
Kwin Avassar |

Hit points 1d8 ⇒ 1. So, go with the minimum of 5.
Guardian Emblem, uncommon 100 + 1d500 ⇒ 100 + (227) = 327, 1d4 ⇒ 1 weeks.
Scroll, remove curse, uncommon, 100 + 1d500 ⇒ 100 + (313) = 413, 1d4 ⇒ 4 weeks.
Scroll, revivify, uncommon, 100 + 1d500 ⇒ 100 + (226) = 326, 1d4 ⇒ 3 weeks.

Kwin Avassar |

Kwin is updated to 5th level. I went ahead and put his new magic items on his character sheet; if the action picks up before they come in, I'll flag them as not available to use yet.

Argyri Katrakis |

Dagger of Warning: 100 + 5d100 ⇒ 100 + (15, 7, 90, 54, 71) = 337 wks: 1d4 ⇒ 2
Ring of Jumping: 100 + 5d100 ⇒ 100 + (53, 30, 5, 82, 65) = 335 wks: 1d4 ⇒ 2
Stone of Good Luck: 100 + 5d100 ⇒ 100 + (47, 7, 51, 90, 58) = 353 wks: 1d4 ⇒ 3
Feather Token: 50 + 5d10 ⇒ 50 + (4, 6, 10, 10, 1) = 81 <-- whoops, not QUITE enough to pay for this right now.
Cuddly Mascot (Parrot): 50 + 5d10 ⇒ 50 + (5, 8, 2, 10, 3) = 78 ...and I can't not buy a magical plushy parrot to sit on my shoulder and make me feel braver. Especially after those nasty spiders!

Argyri Katrakis |

Ooops, I forgot about attunement.
I'm already attuned to my cloak of elvenkind, so I can only attune to two more things. I think I'll keep the more interesting Dagger of Warning and Ring of Jumping, and lose the luckstone.
For my third, I'll go with gloves of thievery.
Level up completed, and sheet updated (including with the new items)

Drusilla Orizorwyn |

Drusilla will probably use Crabbers' Cove to cast Galdar's Tower live on the second floor, and use the first floor as a kitchen as she waits she starts by setting up crab traps and catching crabs for sale. Others are welcome to stay in her Magically created tower.

Tarn Copperlocks |

Tarn will waste time, drinking and wandering about. Until he gets bored after a few days, and ends up rejoining his clansmen in working the mines. This will be to keep himself busy, to feel a sense of belonging, and to break even on living expenses (he has his eye on a rare magic item).

Badger the Rover |

Remember Captain Xendros of the Faithful Quartermasters of Iuz has magic items for sale and can also broker the sale of magic items.
Common magic items are (1d60 +40) gp. Uncommon magic items are (1d400 +100) gp and take 1d4 weeks to find. And, rare magic items are (45d100 +500) gp and take 2d4 weeks to find.
Items for Approval.
Shortsword +1
Price: 1d400 + 100 ⇒ (296) + 100 = 396
Weeks: 1d4 ⇒ 3
Shortsword +1
Price: 1d400 + 100 ⇒ (141) + 100 = 241
Weeks: 1d4 ⇒ 1
Shortbow +1
Price: 1d400 + 100 ⇒ (374) + 100 = 474
Weeks: 1d4 ⇒ 3
168 gp remaining

Kwin Avassar |

Several times during the downtime, Kwin leaves town. When he comes to crossroads, he stops to pray. For hours, he listens for signs that his lord, Fharlanghn, has service required of him elsewhere. But every road, path and trail leads him back to Saltmarsh. Clearly, his work there in the name of the Dweller on the Far Horizon is not yet complete. To pass the time, he tends to fishermen and merchants coming and going.
Intelligence (religion) check 1d20 + 4 ⇒ (16) + 4 = 20

Argyri Katrakis |

Busy week but I'm ready. I'll reply this weekend, for sure

Tarn Copperlocks |

Ready! And yeah, level 5 is huge. It’s such a power spike for most classes

Tarn Copperlocks |

Best of luck!

Argyri Katrakis |

Tiptoeing through the skeletons:
- Looks like Kwin is best at Survival +7. Kwin, would you step up to lead the way? (Or Badger, is there a Ranger-thing you have here that would make you better?)
- Probably it makes sense to change marching order some, and keep the one who's leading in the front, at least while we're dodging skellies?

