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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Keridan the Herbalist wrote: Is the bounty notice written in Goblin or Common? Seems strange for it to be in common, but that could just be that the AP author wanted to make sure the players could read it ... ;-) Derrig speaks Goblin, so he can translate them anyway. Remember, lad, they were taking slaves for some reason. The old dwarf shakes his head. This is strange for them. I don't like it. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() If the plain one is still standing, Derrig will attack him from the ground again. If the plain one goes down, Derrig will stand up, pick up his pole arm, and five-foot step to threaten the triangle one. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig nods in thanks at Keridan's aid. Keep back, son--don't let them close on you. He drops his now-useless polearm and draws his cutlass, swinging at the hobgoblin from the ground. attack, favored enemy, hatred, prone: 1d20 + 5 + 3 - 4 ⇒ (11) + 5 + 3 - 4 = 15
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Damn and blast em, every one! Derrig mutters. We've got to give them more targets. He calls out to Gregor and Dane. Hang on, lads! I'm not sure what Derrig needs to do to get down the escarpment. Acrobatics is 0 and his climb is 3. If Derrig can get down in a move action:
Derrig fires one last arrow at the hobgoblin. Attack, longbow +2, favored enemy, Precise shot: 1d20 + 6 ⇒ (15) + 6 = 21
Derrig throws down the bow and half-jumps, half-climbs down the escarpment, drawing his polearm on the way. If he can't draw a weapon on the way down, he'll get adjacent to the hobs so he can threaten them with his cestus. He'll draw his cutlass next round. His main point is to get into melee and draw the hobs away from Gregor and Dane. He brandishes his weapon and sneers at the hobs in their own tongue. Näytät tutulta - luulen tapoin isoisänne. He spits and shrugs.
Goblin: You look familiar--I think I killed your grandfather. But all you hobs look alike to a Greenskin Stalker... ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Looking down at the hobs from the escartment, Derrig feels the ancient rage rising in his heart. He swallows the feelings and focuses on his aim. Attack, longbow +2, favored enemy: 1d20 + 6 ⇒ (15) + 6 = 21
He draws another arrow and fires before Gregor and Dane rush into battle.
Attack, longbow +2, favored enemy: 1d20 + 6 ⇒ (11) + 6 = 17
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Other than be your charming self, you mean. Derrig mutters, aware that his gruff manner is not appropriate at the moment. Derrig moves up to Jet and checks to see how she's doing.
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig's survival check to find food
Also, Derrig can use any Craft skill, so if we need something or if he needs to aid anybody, he can. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig drops his polearm, draws his cutlass, and swings at the boar again. Attack(cutlass): 1d20 + 5 ⇒ (18) + 5 = 23
Crit threat! Confirm crit?: 1d20 + 5 ⇒ (7) + 5 = 12
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() It looks like the site ate my post from yesterday. Oh, well. Derrig had both darkvision and knowledge Nature. Knowledge (Nature): 1d20 + 7 ⇒ (14) + 7 = 21 That ring in his nose shouldn't be there--that probably hurts a lot. Derrig readies his pole arm in case the boar attacks. Keridan, do you think you can help it? Readying an action to attack the boar if it attacks one of us. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Hearing the scream, Derrig grabs his polearm and rushes to that side of the camp, slinging his cutlass belt over his shoulder as he moves. He stands guard while the other help their injured comrade, peering into the darkness for any sign of the enemy.
Perception, Darkvision: 1d20 + 7 ⇒ (9) + 7 = 16 ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig will help with food gathering and/or shelter building.
Knowledge local: 1d20 + 3 ⇒ (20) + 3 = 23
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig cocks his head in thought. You know, we actually have no idea if anyone else had heard what's happened. We were somewhat focused on escaping and finding shelter. His eyes narrow as his consideration turns to concern. I'd love to know what those cursed hobs are up to, though. But a raid this size, and taking a whole town as slaves? And that hob we questioned said they come through a tunnel... He shakes his head. I'd say it's likely the army (or the irregulars or whatever-you-call-them-these-days) doesn't even know the hobs are here. His voice drops to a whisper, and his face sags under a combination of exhaustion and despair. Feuch, Torag, na leig leis a 'bhana-mhara a bhith a' coimhead airson cogadh eile a thòiseachadh.
Dwarven: Please, Torag, don't let the bastards be looking to start another war.
