Midgard 5E: Heralds of St. Helba (Inactive)

Game Master scranford

Globe spanning 5E campaign based in Midgard. Starting in Zobeck with a gathering of long time, and recent members of the adventuring group... The Heralds of St. Helba.


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Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

I'll take it. That 1HP could make all the differece. :)


When the others are done with it, Dumah too will read the note.

History1d20 + 3 ⇒ (3) + 3 = 6
Religion 1d20 + 3 ⇒ (10) + 3 = 13

GM, for his background feature City Secrets, I intended for that to be Zobeck, if that makes any difference.

Dumah clears his throat, and then addresses the others. "I'm not certain what you're involved in here, but it is clear that I owe my life to you for freeing me from that awful spider and its teeming young. My skills may be modest, but I'd be willing to put them at your disposal to express my appreciation."


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Sounds good to me


HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions:

The woman's cry is silenced by the sound of the ceiling coming down, dust rising into the air to fill the hallway with a grey mist. Enoch steps out of the hallway, clearing his lungs with a cough as Lorr reads the letter outloud. It seems they had discovered where everyone had been disappearing to and uncovered some strange organization. The names sounded familiar and Enoch wracked his mind to try and remember any details he could.

Kn: History (Lady of Tears): 1d20 - 1 ⇒ (17) - 1 = 16
Kn: Religion (The Red Mother): 1d20 - 1 ⇒ (12) - 1 = 11

The ratfolk offered his services to them and Enoch would give a slight nod before speaking in that low, soft, almost monotone voice of his.

"We are employed by the Heralds of St. Helba. Your skills would be a useful asset to the organization." Enoch's attention turns towards the others, the original ones sent down into this venture. "I hope you will provide Lorr and I with positive recommendations. This was our first assignment with the Heralds."


Current Map Heidmarch Manor God Infinity........

Religion DC15

Spoiler:

"Lady of Tears" is another name for the Goddess Hectate. It is her statue that you've moved behind during the confrontation.

Religion DC12

Spoiler:

The Red Mother is another name for Marena (Red Goddess of Winter, Lust, Sickness and Death; The Blood Maiden, The winter maiden, Patron of the Greater Duchy of Morgau. - Patron goddess of Whores, vampires ghouls, and the Order of Ghost Knights.

@Dumah>>:

Spoiler:
You know that Melancha Vandemic is the head of the city council, and well respected if a bit daft. As far as any other information you know that the cartways beneath Zobeck are vast and even those whom make them home can get easily turned around. There may be a way around the blockage... there may not be. But the woman who escaped down the tunnel was obviously going somewhere...


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Religion: 1d20 + 1 ⇒ (9) + 1 = 10


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

I'm assuming my 17 religion roll applies to these

Griot coughs a little at the cloud of dust that races past from the cave-in. He nods at Dumah's offer. "I'm sure St. Helba appreciates your support and I will certainly recommend you all to our supervis.. um, contact, Clotch. I'd like to know how you got that dragon magic though, Dumah."

Griot chuckles as Croaker reads the note aloud. "Ha.ha. Kreul the ghoul, that's goofy. Now this is interesting. The Red Mother AKA Marena is a nasty goddess of lust and death worshipped by ghouls and vampires and with all the talk about hungry wolves and lambs, it may be that our kidnapped victims ended up in someone's belly."


Griot Spelleater wrote:
He nods at Dumah's offer. "I'd like to know how you got that dragon magic though, Dumah."

Dumah grins widely at the genuine interest in him. "Yes, sure. But first, why does this note talk about the head of the city council?"

He looks at Enoch emerging from the dusty collapse. "You know, those cartways run all over and about under the city. I mean, it makes a rat warren look like a arrow, but if you don't get lost, there is probably a way around the collapse."


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

The halfling listened to the conversation and asks, "so what's the plan? Should we go advise our employer that we've a lead on his nephew's alibi? Don't know about you, but I could use a rest. I'm beat."

Any more progression on Khanol's cursed wound?


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Report back? That isn't a bad idea... and there's no point in charging into the dark right now. I think you're right, besides I think we need to gather some more information.


HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions:

"I don't know these cartways well enough to be sure we won't get lost." Enoch says softly, folding his arms. Looking at his comrades, he imagines that the if there were anymore fierce encounters that they would be risking themselves. It was better to reconvene, recover, and set out once again.

"I am in agreement. We return to the surface and report back our findings. We did good work today."


