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![]() I will leave you guys with 4 newly created classes for 5e. These will be used in my Reign of Winter hope game next year. The Witch
The Witch Hunter
The Oracle
The Alchemist
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![]() I will leave you guys with 4 newly created classes for 5e. These will be used in my Reign of Winter hope game next year. The Witch
The Witch Hunter
The Oracle
The Alchemist
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![]() Ok guys, due to time restraints on my part with all the games I have going it has become a chore to find time to process all the turns each day. With that said the PbP games need to be fun for everyone involved, including the DM and at this time that is no longer the case so I am going to have to cut back drastically on the games I run. Therefore it is with great sadness that I must step away from this game at this time. If one of you players would like to step in and take it over I would be more than happy to turn it over to you. Right now I just don't have the time to continue and with our holiday business being right around the corner I am going to have to put this one to bed. (For me at least.) Billy ![]()
![]() Ok guys, due to time restraints on my part with all the games I have going it has become a chore to find time to process all the turns each day. With that said the PbP games need to be fun for everyone involved, including the DM and at this time that is no longer the case so I am going to have to cut back drastically on the games I run. Therefore it is with great sadness that I must step away from this game at this time. If one of you players would like to step in and take it over I would be more than happy to turn it over to you. Right now I just don't have the time to continue and with our holiday business being right around the corner I am going to have to put this one to bed. Billy ![]()
![]() This table has had trouble keeping players from the start. It has been a struggle at times. With my work schedule increasing and side commissions going strong I need to cut back some of my PbP game tables anyway. Sorry to say folks, but I think I am going to close this one down. It was good gaming with all of you and I wish all of you nothing but the best. ![]()
![]() Night Below
Pip, Erdann and The Slice hurried up the path to catch up with the front of the group. Alexander moved in front of Wolfgang and lit a torch as well, extending his vision to five foot in the strange darkness. -------------------------------
Rubble: The tower around the Spire is one big ruin, with debris strewn across the floors. Any area where green debris can be seen is difficult terrain (movement cost 2 squares) Alexander:
Your strength is high enough so you should not be at any armor penalty. And at your current load even with everything you should be moving at 20' per round. If you drop your backpack then you would be at 30'. Also you can carry a greatsword in one hand and the torch in the other. Just drop the torch before you use it. Active Effects: Wolfgang has 8 Temporary Hitpoints (Falselife) ![]()
![]() Princes of the Apocalypse
As the cleric approaches the gates clattering sounds and muffled voices come from inside the gatehouse. Then a human warrior appears at the second story arrow slit directly over the gate. You can’t see much of him, but he wears a leather jerkin and has a black beard. “Who are you? What do you want?” As Brother Attero politely ask for admittance, the keep welcomes him and opens the gate. The gates open to a thirty-foot passage leading east. A portcullis blocks the far end of the passage, but you can see the castle yard on the other side. An arrow slit in the southern wall of the passage provides defenders a way to fire on intruders who get this far. Here the priest is told to wait while an escort is gathered. Soon four men arrive and the portcullis is raised. Four rough looking men escort Brother Aterro through the gate and into the yard. The area just inside the castle gatehouse consists of a small courtyard of bare dirt and tufts of wiry grass. A stable stands to the east, the gatehouse to the west, and the main yard of the castle lies to the north. The keep occupies the northern corner of the castle yard. Stone stairs near the keep lead up to the top of the wall. The cleric is led around to the main keep which is adjacent to one wall and tower and taken inside. This room is the great hall of the keep. It is two stories high, with stone stairs on both sides of the room leading up to a stone balcony at the west end of the chamber. Heavy double doors lead east to the castle yard, while two interior doors open to the west. Arrow slits look out to the north and the south. At the west end of the room, below the balcony, a large wooden chair sits behind a wide table littered with papers and discarded plates. A second table, this one long and furnished with benches, runs down the middle of the hall. The walls are painted in green and blue, decorated with tattered banners showing nautical designs. Brother Attero is told to wait here for Grimjaw and the escort turns to wait outside the door. OOC: You have a few minutes before Grimjaw shows up so if you want to do something while you wait please do so now. ![]()
![]() Curse of Strahd
Moving forward the group could see more cells ahead, hanging on the back wall of the cell marked H32 on the map is a human skeleton clad in a tattered black robe. In Game Time: 6:28pm Active Effects: Jiang has a torch lit. (59 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita Lay on Hands (0 of 10 remaining.)
