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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female Bearfolk Grizzlekin Barbarian 9th|HP 72/116|AC:16|Prof:+4|S:+8 D:+1 C:+8 I:+0 W:+0 Ch:+0|Resist:Cold|Rage 3/4 Dmg:+3

Ingryd chuckles." You need more hair!"

'Though I have the blood of a Grizzly in me, it takes alot of cold to get me." The honey haired bearkin says as she giggles.


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 72/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 4/4, 2nd 3/3, 3rd 3/3, 4th 2/2, 5th 1/1, | Inspiration: 0, Arrows: 0, Status:

"F-f-f-from th-th-the N-n-north. P-p-prob-b-bab-b-bly s-s-spent t-t-to m-m-m-m-much t-t-time i-in Z-z-z-z-z-zob-beck," Raseri says, though she can only remember a half-dozen times that she was this cold, and most of those have been in the past few days.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 3 ★ Gem-wrist: 3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Scram was rather physically comfortable from up on her hairy heated seating, wrapped up in custom fitted neon furs. But something was filling the thief with unease mentally "Six, I can't say what's up ahead, but I know what's behind. Tracks in the snow leading right to this spot. Aint gonna take a master rangin' bounty punk to follow us in here. If we're gonna linger might keep on yer toes..."

Can scout 90' if party wants. Coin will not be flying, but in Scram's pocket. Scram will be using Coin's darkvision to see if its dark.

Stealth: 1d20 + 12 ⇒ (17) + 12 = 29
Supreme Sneak Adv: 1d20 + 12 ⇒ (13) + 12 = 25

Perception: 1d20 + 10 ⇒ (19) + 10 = 29 If enough light for Scram to see...

Perception: 1d20 + 3 ⇒ (16) + 3 = 19 If dark and using Coin's eyes...
Adv Owl Eyes: 1d20 + 3 ⇒ (2) + 3 = 5


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 72/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 4/4, 2nd 3/3, 3rd 3/3, 4th 2/2, 5th 1/1, | Inspiration: 0, Arrows: 0, Status:

"T-t-t-t-tracks th-th-th-that howling w-w-w-winds and f-f-f-f-falling s-s-s-s-snow w-w-w-wwill s-s-s-s-soon ob-b-b-bs-s-s-scure."


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Elfmarked Light Cleric of Khors 9 | HP 36/71 | HD 9/9d8 | Flare 4/4 | Channel 3/2+1 | Power 2/2 | 1st 4/4 | 2nd 3/3 | 3rd 3/3 | 4th 3/3 | 5th 1/1 | Inspiration!
Stats:
AC 18 | Str +0, Dex +2, Con +6, Int +1, Wis +8, Cha +5 | Initiative +2 | Perception +8, Darkvision

After they finally get though, Luthael offers, ”let’s warm up and get ready for spleunking.” He tries not to focus on Raseri’s temperature.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 3 ★ Gem-wrist: 3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Scram pretended to nod in understanding, the whims of the Margreve being deadly at one end and very helpful for sneaking at the other. With a shrug, she scouted ahead. Ingryd would just rip the face off whatever came, anyways.


While Luthael ponders the least embarrassing way to warm the shivering priestess, Scramsax and his faithful familiar slip further into the depths of the tunnel. Silent as death, dark as night.

Scramsax:
Stepping into the northeast tunnel, you sneak through the dank darkness. Coin's sight allows you to make your way. The tunnel continues deeper into the earth in a twisting route. The path grows sandier and softer as you go. The sound of trickling water can be heard a few dozen paces ahead. The air passing along the tunnel smells of water along with a hint of sulfur in addition to dust and dirt.

Examining the sandy floor, you find dim evidence of tracks. Tracks quite old. It has been a very long time since anyone has made their way along the tunnel. Continuing a little further, the path branches with one continuing northeast, the other leading due east. The water sounds come from the eastern tunnel. Inspecting the intersection further, you discover a series of three marks carved into the rock of the northeast tunnel. To most, the marks would easily be mistaken as just naturally occurring grooves in the rocks, but to one who spent years among the smugglers and thieves of Barsella it is easy to recognize it as a smuggler's mark.


CG Female Elfmarked Cleric(Tempest Domain) 8/Sorcerer 1 HP: 72/72, HD: d8- 8/8, d6- 1/1 | AC: 20 | Saves: STR +3 DEX +2 CON* +6 INT +1 WIS +3 CHA* +6 (Immune: Petrification, Sleep)| Perception: +10, Investigate: 0, Insight: +6 | Channel Divinity (Short Rest): 2/2 | Wrath of the Storm (Long Rest): 2/2 | Spells: 1st 4/4, 2nd 3/3, 3rd 3/3, 4th 2/2, 5th 1/1, | Inspiration: 0, Arrows: 0, Status:

"Th-th-the b-b-b-brush w-w-we c-cut aw-w-w-way, th-th-th-that sh-sh-should h-h-h-help," Raseri tells Luthael as Scramsax scouts the path ahead.

GM, is there enough to get a fire going? I didn't want to assume.


jewel thief ★ 50/50 hp 19 AC ★ 10.18.10.14.14.9 ★ HD 9 ★ thieves*, Perc*, Stealth*, Sleight*, Acro, Ath, Inv, Hist, jewelers, poisoners ★ Inspiration ★ Beans: 3 ★ Gem-wrist: 3
Spell Storage:
Fog Cloud, Locate Object, Enhance Ability

Scramsax was about to make a conscious decision to end the universe again but zappo! At the last second, the merciful halfling altered her plan, returning to the party. "Fork up there. Sounds like one 'o the fox's springs to the right, but Fuzzy's path continues up north a bit. Saw the smuggler's mark. With any luck, cavern preserved the rest of his marks too. What do you say, Darrel? Any of those waterways a hot spring by luck?"

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