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Still suffering from a smattering of cuts, bruises and maybe a cracked rib, Croaker simply nods his agreement about heading back to the Roach to rest and prepare to go after the woman and any of her blood loving minions.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1
Dumah wrote:
Griot Spelleater wrote:
He nods at Dumah's offer. "I'd like to know how you got that dragon magic though, Dumah."
Dumah grins widely at the genuine interest in him. "Yes, sure. But first, why does this note talk about the head of the city council?"

"City Council? Where do you see that?" Griot asks their newest companion. "Well, explain on the way out. I could use a rest and a tasty bite at the Roach."


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Something occurs to Griot. "Oh. King Kroto is waiting for our report. And he might learn something from this note that will get us rewarded."


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

The thought of visiting the kobold king gives Croaker a a welcome chance to pursue the monarchs education into the vast mysteries of the Scouring Wind. Plus, he's probably the best source to get more information about the hidden passages within the cartways as well as the local political situation.

"A fine idea, Master Healer." Croaker says to Griot with a flourishing wave. "Best we are off before more of the wicked woman's beasts beset us from a hidden corner."


Griot Spelleater wrote:
"City Council? Where do you see that?" Griot asks their newest companion. "Well, explain on the way out. I could use a rest and a tasty bite at the Roach."

"Oh. Well, it mentions Vandemic. Melancha Vandemic is the head of the city council. Though I guess they could mean another by that name. It just seems like a strange coincidence if its not."


Male Daytona 500 DM / 12

So the party decides to head back and find King Crag Claw. They retrace their steps realizing that there are still two doors unexplored in their hurry to leave.

When they get to the long staircase moving upwards they are surprised to see Kwarrel, Koto's scout awaiting them. As you start to explain yourselves he holds up a hand.

"Just wait till we get to the King's side. No need to tell your tale twice".

He then leads you back to the Kings lair a completely different path than what you remember him leading you here.

"It will be interesting to hear how you seem to have lost some members of your group and added more".

After about 45 minutes of travel you arrive outside the King's chambers. Kwarrel askes you to wait a moment, then beckons from behind the closed door for you to enter.

@Khanol>>

Spoiler:

As you think of the wound you notice that it has quit itching. The surprising thing is that when you reach back to feel the wound you most certainly feel the presence of a dagger that somehow seems to be sheathed in your back awaiting you to pull it forth.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr takes the opportunity to try to get in a short rest...


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

BEFORE heading back up, Khanol stops everyone, "Guys, this magic wound feels like a dagger is sheathed in my back. Do you see it? Do you think it's a curse?"

If no one sees a dagger, Khanol will try to reach the dagger. If he can feel the hilt, he will try to pull it out himself.


Current Map Heidmarch Manor God Infinity........

You all have time for a Short rest as you await your meeting with Kobold Royalty.

Khanol

Spoiler:

When the others look at your back they see an intricate tattoo of a dagger. When they feel it it is flat to your skin. When you grab the handle and pull it out it is a fine dagger with a silver and ivory handle and strange unrecognized runes... but similar to those that Croaker has been describing. If you try to put it back it slides into the sheath tattoo just like a normal dagger would back into it's sheath.

BTW... Who has the small petrified bats at this time. I've lost track of them?


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

GM:
OK very cool. This wound is not a bad thing, right? It's effectively a tattoo of a dagger which can return to being a dagger when drawn, right? How did Khanol get this thing?


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m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1
Khanol Treefall wrote:
BEFORE heading back up, Khanol stops everyone, "Guys, this magic wound feels like a dagger is sheathed in my back. Do you see it? Do you think it's a curse?"

Griot looks sideways at Khanol. "A literal or figurative dagger in the back?" he asks as he inspects the wound again to see if there is anything broken off inside it. Medicine: 1d20 + 2 ⇒ (4) + 2 = 6

"Yes, I think it's a curse. I told you that the wound is marked by that evil sigil Croaker was going on about. You cut yourself on that obsidian shard sticking out of a casket. Let's look for it on the way out."

here's the info from the DM (couldn't link to the post):
@Griot>>: As you try to gather Croakers attention to the strange object on Khanol's shoulder you decide it might be more efficient to just look for magic yourself. You see the magic on Khanol's still evolving strange mark, and it is a strange type of conjuration magic. You also remember when he got the wound. As he went into the second burial chamber from the ghoul tunnel, he cut it on a piece of obsidian shaped like a very small blade projecting from the ruins of the casket you walked through.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1
Supreme Being wrote:
BTW... Who has the small petrified bats at this time. I've lost track of them?