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![]() Night Below
Stepping up into the entrance Jelly was joined by Wolfgang bringing his torch with him. Looking into the opening fully the first thing Wolfgang noticed was that the darkness itself seemed to swallow up his torch light after just five feet, limiting his human eyes to only five feet of vision. Jelly's darkvision could penetrate the weird darkness a little further, possibly about thirty feet. Since Wolfgang could not see much Jelly described to him what he saw. Half-melted blocks of green glass lie thick on the floor. A crumbling archway to the north leads into another chamber, while a door to the west leads into the round tower at the southwest corner of the building. To the east, a barricade of rubble and wooden stakes blocks a passage leading into the main tower. Light Consumption: Inside the structure, a magical effect swallows up light. Any light source, no matter how strong, illuminates only a 5-foot radius. Anything beyond the 5-foot area is darkness to anyone without darkvision. Ranged combat and melee attacks with reach have a disadvantage unless the attacker has darkvision. Spellcasters without darkvision can not see a creature to target it beyond five feet if sight is required for the spell (i.e. A creature that you can see). Creatures without darkvision have disadvantage on Perception checks that rely on sight. The map is shaded darker where non-darkvision characters can not see. Rubble: The tower around the Spire is one big ruin, with debris strewn across the floors. Any area where green debris can be seen is difficult terrain (movement cost 2 squares) Active Effects: Wolfgang has 8 Temporary Hitpoints (Falselife) ![]()
![]() Curse of Strahd
As Hack led the group forward the passage turned south into some kind of hall with cells off to each side, rusty shackles, some still holding the arm bones of their victims hand in the back of each, the prison stretched forth as far as Hack could see with the light provided. Bones lay scattered on the floor. In Game Time: 6:27pm Active Effects: Jiang has a torch lit. (1 hour remaining.) Illufaus has Mage Armor (AC 16)
Perdita Lay on Hands (0 of 10 remaining.)
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![]() Night Below
Pip raised his crossbow and fired a single shot that hit the creature right between the eyes, killing it dead in but a single shot. Erdann prepared to unleash another ray of cold but found that he had no targets to fire it at for the moment. Alexander quickly rushed up to the spot where Pip had slain the creature. Looking at it Alex could easily tell that the creature at least used to be a goblin. There were strange green crystal growths that protruded out of its skin and its mouth was much wider and had more teeth than a normal goblin, and the fact that it was green. Most goblins he had seen or heard of was brown little buggers but he had met the blue ones a few days back but they had died their skin, he wondered if these had done the same. Jelly moved up behind Alex as they both looked toward the opening in the structure itself. The footpath climbs up to a jagged hole in the side of the green glass tower. The light outside the tower does not penetrate into the building more than a few feet. Beyond that, it’s pitch black. The darkness at the entrance Alexander's human eyes could not penetrate at all and even Jelly's elven sight barely could penetrate it enough to see that a chamber lay beyond. Half-melted blocks of green glass lie thick on the floor. A crumbling archway to the north leads into another chamber. Mechanics:
Goblin takes 12 hitpoints of piercing damage from Pip's crossbow. Goblin has taken a total of 12 hitpoints of damage. Goblin is dead. Active Effects: Wolfgang has 8 Temporary Hitpoints (Falselife) ![]()
![]() Princes of the Apocalypse
Watching the keep from the same side of the river many boats come and go throughout the day, without a better vantage point it is tuff to say how many men might be in the keep, maybe a few dozen but that is just what they have seen come and go. They did find out that Captain Shoalar Quanderil's keelboat was currently parked in the keep's bay area. Meanwhile back at the inn Keaton discovered that the dwarf janitor had no belongings that really amounted to anything of value. Keaton: Just a requote from our earlier conversation about spell research. The cost would be the same as researching a first level spell. You would also need to rewrite the new "changed spell" into your book and name it. i.e. Keaton's Floating Disk etc. You could only make a single modification to the spell from the following list. - Increase duration to 2 hours.
Also you could give the spell a cosmetic change in addition if you wanted it to appear as say a star shaped disk or manifest as a floating shield laid flat, etc. (No mechanical change, just in how it manifest. Again, a single modification per spell. Just so we are clear.
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![]() Curse of Strahd
Perdita continued her search of the room, removing the two items from their niches in the wall. In Game Time: 6:22pm Perdita:
Movement noted. The Divine Smite detected no desecration effect on the area. Please record the trinkets in your inventory. Mechanics:
Perdita used Divine Sense (3 of 4 remaining.) Active Effects: Jiang has a torch lit. (8 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita Lay on Hands (0 of 10 remaining.)
