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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At the side building of the longhouse, before going to the shack at the beach...

Aterro kicks open the door to the building and finds the place ransacked, but empty of enemies. The 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...


Ibrox: We you looking for critters at the shack on the beach or near the longhouse in the village?


Later trying to put the clues together "Hmm...whats something that might be found in both a food storage and a fisher's shanty...salt?"


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

Both. Ibrox can now speak to animals, so he is looking for witnesses.


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

While the others explore the buildings, Vrindel stands outside and keeps watch. He investigates the faint trail a bit more to see if he can determine what might be using it.

1d20 + 5 ⇒ (5) + 5 = 10 Survival


Ibrox:
You find nothing living up near the longhouse or in the side building. Down by the beach there are a pair of seagulls that tend to sit on the rocks near to the shack. And a quick walk along the beach beyond the shack reveals a few crabs wandering along the sandy shore as the tide starts to turn for the day, but there aren't any rodents living in or near the shack.

Vrindel:
You spend some time investigating the tracks, unfortunately they are old and the elements have made determining anything difficult. But you do find one set tucked in a sheltered spot nearer to the cliffs. These reveal the track maker to most likely be a single small to medium humanoid, walking on two feet, but with four clawed toes.

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

"Ruthlessness is the kindness of the wise," Aterro barks back, almost automatically. He kicks about in the varied debris, ensuring that there is nothing of import here, either objects or enemies. "To shirk from a fight does not mean it will not happen, simply that it will begin on the enemy's terms and not your own. Despair is a sign of weakness."

Finding nothing of note, he nods grimly and exits the building. "Examine your thoughts," he intones as though the title of a cook's chapter. "Why was it not that bad? To the truly brave, any kind of slavery, no matter how soft seeming, should be as the most horrid torture. An open mind is like a fortress with its gates unbarred and unguarded.

Victory needs no explanation, defeat allows none," he finishes as though that explains everything.

"We should be on our way. No telling what evil is still stalking this place," he says, his steps turning to the beech.


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 will call out to the seagulls and ask them what the saw around the town, since the big light that the dragon described.

Persuasion: 1d20 + 5 ⇒ (8) + 5 = 13
Persuasion advantage: 1d20 + 5 ⇒ (20) + 5 = 25


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:

"Examine your thoughts," he intones as though the title of a cook's chapter. "Why was it not that bad? To the truly brave, any kind of slavery, no matter how soft seeming, should be as the most horrid torture. An open mind is like a fortress with its gates unbarred and unguarded.

Victory needs no explanation, defeat allows none," he finishes as though that explains everything.

"We should be on our way. No telling what evil is still stalking this place," he says, his steps turning to the beech.

"No, exactly, that's what I'm saying, it was torture. Horrid torture. But it wasn't so bad because I've been through worse. I've been through a lot of horrid torture before, it doesn't even phase me, That's what I was saying." Finnigan takes some quick steps to catch up with Aterro heading toward the beach. "Guys, the side building is empty! How about the shack?"


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 stirs from his stupor and says: "Yes! Next place! Yes!" He clearly looks like a man who wants to do something about it, but has nothing to do about it, so he might as well try to find it!


Ibrox:
"Squawk...squawk....what!? Did you say something?" One of the birds says to its companion, ruffling its wings."[/b]

"Awk! No..no...no! It was the cursed one near the shack." The other replies and they both hop carefully a few bounces closer, heads tilted to the side.

"You bring fish? Awk!" Says the first. "Days and days and days and no good fish." It says watching you carefully.

"No...no...no!" Says the second again. "He does not have fish. Short devil-indebted one wants to know where men with fish went."

"Oh..oh." The first squawks. "I liked the men with fish. Always had nice fish guts and juicy fish bits to share. It adds sadly. "Don't like the men now. Smell bad, old and always try to smash my wings. Most of all they don't give any fish."

The second pokes the other in its side with his beak. "Stop thinking about fish! Awk...awk!"

"Alright...alright, but I can't help it if I'm hungry. " It says before turning to back to you. "Good men gone. Either dead or left after other bad, bad, bad man came." Another wing flutter as it settles on the rock. "Bad man was part dead, not right...not right at all. Hurt others. Tear apart man-nests and shouts. Searching for something, but not good fish, something else. Fights with bird-friend up stream, then leaves and soon all good men gone or turned into bad men."

