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:
Lumen Oakleaf wrote:
I'm not familiar with this. Are these now additional enemies to fight?

No idea. I mean, me the player knows that these creatures arrived as a result of a wild magic surge because of Baldrick, but like not even he knows that much. They are under the DM's control, so I don't think we'll know if they are hostile unless they attack us. If your character is a bit paranoid, I guess they might attack first -- luckily, Baldrick and Netzer have acted this round :P


Game Map DCI# 4318637857

Rodney says some comforting words while Rodalas peers intently into the hold. Umikh and Lumen seem to be trying to figure out the best way to help when everyone on deck hears multiple moist sucking sounds, then crystallized tinkling. At the source of each of those sounds appears a small creature that looks like some kind of mix between a jelly fish and a manta ray floating in the air at different heights, inside and outside of the ferry. They look very uncomfortable, but not necessarily hostile. They do pose an issue of being in the way if combat is to resume or a fire to be started in the ship.

Technically, Rodalas and Lumen still has an action. Healing Word is a bonus action.


Game Map DCI# 4318637857

oops, correction Rodney still has an action, not Rodalas.


RODALAS

not much I can do if I cant see the baddy


Unsure of where the creatures came from or what they will do, Lumen tries to help heal Turq.

Cure Wounds: 1d8 + 3 ⇒ (7) + 3 = 10

"So is burning down the ship the only way of taking care of that duegar down there?" he asks nodding toward the hatch to the hold.

Dark Archive

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

listen this situation just went from alright to nuts and I am not waiting for more of these things or Druegar to show up. Let's get out and light it from a safe distance


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'

He'll just escape I think, but it will give him less places to hide.

Umikh's still looking for a way to get a swing at 'im.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq nods his thanks, Netz and Mikh-ey have the cheese of it, unless you have a better way to flush this little bastard out, I'm lighting this ferry like a bonfire.


Lumen considers their options. "I can't say that I do. How long can they stay small like that? And how frequently can they turn invisible? I guess my concern is who owns the ferry? I'd rather not have to explain to the town why we sank their ferry," he says calmly. He wasn't sure that his questions would change anyone's mind as he figured they might fall on deaf ears, but he thought he should at least try.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Dunno, Turq shrugs watching the hold for movement, Only hear'd stories that me Hearth Ma told me when I was only a beardlin'...

Suddenly, as if inspiration strikes, a sly smile creeps across the Dwarf-raised human's face, Grab whatever buckets ye can. Ya hear that, ye grey bastard? We'll freeze yer @$$ to the hold unless ye come to the light! Ye may live if ye answer our questions...


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Charisma (Intimidation): 1d20 + 1 ⇒ (10) + 1 = 11 Add 2 if I can use Persuasion, instead.

Using Inspiration: 1d20 + 1 ⇒ (7) + 1 = 8 $#@%!


RODALAS

The eladrin will watch to see what happens, not at all confident that the grey dwarf will respond.


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 staring, mesmerized, at the floating creatures, murmurs: "Fire first or water first, Turq? Heh!"

Looking back down toward the hold, Baldrick stomps a foot: "Hey, we wanted to know about this Chardalyn stuff? Come talk to us, will ya?"

Persuasion: 1d20 + 4 ⇒ (4) + 4 = 8

Sheesh! Guess talking's not going to work.
Are we still in initiative?


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

My dwarf friend speaks the truth. Come out and lets talk about this. You might even make a profit if your truthful."
Persuasion: 1d20 + 7 ⇒ (5) + 7 = 12

well poo


Game Map DCI# 4318637857

still in initiative. Was giving Rodney a chance to use his action. Making sure a fire wasn’t being lit before I proceed with the deuregar’s turn. I’m glad Lumen brought up the owner of the ferry.

Rodalas Windrace wrote:
The eladrin will watch to see what happens, not at all confident that the grey dwarf will respond.

a good strategy in these situation is often to “ready” an action.

As you make your ploy to lure out the dark dwarf, you hear a gruff laugh and you spy movement among the ropes.

dwarven:
”’Ere I am, carefull whatcha ask fer!”
The dwarf points his dagger at Turq with a serious gaze for a moment and then dives back into the ropes and accessories littering the bottom of the hold.

Turq, make a INT save for me please.

DC 12, if failed:
Turq needs to turn and attack a random nearby person.

Hide: 1d20 + 10 ⇒ (7) + 10 = 17


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Int save: 1d20 ⇒ 7 Nope, not going to make it. Figure Netzer is closest...

Axe you a question!: 1d20 + 5 ⇒ (6) + 5 = 11

Turq's eyes widen, How did he switch places with Netz?!? Well, sonuvabi...

Ye sneaky $hite! the tundra ranger exclaims, swinging his axe at the hearth guardian's head, but something was wrong and deep down he knew it... Aiming an inch high allowed Netzer to easily duck the swing!

Is this persistent, or a one round thing?


Game Map DCI# 4318637857

It is the party’s turn. Everyone can take thier actions.


