Lem

Beldak Bracegirdle's page

134 posts. Alias of Ian RVA.


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Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak shrugs, "What can I say? I read a lot."
He sifts through his pack for some rope.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

ACK just read this... I took languages based on the 5e rules... goblin was one of my languages. I can retcon that post though if you'd like...I probably read a book about the goblin language at some point though.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"STOP," Beldak shouts in a whisper. "Let us not be so hasty to silence informants much less defy our true nature!"

"O duun dech rhaan akuugac. O druun khruur magaan a shuulaan ac daan ghakhaar kaan o kelaan daan daraan or malkaar."

goblin speech:
"You two will be informants. You do not have a choice in the matter lest you like the taste of hammer."

intimidation: 1d20 + 1 ⇒ (17) + 1 = 18


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Morgrym: In 5e a hit on an unconscious target is an automatic critical. Not sure how GDM will want to rule this as it is his game but double the damage or roll another 1d10+3... either way it's likely dead with an average of 7hp and your crit minimum is 8.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak follows them into the room holding the torch high. Morgrym charges ahead and swats an armored goblin upon a stool.

"SHHHH"

Ray of Frost on sentry: 1d20 + 5 ⇒ (13) + 5 = 18
damage; -10 move speed: 1d8 ⇒ 4


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Straight down the hall past the doors is what I gathered from the prior posts.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

I'll admit to trolling you for new rules with that torch comment


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

As they pass through the entrance into the now foggy hall Beldak casts light on his staff and tries to make heads from tails in this infernal mist. "Maybe we'd be better off with a little heat," he says rummaging through his pack for a torch.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Are monsters particularly adept at seeing in fog?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"A fair trade has been arranged. We're to run an errand for Lorelei at our convenience. There's a small chance we'll find anything we need beyond Cipenny. Tonight we'll rest and discuss strategy based on what we know."

Beldak removes the map to the Black Village given to him by Right Reverend Drogglespok. He turns it over and begins drawing a map of the palace as he remembers it.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

To be fair, it only takes 6 goblins each to level and we got surprised during one encounter. We don't need to go back to town and we're fortunate to be able to stay at Loamstone.

If Lorelei wants to pay up front how about 2 potions and we'll get her supplies or refund her investment.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Is there a definitive list or is it of mild importance? Would we be likely to discover any of this in the palace or beyond?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Thanks dude! Can't tell you how much I appreciate this. Here's some coin for your trouble. Is Mortie working the door tonight? Come find me later and I'll recount our adventure as it's unfolded so far." Beldak greets Benny cheerfully for the hovel is a welcome sight.

He turns to his fellow adventurers "Gentlemen, welcome to Loamstone."

Give Benny 10cp


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"I know a place that's well fortified and friendly where we can stay. I'll say where once we get out of here safely." Beldak assures the weary party.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

We could return there. It's just inside town and I know the password. They have excellent provisions. I'm going to take 100cp from the chest.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Great... I hope someone brought tape. Not sure 10gp worth of copper is worth lugging around.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Waiting to adjudicate shield vs chest? Hope these aren't AOE needles :D


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Ah, there it is. These key holes are rigged as you suspected! Needle trap."

Beldak walks over to the pile of arms and grabs a black oak shield. With confidence he holds an arm loop in each hand and shoves the shield into the locks hoping to set off the trap without harming anyone.

Hoping to set off the trap into the shield. Also hoping it's not gas.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak takes a few deep breaths as he relaxes. He calls upon all his prior learning to devise the best medical treatment he can provide without having proper implements about. He kneels down next to Morgrym who looks just awful at this point. After about 10 minutes of bandaging and wiping down wounds Beldak realizes he may not have enough of the already sparse supplies to tend to Myna.

short rest hit die spent: 1d6 ⇒ 6
medicine check Myna: 1d20 + 2 ⇒ (4) + 2 = 6
medicine check Morgrym: 1d20 + 2 ⇒ (16) + 2 = 18

"Locks be damned," Beldak says thinking of the chest. He sifts through Myna's pack but doesn't uncover the tools he was hoping to find.