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![]() Night Below
Pip fired his crossbow almost out of instinct alone as the triangle thing appeared, his position in the back line of the group made his aim very difficult and when his bolt struck the mechanical creature the bolt deflected off its hard metal surface doing no damage. The creature responded "Unit 47-c1 is under attack, please send more units to this location." Wolfgang took out a torch and lit it to provide some light, however the torch's light did not stretch far enough ahead to illuminate the sentry any better. Erdann shot forth a cold blue ray from his fingertips toward the openeing in the creature's side where the metal strings protruded. The beam hit the creature as frost formed over the surface and the wires that were visable. The green glow from its opening flickered and sparks of electrical energy shot out from it with a little acrid black smoke. Again the creature called out "Unit .... 47-ccccc1 has be.. injured, please ...ispatch a .epair team immediate..." Jelly said a prayer as a blessing passed over some of the group. Alex flings a handaxe toward the machine that quickly dodges out of the way as Alex advances on its position. The Slice moves up behind Alex and looses an arrow at the contraption, the arrow strikes the open panel solidly as electricity arcs over the entire creature and suddenly it disintegrates into dust as the three javelins that it was holding falls to the ground. Suddenly an arrow lands in the ground at The Slices feet. Looking up everyone sees a small green figure with a head full of teeth perched on the path above them with a shortbow. Round 2 Initiative
* Conditions: (The Slice is Blessed), (Alexander is Blessed), (Pip is Blessed), (Jelly is concentrating on Bless) (Creature is prone)
The creature above you is prone. (This puts all ranged attacks at disadvantage.) It also has 3/4 cover (+5 AC) from everyone below because of the terrain. However anyone that can reach it to engage in melee will gain advantage this turn because it is prone. Mechanics:
Sentry takes 8 hitpoints of cold damage from Erdann's Ray of Frost. Sentry takes 8 hitpoints of piercing damage from The Slice's shortbow. Sentry has taken 16 hitpoints of damage total. Sentry is dead. Jelly used one first level spell slot (3 of 4 remaining.)
Active Effects: Wolfgang has 8 Temporary Hitpoints (Falselife) ![]()
![]() Princes of the Apocalypse
Scouting Riverguard Keep: A small castle overlooks the mighty Dessarin River, which is a good half-mile wide at this point. A gatehouse and keep stand atop a low bluff, but the walls are built to the water's edge. On the river bank, another low tower guards a boat basin where keelboats are moored. The keep seems old and worn, but new timbers and shingles suggest that repairs are underway. A white banner with a blue gauntlet flies over the keep. The front gate is closed. The following features are common to the keep. Arrow Slits. In the castle walls, arrow slits are 9 feet above the ground level, 8 inches wide, and 4 feet high. Light. At night, windows are brightly lit with small oil lamps. Walls. The walls are 15 feet high. A crenelated parapet faces the outside. One guard stands watch on each of the four wall sections, pacing back and forth at all hours of the day, ready to sound the alarm. Features of specific areas. Front Gate (K1). The keep’s main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double door of thick timbers reinforced by iron bands. Water Gate. (K11) The keep’s eastern wall is built into the river, forming a long pier that encloses a boat basin. A heavy chain that emerges from the tower to the south stretches across the entrance. This heavy chain is unhooked and moved by hand when keelboats come and go from the keep. There are always several keelboats in the basin at any given time. Map of the Scouting of the Keep I will pause it right here and give the scouting team a chance to address any direct issues with what they learn. ![]()
![]() Curse of Strahd
Perdita makes her way through the room and quickly determines that the chanting lies not with the relics but to the south down the slopped passage, she makes her way over and peers down the slope. The southernmost tunnel slopes down at a 20-degree angle into murky water and ends at a rusty portcullis. Beyond the portcullis Perdita can see a large water filled chamber beyond. The chanting was definitely coming from the large chamber. Perdita then opens her divine senses do detect the presence of anything undead or fiend or celestial. She detected nothing in the immediate area. Illufaus removed the dagger with the rat skull embedded on the handle, waiting for something to protest or attack him but nothing happened. Hack moved into the center of the room waiting on the others, from his vantage point he could see that the other southern passage went south for about ten feet before turning west. The group startled as Jiang's torch flickered violently for a moment, a sign that it was close to going out. It only had a few more minutes of light left in it. In Game Time: 6:20pm Mechanics:
Perdita used Divine Sense (3 of 4 remaining.) Active Effects: Jiang has a torch lit. (8 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita Lay on Hands (0 of 10 remaining.)
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![]() Curse of Strahd
Illufaus led the group down the stairs, then their was a short passage and then turned east and down another short flight of stairs, then they came to an opening.... The ghostly chant fills the room ahead. The group can discern a dozen or so voices saying, over and over, “He is the Ancient. He is the Land.” The chamber has thirteen niches around the walls, each holding an item inside like some museum or display area. There are two exits to the south, the one closest to Illufaus looks to be a regular corridor, the furthermost tunnel slopes down at a 20-degree angle. This is the list of items in the niches, this list starts in the northeastern most niche and works around clockwise: • A small, mummified, yellow hand with sharp claws on a loop of rope
In Game Time: 6:17pm Active Effects: Jiang has a torch lit. (11 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita Lay on Hands (0 of 10 remaining.)