"You sure he doesn't have any fish?" It says. "Could be under funny looking hat. Seems like a nice place to keep fish." It adds eyes peering curiously at your redcap.

"No...no...no...Awk! Says the other. "Hat is for devil-magic, not fish. Let's go, I saw crabs washing on shore near the broken tree. Squawk!"

"Oooo! I like crab. Not as much as fish, but I am hungry." The two birds then take off flying south along the rocky shore.

While Vrindel tries following the trail along the sandy shore, Aterro, Finnigan and Trevor look over the shack, and Zove ponders the situation in a shaded spot; Ibrox stands outside making a variety of clicks, squawks, screeches and other various noises. All seemingly focused on the two seagulls who make similar noises back as they hop closer to the gnome. One seems especially interested in his rep cap, but then after a few minutes of this back and forth, the two birds take to the air and disappear along the shoreline to the south.


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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

"We've lost Ibrox. This... This is just too much. We'll all crack one by one. We have to stick together, unless we end up like that." Trevor comments, crestfallen.


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 tries to console Trevor, placing a hand on his shoulder.

"Very sad but it was only a matter of time! The same wont happen to us I am sure. He was already at least half mad to begin with!"

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

"So long as he doesn't start flapping his wings and demanding to be petted, I suppose we can stand his mild insanity."

Grumbling and dissatisfied that the shack contains any answers, Aterro asks, "Shall we be about marching up that path now? There is little enough left for us here."


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

"We are! We are! Aterro, we are, all right!" replies Trevor, wondering why Aterro is complaining.


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

The smiling gnome returns to his traveling companions. "The locals said that a bad man came to town who was partially dead. He probably brought the magic chest containing the necrotic ticks and was looking for something hidden in the town. It doesn't sound like he found what he was looking for. So, maybe we could find it. Must be something important."


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

"Arent we all? Partially dead I mean?" Finnigan looks at the gnome still concerned for his mental health, but suddenly realizes he sounds crazy himself.

Finnigan doesnt bother attempting subtlety in the approach to the next building. He positions himself to provide covering fire for Aterro and waits for the armored hulk to barge through the door.


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 at his traveling companions wondering why they look at him strangely. "What?"

I think we searched everything obvious. I think we've three choices:
1. Follow the path from the shack
2. Search again for what the bad man was looking for
3. Ready the bridge for Bentknee


Those are the choices. We need at least three to agree on a direction. Right now I see Aterro and Trevor interested in the path. Vrindel did a bit of exploring, but no indication whether to follow it further.


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 agrees to follow the path.

"After we check out where this path goes, let's search the town again before Bentknee arrives. Maybe we can find what the bad man was looking for." The cheery gnomes provides the third vote for now and the first vote for later.


The party follows the rough trail along the rocky shore. After about a quarter hour the path disappears into a small cave set well enough back from the sea to avoid being submerged in the tides...most of the time. The entrance smells of the sea, rotted plants, and something just a bit musky. The small bones of fish and other broken shells are scattered about near the entrance. The footprints similar to those Vrindel found earlier appear to go in and out of the cave with another very rough trail that runs along a narrow ledge up the cliffs and back onto the bluffs to the north.


Eager to enter Zove prances about the entrance "Wonderful. Now if only someone were brave enough to enter first...I could follow behind and finally get out of this overwhelming illumination. But of course, oh where could I find someone like that..." she asked sarcastically, waiting for Aterro's over the top response knowingly.


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 I'll probably head in there myself, unless the God of Thunder favors someone else to receive the blessing of glorious battle first...."

Finnigan muses as he approaches the snacks

In reality he keeps his crossbow cocked ready to lend covering fire.


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 shrugs and steps forward, moving in, wondering if Aterro will step in front of him or not. the thought makes him smile: "Ok, remember, whenever we can, we try to keep them coming one at a time so that we can have the numbers on them. Makes sense?" he only looks at Aterro as he asks the question.

Perception: 1d20 - 1 ⇒ (16) - 1 = 15

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 chuckles deeply, the rumble sounding more like a battle-drum calling the ranks. "Gratitude. I am humbled by the honor you do me, recognizing my efforts playing the vanguard. There is no position with more distinction. I can only hope to bring more glory to Lord Thor with more of the same."