Beldak stands, pinching his chin in thought. "Let me see," he states as he examines the goop on top of the chest.

investigation: 1d20 + 5 ⇒ (15) + 5 = 20


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

I'm ok with being disadvantaged to cast in melee. I'm going to do my best to not ever be in melee as well. 1d6 hp isn't much when you're getting attacked often.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6
Generic Dungeon Master wrote:
A Caster has Disadvantage on an Attack Roll associated with a Spell when it is cast using the "Cast a Spell" action in any round where the Party does not have the initiative.

This doesn't seem fair. I'm disadvantaged to my primary attack when I don't have initiative? That could be 100% of the time regardless of my proximity to any enemy.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak slides a sword through the door handles to keep it from opening. "Maybe if we push the rack in front of the door Myna found we can get some peace."

Beldak starts searching the goblin corpses for useful items.

Investigation: 1d20 + 5 ⇒ (20) + 5 = 25

Will I need more than a few minutes per body? Can I be thorough and still benefit from a shirt rest?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

OMG IT'S NOT... WRONG WIZARD! I don't think I have any pots left either.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Don't worry! I'll stabilize you!


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Myna is down.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak's spirit has been renewed with the defense of standing behind a taller ally. He steps around Sir Tarathiel and yells, "Take no prisoners!! Dhaakaan!!

chill touch on Myna's attacker: 1d20 + 5 ⇒ (19) + 5 = 24
damage; target cannot heal 1 round: 1d8 ⇒ 8

Goblin Speech = Freeze! ***Also giving my inspiration to Sir Tarathiel***


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6
Sir Aethorduil Tarathiel wrote:
All I know is the little bugger has left 3 hp me to also take the brunt of his goblins attack.

OMG I didn't realize you were dying!

Generic DM wrote:
Beldak's decision to Disengage raises an important question. I'm not using tactical maps, and not using attacks of opportunity,

I also forgot the rule on no AOO's... :( ... My reason for disengaging is mainly not create unrest but that I'm not a melee character. I also don't trust myself to roll high twice for a disadvantaged spell casting in melee combat. I never played 1e either... I would have at least attacked if I knew that I was just going to get stabbed in the back.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak sees the paladin pulp a goblin beyond his own assailant. He fakes right and spins left and takes off at a flat run. Disengaging from his attacker he leaps over the freshly minced goblin and skitters through Sir Tarathiel's legs taking cover behind him.

Action: disengage


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"HELP"

Beldak's feet begin to shuffle along the ground. Back and forth they scuff as if he were almost dancing in place. His head pump faking right then left. His whole body a blur of spastic motion. Where will he be next?!

dodging as my action for round 2. All attacks against me are disadvantaged


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

The sheen of his shield dissipates as Beldak turns to face the goblins. He's enraged at the assault but maybe more so at himself for not expecting it. He raises his staff high spreading light across the room drawing their attention upward. Eyes gleaming bright blue with fury his other hand is already outstretched. It motions as if snatching something out of the air.

"Alkorthaac tec tan! O'kaan khruur daan okec okaan der togeraan!"

A translucent gleaming hand as big as the halfling shoots forth and wraps around one of the goblins in the doorway.

chill touch; target cannot heal, 1 round: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 ⇒ 6

Beldak shifts to the side attempting to take cover behind the weapon rack.

goblin speakers:
"Impudent skin sacks! You're not the only one with surprises!"


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

How would you like to adjudicate the spell shield in this case. As written it reacts to being hit by an attack and adds +5 AC against that attack and until my next turn. Understandably not enough bonus to stop the first attack but it would defy the second.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6
Sir Aethorduil Tarathiel wrote:

Aethorduil notes Beldaks interest.

What has attracted your eye there Beldak?

Nothing too special. It's a strong wood though and more recently has gained praise for adding interesting flavor to wines that are barreled using it. This wood would fetch a fair price anywhere but more so in the right Alodoan markets.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

intelligence on black oak: 1d20 + 5 ⇒ (20) + 5 = 25
Hahaha of course I would have read a book on it


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

MY bad! I got lazy at work and threw up a post. I'm reading the discussion part first before I check out the new gameplay posts. I'm inclined to be interested in the Black Oak craftmanship. Is there anything particularly special about black oak? Commonality? Hardness? Value? et cetera

I'll shape up I promise.

