Beauty Patrol

Dreaming Warforged's page

Organized Play Member. 2,056 posts (25,228 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 37 aliases.


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Thanks for the game Aeshuura and Greycastle! Best of luck in the next one!


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Nah, that one was the lentils.


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

He has, with many grand grand children!


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

It's a game. It adds drama! I don't mind at all and I think the real threat of deth brings something to the fun of the game. At least on my end.


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HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh moves over to look at what Toki is pointing at, as she closes, she says to the bard: "The new gods... Ancient gods for me... Right, some mosaic, so this place precedes them, you think, or they've forgotten the good old ways?"


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HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

N'Dateh feels the beat of the desert surge through her; an impossible hunger, and a lust for the kill.

Swiftly, she rushes the frogkin, following Beordt's javelin. Perhaps it wasn't the spirit if the desert then? Perhaps it was some canine urge to run in the wake of flying sticks?

Bite: 1d20 + 5 ⇒ (9) + 5 = 142d6 + 3 ⇒ (4, 6) + 3 = 13

If it dies, the hyena can rush at the next one.


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Ok, thanks for the clarification. Old PF habits. No action held then. Just the inspiration to Rodalas for now.

Now in a better position, Emmett charges the nearest gnoll, rapier first.

Rapier: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 3 ⇒ (6) + 3 = 9


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett wakes and rises as though he'd slept with a giant size iron lying cold on his chest. His voice makes clear what Death will sound like once she lays her sight upon you, and his gait makes you wonder whether you are standing on a ship among the rough seas.

"Is there warmth anywhere, preferably in a cup? It would do me much good!"

He listens intently to Mother Tusk and replies: "Water... This is urgent. We should be on our way promptly. That is, lest my companions have no otter obligations..." and he gives Umikh a knowing look.


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HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Take care and hope to see you in another game!


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Jereru wrote:
Standard array... 1st level... I honestly don't know what to do.

I know the feeling ;)

Tareth has a warlock and I'm going for rogue. This leaves either divine caster or melee. Is there one of those two you enjoy less? You mentioned earlier the combat maneuvers... (just trying to help.)


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HP 18/24 | AC 16 | Acr +3 Ath -1 Dec +1 Ins +5 Int +3 Perc +5 Pers +3 Ste +3 Sur +5 | Saves: S -1, D +3, C +4, I +1, W +5, Ch +1 | Init +3 | PPerc 15; PInv 9; Pins 15. | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 3/4; 2: 2/2) | Spell Att +5 | WildShp 2/2 (1hr) | Status: Ok

Druid needing to stay alive? Everyone heard that yes? ;)


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett keeps his eyes on the ground. The ground was uneven and proved challenging, and the thought of negotiating with Goblins worried him. How to approach them and avoid combat? How to connect? Would they share their values? And if not, what might be a convincing argument for them, short of strength? What had he heard about Goblins that might prove useful..?

History: 1d20 + 2 ⇒ (11) + 2 = 13


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |
Rodalas Windrace wrote:


he popped his back! ROFLMAO

:)


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Emmett hesitates. There was the sleeping wolf. Should he not kill him mercifully? But why really? This was not Caer-Dal. There was no community to think of here. Otters and wolves had their balance...

He hears the others shout and hurries to join them. The sight of them sliding down one by one makes him pale. Someone could break their neck...

He tires to point this out, but he is too late and he finds himself alone. The wind howls at him and he finds himself shivering.

He sighs, checks his pack, makes sure his rapier is not going to slam into his guts, or worse, then carefully sits on the edge of the hole and uses a dagger to slow his slide down to a crawl.

Acrobatics: 1d20 + 3 ⇒ (5) + 3 = 8

But the dagger can't find purchase and he picks up more speed than he'd like. His eyes widen as things accelerate around him and the ice gets a deeper shade of blue.

What if it's water down there?! he thinks, only now remembering his rope...