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![]() Night Below
The group made their way in a single file line up the small path that led to the opening in the wall of green glass. The path was a difficult climb by just the light of the night, between the moon, the stars, and the glowing moss there was just enough light to manage to see the path by. When they got near the top the group saw their final switch back ahead, but then Alex spotted a metallic object in the path that looked sort of like a pyramid, as he alerted the others the object moved, first inverting its axis as small doors on the object slid open to reveal metallic hands and legs and a set of javelins. Really the way it was buzzing and twisting its form it was hard to tell exactly what it was until it stopped transforming. The thing before them was a strange creature that seemed to be made of bits of flesh and metal that resembled a upside-down three-sided pyramids with a single eye, mouth, and arm on three of its four sides. Six spindly clockwork legs radiate from the bottom of its body. Then the thing spoke out in the common tongue "Intruders detected, unit 47-c1 reporting." the pyramid body then spun in the direction of the group with a different side showing and it spoke as well "Halt! This area is off limits! You must leave at once or we are authorized to use deadly force to remove you." again the central pyramid spun to yet a third side "If you move closer we will harm you, please leave this area at once. This is your first and final warning." As it set before you with three javelins raised in its pinchers you notice that a panel is hanging open on one side of it and thin metal strings protrude out from the interior, twisted together and attached to each other in a odd fashion. As well as the unit itself looks like it has been painted haphazordly to look more minicing. From within the open panel glowed the same green colored light as the moss on the trees and the color of the glass structure. Round 1 Initiative
* Conditions: None
OOC:
I am not listing DC's because frankly this is something that none of you have seen or encountered before. Battlemap is active above, please use grid coordinates if moving.
Active Effects: Wolfgang has 8 Temporary Hitpoints (Falselife) ![]()
![]() Curse of Strahd
As Illufaus worked to secure rope to each side of the pit he climber down and then up, throwing up some illusionary magic at the intersection as he moved past and to the end of the corridor, Illufaus found that the passage turned and doubled back on itself with steps going down. The sound of the chanting much louder here and the source of which was definitely down these stairs now. Hack followed Illufaus's lead and followed the elf into the darkness as did Perdita. Jiang remained behind with the torch, not sure if he should come forward with the light source in hand. In Game Time: 6:14pm Active Effects: Jiang has a torch lit. (14 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita Lay on Hands (0 of 10 remaining.)
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![]() Night Below
Resting and awakening the next day, the Count's son meets you at a pre-designated spot but informs you that he can not go with you to the Hardlow Woods to the battle site. The trip is 40 miles away from the keep and the journey there and back alone would take 4 days across the Moor and into the Hardlow Woods, his father would be furious if he was gone that long and not know where he was. But the boy happily gives you directions to what he calls the 'Gleaming Glade'. He explains that you will know when you have arrived, there is a dead zone, with bare, skeletal, decaying trees covered in a phosphorescent moss that gleams at night. Once you arrive you must wait for nightfall, once the moss starts glowing, stay in the glade. When questioned further the boy admits he doesn't know what you should do after that. That is all of the story he knows. Going off of the boys words the group makes the trek over the next two days until they reach the spot as described, it really was a dead zone. Everything in the glade was either dead or dying. The strange moss on the trees began a eerie glow as night fell on the glade and the group made camp close to what they thought was the center of it. They waited, almost giving up on anything being here but then they saw it... almost materialized out of thin air, or was it really there to begin with? You find yourselves staring up at a ruined keep guarding a broken central tower, all made of smooth, green glass. (The same color as the light that is given off by the moss on the trees) It’s obvious that a grand battle took place here many years ago, and the glade around the ruin lies barren, with sickly weeds struggling to rise from the magic-blasted earth. Helping the group understand why the dead zone existed in the first place. Melted chunks of twisted glass pepper the ground, lending a green hue to the clearing’s light. Despite the damage, however, the glass of the keep itself seems to have avoided the ravages of time, with those pieces that survived the initial cataclysm unmarred by pitting or cracking, clean of moss and other clinging debris. Obviously powerful magics of some kind was used to hide the appearance of the keep except under the light of the moss that had grown on the nearby trees. Probably a side effect of the magics used to do such a tremendous task. The magics seeping into the ground was the spells own undoing, making it appear again under the eerie light. Or even yet, was it still on this plane of existence at all, or did the moss open some kind of gateway to where it had gone. At the top of a steep dirt path winding up through the rubble, a broken open archway where large gates once stood opens onto darkness, its entrance seeming to steal the very light into its inky depths. OOC: Everyone take two days of rations off your equipment. Since it has been two days, everyone is back at full everything and I have cancelled all active effects. Everyone received two days pay for the search for the pilgrims from the Count. 10 gold coins each.