EDIT: and now having read the gameplay posts, 5 minutes on the construction of the weapon rack, 5 more minutes on the north wall from the floor to halfling height.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

You've been continuing with the map!!! Here I was beaming with pride at my sketch interpretations...


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"These are interesting, eh boys? Nice make for goblinworks. Too good even." Beldak says as he walks around the room inspecting everything.

investigation, secrets: 1d20 + 5 ⇒ (6) + 5 = 11

He takes one of the daggers as he passes by the weapon rack. It'll certainly offer better protection than his penknife.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak quickly moves away from the opening door so as not to be crushed. He fans out from the doorway reciting the spell he's so familiar with. "Cool off stinky!"

Chill touch attack on goblin opening west door: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 ⇒ 5

on a success the target cannot heal for 1 turn


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak touches Myna's arm softly as he examines the door. He points down at the gap beneath as the shadows shift and steps to the side.

He looks back at the collected warriors. A rag tag group had he ever seen one before. He pulls the hilt of his small knife and gestures unsheathing it several times while making eye contact with each of the others.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak continues to light the way while taking note of the way itself.

perception; just to be thorough: 1d20 + 4 ⇒ (13) + 4 = 17


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Unless anything changes there's a right turn heading east. Beyond that was beyond our previous viewable distance. I would anticipate slow updates through tomorrow due to the holiday.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Awesome! Everything is fitting just right... Anders and I need the light so I'll march next to him.

I would suggest the order be:

Myna
Haarold
Anders/Beldak
Morgrym/Tarathiel


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Further up to the right might take us back to the main hall or beyond but if we turn here [indicating western passage] we might delve deeper into the mountain. Hard to say where we'll end up for sure! Can't say as I've noticed any more signs of our littler friends either."

investigation for tracks or curious markings: 1d20 + 5 ⇒ (19) + 5 = 24


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Terq: I've been drawing a map IRL, I didn't think that would be unreasonable for an INT17 character to do or at least actually remember. Could I get distances for the door left and door right from the corner we are starting from?


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Everyone except maybe Anders has better eyes than I for this sort of thing. Mine are better suited for books than dark passages." Beldak explains as they start off.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Enough heraldry! Let's press on lest the princess perish at the hand of boredom first!" Beldak holds his staff high as he heads off towards the passage heading north along the west wall.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"NICE ears... Nice ears for certain. And no more just a duty than speaking fine Sylvan tongues. Our bloody maiden has more titles and signifiers than a newborn gnome but he's no less a proud knight because of it!" Beldak quickly tries to smooth over the promising storm.

He quickly steps up next to Myna and Aetherduil and whispers, "To be honest we've all just become acquainted all the same. Haarold Anders and I have lost several companions along the way and we found Morgrym wedged into a secret pass."

He pauses and looks over his shoulder preparing to cast shield if need be, "We're a bit on edge I mean to say. A few less surprises would be welcome."


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Of course I would forget to introduce Beldak in his introductory post.... SIGH {hate posting from my phone}


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Beldak quickly rushes to the forefront of this most unusual encounter. There are tenuous relationships between dwarves and elves across the land and the last he wants is brash response from any of his companions.

"Elin sila lumenn omentilmo Tarathiel"
Beldak bows and splays the staff out wide so the light does not blind the newcomers.

"Elves in the employ of a Dwarven King? That's almost as surprising as your appearance! We're here on a mission of rescue and vanquishing evil. Maybe our paths are better off aligned?! No?"

A smile splits the halfling's face as he rises to face them, well, waist on at least.

elven speakers:
"A star shall shine on the hour of our meeting Tarathiel"


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

"Yes, noted. Let's assume our primary assailants lived here and will not be returning and if in future need we may find reprieve in this area. Yes, Let's move on!"

Beldak marches off behind Haarold.


Wiz1 HP 9/9 AC:13 PassPerc 14 // Str+1, Dex+3, Con+3, Int*+5, Wis*+4, Chr+1 XP: 34 HD: 1/1d6

Welcome!

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