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HP 10/15 | AC 14 | Acr +4 Dec +4 His +2 Ins +4 Int +4 Inv +2 Perc +4 Pers +5 SoH +4 Ste +5 Sur +3 | Saves: S -1, D +5, C +1, I +0, W +2, Ch +5 Adv charm, disease; Imm Sleep| Init +4 | PPerc 14; PIns 14; Pinv 12; DrkVis | Spd 30' | Insp: No | HD 2/2 | Spell DC 13 Att +5 (1: 2/3) | BardIns 2/3 | Status: Normal | Insp: Yup! |

Thanks for having me Greycastle! I look forward to playing with you all.

I would like to know a little more on how the characters received or felt 'the Call.' What brought them together and walking north and north again.


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I'm interested. I'll work on a concept and post updates to let you know where I am at.


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HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"We'd best hurry, but feel free to fire from right here if you prefer." blurts Trevor, his cheeks glowing bright red from having held hands with Methada.

He waits to check on her reaction, then proceeds with her in tow, happy for her hand in his, or, if she opts to stay behind and shoot, hunched behind his shield, asking Khors to bring His light.

Sacred weapon as action, then move.


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"Looking for adventure... In whatever comes our way." Unmei replies, repeating the band's lyrics.

"We heard this place was abandoned. As good adventurers do, we came to explore..."


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Corso blinks at the assembled elites, guessing that they are far, far more than they seem. He bows deeply, trying to convince himself that drakes and avians have lots in common, then takes a seat at the table: "You honour us. Noble guests, our trepidations no doubt pale in comparison to your vast and deep experience. Yet, as you ask, so we shall endeavour to answer, and in so doing, perhaps tell a tale worthy of small emotions that punctuate a fine dinner like a fine wine to a meal..."

He then looks at the others, expecting them to continue.


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Nik'o, the multiple-image silver angelic crystal dragon veiled as a Hobgoblin warmount, ignores her identity crisis and launches herself at the nearest undead.

Bite and Grab, PA: 1d20 + 26 - 3 ⇒ (13) + 26 - 3 = 362d6 + 15 + 6 ⇒ (6, 4) + 15 + 6 = 311d20 + 24 - 3 ⇒ (11) + 24 - 3 = 32

Claw: 1d20 + 25 - 3 ⇒ (3) + 25 - 3 = 251d8 + 15 + 6 ⇒ (2) + 15 + 6 = 23

Claw: 1d20 + 25 - 3 ⇒ (13) + 25 - 3 = 351d8 + 15 + 6 ⇒ (6) + 15 + 6 = 27

Tail: 1d20 + 25 - 3 ⇒ (4) + 25 - 3 = 261d8 + 15 + 6 ⇒ (2) + 15 + 6 = 23

Wing: 1d20 + 25 - 3 ⇒ (2) + 25 - 3 = 241d6 + 15 + 6 ⇒ (6) + 15 + 6 = 27

Wing: 1d20 + 25 - 3 ⇒ (3) + 25 - 3 = 251d6 + 15 + 6 ⇒ (1) + 15 + 6 = 22

Had to review my numbers because Nik'o is already large, so the Dragon spell's stat modifiers are reduced. Weapons are good-aligned from Angelic Aspect.


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Nilelane wrote:
"..." looking at Corso incredulously "...are you saying that...are you claiming that you hatched from an egg?"

"I consider my species fluid... Inside, I feel avian. The shell is but an image in my case, yet it feels real!" Corso explains.


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GM Infinity wrote:

7000 years ago...in a bright marble tower somewhere north of where Calimport now exists...

"What does it mean, dad?" the little boy asked curiously, gazing over his father's polished rocks. The man was an oryctomancer, a diviner who looked at the fissures and patterns of cut slices of minerals to predict the future.