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![]() Princes of the Apocalypse
As Keaton threatens the Dwarf with the cleaver and begins asking questions he pleads with the warlock. "Honestly, I do not know any Scholar or a Grimjaw, whatever that is." he pleads. "I can not answer for what I do not know." "All the coin that I took has been returned, I owe you nothing for I took nothing from you." turning to Chalaska "Why the hell is a NON Zhent running this inn? Is this not a Zhentarim internal matter?" he states angrily. "I have told the entire story, truth be it. No one else was in on it. Not Chalaska, Not Bratrhen, no one." Chalaska finely chimes in after the dwarf's beard is shaved and still no further answers. "The Zhent is satisfied, I will have him locked up until Naskar returns. Unless there is something else, Keaton." "Like I said, if you feel you need to be running after this person that took your books then so be it. I will watch the inn, I am certainly qualified. Still don't see why Nalaskar didn't leave it with me to start with." she huffs. Narnel:
The inn work, has absolutely nothing to do with your quest to find the delegation. It was something that Keaton decided to take up when offered. Only nine more days of duty left. lol Active Effects:
Keaton Wand of Magic Missiles (5 of 7 charges remaining) Kenna used one second level spell slot (1 of 2 remaining.) Molok has 27 of 28 hitpoints remaining.
In Game Time: 11:24pm ![]()
![]() Curse of Strahd
Illufaus moved back into the room to where he had thrown the torch, picked it up and then readied his spell if it was needed. Jiang moved and took the torch back from Illufaus and then moved back to his position to give Hack some much needed light to work with. With Hack's rope Perdita climbed out of the hole and moved back next to Jiang and used her own curative magic to heal herself. The group readied and waited but the sounds of movement quieted down for the moment and the silence returned. In Game Time: 6:11pm Mechanics:
Perdita used 10 points of Lay on Hands (0 of 10 remaining.) Perdita gains 10 hitpoints from Lay On Hands. Perdita has 15 of 16 hitpoints remaining. Active Effects: Jiang has a torch lit. (17 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita Lay on Hands (0 of 10 remaining.)
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![]() Jelly Gelly wrote: Are we able to sell off the weapons and gems we found a while back. I remember, or is this not the place for it? Not here, once you get back to a settlement then you may. Also what does everyone want to do next? Head out in search of the treasure the boy spoke of or do you want to go somewhere else? Wolfgang will likely be iffy until he gets back Monday. ![]()
![]() Princes of the Apocalypse
Returning to the interrogation of the dwarf Chalaska listens to the mans confession. "My name is Inglor Brathren, and I am a agent of the Zhentarim." he says looking at everyone. "I think Nalaskur is lining his pockets at the expense of the Zhentarim, and I suspect that Chalaska is turning a blind eye to Nalaskur’s skimming, but I feared Chalaska and did not want to accuse her without proof. So I decided that I would manufacture that proof and frame them both so that the Zhentarim would replace them both." "I had the best interest of the Zhentarim at heart by doing this. It was not out of self interest, I had nothing to gain from it." Active Effects:
Keaton Wand of Magic Missiles (5 of 7 charges remaining) Kenna used one second level spell slot (1 of 2 remaining.) Molok has 27 of 28 hitpoints remaining.
In Game Time: 11:15pm ![]()
![]() Curse of Strahd
Illufaus moved back away from the corner as he cast an illusion over the pit and took the torch from Jiang's hand and tossed it back as far as he could in the room, the light pulled away from the hall with the pit that Perdita had fell into. Hack tried moving into the darkness toward the pit and almost fell in himself as he uncoiled the rope from his pack, feeling for the edge of the opening he dropped the rope down as he heard Perdita wince time and time again as she pulled herself free from the spikes. Her half-elven eyes letting her see the rope dangled before her. Before she had time to pull herself up the sounds of shuffling toward the south could be heard, something had heard them and it was coming this way. Hack could only imagine as he could not see and Perdita had yet to get out of the pit. What would they do..... In Game Time: 6:03pm Active Effects: Jiang has a torch lit. (25 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita has 5 of 16 hitpoints remaining.
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![]() Princes of the Apocalypse
Returning to the Bargewright with all intentions of talking to Chalaska as they enter the main taproom they see that the woman and a contingent of guards have a dwarf in custody and are in the middle of interrogating him. As Keaton pulls Chalaska aside and explains what he has discovered then she explains what has transpired at the inn while he was gone. "We found a chest in the southern tower meeting rooms with the missing two hundred gold in it. But we also found tracks in the dust, that of a dwarf. The only dwarf on staff here is this one, 'Inglor Brathren', our handyman. Was just about to take his confession when you showed up." she says. "Now that no gold is missing from the inn, and all the keys recovered, the whereabouts of this Scholar doesn't concern us. If you wish to abandon your duties here at the inn then rest assured that I can handle them but you will have to turn over your keys. Also note that Nalaskur will not be happy with you abandoning the job you had promised to do as innkeep. Especially considering that this is the first day of a tenday duty." she continues. "But ultimately the choice is yours." Active Effects:
Keaton Wand of Magic Missiles (5 of 7 charges remaining) Kenna used one second level spell slot (1 of 2 remaining.) Molok has 27 of 28 hitpoints remaining.