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() That's a good haul of apples. I wonder if we'll have enough left to make cider...ah, won't have time to let it ferment, though. Derrig chuckled at Dane's exuberance. Bolas, lad. Bolas. When you throw them, the balls wrap the rope around your target. Kind of like throwing a whip, I guess. When the young man runs into Keridan, Derrig peers back the direction he came from, hoping to see what the poor unfortunate was running from. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() At the sight of the apple orchard, Derrig grunts in satisfaction. This is perfect. If there are no nasties about, we could fetch some of the others to help harvest these. He scouts the area a bit while Keridan checks the apples. Perception: 1d20 + 7 ⇒ (17) + 7 = 24
He scratches his beard in thought. You know, I did a short stint as a cook way back when. I wonder if I can remember any apple recipes...
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig grins as he plays with the wolf cub. You're a little terror, aren't you? You don't even need cold iron to take on those nasty mites. Iron...Rauta--that's a good name for you. Survival: 1d20 + 7 ⇒ (7) + 7 = 14 Derrig helps set up the camp, then unrolls his bedroll next to Keridan's. Derrig will sleep outside and also take half rations. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig will play with each of the pups, checking their personalities with an eye towards getting an animal companion in 2 more levels. Can we maximize the use of the shelter by doing night and day shifts? If half the people can switch to a night shift, we could theoretically double up on our shelter. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig holds his cutlass across his body in a defensive posture. Just stop it, mama--I'm not going to hurt your cubs! Going total defense as a standard action, then trying to stand up. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig moves up to attack the mite that is threatening the wolf. He snarls at another mite to distract it. Moving up to attack the triangle mite. This opens a flanking position across from the plus/cross mite. Attack: 1d20 + 5 ⇒ (7) + 5 = 12
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() As the mites move in to poke at him with their tiny knives, Derrig tosses his polearm behind him and draws his cutlass. He raises the blade over his head and swipes down at the mite directly in front of him. Attack (cutlass): 1d20 + 5 ⇒ (20) + 5 = 25
Confirm crit?: 1d20 + 5 ⇒ (11) + 5 = 16
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Will save, +2 vs spells/spell-like abilities: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
Mites! Derrig spits. Derrig drops the smokestick and charges the mites, bringing his polearm to bear against the mites. Attack, Bec de corbin: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig nods and takes the smokestick from Keridan. Not a bad plan, he whispers. Let me see if I can get close enough to use this. Get ready. Smokestick in one hand and polearm in the other, the old librarian carefully sneaks towards the den.
Stealth: 1d20 + 4 ⇒ (6) + 4 = 10
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() I'm not sure how to map various actions to the rules, here. Derrig's thinks the group's priorities should be:
After that, he would recommend trying to find out what the hobgoblins are up to and trying to rescue as many of the captured townspeople as possible. I don't know the best way to align those with the different jobs and roles. Derrig has +7 Survival, +8 Profession soldier, and +7 perception. I also wonder how/if Derrig's favored enemy bonus would factor into any of the job roles. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Heal: 1d20 + 6 ⇒ (8) + 6 = 14 Successfully aided Keridan. (Also, it wasn't on Keridan's loot list, but Derrig has the +2 composite longbow from the shrine.) ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() I have Derrig down 5 HP. Here's Derrig's level information: Ranger 2
+ 8 HP (21 total)
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig snorts at Keridan's speech. My "life" is back in the Kraggodan library, past ranks and ranks of Molthune soldiers. If I could get back, I wouldn't be here in the first place. He digs through his pack and hands a small bag to Jet. I have 3 more days of rations, if you don't mind Dwarven food. He examines the bow they collected from the hobs. I usually only worry about providing for myself in the woods, but with the right equipment, I figure I can collect enough food and water for maybe 2 more. But Aubrin's right: first, we need to find shelter, and the more defensible the better. I don't know this region as well as Ausk and Ker, but I know hobs and how they track. Why don't I follow along and cover your tracks behind you? ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() How swift is the water? Derrig has a +5 Swim check: does he think he can take 10 and cross? The old dwarf scowls at Kining. Tha sin math airson bruidhinn mu cuideigin a shàbhail do bheatha. Dwarven:
That's a fine way to talk about someone who's saved your life. Derrig mutters to himself as he surveys the river and looks over their supplies. The river is too wide for my rope, but if we tie these two together... He clears his throat. Honestly, I'd much rather have Gregor and Dane guarding the refugees--assuming the twins don't object, of course. I'm a decent swimmer and engineer. I can stay on this side of the river and work the crane, then try to swim across. Derrig pulls his rope out of his pack. If we tie this rope to the one from the hobs, it will reach across the river. Tie this around me (or whoever else deals with the crane). If anything goes wrong, the rest of you can pull me across. He turns to Gregor and Dane. Which is another reason for you boys to be on the other side: you two can haul any one of us across the river. I'm not sure the rest of us can drag you. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Ausk, why don't you and make sure it's safe? Ker, see if these hobs have anything useful on them. I'll check the shed for supplies, then see if I can figure out how to drop the bridge. The ancient dwarf collects his bow and his pole arm and moves to the shed. He throws open the door and does a quick search, grabbing anything that might be of use. Perception: 1d20 + 6 ⇒ (15) + 6 = 21
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig steps back to attack the hobgoblin, drawing its attention away from Ausk. (If Ausk steps up, he has a flank.) Attack, favored enemy, hatred: 1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 20
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig steps back and swings the polearm at the hobgoblin's feet, hoping to trip it.
