DDEP 10-01: Terror in Ten Towns (Inactive)

Game Master Aeshuura

A Four-Hour Epic Adventure for 1st through 4th-Level Characters


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Cool! I haven't played a Champion, but I bet there are ways to make it interesting

Nudging Umikh with an elbow: "Hey, after we finish up at Easthaven, maybe we should come back and start smithing."

As breakfast winds down, Baldrick makes quick work of the cleanup.

"Turq, sir - how are we getting to Easthaven? You said something about 'snow' shoes?"

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Turq nods, They'll keep ye on top o' the snowdrift, instead o' sinkin' in. We'll swing by Tanner's place and we can get some. There's a trail to Easthaven, not a proper road, so on foot's a little easier. As long as it's not stormin' we should make in less than a day.

Snow shoes cost 2 gp, as Rodney mentioned earlier. Crampons are also 2 gp, and will help keep you from having to make Dex checks for crossing ice.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

As Turq explains the uses and advantages, Baldrick mouth makes an 'O' of realization: "That will be great! Save us from getting wet and full of snow, like on the way here."

Baldrick will purchase both once we get to Tanner's.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

This'll work, yeah! Snow shoes are new to Umikh as well. And, mulling over the idea of a new smithy shop, he agrees with Baldrick and starts thinking of how that would work whilst they walk to Tanner's place.


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

"Making spirits bright What fun it is to ride and sing A sleighing song tonight.
Jingle bells, jingle bells Jingle all the way"

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz will pick up the foot wear as well for 4gp


"Riding there will definitely be preferable to walking, although I imagine I'll eventually need to walk through some snow or over some ice. Before we leave I'd like to buy some snowshoes and crampons. I think I have enought left," Lumen says checking his coin purse.

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@Netz, Lumen, Rodney:

The sleigh rolls through the night, and you soon realize that waiting for the morning was probably a mistake. The temperatures dip low, and you are forced to bring out your winter blankets, despite your already heavy winter gear.

You see the driver, a bundle of furs with a thick beard protruding, determinedly and expertly urging the team of reindeer along a dark road ahead you. As the trip stretches on, you notice icicles starting to form on the driver's beard, but he does not slow.

After nigh on eight hours of travel, the barest of pinks and purples gather along the horizon to your left. You see a small town ahead, and the driver calls out, "You all still alive back there? Welcome, to Easthaven!"

@Umikh, Baldrick, Khitt, and Rodalas:

The snowshoes help tremendously in your travels along a trail through the woods. While the sky never really gets light, there is enough to make y our way. Turq brings a bundle of torches with him to light the way as he leads your little train of adventurers through the snow and brush. It is pretty eerie silent as you make your way through the day, as you notice that there are not many creatures around. You would expect to see a snow hare or something.

Aside from that, the tree cover breaks up the cold wind that sweeps across the Dale, so for a majority of the trip the cold is fended off by your coldwear. The snowshoes make traveling over the snows much easier, despite the awkward gait that the wide shoes force.

After a little after the fourth hour, the small town of Easthaven comes into view. "We're here, folks! Let us make for the warmth of the hearth at the Trout. A hot meal and maybe some mulled wine to warm our bones!

--

@Everyone:

After a few hours' rest (and sleep for the crew from Bryn Shander), the evening crowd is starting to gather in the Wet Trout. A half-elf in heavy armor bursts through the tavern door, accompanied by a few hardened militia members. The woman, with the swagger of a veteran, confidently makes her way to the front of the room. No sooner does she stand in front of you, than a serving boy puts a cup of hot kaeth in her hand. She sips it, silently looks the room over with critical eyes, sips her kaeth a little longer, then speaks.

“So, you’re the best Ten-Towns has to offer? Not many, but it’ll have to be enough. You can call me the Captain. We have work to do. Let’s get to it.”