In Game Time: 11:14pm ![]()
![]() Curse of Strahd
As Perdita moved past illufaus and into the corridor to the south, several rotted wooden planks, all hidden under a thin layer of dirt suddenly give way at Perdita's feet causing her to fall into a five foot wide, ten foot deep pit with sharpened spikes at the bottom. The loud crash combined with the yelp of pain as Perdita landed and impaled herself on the spikes would certainly draw anything close by that could have heard. In Game Time: 6:00pm Mechanics:
Perdita takes 2 hitpoints of bludgeoning damage from the fall. Perdita takes 9 hitpoints of piercing damage from the spikes. Perdita has 5 of 16 hitpoints remaining. Perdita is prone. Active Effects: Jiang has a torch lit. (28 minutes remaining.) Illufaus has Mage Armor (AC 16)
Perdita has 5 of 16 hitpoints remaining.
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![]() Night Below
The count listens to Wolfgang's parlay over the disease and cost of healing and agrees with the warlock whole heartedly and uses the keep's coffers to pay for the curative magics that some of the group needed. Mechanics:
All disease is removed. Active Effects: Alex used 3 hitdice (0 of 3 remaining.) Pip hitdice (2 of 3 remaining.)
Wolfgang cast falselife (8 temporary hitpoints remaining.) Erdann used one second level spell slot (1 of 2 remaining.) Jelly used one First Level Spell Slot (0 of 4 remaining.)
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![]() Princes of the Apocalypse
Turning to Narnel the old man says "That will be kind of hard if you are hiking toward the keep. See, the keep is north on the river, like I said, about 40 miles upstream. While the Goldenfields are south, about sixteen miles south on the river. You see, two different directions." Turning back to Keaton "If you are pointed north then the keep is on the left side of the river. Don't know much about the place, only seen it from a distance. Never been inside, never want to go inside either. If its all the same to you, I will just keep my distance." The group headed back towards the Bargewright Inn, Chalaska would not be happy that Keaton was taking off days of his assigned duty to head upriver. Especially with inn gold still missing. Active Effects:
Keaton Wand of Magic Missiles (5 of 7 charges remaining) Kenna used one second level spell slot (1 of 2 remaining.) Molok has 27 of 28 hitpoints remaining.
In Game Time: 11:04pm ![]()
![]() Curse of Strahd
Illufaus gathers up the other items and proceeds forward, he stops at the intersection and looks around, trying to piece everything together in his mind, he knew they had to be close to the ghouls that had killed them earlier, he didn't wish to repeat that step again. He knew if they got too close that the light from the torch would attract them. In Game Time: 5:56pm Active Effects: Jiang has a torch lit. (32 minutes remaining.) Illufaus has Mage Armor (AC 16)
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![]() Night Below
As the rest comes to an end and everyone gets back on their feet the group heads back toward Palfray's Keep to report on what they had found. The trip back thankfully is uneventful and once reported the Count recalls the search parties and comes to the quick conclusion that the pilgrim clerics were all kidnapped and the soldiery was killed. The Count also sends for a priest to help with your wounds and soon a priest arrives at the keep and the party soon learns the cost to remove the disease fully from the infected is 60 gold per infected person. The Count also allows the group to rest at the keep for the rest of the day and night to recover from their ordeal. During the evening the son of the Count comes back to you and wants to hear all the details of the story of what happened today and assures you that after they investigate the spot where he has told them then he will tell them where he thinks the bandits in the area are hold up. Mechanics:
Alex used 3 hitdice (0 of 3 remaining.) Alex gains 19 hitpoints from hitdice. Alex is at full health. Active Effects: Alex used 3 hitdice (0 of 3 remaining.) Alex is diseased.* *Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured. Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0. Pip hitdice (2 of 3 remaining.)
Wolfgang cast falselife (8 temporary hitpoints remaining.) Dunwich has 3 of 7 hitpoints remaining.
Erdann used one second level spell slot (1 of 2 remaining.) Jelly used one First Level Spell Slot (0 of 4 remaining.)
The Slice is diseased.*
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![]() Princes of the Apocalypse
"Goldenfields is a huge walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the granary of the North,” it’s the only reason many Northerners ever taste soft-fleshed fruit larger than bush berries. Waterdeep, Secomber, Yartar, and points beyond consume the temple’s reliable output." the old man replies. "More than five thousand people live and work in Goldenfields year round, farming more than twenty square miles of tillage in gangs of hard-working gardeners. No guest at Goldenfields ever leaves hungry, and the farmer-priests expect that everyone should leave with plenty of food and seeds." he continues. "The pirates accost people on the river between here and the keep that is forty miles up river. I could arrange to carry you up river but you don't exactly look like the fishing type. You also don't seem to understand just how slow one of these here keelboats actually move going upriver. We can cover about 1 mile per hour, so you are looking at 30 hours of rowing to get you up river. I suppose about 3 gold per person should pay for the ride." "You do know you could walk up the side of the river bank much faster? Only take you about 15 hours of walking to get the 30 miles upriver." The two young men just shake their heads at Molok's question. "Sounds dangerous, I think fishing is much safer than this righteous might." Active Effects:
Keaton Wand of Magic Missiles (5 of 7 charges remaining) Kenna used one second level spell slot (1 of 2 remaining.) Molok has 27 of 28 hitpoints remaining.