Attack: 1d20 + 4 + 2 + 1 ⇒ (10) + 4 + 2 + 1 = 17 ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() The old dwarf watches in horror as the wolf and two other hobgoblins attack the people he was supposed to protect. Gregor, Dane--can you handle this one? I've got to help the others! Derrig runs back towards the group and swings at one of the incoming hobgoblins, snarling at them in their native tongue.
Goblin:
Hey, precious! Keep your soft, callus-free hands off of them! Attack, polearm, favored enemy: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig drops the bow and runs towards the copse of trees, drawing his polearm as he runs. Double move up behind Gregor/Dane, threatening the hobgoblin with the bec de corbin. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() GM SpiderBeard wrote: Crossing the river is your problem rather than mine. ;) Keridan? Ausk? Any actions you're preparing? As it stands Derrig will shoot the hobgoblin and gregor will charge once its in range. Any chance Derrig can get the half-elves to take a shot, too? ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig nods and whispers, Whatever we decide to with the bridge, we have to get rid of that hobgoblin first. He readies the bow and nods to the two half-elven siblings. On my mark, lads. Readying an action to fire as soon as the other archers are ready (or if the hobgoblin notices us first). In a perfect world, we'll launch these shots at the same time. Attack, composite bow, favored enemy, hatred: 1d20 + 3 + 2 + 1 ⇒ (16) + 3 + 2 + 1 = 22
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() GM SpiderBeard wrote: Whoops, yeah. 20 arrows. Keridan - you're free to ignore her, but Kining recommends knocking down the bridge so the hobgoblins can't follow you. Underneath the bridge is a wooden support structure used as a temporary fix. Get rid of that, the bridge will collapse. You can use explosive, the crane, or something clever. Right--I'm guessing we need to get rid of the hobgoblin before we try to knock the bridge down. Unless we could sneak down to the wooden support somehow? ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Did the composite bow they found have any arrows with it? I suggest we do the one that draws the least attention. Derrig whispers. He gestures to the young half-elves. We could engage the hobgoblin and wolf out with arrows first. Derrig has +3 in knowledge Engineering and +4 in Profession Engineer. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Do we still hear hushed conversations from the shack to the east? Spiderbeard wrote: From the east, in the shack, the sound of shushed conversation.
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Gregor--or Dane--are you all right? Derrig swings at the hobgoblin in front of Ausk again. Attack (favored enemy, hatred): 1d20 + 7 ⇒ (16) + 7 = 23
If the hobgoblin falls, Derrig will move up to threaten the one attacking Gregor and Dane. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig moves in to help Ausk with the new threat. Attack, Bec de Corbin, favored enemy: 1d20 + 4 + 2 + 1 ⇒ (7) + 4 + 2 + 1 = 14
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() With the threat quickly and expertly dealt with by the twins, Derrig tries to staunch Keridan's bleeding. Heal check: 1d20 + 2 ⇒ (14) + 2 = 16 His druid friend is still gravely injured, but for the moment, he's not dying. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Hey, beastie, over here! Druids don't taste good anyway. Derrig steps up and attacks the wolf with the polearm. Attack: 1d20 + 4 ⇒ (18) + 4 = 22
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig turns on the younger dwarf and barks a reprimand in their native tongue.