Aterro allows Trevor to move in before him. "Ah. I see there is more than one here that would seek glory in battle. Honor to you, paladin. You may bring glory for thy lord yet." Aterro follows Trevor's lead, but will brook no delay, eagerly entering the gloom.

"Still, I doubt there will be aught of glory to find here. The tracks also lead out. Mayhap whatever troglodyte that called this home has already left."


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 ⇒ (1) + 5 = 6 Survival

” hold up just a second. Let me walk up the trail a bit to see if the tracks return or keep going”.


Vrindel takes several minutes trying to decipher the tracks, but the combination of the elements, drifting sand and numerous tracks leave him unable to determine anything of use or consequence.


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 wish it were true... Right. So let's find out if someone is still here. Living... Wait. It's pretty dark here. Let me light a torch, but I'd prefer someone else carry it. I can't fight with one in hand, I'd just burn myself..."


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

"I need both hands too Trevor." He holds up his crossbow and dagger as if to demonstrate.

Turning his attention to Vrindel he notices that the druid's body language appears slightly bewildered. He follows him along the trail. Maybe he missed something...

Survival: 1d20 + 3 ⇒ (14) + 3 = 17


Finnigan:
You spend a little time looking at the tracks with Vrindel, and after a few moments you are able to see what may have had the druid so puzzled. There are actually two different types of tracks near the cave opening. The first are those of the humanoid that you all originally followed from the fishing supply shack. The second set is very different. Some kind of large crustacean perhaps, maybe more than one, but that is simply too hard to tell. Either way this cavern seems to be fairly well traveled by both creatures.


Trevor lights his torch and hands it off to....somebody. Then steps through with Aterro into the dank confines of the cavern. The damp fish and rotting vegetation smell is much stronger, likely caused by the large clumps of kelp that lie tangled and clumped throughout the cave. The opening is wide enough for two or three people to stand side-by-side goes back about ten feet before opening into a wider chamber about 30 feet in diameter. There are three separate tunnels branching from the central chamber, a small, narrow opening to the north, a large opening to the northeast, and another more narrow opening to the east.

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 am of a mind to always go left. That way no labyrinth can have its way and play whimsy. Let us away to the Northeast."


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 follows the tall ones into the cavern looking for any clues or animal witnesses. His last conversation with the birds was helpful.

Investigation: 1d20 + 5 ⇒ (20) + 5 = 25
Nature: 1d20 + 5 ⇒ (19) + 5 = 24


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

"Heads up guys. The humanoid we were tracking is not the only being coming in and out the cave. There's some kind of giant crustacean coming and going also. Maybe more than one. I can't tell for sure from the tracks..."


Ibrox:
You spend a few moments searching the first cavern and although there are no creatures currently inhabiting the space, you can see the same tracks and signs that Finnigan spotted. Definitely a large crustacean of some kind has been moving about in the cavern fairly recently.

But perhaps more interesting is the bit of metal reflecting from Trevor's torchlight from a dark, sandy corner of the cave. As you inspect it a bit more, brushing the sand away with your hand only to discover the metal is the corner tip of a small chest buried in the sand. It is worn and weathered and obviously been buried for quite some time, but it does still appear to be intact.


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 continues to push away from the chest and dig. ”Hey, I found a buried chest here. Maybe it’s what the bad man was looking for. Help me dig it out. “

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

"Eh? What's that you say?" Aterro announces as he goes over to see what the gnome is on about. "Hmmmm. So you have, so you have. The rest of you keep watch. IF Finnigan is right, and there is some monster about, you never now when it will pop up. I will attend to this slight mystery."

The WarCleric puts down his maul and digs into his pack. In time he comes out with the metal plate from his messkit. Holding it in both steel gauntlets, he uses it as a make-shift shovel. Putting his heavily-muscles back in to it, he scoops away copious amounts of sand.

I tried really hard to think of a way you could shovel sand with a two-handed warhammer, but eventually I decided there were some problem it just couldn't solve.


It doesn't take Aterro and Ibrox very long to dig out the small chest of simple design, but sturdy make. The box itself is about one foot, by two feet, by one foot and crafted of oak or some other hardwood banded with two straps of iron and a heavy lock. It is heavy but could be carried at least for short distances by someone of Aterro's or Trevor's stature. When shaken, there is the definite rattle of coins and possibly other metal from inside.