One more sip of kaeth, then she begins. Her confidence is so grabbing, you hardly notice the golden-haired figure wearing a mix of Reghed clothing—some items traditionally reserved for men, some reserved for women—listening from the doorway. They do not speak.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz slams open the door to the tavern and drags himself up to the fire keeping words to a minimum and drinking the warm kaeth until the frost and icicles melt and he gets warm enough to open his coat and plop on a chair and listen to what he is getting paid for.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick is enjoying that warm meal and wine enormously, but when the Captain appears, he quickly slides off his chair, awkwardly wiping his mouth and beard, to stand stiff and straight, with just his right arm twitching slightly (those who know him understand that he's trying to decide if he should salute).

As the half-elf finishes, he shouts: "Aye, Captain!" into the silence of the room. Flushing as eyes turn his way, he turns back to his mates at the table.

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Turq, in solidarity with Balrdick says firmly, "Aye Cap'n!"


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Fallowing Nezter in, "But we did not finish singing 99 bottles ale on the bar. We were at 27 bottles, do you want to finish singing it?"

Rodney gets his hands by the fire, wondering if the tingling will ever leave his fingers. He looks around at the motley crew that has been assembled.

Finally holding his mug, without the tingling of his finger,s that the Captain marches in.
"So what is this work you want of us precisely? And what is this threat from the South anyway?"
After a long pause he adds "Captain."


RODALAS

The eladrin eats his warm meal, being sure to ask for vegetable stew, cheese and bread. He listens as the half elf enters and entreats them to work with him. He is as silent as the driven snow.

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In response to Rodney, Captain Arlaggath gestures to the Reghed man leaning on the doorway, "On a long-range patrol south of town, Takoda here witnessed several animals gathering in an unusual manner. Though far off, they seemed to be communicating and forming themselves into groups.

"At the center was a giant," the veteran turns to Takoda for confirmation, "Of the verbeeg family, if Takoda is correct, a nasty breed. It was petting a giant wolf about the size of a horse."

Captain Arlaggath pauses to let that sink in before continuing, "Our scout crept as close as she dared and was able to overhear pieces of their conversation, at least what she could over the howling winds. They seemed to be plotting an attack on the home of the two-legs, targeting the towns along the Redwaters and Lac Dinneshere."

She sweeps her steely gaze across you all, Before you dismiss these as mere beasts, Tokoda says that both claw and fang seemed to be gleaming dark with some sort of black crystalline substance...

"Questions?"


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

As a player I know a bit about this, but I am not sure if Mother Tusk told us anything about these creatures? I want Umikh here to quickly come to the decision these are the baddies, but I mean they were just working with animals, so...

Having just come from a group with a giant that helped out sentient animals, Umikh is just a little skeptical. Why do you think they want to attack those towns? Did they encroach on the wild animals somehow?

And after the captain has a chance to reply, to all in the room And whadya mean black stuff on their claws, any of you magic users know what that means?

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I don't remember her mentioning anything about it... They weren't hostile, and actually helpful. Otherwise, I think they generally are happy being left alone... These others sound very unlike Mother Tusk and her family.

Captain Arlaggath shrugs, "I don't know. I do know that there is a threat on our towns and our lives, and I mean to defend the towns against it. If they have allied with this giant, that is bad news. I have never known a giant to be good news for Ten Towns, and this one is not either."

In response to the follow-up question:

She shakes her head, "Don't know. Sounds similar to the black ice that some people have found around these parts, but I have never known creatures to have them coating their teeth and claws. Either way, it doesn't sound good."


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

With a sharp intake of breath, Baldrick only just stops himself from asking if the giant had more than two legs, but then thrusts his arm as high as it will go: "Sir? Sir! The crystal stuff - did it look kinda like a black ice? Like that... what'd old Emmett call that stuff? Chard? Char-dillan? Er... magic black rock ice..." I think we left our sample behind with Mother Tusk?

Given an opening, Baldrick, in his typical innocent and wide-eyed fashion, will recount the tale of an encounter with hyenas (in the north?!), a gnoll trying to sacrifice a human, unblocking the hot spring, and ending by pointing out Khitt's smoking armour assuming he's wearing it.

He manages to leave out mention of the awakened walrus, Mother Tusk, who sent them on the task; and, although he mostly gives a blow-by-blow account of the battle, he also leaves out any details of magic use: "If you can believe it, some of those hyenas slept through the whole thing!"