In Game Time: 11:01pm ![]()
![]() Since Uruk was carrying the valuables for the party when the TPK happened and did not choose to come back the you will need to recover his body in order to retrieve the following... Magic Items - Carried By
Valuables - Carried By
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![]() Curse of Strahd
Perdita picked up a few of the items and left the others for anyone else who wanted anything, she then moved to the southeast and looking down that corridor she sees steps that lead up then a corridor that turns south and then more steps up and a corridor that turns south. In Game Time: 5:52pm OOC:
Please let me know who is taking what items. Active Effects: Jiang has a torch lit. (36 minutes remaining.) Illufaus has Mage Armor (AC 16)
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![]() Night Below
Short Rest... Mechanics:
The Slice used 3 hitdice (0 of 3 remaining.) The Slice gains 15 hitpoints hitdice. The Slice gains 5 hitpoints from Jelly's Healing Word. The Slice is at full health. Pip regains Action Surge.
Jelly used 2 first level spell slots. (0 of 4 remaining.) Alex gains 5 hitpoints from Jelly's Healing Word.
Wolfgang regains one spell slot. (2 of 2 remaining.)
Active Effects: Alex has 12 of 31 hitpoints remaining. Alex is diseased.* *Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured. Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0. Pip hitdice (2 of 3 remaining.)
Wolfgang cast falselife (8 temporary hitpoints remaining.) Dunwich has 3 of 7 hitpoints remaining.
Erdann used one second level spell slot (1 of 2 remaining.) Jelly used one First Level Spell Slot (0 of 4 remaining.)
The Slice is diseased.*
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![]() Wolfgang von Goethe wrote: Jelly, on behalf of all the front-liners here, would you be able to swap out Bless, Create or Destroy Water, or Command for Cure Wounds? =) He could if we were playing a Pathfinder or 3.5 game. In 5e that rule doesn't exist. He picks his spells each day plus his domain spells and can cast any of them as long as he has slots left. He only has healing word set for the day but he does have two first level slots remaining as well as some 2nd level slots I believe. ![]()
![]() Night Below
Pip sits down onto the ground and takes out some jerky, with his back against a tree while Erdann and Jelly go about burning the bodies of the dogs. The fires cause a haze of smoke to cover the area close to the ground and the smell is hideously awful. The group then sets in to rest for a short while before returning to the keep with news of what they had found. OOC:
Everyone post up whatever benefits you gain from the short rest or any hitdice that you are burning. Active Effects: Alex used Action Surge (0 of 1 remaining.) Alex used Second Wind (0 of 1 remaining.) Alex has 7 of 31 hitpoints remaining. Alex is prone. Alex is diseased.* *Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured. Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0. Pip hitdice (2 of 3 remaining.)
Wolfgang cast falselife (8 temporary hitpoints remaining.)
Dunwich has 3 of 7 hitpoints remaining.
Erdann used one second level spell slot (1 of 2 remaining.) Jelly used one First Level Spell Slot (2 of 4 remaining.)
The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
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![]() Wolfgang von Goethe wrote: DM Asmo: How cheesy would you deem it if I cast Hex (with a duration of 8 hours) in the morning, and then took a short rest? It's a concentration spell, so it's not like there's no penalty (which is why I never was able to cast True Strike during the fight) but I can see how some might frown upon that, so I just wanted your take on it first. =) I believe for Hex to have an eight hour duration then it has to be cast in a 3rd or 4th level slot. Which you do not have at the moment. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Hex is a concentration spell, therefore, even if there is no creature to bounce to, Hex lasts as long as the Warlock concentrates on the spell for up to the duration. If there are no creatures left to bounce to, a Warlock can continue to concentrate on the spell until a new one enters his range and use his bonus action to apply the Hex to the new target. So you could literally keep it up for the full time as long as something did not manage to break your concentration or you did not cast another concentration spell. ![]()
![]() Princes of the Apocalypse
As the priest pulls aside both young men and begins talking to them about his faith, the young men both seemed intrigued if only to listen to the tales that are told. They seem intrigued by the tales but seem to not have understanding of much of it. Simple fisherman's sons that have known little else. Keaton addressed the older man about the genasi that they sought and he asked Keaton to come into his cabin to talk further. "The docks have ears." he said as they made their way inside, leaving the priest and the boys outside to cover their conversation within. "Scholar is one of Grimjaw's boys. North, up the river about fourty miles from here in the Sumber Hills, there is a small but strongly built castle on the banks of the Dessarin River, Rivergard Keep they call it, it is one of the Haunted Keeps of the Sumber Hills that so many whisper about. A taciturn mercenary lord named Jolliver Grimjaw and his band of sellswords occupy the keep. They are repairing the old castle and protecting trade along the river from the depredations of monsters and bandits, or so they claim. In fact, Grimjaw and his followers are the very outlaws from whom they claim to be defending trade. We have had to pay a toll to use the river more than once to them. Fee of protection they call it. As long as we pay then they make sure we are not the victim of pirates or worse. Basically we pay to keep their own from pirating us." he says. "This is there southern limit I guess, their pirate boats smuggle goods up and down the river but all seem to dock here before going back north. Guess they don't want to travel south with the Goldenfields being down that way. We have tried fishing south where it is safe but the fishing is not so good down that way. We have to pay to venture north to have a good catch. Be careful if you go north, they have patrol boats watching for 'unpaid' boats on the river and they stop most even if they have paid. At least to accost us of what they can and brag about how we are protected." he adds. "But I must ask, what brings deputies of Red Larch all the way to Wormford? Surely you know you have no real jurisdiction here? and why are deputies interacting with the Bargewright? Do the Zhents own the law here now too?" Active Effects:
Keaton Wand of Magic Missiles (5 of 7 charges remaining) Kenna used one second level spell slot (1 of 2 remaining.) Molok has 27 of 28 hitpoints remaining.