Plural batS?! I thought Snorri's was passed on to Croaker. Griot suggests burning them all and refuses to touch them.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr expends a hit dice 1d10 + 2 ⇒ (8) + 2 = 10


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2
Quote:
@Croaker>>: Distracted by the sounds of combat from the new room, Croaker takes the time to carefully store the small petrified bat in a pouch, guaranteeing it's safety all the time.

Yep, I've got one of the bats still tucked away in my pouch.

HD: 1d8 ⇒ 5

Croaker spends the time resting his bruised and weary body to regain as much strength as he can before seeing the king.


Current Map Heidmarch Manor God Infinity........

The King is sitting where you last left him munching on cube of some unidentified meat.

He smiles widely at the characters as they enter and begins to speak.

"Ah you return! Seems you might have lost some of your friends along the way but made new ones. I have your reward ready. Now give me the proof we can use to show that Brik is innocent".


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot bows low, "Great King Koto Crag-claw, we have returned rom the crypts scarred and sorely wounded by what we encountered there, but we do have some evidence that may be of use. We found a ghoul lord and possibly a vampire lady engaged in a clandestine meeting beneath an image of Hecate. We slew the ghoul and found this note upon his body." Griot bows low again and beckons his companions to reveal the note.


Dumah realizes he was the last to have looked at the note. He fumbles in his pouch, separates it from several other pieces of parchment, and scampers up to the... King? Realizing the deference the others are paying, he offers the parchment, then bows awkwardly himself.


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

"Indeed it is as Griot says. With the blessing of St. Helba and Calipha we are closing in our our quarry." Croaker says offering a rough bow. "I believe the proof we seek will be a the location mentioned in the letter. Unfortunately, we do not have the knowledge to the twisting and winding ways beneath Zobeck. So we have come seeking your knowledge which must certainly extend to all pathways within the hidden realms beneath the city. Do you know how to reach this Lady of Tears?"


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot squints at Croaker. "I think the meeting between Lady F. and Kreul the Ghoul discussed in the letter is the one that we interrupted. I am remembering that "Lady of Tears" is another name for Hecate. Dumah thinks that the Vandemic mentioned in the note might have something to do with the head of the City Council."


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

The Dragonborn is happy to let events unplay around him.


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

The halfling dancing bear guide looks bloodied, tough, and bloody tough.


HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions:

Enoch quietly listens to the quiet conversation being held by the original members here and this king. The half-elf is almost uncomfortably still, watching and listening.


Current Map Heidmarch Manor God Infinity........

The King takes the note and holds it upside down carefully studying it. He then hands it to an older Kobold Female standing near him and addresses her.

"This light is bad on my old eyes. Can you read this out loud to me"?

The woman does so, and the King scratches his head and looks thoughtful for the moment. "I'm inclined to agree with you but the evidence is not clear. We still need more. And while Quarrel knows the cartways better than anyone they are still dangerous and confusing. I might have a better idea. Perhaps I'll send a work crew to clear out the collapsed passage, and you can return after a rest and investigate further"?

"Or I could turn it over to the city guard and let them handle it from here".


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot shakes his head furiously, "Oh Shining Scaled Paragon of Kobolds. we have not found the city guard to be the least bit sympathetic to our plight and we would certainly not want to tip our hand so to speak if someone on the city council is involved in this. Your wise and generous offer to have the passage cleared while we recover at the Roach is certainly the best way forward."


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

"I would agree with Griot's assessment. So far the gods have smiled upon us with only the occasional frown of dismissiveness. Best to stay our course with only a brief respite to recuperate. Surely we will have these treacherous daughter nappers in hand within a day or two." Croaker soliloquies in his most prophetic, prophet like manner. "Indeed, how much more glory will come to your most glorious highness should your own agents outshine and outperform the city guard. Not only stop the kidnapping menace and proving your kith and kin innocent, but also potentially uncovering a nefarious plot against the entirety of Zobeck."

"All brought into possibility by the guiding wills of Calipha and St. Helba of course." He adds with a modest bow.


Current Map Heidmarch Manor God Infinity........

"Hmmm. Perhaps you are right. We are much more efficient than the aboveground longlegs. Please you will be my guests for the evening, then you can go in the morning to finish your task. The way will be clear by then. Quarrel... show them to the guest suites".

Quarrell leads the party down a staircase... and up a staircase... then up a ladder, then down a rope to an area of the undercity a bit drier than most, and though the accommodations are not sumptuous they are nevertheless dry and probably safe.

