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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Wisdom: 1d20 + 2 ⇒ (14) + 2 = 16

Trever suddenly feels Zove go slack in his arms, all of her resistance evaporates and she turns looking confused...then surprised and awkward. "Umm...Trevor? Can you release me please...?" she asks calmly.

At the continuing harmony, she simply digs for gold inside her ear canal "...well, it was better as an aria, wasn't it..."

How far away are the creatures from my current location?


Zove: They are approximately 70 feet away. So Zone 2 and disadvantage due to range for most basic spells or bows.


Zove focuses on the pair, imagining a great snarling sea beast coming forth from behind to swallow them. Her imagination comes true in the form of a deafening roar nearly muffling the siren's song, just a few feet from their location.

Audible minor illusion

"CrrreeeeeeeeaaaaaGGGHHCH!!!" piercing eardrums.

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

It is better for a man to be afraid than happy: 1d20 + 5 ⇒ (1) + 5 = 6
A suspicious mind is a healthy mind.: 1d20 + 5 ⇒ (10) + 5 = 15

Aterro releases Fin, nodding once that all seems as it should be. He brushes the dirt off his armor.

Then the second song starts and, for a moment, he can feel himself drawn to the cliffs, beckoned by some glittering Valkyrie with golden hair and silver armor....

But he shakes his head and recites a benediction to Thor, reminding himself and who he is and where he is...

...and he knows hate.

"Oh by Slepnir's eight legs and Fenrir's three chains, are we beset by
TWO pathetic shrieks where one has already failed?"

He STALKS to the edge of the cliff and looks down.
Perception: 20 + 5 = 25

"Oh confound is there any kind of woman that does not try to drive men to their deaths with their shrieks?" Aterro muses to no one.

"You think you are safe? The Wrath of Thor will not be halted by any craft YOU can summon!"

He points at the first woman and closes his fist.

Sacred flame: 1d8 ⇒ 1 Dx sv 13 to avoid


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

Also, how far did Ibrox get?

Second Wis DC 11: 1d20 + 2 ⇒ (7) + 2 = 9
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Does this apply?
Second Wis DC 11 if advantage: 1d20 + 2 ⇒ (10) + 2 = 12


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

Wisdom save: 1d20 + 1 ⇒ (13) + 1 = 14

"Sure... Sure!!!" replies Trevor, suddenly realizing that, based on what he put his hands on to prevent the Shadow Elf from tumbling down, that said Zove is actually a woman, and he jumps back clumsily, almost falling on his ass.

He seems not to notice the music, but Aterro he notices, so he follows the priest. As he does so, he sees Ibrox rush past him and, as the Gnomw doesn't seem to slow down, he throws himself in the Gnome's legs to stop him. I hope Ibrox is not a girl too. That is getting quite awkward...

Dex(Athletics): 1d20 + 3 ⇒ (8) + 3 = 11

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

Had you said all of that aloud, I would've been all 'Oh yeah, I'm totally a girl too' =p


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

"Uh, mates? Is there anything stopping us just walking away from the edge of the cliff?" Finnigan asks, thinking it less than productive to rain fire down on some seductive singers in the ocean below.

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Ibrox: You make it up to the edge and can make a Perception DC15 to spot the two mermaids. And since Luring Song is a 'magical melody' then yes, I would rule your gnome cunning applies.

Ibrox steps up to the edge of the cliff and tries to spot where the trouble is coming from when the second singer's song begins. The little gnome is initially drawn to the music and starts to step forward. Fortunately the instincts of his people kick in. Long honed in the feud with Baba Yaga and then by the hellish bargain for protection, his gnomish mind barely manages to shake off the effect.

Trevor seeing the gnome start to fall under the influence of the evil song, ceases his assault on Zove and instead launches his big knightly form at the groups smallest member. The gnomes vision suddenly goes dark and his nostrils fill with the scent of sweaty, teenaged knighthood as Trevor tackles him to the ground. The knight's big armored body practically smothering the little gnome mere inches from the edge of the cliff.

Zove, having recovered her senses, but with a large bruise already beginning to swell on her cheek, attempts to distract the creatures while Aterro rains down holy fire. The roar of a great sea beast erupts near the rock where the two creatures sit. Initially startled, they quickly recognize the shadow fae's gambit, and raise their voices louder so they can still be heard over the illusionary noise. Aterros fire hisses and sizzles as it lands against the wet rock, but his target manages to slip and duck away, avoiding the holy flames.