In Game Time: 10:58pm ![]()
![]() Curse of Strahd
Illufaus used his force magic to try and blast the old rusty locks open but he found that the old wood just caved in under the blast way before the lock would give so he began blasting the tops off the chest as best he could hoping not to break anything of value. As he went Perdita followed go through each one. Sifting through the destroyed chest they found... - 11 gp and 60 sp in a pouch made of human skin.
As the duo searched the room, Jiang went over to the well and looked down. It descended 30 feet to a water-filled cistern below. In Game Time: 5:48pm OOC:
Please let me know who is taking what items. Active Effects: Jiang has a torch lit. (40 minutes remaining.) Illufaus has Mage Armor (AC 16)
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![]() Night Below
Jelly again swings and hots the dog that was before him, the dog howled in anger as the blow landed but did not relent. Seeing the dog relentless against the cleric Wolfgang calls forth a blast of force energy and sends it hurtling toward the beast, as the wave of energy struck, bones cracked within the dog and its form twisted and snarled as it let out a merciless howl of pain, it staggered and wavered bleeding profusely from its mouth and side but somehow it managed to stay on its feet. Alex stood back to his feet and grabbed his greatsword off the ground, he moved over to the dog attacking Pip and swung down with great fury, cleaving the beast into two parts as it fell. As the dog fell Pip took a deep breath to try and strengthen his resolve as he dropped his rapier and grabbed his crossbow once again. He fired at the badly wounded dog in front of Jelly, as his bolt struck the dog dropped like a rock as it was killed. Seeing the dogs fall Erdann concentrates the next volley of missiles on the dog in front of Dunwich, each missile impacting one after the other and he caused the flaming sphere to roll into it again at the same time, hoping to overcome its defenses with the volley of attacks. The dog howled and staggered under the assault, it was hurt and whimpered heavily. A arrow come from somewhere in the distance as The Slice fired into the fray striking the dog in front of Dunwich and killing it instantly. Dog #4 that was already fleeing south continued its run disappearing from sight through the trees. Combat is over Wolfgang:
You are correct. On a critical ALL damage dice are rolled again. Alex:
You can always manipulate one object for free each round such as drawing a weapon, picking one up, etc. Mechanics:
Dog #2 takes 5 hitpoints of bludgeoning damage from Jelly's mace. Dog #2 takes 12 hitpoints of force damage from Wolfgang's Eldritch Blast. Dog #2 takes 3 hitpoints of necrotic damage from Wolfgang's Eldritch Blast. Dog #2 takes 6 hitpoints of piercing damage from Pip's crossbow. Dog #2 has taken a total of 44 hitpoints of damage. Dog #2 is dead. Dog #3 takes 12 hitpoints of slashing damage from Alex's greatsword.
Dog #5 takes 11 hitpoints of force damage from Erdann's Wand of Magic Missile.
Active Effects: Alex used Action Surge (0 of 1 remaining.) Alex used Second Wind (0 of 1 remaining.) Alex has 7 of 31 hitpoints remaining. Alex is prone. Alex is diseased.* *Diseased - Alex has disadvantage on all attack rolls and saving throws until the disease is cured. Every 24 hours that elapse, Alex must repeat the saving throw, reducing his hitpoint maximum by 1d10 on a failure. This reduction last until the disease is cured. Alex dies if the disease reduces his hit point maximum to 0. Pip hitdice (2 of 3 remaining.)
Wolfgang cast falselife (8 temporary hitpoints remaining.)
Dunwich has 3 of 7 hitpoints remaining.
Erdann used one second level spell slot (1 of 2 remaining.) Jelly used one First Level Spell Slot (2 of 4 remaining.)
The Slice takes 4 hitpoints of piercing damage from Dog #5's bite.
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