The man was astonished and somewhat in awe "Its most simple interpretation is a clashing of great powers. This line symbolizes 'storm'...this one 'decay'. But 'storm' gets modified by this pattern here, and could just as well mean 'catastrophe'. Meanwhile decay is augmented by this mirror image...'serpent'...no wait, lower...'worm'."

"That doesn't make sense, how can storm battle decay? Aren't they sort of the same thing?" the boy innocently probed.

The father chuckled "It's true, this one is quite vague. Its usually better to spend time with samples whose meaning is more obvious...we can learn more that way. Let's just move on."

Yet the boy was stubborn and defiant, and would later pocket the unusual mineral cuttings and their message across time. He would spend a lifetime trying to interpret the prophecy, but would die never realizing the magnificence of Szasa in her battle with the Spawn of Kyuss, when the shower of arcane wrath would so turn the tide in humanity's struggle against the coming Age of Worms.

That man could have kept this hope...with this missing piece the later sages would see only darkness.

Enemies up.

Nice! Thanks for that.


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Unmei gives Bhoors a knowing look. Then, as they turn around a corner, she creates a duplicate of her and sends it along, walking normally with the group while she recedes back in the shadows to let their pursuer pass her by.

Invoke Duplicity, then Stealth: 1d20 + 4 ⇒ (12) + 4 = 16


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Falko places a hand against one of the table holders and pauses, calming down. He feels Daryl's energy seeps through him and smiles at the paladin, facing him as though sunbathing in his aura, arms raised above his head to catch all the rays of goodness: "That! I need a break. These things almost killed us. ALMOST!" he shouts and laughs. "The gods watch over us! Now, I need some more focused holy help here..." and finally he sits down and closes his eyes, ready for a deserved break.

He adds after a moment: "I think I got one of those worms stuck inside my nose. Pretty amazing creatures if you ask me. Resilient!"


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And the stone? ;)


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"Szasa... Will you PLEASE destroy those MAGGOTS!?!" shouts Falko as he rushes and steps over the body of Finlogan to swing at the last standing wormanoid.

Mag Maul Reckless GWM: 1d20 + 9 ⇒ (10) + 9 = 191d20 + 9 ⇒ (13) + 9 = 222d6 + 22 ⇒ (1, 6) + 22 = 29

Radiant 1st Hit: 1d6 + 8 ⇒ (3) + 8 = 11

I'm guessing that first swing drops the wormanoid. If so, he gets an extra swing from GWM. That swing and his second swing will go to the swarms around him.

Extra GWM: 1d20 + 9 ⇒ (5) + 9 = 141d20 + 9 ⇒ (11) + 9 = 202d6 + 22 ⇒ (6, 6) + 22 = 34

2nd: 1d20 + 9 ⇒ (16) + 9 = 251d20 + 9 ⇒ (5) + 9 = 142d6 + 22 ⇒ (4, 4) + 22 = 30

Necrotic damage from worms (resistance): 2d6 ⇒ (2, 3) = 5

Falko swings without mercy, until you hear a sickening crack coming from his skull. For a moment, he stays immobile...

Con save, Relentless Rage DC 10+5: 1d20 + 9 ⇒ (16) + 9 = 251d20 + 9 ⇒ (14) + 9 = 23 1 hp.

"I'm- I'm ok... The gods have me!"


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Amalina's laughter cuts through the night Shadow had cast over Gylwinth. She gives the stars above a weak smile, a first sing of recovery.

Over the next weeks, she will tend to the group's spirit, letting the others take care of their material needs. While travelling, she keeps an eye on everyone and gives the ones that need it a smile, a smoke, or a soft compliment to keep them going.

When night comes, she sings of past heroes, of darkness fading, of heart-breaking romance stories, and of simple deeds that make a civilization.


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Forgot the worm thing...

Darylist Dex save DC 13: 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 81d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 So worm stuck in my nose. No way Falko would not strike back after seeing death.


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"Another drink is a great idea. The others... Well, it's been a while. You think they got the stone and just ditched us? Enjoying a nice sunset on the deck of their new fancy boat?"