DM Rolls:

Mermaid 1 Wis Save vs. Illusion: 1d20 ⇒ 15
Mermaid 2 Wis Save vs. Illusion: 1d20 ⇒ 16

Mermaid 1 Dex vs Sacred Flame: 1d20 + 1 ⇒ (12) + 1 = 13


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

"It's all right Ibrox. You're safe now. Hush... Don't fight it. I got you!" Trevor says as he keeps his grip on the Gnome.


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

Perception: 1d20 ⇒ 13

The cheerful gnome is initially drawn to the music and starts to step forward. Fortunately the instincts of his people kick in. Long honed in the feud with Baba Yaga and then by the hellish bargain for protection, his gnomish mind barely manages to shake off the effect.

"Trevor. Trevor, put me down. I'm fine. Where is that music coming from? We've got to kill it. The music seeks to magically control 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

"Honestly mate, must you really stand right at the edge of the cliff? And why have we got to kill them? I mean, their singing is rubbish I'll agree to that but is it cause enough for a death sentence? Let's be on our way. Honestly."

Saying all this Fin nonetheless keeps a bolt cocked in his crossbow.

"Or are you lot going to tell me you've got a hankering for grilled fish 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
Ibrox Redcap wrote:


The cheerful gnome is initially drawn to the music and starts to step forward. Fortunately the instincts of his people kick in. Long honed in the feud with Baba Yaga and then by the hellish bargain for protection, his gnomish mind barely manages to shake off the effect.

"Trevor. Trevor, put me down. I'm fine. Where is that music coming from? We've got to kill it. The music seeks to magically control us."

"The music? Oh yeah! The music! Finn, it's the music that made these guys want to jump off a cliff!? This is a big problem. Let's find a way down and solve this conundrum!" Trevor shouts and looks for a way down.

Perception: 1d20 - 1 ⇒ (5) - 1 = 4

"We're going to have to jump!"


The cliff face is a straight drop sixty feet down to the surf below, although the rocky surface does offer plenty of small ledges, handholds, and cracks that a person could climb it with moderate difficulty and enough time and care. However there is no beach at the base, only churning sea water between the cliff and where the mermaids sit on their rock thirty feet further into the sea.


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

"Like I said: no climbing down... Wait! Let’s put a sign like we did for Bentknee, but for every traveler!" says Trevor, beaming widely.


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

"Just put up a sign that says "Travelling is Dangerous" and be done with it. If we stop and kill these singing fish what's to stop another one swimming up tomorow? Sometimes I wonder if It'd be a better world without pointy eared folk and their magic. I tell you one thing we wouldn't have to worry about. Dead people walking around and drinking blood what belongs to living folk."


Firebolt: 1d20 + 4 ⇒ (5) + 4 = 9
Firebolt, disadvantage: 1d20 + 4 ⇒ (17) + 4 = 21
Fire: 1d10 ⇒ 1

Zove lobs a weak little mote of energy down at the pair, and to hope for insult over injury, throws in a vulgar little gesture she learned out of the back alleys of Dalliance. As her ramming motion concludes "Yeah, your right. Let's leave."

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

Zove, Firebolt has a range of 120, so you don't have disadvantage at the target 70 away. Eldritch blast is also 120.

Aterro sighs in contemplation. "I think it naive to believe that a sign will stop all travelers along this road from falling to their effects. If we leave this place, and so much as one caravan falls to their trap, could we call our selves good ever again?

So too, even if the sign provides proof for ever and ever, there is nothing to stop them from leaving their perch and finding another spot, perhaps one closer to, say, a caravan of children recently released from a magical sleep? Who among would have a restful night if we heard that one of those kids had fallen into the sea, lured by a magical song?

Zove, I am all but proof against their song, if I stand next to you, locked arm-in-arm, would you be able to send fire against them sufficient to deter them from ever again troubling this place?

If that is not sufficient, the rest of these...brave heroes...could stand a distance away, holding a rope tied about our waist.

Is that sufficient precautions to stand and fight?"

If Zove's not down, Aterro will bow to the inevitable and leave.