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:

"There they ar-- oh, now they're gone again! Okay.. hmmm"

Baldrick stands near the open hatch, ignoring Turq's antics (and forgetting about plans to fire or flood the hold), and stares intently at the ropes, waiting for the duergar to reappear.

Point taken about Ready -- I should have done that last round! Baldric will ready a 2nd level Magic Missile, to go off as soon as he can see the gray dwarf again.

Magic Missile, 2nd lvl: 4d4 + 4 ⇒ (3, 2, 3, 4) + 4 = 16


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Assuming, it was a one round thing... Is there a bucket nearby? Something that I could fill with some frigid water?


Game Map DCI# 4318637857
Turquoise 'Turq' Barreltap AL wrote:

Assuming, it was a one round thing... Is there a bucket nearby? Something that I could fill with some frigid water?

Bucket… yes.

Frigid water… if you want o break through the ice, there’s lots of it below you. Other than that, not really.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Turq drops to a low stance and swings the axe down hard to break the ice!

Strength: 1d20 + 3 ⇒ (6) + 3 = 9 or damage: 1d8 + 5 ⇒ (4) + 5 = 9 Whichever is more appropriate... If more is needed, Action Surge.

Strength: 1d20 + 3 ⇒ (11) + 3 = 14 or damage: 1d8 + 5 ⇒ (4) + 5 = 9

EDIT: If it is enough to break up the ice, Turq throws his shield to the pier and scoops a bucket of ice water and dumps it all over the tangle of rope!


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 drops a Faerie Fire on where the dwarf is hidding.


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'

Perception, to see if he notices Turq swing at Netzer: 1d20 + 2 ⇒ (10) + 2 = 12
General Int check to see if he might know what happened?: 1d20 ⇒ 13

Umikh takes a step back from Turq and the hold, a bit shaken as to what he just witnessed. He's pretty sure that duergar had something to do with Turq's swing at their friend. However, all seems right again and no one else seems too fazed.

Burning the boat would be most effective if the little devil didn't escape, but it would be a big destruction of property, Lumen's right. Keeping a very wary eye on Turq for the moment, he joins in the effort to break through to the water.

Yeah, freezing it can at least be undone. Let's get this done in a hurry.

Dark Archive

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

Netzer will ready an action for when the Druegar attacks again and tanks out a javelin.


Lumen looks concerned when Turq takes a swing at Nezter. "More of the duegar's tricks? You feel ok, Turq?" he asks, watching him carefully.

He then peers down into the hold, contemplating his options. "Not sure if this will help, but it might draw him out," he says pulling out a small bag. He reaches inside of it, withdrawing a small, fuzzy ball which he tosses into the hold.

Bag of Tricks: 1d8 ⇒ 4

When the ball lands, it suddenly changes into a boar.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Talking half to himself, half to Lumen, This son of a... twisting my mind, blasted rock-eater! I'll show you!


Game Map DCI# 4318637857

Turq leaps over the edge of the boat onto the ice and slams his down, splitting the ice and shattering it near the blade. With some work, he manages an opening even though cracks form in the ice under his feet as well. Probably not a good idea to stay here long. Fiche g a bucket down he fills the buckets with the frigid lake water and prepares to send the bucket back to the deck as he looks to get off the now precarious ice.

Lumen’s fur ball explodes in the hold in a burst of sound as a board begins to squeal and grunt. Lumen’s command stuck in its head, the boat begins searching for the tiny dwarf. Shortly after that the hold illuminates ina burst of violet light.
Reflex Boar: 1d20 ⇒ 16
Reflex Dwarf: 1d20 ⇒ 16
Unfortunately the receding light does not leave anything/anyone illuminated.

The immediate efforts to flush out the dwarf failing embolden the pesky dueregar, laughing he comes out of hiding once again to attempt to toy with some one’s mind again. He wasn’t expecting the barrage of attacks that would come though. Blasted my small notes of light, the dwarf staggers back.

Nezter, make your attack. Rodalas, I’m assuming you would also have a readied action, feel free to take an attack with your bow before I conclude the dwarfs action.

dwarf -32

Dark Archive

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

Netz laughs and rages against the wily Druegar and spirits begin to spin around his friends and the pig and Net chucks the javelin at the enemy!

attack: 1d20 + 5 ⇒ (13) + 5 = 18

reckless: 1d20 + 5 ⇒ (1) + 5 = 6

damage: 1d8 + 5 ⇒ (3) + 5 = 8


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 that did not work. We'll have to do this the hard way."

And he readies his crossbow to fire once he sees the target.

Ready action: Light crossbow: 1d20 + 4 ⇒ (19) + 4 = 23
Per. Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Rodalas, you there?


Game Map DCI# 4318637857

Rodalas Attack: 1d20 + 5 ⇒ (9) + 5 = 14

The elf let’s loose an arrow at the dwarf but it sticks in the bundle of ropes nearby. Nezter’s javelin also narrowly misses the tiny dwarf.

The dwarf scoffs, looking over at the boat and back at the group. He moves over to the boar and slashes it with his dagger and then points back at Umikh.