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Finlogan wrote:


...and blows on his thumb to reinflate into another gargantuan brontosaurus!

Love it!


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Dex save with Daryl nearby: 1d20 + 2 + 3 ⇒ (2) + 2 + 3 = 71d20 + 2 + 3 ⇒ (1) + 2 + 3 = 6 Can't believe it!

Falko gets overwhelmed by the creature and its pack of worms' attacks: "No! No! No!!!" he says as he frantically tries to avoid the worms and brushes himself like a mad Damaran.

-32 hp with resistances. Using my action to brush them off...


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The Duke abides...


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"I FOUND THE MAULS! ONE HAS MY NAME ON IT... SHOULD I JUST TAKE IT..?" shouts Falko across the room, while swinging his brand new maul at air-enemies.

F... For FALKO!


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"I wouldn't mind becoming a sword one day... A maul mostly." reflects the barbarian.


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"You left a head on the dock, Dack..." comments Unmei, with that kind of stare that says and you should pick it up, young man!


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"Books! Waste of time if you ask me..."


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The trio of riders approaches in the distance, while Lothaire seems to disappear on the horizon. It takes a while for the riders to reach you, and you finally understand why. One of the two riders escorting the envoy is a mechanical construct it seems, and its horse seems unnerved and suffering under its weight. The other riders, lithe and muscular, seems completely at home on a horse, and pesters the construct. The envoy seems quite patient and used to these antiques, smiling at the skies at times.

Finally, they make it and the envoy steps off his horse and gives the lot of you a deep and ceremonious bow. He remains low and his eyes trained to the ground until the other two finally catch on and do the same in a robotic and reluctant manner.

"My Lords of Frieland! Welcome to the kingdom of Pitax and the Rushlight Tournament! I am Nunzio Arpaia, appointed by His Gloriness King Irovetti to look upon the affairs of the tournament. I am, at you service!"

And he remains there, his knees trembling from the strain.


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GM, I've just noticed you're not rolling with advantage against me. I'm reckless-attacking all the time.

1. Happy for you to try and add some damage for last round :)

2. Do you prefer I signal it more clearly in some way to remind you each round? If so, do you have a suggestion on how to signal it based on your workflow?


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(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal

Deimus carefully packs his machine as the high energy around the tournament slowly dwindles down. He places each little piece carefully in small compartments he has prepared for them, then places them in a specific sequence inside the extradimensional space, making sure they can be retrieved in an efficient manner.

He knows the smell of his drink lingers still, yet sighs, as it remains out of the reach of his limited senses. As he finishes packing and heads back, he thinks on this problem for a while, wondering whether there were harmonics that perhaps would serve him better than actual implements.

The idea stays with him. He turns it around, feeling that he has perhaps been wrong the whole time. What if he could acquire taste and smell, but only for so long. Perhaps then, through harmonics, instead of tinkered metals and woods, could he recover lost senses, but only as long as the magic lingered...

"Tzk!"

Suddenly, the pieces fall in place. His pace quickens and a thin smoke starts to come out of his head. When he reaches their new quarters, he puts up his tiny hut in the middle of it and isolates himself behind his dark cover, working on new harmonics to shift his whole being into living form.

Developing Polymorph.


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(Vanished One) HP 23/23 | AC 13 | Acr +5 Dec +3 Ins +3 Int +5 Perc +3 Pers +5 SoH +3 Ste +3 | Saves: S +1, D +3, C +5, I -1, W +1, Ch +5 Adv charm, disease; Imm Sleep| Init +3 | PPerc 13; PInv 9; Pins 13; DrkVis | Spd 30' | Insp: No | HD 3/3 | Spell DC 13 (1: 4/4; 2:1/2) | Sorcery 3/3 | Spell Att +5 | Status: Normal

I selected my spells.

Level 5: Animate object (nice for a tinker).