Aterro, shadow fey have sunlight sensitivity which gives them disadvantage to ranged spell attacks in bright light as it is currently. :/

She seems to contemplate his words seriously, then merely shrugs "Sure, lets take a stand!"

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

Doh! Imma forget that at least two more times. XD


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 Zove's firebolt, Ibrox tries to pinpoint the magical creatures.
Perception: 1d20 ⇒ 10


The bright sunlight in the sky and reflecting back off of the sea below causes Zove's squinting eyes to water as she tries to strikes at the two mermaids below. But the light is simply too much and her fire magic lands harmlessly in the ocean.

Crawling out from under Trevor, Ibrox tries to get another look at the enemy below. But the reflecting sunlight bothers the gnome's vision as well and he is unable to spot the two creatures with all of the sparkling glare.


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

Wow lots of weekend posting... I'll have to start checking more

Vrindel scratches his head at their predicament.

"I would think that at this moment our best plan is to leave a warning here to avoid this area. I hate to leave them there to possibly hurt others... the thought of some innocent children wondering too close hurts my soul... but what choice do we have"?

The big Trollkin is obviously perplexed. "If we start shooting at them and injure them, they'll simply jump into the water and hide. We can't stand here all day taking pot shots. On the other hand if we find a way down they can also just run away into the water, and we have no way to follow them. Unless we can find a way to render them helpless I'm afraid we must leave them be".

He then stops with a sudden thought. "There is one slim chance. If I can entangle them with the same spell I just used, perhaps we could hold them inert until we can get down to defeat them. We'd need to find an easier way down first... but it's the only way I can think of to possibly remove their threat".

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

Do we see an easier way down? Or is it only cliffs as far as the eye can see?

"I have no fear of them. If they can be held for a time, I would brave the cliffs in a climb to end their menace."

Let's hear it for no armor check penalty to Athletics! XD


I could teleport down a bit closer if theres a spot, but I dont think there is.


Perception DC12:
Leaning out over the edge of the cliff, there is no easy path down and certainly no beach anywhere near to the two mermaids. But there are a few small ledges lower down on the cliff face that stand out just enough for one or two people to stand on. From there, the distance to the two creatures would only be about a 30 to 40 foot swim. There are also two other rock outcroppings off shore, each about 20 feet from the one where the mermaids are sitting. However, they sit much lower and occasionally a wave washes up and over both rocky islets.


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 ⇒ (5) + 3 = 8

I have incredibly bad luck on perception checks

Finnigan is really craving a cup of whiskey.

I reckon if they swim away these naive do-gooders will have no choice but to let us be on our way...

"Ok lads you want them dead I'll join your cause!"

He lets off a bolt with a twang not caring if it hits or misses.

Crossbow: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 3 ⇒ (1) + 3 = 4


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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

Trevor looks down at the ground, shamed by Aterro: "Allright then... I guess... We jump down then? It will pinch..." he asks Aterro, ready to jump to the bottom.

Then, not wanting to be upstaged by a follower of Thor, he just shrugs and shouts as he jumps down!

"For Khors! Yaaaargh!!!"

Athletics: 1d20 + 5 ⇒ (9) + 5 = 14

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:
The cliff face is a straight drop sixty feet down to the surf below, although the rocky surface does offer plenty of small ledges, handholds, and cracks that a person could climb it with moderate difficulty and enough time and care. However there is no beach at the base, only churning sea water between the cliff and where the mermaids sit on their rock thirty feet further into the sea.

NO DON'T! Great Jabba the Hutt, Trev, I was talking about climbing down! Um, I hope you see this within an hour so you can modify that. =/

Also, of lesser importance, Fin, I think 70 feet pouts you at Disadvantage, of you have a hand crossbow. Ignore if its light.

Aterro leans over the edge, trying to look for another way down.

Perception: 1d20 + 5 ⇒ (8) + 5 = 13

"It looks like we could get closer onto a few other outcroppings, there or there, that would close the distance. There are even those great rocks, there, that are merely 20 feet from the witches."
Aterro will explain it, so everyone just read that spoiler, because I think the way I'm imagining might not be what is meant. =/

"Aye, they might get away, but they do not look too hardy to me.