She bends over getting a close look "I think we should open it, this anticipation won't do. Do you think its warded, like the mill? I can check..." she stabs a black candle into the cave silt and starts prancing around chanting. detect magic ritual


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 keeps an eye out for trouble, though he manages to comment: "I don't like having potential predators nearby. Why don't we lug that thing back to the light so we can open it safely?"

Perception to keep watch: 1d20 - 1 ⇒ (4) - 1 = 3

However, talking and paying attention are two things, and Trevor is quite overwhelmed in such situations.

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

As Zove sees to the chest, Aterro stands, stretches, works some kinks out of his muscles, and replaces the relatively-clean mess kit.

Resuming his hammer, he takes up the watch. Answering Trevor as, "It's just as like to attack when two of us are busy lugging that, as it is when almost all of us are on watch. Let it come.

Besides, gaining reward without struggle makes me itch. There is already coin marked for the town and the children, but what else we find methinks we have earned a share of."

He watches the darkness. Perception!: 1d20 + 5 ⇒ (2) + 5 = 7 He notices that his hammer as some sand on it. He brushes it off.


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:

There is already coin marked for the town and the children, but what else we find methinks we have earned a share of."[/b]

Finnigan perks up at this remark. "What's that you say? Some coin is marked? Is this the communal funds we've heard tell of? I remember some talk of folk in these parts pooling their coin for the purpose of buying supplies..."

Finnigan watches Zove's black candle casting long shadows on the cave walls. Her eerie dance makes his skin crawl.

"Well, there's a time for bravado but let's be sensible. The chest is light. We don't need to divide our attention while we're already at a disadvantage in this flickering light. I'm sure the cavelobster is quite accustomed to this ambience and won't mind at all making a snack of us. Come, listen to Trevor, drag the chest a short way into the open light! Ibrox and myself can make ready to fire on any crustaceans bursting from the three tunnels and Zove can do whatever creepy thing she is busy doing."

Finnigan trains his weapon on the Northeast tunnel but keeps an eye open to the central one as well.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Crossbow: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
readied in case of crab attack


Zove conducts her ritual while Trevor and Aterro attempt to watch for signs of the cavern's inhabitants. Unfortunately the two warriors are distracted by a variety of things during their watch. Fortunately, Finnigan is not so inattentive and is able to shout a warning as an extremely large crab emerges from the northeast tunnel. A huge shell covers the creature's back and brushes the top of the cavern as it brandishes two giant crabs claws while moving forward on four hairy, thick-skinned legs. Oddly, there is a large rusted knife and broken sword stuck in a couple of the crevices of the shell.

Ready and waiting for just such an possibility, Finnigan shoots a bolt into the creatures tough hide. It strikes but does little more than irritate the big crustacean.

TotM: Initiative is Ibrox, Finnigan, Brother Aterro, Zove, Trevor, Crab, and Vrindel. The crab is just at the opening of the northeast cavern and in Zone 1 for everyone. Two characters can engage the creature and 'block' it from reaching the others in the tight confines of cavern. However, this means the blockers will be the ones under attack each round. All in the party except Vrindel may go.

DM Rolls:

Enemy: 1d20 + 1 ⇒ (6) + 1 = 7
Trevor the Yellow: 1d20 + 1 ⇒ (8) + 1 = 9
Brother Aterro: 1d20 + 1 ⇒ (12) + 1 = 13
Finnigan Calhoun: 1d20 + 3 ⇒ (11) + 3 = 14
Ibrox Redcap: 1d20 + 2 ⇒ (17) + 2 = 19
Zove: 1d20 + 3 ⇒ (10) + 3 = 13
Vrindel: 1d20 + 0 ⇒ (3) + 0 = 3


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 begins to shake off the effects of his brother of the forest's death, and wonders how he'll break the news to his companion, when his attention is drawn to the cave mouth, by first excited shouts, then shouts of startlement, then the twang of a crossbow bolt. He hurries into the cave to see what is going on.


Plucking at the fabric of shadows that darkens the cavern, Zove's magics quickly distill the particles into a fine mist that she blows across the chamber into the Crustacean of Unusual Size's nostrils (or its equivalent of nostrils)...

Sleep: 5d8 ⇒ (6, 4, 4, 2, 6) = 22

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

What was it the elders were saying about CoUS's? I don't think they exist,' Aterro thinks as suddenly a GIANT CRAB suddenly BURSTS in among them.