EDIT: Ninja'd by Aeshuura again! Hope this isn't too repetitive.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

so you want us to run out to where and do what about this? Netzsaid hoping this isn't some wild, wild wolf chase.

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Captain Arlaggath regards Nezter for a bit, the dwarf feeling her appraising gaze, "The successful defense of Easthaven is the key to holding back the army. If Easthaven falls, the army could split and move across the north coasts of both lakes. This would spell disaster for Dougan’s Hole and Good Mead west along the Redwaters, and for Caer-Konig and Caer-Dineval east along Lac Dinneshere."

She pauses a bit, "However, I am aware that the other towns are unlikely to send aid if they feel that their homes are being left undefended, so I want to send teams to defend them as well, for a show of unity."

"Which town would you aid? The remote Caer-Dineval, with her skilled militia and fortified walls? Good Mead, rich with the culture of far-off Chult and the producers of the finest honey wine in all Faerun? Or perhaps Caer-Konig, reachable only by lake and the hardest to reach in time of need? Then, there is always Dougan's Hole... those bitter bastards and their magic stone monument of mystery? Whatever you decide, Party captains gather upon me and decide."

Link to Handout 1

Everyone may peruse and see if you fancy on over the others and discuss which you'd like. The other people that showed up for the job will take the other towns.


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Evil giant corrupting animals with the black crystalline stuff, just point us in the direction of the fight! Umikh things Turq might have a preference for Good Mead, so there's a vote there. Caer-Konig seems like it might be most receptive to help. But really, Umikh could be swayed to any of these locations.

Thoughts? Do we choose where we are most needed, or where we will find the best cooperation? I s'pose it makes nary a difference really, we could draw straws or somethin', they all need able bodies to help defend.


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

The whole time traveling to Easthaven and especially when the Captain’s war footing is so obvious upon entering the bar, Khitt has been trying to figure out a problem in his head. He had been trying to figure out how he had managed to avoid the civil war of the Wolf Tribe just to walk right into a different conflict.

Considering how he might be able to step away from this conflict of men, Khitt is brought back to the Captain’s words with the mention of talking animals. This black substance is the first thing that actually intrigues the goblin. What is it? Is it some kind of corruption? Is it related to the crystals they encountered with the gnolls? Who is this giant and are they involved somehow? The only way to answer these questions is to remain involved.

As Baldrick looks over at Khitt after his call to the Captain, Khitt pulls the pipe to side and nods his agreement, even if his heart was in it for different reasons.


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

"So a large group of animals you say? Did the scout by any chance spot a very large white Owlbear?" Rodney says as he rubs the claw marks on his arms. And remembering that nightmare time in the cave with the carvings of the mages that were missing their right hands.

"Well Dougan's Hole is the town worst off, but if that town falls, will anyone really notice? But again for that town would it truly be the people that the animals would be after or the magic stone monument?"
Scratching his chin Rodney offers up. "Good Mead on the other hand, does not have a leader to rally the militia. And that makes them even less defended than Dougan's Hole. So if there is a spot for me to go I would pick Good Mead. But I am fine going where you decide, I am more of a lover than a fighter. And not the best tactician, I leave that to the more martially inclined of the group."


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Baldrick's suggestion is to remain in Easthaven, since that sounds like the place to meet the enemy first (and it doesn't hurt that we're already here). However (given that wasn't one of the choices he was offered), like Umikh, he is easily swayed to Good Mead or anywhere else.

He scratches his beard at one point though, turning to Khitt: "Hey, don't we know someone in Dougan's Hole?"

Baldrick's much more used to following orders than making decisions.

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Umikh Ironbender wrote:

Evil giant corrupting animals with the black crystalline stuff, just point us in the direction of the fight! Umikh things Turq might have a preference for Good Mead, so there's a vote there. Caer-Konig seems like it might be most receptive to help. But really, Umikh could be swayed to any of these locations.

The great thing is that because I am not playing, Turq can go with a team to Good Mead while the rest of you take another location. ;)


RODALAS

We should go where we are the most needed the eladrin offers.