In fact, just now I see I am a hypocrite, asking others to fight for me when I do not let fly with my greatest weapon. In truth, I had not thought them worthy of such a death. But, it does not do for me to inconvenience us so without bringing ALL of Thor's wrath upon them.

So be it. Perhaps they will think us more dangerous, if they know that we all have danger to bear.

(And, in truth, if they swim away I can at least say I have done all I can.)

Let the purgation begin!" He shouts, extending forth his hammer.

Guiding Bolt!: 1d20 + 5 ⇒ (20) + 5 = 25
Guiding Bolt Damage!: 4d6 ⇒ (3, 1, 6, 4) = 14

Oooo! Well that's...new. Um...Do...uh...do I roll it again? I have literally no idea. Also, the next attack on that target is at Advantage.

Guiding Bolt Damage Crit!: 4d6 ⇒ (2, 2, 5, 2) = 11


I'm going to give everyone else a chance to react before I post the results of Trevor's suicide attempt...ahem...heroic leap...and Aterro's spell. :) So Zove, Vrindel, and Ibrox are all 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

Ahahah! I'm curious to see what comes out of it. I can also use my inspiration if you think it would help in some way.


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

Perception: 1d20 ⇒ 11

Unable to locate the source of the magical music, he assumes Trevor is affected and attempts to pull him into the magical entangle.  »Trevor, snap out of it. « 

Athletics: 1d20 ⇒ 5


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

awesome! I can see a teenager doing that

disadvantage xbow: 1d20 + 7 ⇒ (2) + 7 = 9


At Trevors swandive, Zove blinks a few times dumbly before her fanged mouth curls into a grin...delighted by the chaos. Her more rational companion Snicker emits a small slapping sound as he micro-facepalms, knowing Zove herself is likely to join in the antics. "Aha! The chorus must be eliminated!"

Firebolt: 1d20 + 4 ⇒ (10) + 4 = 14
Firebolt, dis: 1d20 + 4 ⇒ (13) + 4 = 17
Fire: 1d10 ⇒ 5


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The debate about staying or going is interrupted rather abruptly as Trevor suddenly leaps off the cliff. For a brief moment time stands still. The song of the mermaids below is little more than background noise mixed with the sounds of the wind and churning surf. Sunlight sparkles on the rolling waves. A flight of pelicans glide peacefully over the waves while gulls whirl overhead. The smell of sea air mixes with the burst of spring growth in the forest and the wind ruffles hair and dances lightly in the tall grasses.

In that moment the young knight feels the freedom of weightlessness as his flying leap takes him up and out into the air. There is also the cathartic feeling of overcoming his underlying fears of throwing everything to chance in one heroic deed.

His companions react with surprise, wonder, and admiration. The mermaids lean forward, smiling in hungry anticipation and knowing their magic has worked its charms once again.

The moment passes. Gravity regains its supremacy over Trevor's fifteen or more stones worth of body, armor, weapons, and gear. Teenaged legs and arms flail wildly he plunges like a catapult stone sixty feet into the churning sea.

From above there is little to see except a plume of water when the knight hits the surface of the sea. Bubbles swirl and rise to the surface as the sound of his impact finally reaches ears high up on the cliff.

Seconds tick past with no sign of the knight breaching the surface then with a mighty shout.
Aterro unleashes the fury of a god. The small island where the mermaids sit erupts in a glorious burst of blinding, searing light. One mermaid is caught in the center of the blast, her song cut off abruptly and turning quickly to horrified screams. Her flesh burns and boils in the maelstrom of Thor's revenge. Zove adds her own shadow fire to the conflagration surrounding the dying mermaid and soon enough the screams end. Little remains of the half woman, half fish creature but a still twitching tail fin and the smoldering skeletal frame of her upper body.

The eyes of the second mermaid fill with fright as her companion is so swiftly eliminated. But the loss of her sister while troubling is not without benefit as that leaves more of the sinking knight for herself. Before another fiery blow from heaven can rain down upon her, she leaps into the sea. Diving to search for her hard won meal.

Trevor Base Falling Damage (d6 per 10'): 6d6 ⇒ (4, 3, 6, 4, 4, 4) = 25

Trevor: You can try a CON save DC16 for half damage on the fall. Then, if you are conscious, I'll need a Str(Athletics) swim check at DC18. Instead of the swim check you can hold your breath long enough to shed some weight by getting out of your armor and boots, or dropping your major weapons and pack. If you spend one minute to get rid of it all, the swim DC drops by 6.


