Sage words."

A moment after Fin slowly, deliberately, carefully, cracks open the door, Aterro SLAMS it open, his iron boots treading loudly into the small building.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11


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 looks around for some animals that might nest around the shack to chat about what they might have seen.

Investigation: 1d20 + 5 ⇒ (17) + 5 = 22


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
Brother Aterro wrote:


'Tis a danger that Thor's Chosen are told be wary. 'Tis a saying handed down by Thor himself: 'He who fights with monsters should look to it that he himself does not become a monster.' Sage words."[/b]

A moment after Fin slowly, deliberately, carefully, cracks open the door, Aterro SLAMS it open...

Finnigan throws up his arms in dismissal. "I almost became a monster when that tick venom got in my brain. It was... not that bad actually. Keep kicking down doors maybe you'll be next!"

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