"Alright, same tactic. I'll hold him with my STEEL, and the rest are free to kill him from range.

Trevor, I may need a Brother of STEEL to stand with me on the battle-line," Aterro states as he blocks the massive clam-bake-to-be with his own bulk.

Move up. Dodge action.


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 readies himself to fire, provided that the crab doesn't fall asleep under Zove's spell... and he readies himself to slash with his dagger of the creature breaks the line and comes in range.

Crossbow: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Dagger: 1d20 + 5 ⇒ (16) + 5 = 21
Damge: 1d4 + 3 ⇒ (4) + 3 = 7

But first he watches to see how Zoves spell works.

"Does anyone see any rapiers sticking out of this thing? I need a rapier..."


DM Rolls:

Ibrox EB Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d10 ⇒ 10
Spell Fumble Roll: 1d100 ⇒ 67

Trevor Axe Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d12 + 3 + 5 ⇒ (3, 5) + 3 + 5 = 16 5 extra crit damage plus bleed for 3 rounds
Axe Critical Roll: 1d100 ⇒ 79

Crab Target 1: 1=Trevor, 2=Aterro, 3=Finnigan: 1d3 ⇒ 1 Trevor
Crab Target 2: 1=Trevor, 2=Aterro, 3=Finnigan: 1d3 ⇒ 2 Aterro
Crab Claw Attack vs Trevor: 1d20 + 6 ⇒ (8) + 6 = 14
Dis Crab Claw Attack vs Trevor: 1d20 + 6 ⇒ (17) + 6 = 23

Crab Claw Attack vs Aterro: 1d20 + 6 ⇒ (6) + 6 = 12
Dis Crab Claw Attack vs Aterro: 1d20 + 6 ⇒ (4) + 6 = 10

17/59 HP

Aterro, Trevor and Finnigan immediately step in to block the crabs attack. Aterro doing all he can to draw the beasts attention.

Ibrox points his finger and starts to say 'Ibrox', but instead sneezes and it comes out something closer to "Hollymox!" The smell of sulphur fills the room and Ibrox is suddenly illuminated and surrounded by the flickering flames of the deep hells. While the the flames don't seem to cause the gnome any real damage they do make him an easy target should the giant crab make it past Aterro and the others.

Zove weave her fey magic and fills the crab with the deep need to slumber, yet, the big beast's need for a next meal seems to be too much for her magic and the creature shrugs off the fey spell to continue its attack.

Seeing Zove's magic fail, Finnigan shots another crossbow bolt into creatures hard shell causing another small crack where the hard steel tip hit. He then steps in and drives his dagger into the crabs joint making it flinch back half a step. But much to the ranger's surprise, when he tries to pull the dagger back for another attack, the weapon is caught on the sticky, wet surface of the crab's shell. DC13 Strength Check to recover the dagger

Channeling the adrenaline pumping through his body as the crab lumbers into view, Trevor steps up and drives his axe into the giant crustacean's midsection. The crab lets out a piercing squeal as a big crack appears in the shell and several small chunks fly away. A yellow sticky ooze runs freely from the wound as the creature staggers back from the mighty blow.

Rattled by Trevor's blow, the crab sends one of its big claws scathing toward the knight only to have the young knight duck out of the way at the last second. It attempts a similar maneuver against Aterro, but the big claw merely glances off of the war cleric's armor as he also manages to avoid the blow.

TotM: Vrindel is up. Followed by the rest of the party. The crab is badly wounded but still fighting.


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

Strength check: 1d20 + 1 ⇒ (12) + 1 = 13

"Shiite! It's a gluecrab! I lost my dagger! Ohhhh that's why there's an armory stuck on this things back.... "


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

Oh I think a 13 is success.

"I think when it bleeds the glue comes out! I haven't let go of my dagger yet. "

Finnigan gives one more pull and the dagger dislodges from the seeping adhesive fluid.

Is there a nice rapier somewhere in that mess?

I'll roll attacks for after Vrindel posts..

The ranger tries to weave around Aterro and Trevor, hoping if he stabs the creature directly in the eye he won't run a risk of losing his weapon to the glue.

Dagger: 1d20 + 5 ⇒ (12) + 5 = 17
Dagger: 1d20 + 5 ⇒ (8) + 5 = 13 disadvantage for called shot? not sure how that works in 5e.
Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Crossbow: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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