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

"KHOOOOOOOOOOAAAAAAAAARGH!" shouts Trevor as he realizes how fast things are coming at him from below.

Con save: 1d20 + 2 ⇒ (2) + 2 = 4

2nd Con save using inspiration: 1d20 + 2 ⇒ (3) + 2 = 5 Dear me!

Trevor blacks 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

Good stuff, man. 2 things. 1) IS it even possible to shoot at the other mermaid(?) right now? If so, we are at Disadvantage? 2) And this is important: Is Trev within 60 feet of us? _At_all_.


Yikes! This dice roller was not kind today. This makes things even more...interesting.

Aterro: I think it is possible, but will require a DC12 Perception check to spot her and then because she's underwater bows and most ranged attacks would be at disadvantage. However, I would allow any kind of electrical attack to have advantage since it could cause harm even with a near miss. As for distance to Trevor, the fall was 60' and since he is weighted by armor, he is sinking not bobbing back to the surface. No one knows how deep the water is, but a rough minimum would be that it is at least 10-20' to the bottom. So it'll require some sort of climb/scramble/teleport down to get within 60'. As mentioned, there are small ledges and outcrops along the cliff face. Of course, with Trevor unconscious and drowning, not to mention a ticked off and hungry mermaid, time is of the essence. ;)

The party is up. Trevor, you can make your first death check whenever, but I'll have it timed at the end of each turn.


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 stands with his eyes wide open in shock at Trevor's action.

"I'll head down and see if I can save him".

Fine line between bravery and foolishness with that one it seems.

Vrindel then walks to the edge of the cliff, lays down his Staff, and begins to chant. As the others watch his form begins to morph and reshape until the form of a Wolf Spider the size of a large dog stands in his place.

The transformed Vrindel then begins to climb down the side of the cliff towards where Trevor entered the water.

Action to wild shape into Giant Wolf Spider

Spoiler:

Giant Wolf Spider
Medium beast, unaligned

Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.

STR
12 (+1)
DEX
16 (+3)
CON
13 (+1)
INT
3 (-4)
WIS
12 (+1)
CHA
4 (-3)

Skills Perception +3, Stealth +7
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Languages --
Challenge 1/4 (50 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Move Action to climb 40' down the side of the cliff.


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

Death check: 1d20 ⇒ 4


So, I just realized the caveat with misty step is that she needs to be in some kind of shadow, similar to the ol' shadow dancing. So instead...

Zove turns to Snicker and finally senses the connection the spell had always promised ::We can find him.:: they say to each other simultaneously through their minds. Snicker hops onto Vrindel for a ride down as Zove's senses transfer into the tiny amphibian.

Will take a swim in frog mode when V is close enough for it to not splatter instantly. Not sure if a controlled aquatic dive would lessen the fall damage at all.


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

"Bloody hell! I suppose we should have made a sign that said NO JUMPING? Honestly!"

Finnigan is aghast but his many years of never backing down from jumping into a bar fight started by his friends take over. He disconnects his reason and goes into blind loyalty mode. It's almost as if he's able to call forth reserves of whiskey from some reserve deep inside of himself.

"Vrindel! Give me some of those berries of yours. I'll dive after him but I may need a little something to ease the fall!".

If Vrindel is able to provide any goodberries Fin will pop them in his mouth and hold them there as he dives so they will go down the hatch even if passes out.

I'm intending that Fin tried to get this in before the magic types had scuttled down the cliff if possible. Otherwise...

"Aterro! Have you any medicinal decoctions I might pour down that bloody idiots throat in case he's dead? Or imbibe myself if I face the same fate? "

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 stares nonplussed at the goings on, taking in the scene, planning his tactics.

"All the comestibles you speak of were on Vrindel, I believe," he says, watching the giant spider go down. "But I would not worry, overmuch. I believe I can guess his plan, and it is much like you say."

Aterro sits down on the cliff's edge, waiting....

Held action!:

Held action: Upon the first sign of the witch, when he can cast Guiding Bolt.