"The king will serve a breakfast feast in a couple of hours. I shall come for you then. In the meantime I would stay here so that you don't become lost".

Lucky. Got a free 30 minutes or so to post. Feel free to have any discussions to plan your strategy for descending further into the city beneath Zobeck, and I should be back posting more frequently next week.


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

The wild, blonde-haired halfling, who stands a little less than three feet tall which is about the average height of three-year old human. While his facial features are like a human child, his eyes show much more wisdom and tragedy. He wears fur-trimmed traveling gear with an emblem of the Lodge of the Dancing Bear Guides. His weapons' belt carries a three shortswords and handaxe. He shoulders a backpack. quiver, and crossbow.

When the crew is by themselves, he introduces himself as Khanol Treefall. He grew up in the shadow of the mighty Riphean Mountains in the Tunturi Range within the wolf-infested forest of the remnants of the Duchy of Domovogrod. From their hidden homes, his clan waged a difficult, sporadic war against the occupying army of giants and ogres. When he was eighteen, his small clan was wiped out by a hunting band of giants. Severely wounded, he followed the Raven’s Road to Stalimisto, in the Kingdom of Vidim.

In Stalimisto, Khanol joined the Lodge of the Dancing Bear Guides and started guiding civilized folk through the brambles to expand their horizons. Most of his jobs were with merchants wanting to stray off the beaten paths to find profit. However, he has taken a few jobs for nobles and academics who wanted to travel the wilds for esoteric reasons. He just arrived in Zobeck to close a long-term contract and wound up joining the Heralds of St-Helba.


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr has always felt amusement rather than kinship with kobolds but he's happy enough to wait, rest and be fed.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Griot frowns once Kwarrel/Quarrel leaves. "Well, I was really looking forward to a meal at the Roach and some sleep. I hope it's a decent breakfast at least." He yawns. "One thing is for sure, I'm not heading down there again until I get some sleep."

Griot curls up in a comfortable spot and is asleep before Khanol finishes his tale.


Ravenfolk Warlock, Level 2|HP: 14/14|AC: 13 (16)|Per: 11|Init: +3|PB: +2

Tired and worn out from having brushed the hand of death once again, Croaker happily accepts the opportunity to rest and recover without having to trudge through the dark, dank corridors of the undercity.

He listens to Khanol tell his story in a half awake, dream like state, but the halfling's story does trigger something within the groggy huginn's mind.

"Pear brandy." The ravenkin mumbles. "That's what I recall of Stalimisto. On our march south we spent a few days there camped outside the city with the Tsar collected taxes and conscripts. Our flock leader managed to get his feathers on a half dozen bottles of Golden Orchards Pear Brandy." He smiles at the memory. "Nectar of the gods in a bottle."

The smile slowly fades as the reminiscence brings back other not so welcome memories. "Of course, he died along with so many of us. His arms feet flailing in the mud with a half dozen Khazzak arrows in his chest."


Novice Elf Male Move: 4; WS: 4+; BS: 4+; Str: 3; T: 3 Wounds: 6/[13]; I: 6; A: 1; Luck: 0/0; WP: +2; Avoid Pin: Auto Dodge: When hit, roll a D6. If a 6, blow dodged.

Lorr, from his reclined position, throws Croaker a salute.

It is good to have fond memories of old comrades. Sadly I remember them well with fondness but have few good memories of my time in service itself. The Edjet was ordered to do things that I can't stomach.


Current Map Heidmarch Manor God Infinity........

Back! Croaker and Khanol take inspiration for linking the story so well.

The night passes uneventfully, and the morning... probably as you can't see whether it is dark or light in the Cartways comes with everyone stretching out sore muscles, and dining on leftover breakfast. Soon there is a knock at the door and Kwarrel leads the party back into the catacombs by yet another route. He once again stops at the top of the stairs, and wishes you all luck. You retrace your steps to the collapsed passageway, and see a "Kobold Sized" hole has been cleared through the rubble. It has been braced by pieces of destroyed coffin and bone and seems to be holding for now with only the occasional drift of dirt or rock falling. Unfortunately the medium characters in the party will have to squeeze through at half movement to navigate the cleared tunnel.

After a few minutes and about 20' the party emerges into the area beyond the collapsed debris.

The tunnel slowly begins to rise and lead to a more finished area of the undercity.

Wisdom - Survival DC10

Spoiler:

You can see recent footprints of dainty slippers... likely the footprints of the Red Sister who escaped yesterday.