Dwarven Language:
”Maybe you’re aim is better boy. Put that axe to work on one of your friends.
You do notice his movements are labored but determined as he does so.

Umikh, DC 12 INT save please. If you fail, I will need to to make an attack on 1d5 ⇒ 3 Nezter again. (Randomly chosen lol)
Attack on Boar: 1d20 + 5 ⇒ (3) + 5 = 8
Boar attack on Dwarf: 1d20 + 3 ⇒ (7) + 3 = 10
Hide: 1d20 + 10 ⇒ (7) + 10 = 17

After a pitiful melee exchange, the dwarf again moves to hide in the clutter on the floor.


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'

Int save: 1d20 ⇒ 14

In Dwarvish Oh no ye don't ye dark bastard.

Umikh abandons the effort to help flood the boat. He's going after that guy! He'll jump down there and attack if he can/there's space....


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:

Magic Surge check, MM: 1d20 ⇒ 11

As soon as the duergar pops out of hiding, Baldrick turns to Rodalas and yells: "HE'S RIGHT THERE -- SHOOT!" With his head turned, he misses the flight of magic orbs and by the time he looks back, the dwarf has disappeared again. Baldrick frowns in consternation:

Dwarven:
"Oh, gone again are you -- Come out and I'll show you what can be done with an ax!"

Hand Ax, Thrown: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 2 ⇒ (2) + 2 = 4


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Does the boar get an AoO? And don't forget Baldy's magic missile!

Scrambling back up with the bucket of ice water, he notices Umikh descend into the hold. Snatching his axe up from the ground, he calls down at the dwarf warrior, I'm comin' fer ye, ye duergar prat...

The stout human defender places the bucket on the edge above the hold and jumps in. Figure all that took my whole turn. Will dump it on the rope pile next round.


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

Did I hit with my crossbow?


Game Map DCI# 4318637857
Rodney Lash wrote:
Did I hit with my crossbow?

Your action last round was the faerie fire that both the boar and dwarf managed to avoid, so I qued your crossbow for this round as a readied action.

@Turq The magic missiles were already accounted for before I asked for the readied actions from Nezter and Rodalas. As for the boar, he took the AOO when the dwarf moved away. The boar will looking for his quarry again this round.

Dark Archive

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

Netzer will jump down raging and ready an attack


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Got it, I must have missed any flavor text for the missiles. :p


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'

Is it our turn? Should I be rolling something to smash this booger into dirt?!


With it getting more crowded in the ship's hold, Lumen watches patiently for the duergar to come out from hiding, preparing to call on Lathander to stike the creature with a cleansing flame.

Sacred Flame (readied): 1d8 ⇒ 5 Dex save to avoid


Game Map DCI# 4318637857

We have enough successfull readied actions to complete the battle. Congrats all

The summoned boar begins scouring the hold sniffing and snorting until you hear it squeal in excitement. Flushing the dwarf from his hiding location the dwarf staggers into view with his dagger raised to strike at Nezter when he is waylaid by multiple attacks and spells. The dwarf collapses, quite dead, amongst the tackle and ropes.

Yay!

Dark Archive

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

Netzer will stop eating and huff and puff a bit the spirits of his ancestors swirling around him and his allies for long moments their Dwarven countenance felt looking over and defending those who fight with Netzer and then they vanish once more.


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Does he return to normal size? Or in time, perhaps?

Turq shakes his head, If the duergar are involved, that amounts to no good fer the Ten Towns. Best we get him and his things back to the constable... Good work, folks!


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:

Investigation: 1d20 + 0 ⇒ (3) + 0 = 3

Dropping down into the hold to retrieve his axe, Baldrick kicks at some rope in a half-hearted search, before becoming distracted: "I've never seen a gray dwarf shrink before! They'll be awfully hard to find if they invade the towns like that."


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Same here, Turq admits, But we normally only see their grunts. Who knows what kind of mages they got?


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'

Investigation: 1d20 ⇒ 16

When there is room, Umikh jumps down and looks around for anything that might be hiding in the hold. He shakes his head as the others comment on duergar being involved in all of this. Yup, best to let the others know.


Game Map DCI# 4318637857

Not very long in waiting the dwarf’s magic seems to fade and the body grows to normal size.

anything else you want to do before finding the authorities?


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

Just gathering up the evidence from the cabin and bringing it back to the Captain Arlaggath.

EDIT: Anything of note on the body itself?


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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:
Turquoise 'Turq' Barreltap AL wrote:
Anything of note on the body itself?

Don't worry, Baldrick checked and didn't find anything! :D

(As my union pres is fond of saying with regards to our employer: "We've tried nothing and we're all out of ideas")


Male human fighter 6 | AC 17 (19 w shield) | hp 14/58 (6d10 HD) | Saves: +6 Str, +2 Dex, +6 Con, +0 Int, +5 Wis, +1 Cha | Second Wind used [ x ] | Action Surge used [ x ] | Init +2 | Passive Per 15 | Inspiration [ ] | Mark Retort [ 0/3 used ]

XD

Turq looks at everyone and grins, I need a drink. Some hot food would be nice too...

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