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

Khitt nods to Baldrick ”We do. Not sure I’d say we were much friends, but we do know someone there. “

Id personally be interested in Caer-Dineval to see how it plays out. I find the political stuff going on there to be some of the best in 10 towns. Not sure if it would come out it this adventure but won’t know till we give it a shot. Roleplaywise Good Mead makes sense as well. So my #1 vote would be Dineval and my second vote would be Good Mead.


Lumen couldn't remember ever being so cold, or so tired, after the overnight trip. He couldn't help but wonder if the group couldn't have waited until morning to leave for Easthaven, a feeling that was reinforced as the day went on without anything happening. He was grateful that he was able to sleep in a bit longer than usual as it took him some time to thaw out before he could fall asleep.

Once the captain came to address the crowd, he listened closely to what was happening. After spending the previous night travelling in the cold, he wasn't too excited about having to travel again.

"It seems to me that Good Mead is in the most need without a leader in place. It sounds like the Caer towns should have the best chance of defending themselves. If I had to make a second choice then I'd choose Dougan's Hole. Everyone deserves to be helped," Lumen says with a warm smile.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz gives the captain the look right back and says I'll go where my great axe does the most for the pay so let's do it!


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

"Well it looks like good captain we will head for Good Mead."

Rodney offers up.


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

Khitt stands on the table and calls out. ”My friend Turq and the accepting people of Good Mead will have our support as well” gesturing to the table he sits at.

Khitt looks over to Rodney and nods a greeting also at the same time trying to get a read on how the human may feel about working with a goblin. With some consideration though Khitt feels better about their new recruits, realizing that Rodney is not fully human themselves.

The well spoken goblin waves for Rodney and their companions to join himself and his companions for a drink to honor Good Mead.


Male, LN Goblin, Ranger 5 | HPs 44 | AC: 16 | Init: +5 Sheet Saves S:+2, D:+7, C:+2, I:+1, W:+2, C:+0 | PP 16 | Khatt (Primal Companion) - Female Med Snow Cat | HPs 30 | AC 16 | Saves S:+5, D:+5, C:+5, I:+2, W:+5, C:+3

was Rodalas with us or the new party?


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Seems like Good Mead is everyone's first or second choice. Should we head to Good Mead then? Any last minute pleas for poor Dougan's Hole? Heh.

To those he traveled with, Thinking that Good Mead might be a good place for us. Sounds like that lad over there might be interested, too. These numbers would help rally a good defense over there, they could sure use it along with some solid leadership.

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Captain Arlaggath looks at the bunch of you, Join forces then. Give Good Mead some leadership, however temporary it may be.

She reaches back into a coffer, producing a small bag of gold for each of you, Here is a 10 crown advance for each of you. Wouldn't want you to die without reaping some of your reward. When it is done, return here and you will receive the balance of your payment.

Don't mark it down yet. I will include it in your final. But if you want to make some expenditures beforehand, know that you can make some purchases to be noted in your logsheet.

--

Turq smiles, Back home, it is then. Never to be far from the bees in the hive. We should have a name... What should we call ourselves?


RODALAS

He voted to go where he was most needed


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

Rodney will pick up two Hunting Traps (5 gp each). You never know what you might catch in them.


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Assuming they are available in Easthaven, Baldrick wouldn't mind picking up a set of Smith's tools (PHB lists this at 20gp, but understandably, they might be more expensive here).

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You can find anything in the PHB at listed prices.

Dark Archive

Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

Netz walks on over to the other table and plops down looking at the goblin a bit and says You've come a long way to be standin here working to protect folks, so I'll give ya a get out of a hard beating handshake and hope you do your part


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Baldrick - though I imagine to a smith sharing tools is about like sharing underwear, if Umi knows you're looking, he would let you know you are welcome to share his smithing tools until you can get your own. Camaraderie and all that :-)

To Turq on group name ideas, Defenders of the North? The Snow Fighters? Nah. We got talking animals, dark magic, and creepy night-like air. Dark sky crystal defenderers...stuff.... Alas Umikh is no better than his player at group names.

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Turq ponders for a moment, looking at each of them, We are a rag-tag band aren't we? How does the Icewind Irregulars sound?