The footprints lead to a crossroads of tunnels that all terminate in a chamber dominated by massive metal doors.

The intense smell of decay permeates the air of this chamber. A hulking figure at the northern end of the hallway slowly rises to its feet from a pile of bones and offal. Its taught, gray skin and beady, red eyes betray its distinctly ghoulish nature. It licks a mouth full of needle-like fangs with its hideously long tongue as it lumbers forward.

Croaker: 1d20 + 3 ⇒ (11) + 3 = 14
Griot: 1d20 + 3 ⇒ (19) + 3 = 22
Khanol: 1d20 + 3 ⇒ (1) + 3 = 4
Enoch: 1d20 + 3 ⇒ (8) + 3 = 11
Lorr: 1d20 - 1 ⇒ (8) - 1 = 7
Dumah: 1d20 + 3 ⇒ (12) + 3 = 15
EVIL 1: 1d20 + 2 ⇒ (12) + 2 = 14

INITIATIVE ORDER:
Griot, Dumah, Croaker:
Ogre Ghoul:
Enoch, Lorr, Khanol:

Combat Setup
You are all in Zone 2 at the moment from the enemy.
The chamber is about 30' long, and 20' wide and ends in closed double steel doors


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1

Surival: 1d20 + 2 ⇒ (10) + 2 = 12

Griot squints at the trails in the dust. "Looks like we're on the right path to find Vampirella."

Moments later he is taken aback by the size of the ghoul. "Best if we can just get by that thing. I'll try and chase it off."

Griot dances around behind the front line, brandishing his shield with the symbol of St. Helba. "Ho-ho! Hey-Hey! We don't need your stink today. Ho-Ho. Hey-Hey! Best you go the other way!"

Turn undead Will DC 12


Halfling Barbarian | HP: 9/25 | d12 2/2 | Rage 2/2 | Inspiration!
Stats:
AC 15 | Str +4, Dex +3, Con +4, Int -1, Wis +1, Cha +0 | Init +3 | PPerception 13 | PInsight 11

Survival: 1d20 + 3 ⇒ (15) + 3 = 18

whether it's turned is a big deal. No one damage it, because it'll stop the effect, right?


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1
Khanol Treefall wrote:
whether it's turned is a big deal. No one damage it, because it'll stop the effect, right?

Correct. If it is turned, don't attack it. Sounds like there are bunches of tunnels it can go down while we try and pass through the doors.


Dumah chirps in alarm at the two bulky foes! He points at the ogre and unleashes a bolt of frost at it, hoping to slow it enough that mighty Lorr can get into place.

Ray of frost, to hit 1d20 + 5 ⇒ (2) + 5 = 7, damage 1d8 ⇒ 2 cold, and slowed by 10' until my next turn.


m Kobold Arcane Cleric 2 of St. Helba; AC:17; hp: 15/15; spells left-1/2, channel-0/1
Dumah wrote:
Dumah chirps in alarm at the two bulky foes!

I know it defies belief, but it's just one foe- an ogre ghoul hybrid. Don't shoot.


HP: 20/20 | AC 14 | Init: +3 | Saves: Str: +0; Dex: +5; Con: +2; Int: +1; Wis: +2; Cha: +2 | PP 14 | PI 09 | Inspiration: No | Conditions:

Enoch had remained quiet most of the night that they rested, watching the others where they sat and the conversations between them. He had not been with this many people at once since he had been in the cages. An idle hand runs along his left ribs. The ghost of ink needles played through his mind before he turned over for the night and quietly took off his mask. Rest would be over sooner than he thought.

Without complaint, Enoch squeezes through the kobold tunnel and wriggles his way through debris, rocks, and crawling insects that have moved into the new home. When he emerged on the other side, he would dust himself for a moment before looking over the ground carefully with the others. A trail was quickly found and they made their way deeper. Quietly, he secured his bow in hand as they moved into another chamber.

The smell of death lingered over everything and Enoch quietly nocked and arrow loosely. A massive being stood from the other side, reeking of decay and hunger. Enoch's chest tightened instinctively before his training kicked in. If it wasn't dead, it could be made so again. Didn't matter the process; he'd kill it. Now it was time to see if his comrade's holy magic could push it to flee from them.


Griot Spelleater wrote:
Dumah wrote:
Dumah chirps in alarm at the two bulky foes!
I know it defies belief, but it's just one foe- an ogre ghoul hybrid. Don't shoot.

Crap. I totally misread that. Yes, not shooting at it.

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