Attack!: 1d20 + 5 ⇒ (15) + 5 = 20
Damage!: 4d6 ⇒ (5, 4, 6, 6) = 21


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DM Rolls:

Mermaid Perception: 1d20 ⇒ 1

Perception DC12:
Your eyes scan the water for any sign of either Trevor or the mermaid and after several heart racing seconds you suddenly catch a glimpse of a human-fish-shaped shadow just beneath the surface. It appears to be circling, searching for Trevor in the dark waters of the sea.

Perception DC15:
The light and glare of the water make it doubly difficult to see anything beneath the surface. Just then a cloud slowly drifts across the sun dimming the light and making it just a bit easier to see into the depths. Whether the lucky break is simply chance or Khors looking out for his young servant, one may never know. But the result is that you spot Trevor's sinking body as it plummets deeper while also being pushed toward the cliff by the rising tide. Although hard to tell for certain, he appears to be about fifteen feet under, and completely at the mercy of the sea. Fortunately, the hunting mermaid misjudged where he went in and is currently searching for the body nearly thirty feet north of where it actually is.

With no sign of Trevor beyond a few lingering bubbles still rising from the depths, the knights companions spring into action. Memories quickly flash across everyones minds as they scramble to save the rash and impulsive young warrior. Trevor's awful smelling socks drying by the fire; his constant teenaged attempts to avoid doing any of the camp chores; the astonished and disgusted look on his face after Aterro splatters him in the gore of the enemy, once, twice, three times; the smile as his mighty axe puts an end to yet another zombie menace...

Vrindel's spider form allows the druid to easily navigate the cliff and he manages to get two-thirds of the way down in a few short seconds. Just before the big spider disappears over the edge, Zove's eyes glaze over, her body goes rigid, and her amphibious companion deftly leaps onto the back of the big spider. Sticky frog hands cling desperately to the course fur on the spider's back as the sky tilt's suddenly and everything tips to the side during the run down the cliff.

With Vrindel and Zove on the move, Aterro sits along the edge of the cliff eyes focused and concentrating on the water below. His lips murmur in prayer quietly gathering strength and preparing to call on the thunder gods power for a second time.

Finnigan steps up to the edge of the cliff, contemplates following the young knight's path down, but some self preservation instinct kicks in and the ranger hesitates. Instead of jumping he looks to his companions for ways to ease the high potential lethality of the simple jump and pray to the gods strategy. Unfortunately, Aterro appears lost in his prayers, while Ibrox stands, hands still outstretched over the edge. The gnomes fingers tingling where the knights leggings brushed them as the little warlock tried to stop the much bigger Trevor from completing his ill-fated leap.


Snicker Perception: 1d20 + 1 ⇒ (14) + 1 = 15

The little black frog's starlike eyes pierce the depths, shallow compared to the infinite void of the shadow sky. Back on top of the cliff, Zove struggles to speak, the link causing her complete deafness has an affect on her speech "...unguug We seE TreVOR...the fISh doEs Not! The WAves carRy hiM...LifeLEsssss"


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 ⇒ (17) + 3 = 20


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

Yep... Sorry. Don't have goodberry memorized. I do however have healing word memorized, so I just have to get within 60'

I think Vrindel's Passive perception would spot Trevor, but if not I'll roll just in case. I not required disregard roll

1d20 + 5 ⇒ (17) + 5 = 22 Perception.

Spider Vrindel moves down the cliff face until he finds a ledge or rock that will support the form of Trollkin Vrindel. Move Action. He then uses a bonus action to return to the Trollkin form, and his action to cast healing word on the floating corpse of Trevor.

1d4 + 3 ⇒ (1) + 3 = 4 Healing Word


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

Wow Tareth, amazing writeup! (And no, I would have thought and said the same had I not been within an inch of permanent death). :)


Glad you're all enjoying it! It has been a blast and a challenge to weave it all together. And great RP by everyone! This has turned out to be a very eventful and interesting encounter. :)
Looks like Aterro, Ibrox and Finnigan still have actions. Aterro, are you using your held action once Zove or Finnigan point out the mermaid's location?


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

Perception: 1d20 ⇒ 10

Ibrox cannot believe what is happening. The curse of that magical music! The crashing ocean continues to hide both its source and Trevor. He watches his companions go over the cliff or wait in their special way.

Feeling useless, the gnome takes out his crossbow and searches for a threat.

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