Tarn Copperlocks |
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Thirsting Blade
Source: Player's Handbook
Prerequisite: 5th level, Pact of the Blade feature
You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Tarn Copperlocks |

As we are going underground:
“Deep Miner: You’re used to navigating the deep places of the earth. Actually, you never got lost either in the caves or in the mines suppose you have seen an accurate map of them or else have been through them before. Furthermore, you have capability to scrounge fresh water and also the food for yourself and also as many as five other people each and every day suppose if you’re in a mine or else natural caves.”
He also has tools: Mason, which represents his background as a miner. Not sure if this will come up, but as we are underground I figured that I’d throw it out.

Kwin Avassar |

Well, Drusilla should not be last. I'm not sure if Tarn, Badger or Argyri are best up front. If one of them is suited for a rear guard, great. If we need the various skills of all three towards the front, Kwin will take the last place.

DM Jubal |

For now, you are going into a basement, and I'll keep that feature in mind.
And I've always thought that not having specific Miner's Tools were a 5e oversight. Mason's tools are about cutting stones and aligning their placement. Miner's tools are about removing valuable material from rock and stone. My pet peeve.
cheers

Argyri Katrakis |
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My porposal:
Tarn, Argyri, Drusilla, Kwin, Badger
As Badger suggests, keeps someone tough at the back (and better yet, that fella's got a bow).
Tarn leading underground seems prudent.
Argyri has the Dagger of Warning, so good to be up front
Keeps the casters in the middle
Sound good?

Argyri Katrakis |

Hey Jubal, I see "Argyri(adv): 1d20 + 7 ⇒ (18) + 7 = 25" in your rolls. Does that mean Argyri is up now too?

Argyri Katrakis |

Jubal, did our readied actions go off? Is this round 2?

Tarn Copperlocks |

The leader attacks Tarn three times with a spear.
Og vs Tarn 1: 1d20 + 7 + 1d4 ⇒ (14) + 7 + (1) = 222d6 + 4 ⇒ (1, 2) + 4 = 7
Og vs Tarn 2: 1d20 + 7 + 1d4 ⇒ (11) + 7 + (3) = 212d6 + 4 ⇒ (2, 3) + 4 = 9
Og vs Tarn 3: 1d20 + 7 + 1d4 ⇒ (16) + 7 + (1) = 242d6 + 4 ⇒ (6, 3) + 4 = 13
3 hits. 29 wounds. Tarn was at 12. I think he is dead. Is this so? If so…can I make a new character? Also his last act will be a hellish rebuke. Uses his last spell slot to do some more damage before he dies.

Kwin Avassar |

Tarn, if this does kill you, do you want to make a new character? If have a scroll of revivify if I can get to you quickly enough.
If you're not killed by it, I'll send some healing your way.

Tarn Copperlocks |

So the little idiot lives! Great. I’ve done too much Pathfinder it seems

Argyri Katrakis |

If Tarn was at 12, the second hit would've dropped him, which means the 3rd comes at me.
Metagaming, I'd of course love to uncanny dodge the one that did 13, not the one that did 4 damage ;-) ...but I think by the rules I have to decide before damage is rolled, yes? In that case, it's whatever attack would've hit me first.
By your rolls, I'm guessing that means I used it on the 4 dam attack (sadly) but lemme know; if the leader was higher in Init, maybe he'd have attacked me first and so I'd half that one instead?

Argyri Katrakis |

Thanks!!
- - -
Kwin, I'm not sure what your best options are here, but do you have a way to heal Tarn (bringing him back into the action, at least for another round or two)?
And/or to keep me up for a bit longer? (I'm at 24/42 HP, but given the damage this guy puts out–and that he and the vet next to him may both focus on me now–I may well drop this round)
Oh! Anyone have a way to get Og to drop his spear? I just looked up Disarm, but I'd get -4 (light weapons) and he'd get +4 (2H weapon)...which seems like a terrible idea...but if there's a way to grease his weapon or whatnot, that could help us too!

Argyri Katrakis |

Jubal, thanks for the clarification on layout.
Can we at all tell how badly injured Og is? (Or the vet beside him, for that matter?)