Dwarven:
We've no time to play guessing games, Kining. In a crisis, we need clear information, forceful decisions, and swift action. Got it? When they reach the shrine, Derrig checks the area. If he doesn't see anything, he'll accompany Keridan to the body.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26 (add +2 if it's against a goblinoid). ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Derrig moves up and takes a look at the markings. Keridan, lad, why don't you check for other supplies while I look at this? I'd could stand to get my hands on a bow, if there's a spare one around somewhere. I'm guessing it's some kind of drawbridge or we can somehow sabotage the bridge so they can't follow us. Derrig can make all knowledge checks (+3 bonus) and all profession checks (+4 bonus) untrained, no matter what the DC. I'm hoping one or more of these will help. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Look, I don't know what-all the hobs are up to, but they're capturing your neighbors for slaves. Derrig gestures to the ever-growing group of refugees. If you're looking to hunt, lads, we make excellent bait. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() Knowledge Planes: 1d20 + 3 ⇒ (13) + 3 = 16
An earth elemental? What is that doing here? Derrig readies his poleam. Watch out! Those buggers can "swim" through solid rock; they can easily get the drop on you. Does it look like the earth elemental killed the hobgoblin? Derrig watches the creature for a moment, then shifts his poleam into a defensive stance. Huh. It's acting more frightened than angry. Hey, Blondebeard! Do you know this beastie? Readying an action to trip the elemental if it acts hostile. Trip attempt, if triggered: 1d20 + 4 ⇒ (4) + 4 = 8
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Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() With Ausk's help, Derrig puts his shoulder against the door and shoves with all his might. Strength Check: 1d20 + 3 ⇒ (16) + 3 = 19 With +2 from Ausk's aid, that's a 21. ![]()
Male Dwarf Ranger 2 | AC 16 T 12 F 16 | HP 21/21 | F+5 R+5 W+2 (+2 vs poisons, spells, spell-like abilities) | Init+2 | Per +7, Darkvision, 10 ft. Scent vs. Fey
![]() GM SpiderBeard wrote: And no post today, I'm sick and my brain is mush. Tried to do updates but I can't word goodly. Hope you feel better, your worshipling! (Nah, that's not quite the right title...have to think some more.)
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Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
![]() Discuss here. ![]()
Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
![]() All things roll here: horrors of midnights,
Amid the bustle of Waterdeep, within the Castle Ward where barristers, nobles, and emissaries battle with word and contract, stands an inn not quite like any other. Before there was a Castle Ward or even what could be recognized as an ancestor of the City of Splendors, there was a dungeon, and in that dungeon begins the tale of the Yawning Portal. In ages past, the mighty wizard Halaster built his tower at the foot of Mount Waterdeep and delved deep into tunnels first built by dwarves and drow in search of ever greater magical power. Halaster and his apprentices expanded the tunnels they found, worming out new lairs under the surface for reasons of their own. In time, their excavations grew into the vast labyrinth known today as Undermountain, the largest dungeon in all of the Forgotten Realms. Halaster eventually disappeared, as have all his apprentices, but the massive complex he built remains to this day. For untold years, the secrets of Undermountain remained hidden from the surface world. Everyone who entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep who were sentenced to die were forcibly escorted into the dungeon and left to fend for themselves. All of that changed with the arrival of two men, a warrior named Durnan and a ne’er-do-well named Mirt. The duo were the first adventurers to return from Undermountain, laden with riches and magic treasures. While Mirt used his wealth to buy a mansion, Durnan had different plans. Durnan retired from adventuring and purchased the land on which sat the deep, broad well that was the only known entrance to the dungeon. Around this well he built a tavern and inn that caters to adventurers and those who seek their services, and he called it the Yawning Portal. Some of the magic Durnan looted on his successful foray into Undermountain granted him a life span that exceeds even that of an elf. And for decades Durnan left delving into Undermountain to younger folk. Yet one day, something drew him back. Days of waiting for his triumphant return from the dungeon turned to months and then years. For nearly a century, citizens of Waterdeep thought him dead. But one night, a voice called up from the well. Few at first believed it could be Durnan, but folk as long-lived as he vouched it so. The Yawning Portal had passed into the hands of his ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as if he’d never left. Adventurers from across Faerûn, and even from elsewhere in the great span of the multiverse, visit the Yawning Portal to exchange knowledge about Undermountain and other dungeons. Most visitors are content to swap stories by the hearth, but sometimes a group driven by greed, ambition, or desperation pays the toll for entry and descends the well. Most don’t survive to make the return trip, but enough come back with riches and tales of adventure to tempt other groups into trying their luck. However, not all adventures lead to the well. You are eager to make a name for yourself and the legend of the Sunless Citadel is well known locally, and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure! Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, is in the Yawning Portal and offers salvage rights to you and your team if you can find and return with the two lost members of her family—or at least return the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per character. If the characters bring back the Hucreles in good shape (of good mind and body), she offers to double the reward. Assuming you accept, you have your first mission. Adventure awaits! ![]()
Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
![]() Here is the Discussion thread. We'll take care of things that are not actually part of playing the game here, like leveling up, questions about game mechanics, etc. ![]()
Scales of War - Yawning Portal Human Master of Dungeons [77] HP 1000 | AC 55 | Initiative -1 | Saves: ST +8 DX +8 CN +8 IN +8 WS +8 CH +8 | Perception +50 | Insight +60 | Investigation +70
![]() Welcome to our Play-by-Post (PbP) game! Go ahead and be sure to post both here in the Gameplay thread as well as the Discussion thread as your PC when you can. If you need help creating an alias I can better try to help on Wednesday at 8DCG. |