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Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Tilting his head to one side, Baldrick murmurs: "I guess that's better'n 'Squad B' ... When do we head back to Good Mead?"

Baldrick appreciates Umikh's offer, but that night sleeping next to the forge has him feeling nostalgic. Having his own tools again is a bit of a tribute to his grandfather.

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Turq says, We'll head out at first light. Cap'n says we got less than a tenday, and I don' relish making the hike a' night. If'n anyone else got a better name, I'm all ears...


Male Half Elf Bard 5 AC 14 HP 28 /28 Temp HP: 8 Passive Perception +18 Saves: S -1, D +5, Co +0, I +4, W +2, Ch +6

"How about The Fantastic Six or Rodney's Angels or even Good Mead's Marauders?
The name should sing somewhat don't you think."

Rodney offers up.

Dark Archive

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Male Dwarf (mountain) Barbarian 5(path of the ancestral guardian), max hp 55, ac 15

how about 'damn that sure is alot of dwarves hanging out with that goblin, eh Rodney?' Netz says with a snicker


Male N Hill Dwarf L5 | HP 64/64 | AC 16 | HD 6d10 (0 used) | 2nd Wind avail Skills: Anim Hand 5, Athl 6, Decp 3, Surv 5 | Disadv on Stealth Saves: S 7, D 1, C 6, I 0, W 2, Ch 0 | Init 1 | PP 12 | Speed 25'

Seeing as how Rodney and Netzer are new, Umikh doesn't know quite how to react, though he grins at the latter's suggestion.

The Icewind Dale Dwarves Plus Some? Yeah, Umikh should stop trying.


RODALAS

The eladrin will say very dead pan It is no one's business how much fiber we have consumed in Icewind Dale

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IDD+ or GMM? Works for me... ;p

The very dwarf-like human introduces himself to the newcomers with a grin, Good ta have ye aboard. If'n ye ain't got snowshoes, I'd suggest it mightily. We are hoofin' this trip on foot, unless ye like wading through waist-deep snow. The name's Turquoise (sounds like Tork-iss), but ye can call me Turq (sounds like Tork).

--

If you want, you can purchase snowshoes for 2 gp, and crampons for another 2 gp. Turq only suggests the snowshoes, but admits that crampons could come in handy if we need to cross any ice...

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The march back to Good Mead isn't strenuous with the use of the snowshoes. The whole trip though, you cannot shake the thoughts of this new threat to the civilized folk of Ten Towns. What does it mean?

It is late in the afternoon when you arrive at Good Mead. The sleepy town doesn't know what is coming, but you all know that something needs to be done to prepare for the coming assault...

What would you like to do to fortify the town? (see handout) You think you have about 9 days...


Male LG Mountain Dwarf Wild Magic Sorcerer 4, Barbarian 3 | HP: 58/58 | AC: 19 | Init: +2 | Pass Perc: 9 | HD (4d6+3d12): 4+2/3+2 | Speed 25 | Sorcery Points: 4/4 | Spells: 4/4, 3/3 | Rage: 3/3 | Saves: STR+2 DEX+2 CON+5 INT+0 WIS-1 CHA+5 | Resistance: Poison | Inspiration: 1 | Active effects:

Can we work on different tasks individually, or is it better to work toward one solution as a group?

Baldrick would like to fire up the forge to repair armour and make weapons (probably spears, since I don't think they take as much time). Smithing skill can be supplemented with Mending cantrips (Baldrick just thinks he's good at fixing things and/or he things other people over-exaggerate the damage to their belongings). He would also like to train the militia, working with his military background to drill them in training exercises.

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You all can work together or apart. For example, two or three of you have the Soldier background, and so could devote some time training the militia, getting them more organized. There is basic labor in building fortifications. Baldrick and Umikh seem to both have skill with smithing, and so they could contribute to arming the militia properly. I say, think Seven Samurai. You have seven of you, and you each have something that you can provide to ready the town for the coming fight.

The handout gives a few suggestions, but leaves some openings for creativity. Use this time to also flesh out your characters' personalities! If I run your PCs again, I will be sure to call upon some of the things that are done here in this game!

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