Spell swap: Charm monster for Polymorph (another sort of tinkering, plus Deimus might get to sample some beverages!).


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"If we can't fly, then walk we must!" Corso says as he starts walking.

"And mind those bespectacled predators!"


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Falko exits his wind form alongside Szasa. He gives the shaft a wide berth, as though the idea of falling would be enough to send him barreling down into darkness and death.

He nods at Daryl: "Yes. No rush. We can set up ropes to provide a sort of safety going down. Now... I've been thinking... These beholders, they said something strange before they died. I'm wondering, were these Thayans, enemies, another faction? I ask because they might be the ones who dug that scary hole, and if so, then we might get our magic snuffed out again when we fly down."

With that, he starts organizing the ropes. He places four groups that he arranges on opposite sides of the hole, so there are four options to go down, all at the same distance from one another. If someone starts searching, then he starts working on adding knots to two of the ropes, so two will be knotted, but shorter.

He wants to drop a torch down the hole, but knows it's better perhaps not to let whatever lurks down there know they're coming.

"Oh, and I had another question! These worms coming out of the dragon, were they the same kind that we saw at the Thayans' camp?"


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Remember Falko gave advantage to all saves and attack for this round.


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Reuleaux wrote:

Heya, noticed you guys were down one and asked Tareth to join. Started this game with Bhoors back when Aesh was running, but bailed after messing up my character with the odd Season 7 rules (and sort of hated AL there for a while). Been lurking a bit since. :)

Need to refresh my memory on some Waterdeep lore, but will jump in in a few hours. Reuleaux is a tinker gnome wizard, sort of standard crazy inventor type with gadgetry galore etc. Flavoring his spells as little arcane gadgets and such for fun.

That was he who threw the brick with a magic matter accelerator. ;)

Great!


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Dang it! Ok, forget my previous post then.

Redux of Round 2

Falko sees the beholder towering far above the ground and narrows his silvery eyes. He runs to the bottom of the cliff to try to remain unseen and climbs just to the edge, then invokes his ancestral heritage. Majestic ghostly white feathery wings spring from his back and his skin takes on a golden sheen.

Move to cliff and climb just under Green, trying to remain out of sight by staying on the cliffside instead of on the ground. Action to Radiant Soul.

Radiant Soul:

Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 17 in additional radiant damage to one target.


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Gotcha. Thanks for the clarification.

Falko doesn't understand much of what is going on, nor is he in a state of mind to care much about such things. He knows only that he needs to fight. Immediately!

Action to revert. If he can move after, he'll hug the cliff to stay out of sight or get some cover.


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As some of the wolves start fleeing, the turkeys turn on them, stabbing with their tiny but pointy beaks.

OA from 8 Turkeys

OA Turkeys:

Turkey: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 2 ⇒ (3) + 2 = 5

Turkey: 1d20 + 4 ⇒ (11) + 4 = 151d4 + 2 ⇒ (3) + 2 = 5

Turkey: 1d20 + 4 ⇒ (2) + 4 = 61d4 + 2 ⇒ (2) + 2 = 4

Turkey: 1d20 + 4 ⇒ (5) + 4 = 91d4 + 2 ⇒ (3) + 2 = 5

Turkey: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 2 ⇒ (3) + 2 = 5

Turkey: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 2 ⇒ (1) + 2 = 3

Turkey: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 2 ⇒ (1) + 2 = 3

Turkey: 1d20 + 4 ⇒ (13) + 4 = 171d4 + 2 ⇒ (3) + 2 = 5

Corso laughs as they stab and applauds warmly, then sends them after the remaining wolves: "Wolves with glasses should know that turkeys have been oppressed for long enough and will no longer take abuse without a fight!"

Turkeys attacking wolves:

Turkey: 1d20 + 4 ⇒ (7) + 4 = 111d4 + 2 ⇒ (1) + 2 = 3

Turkey: 1d20 + 4 ⇒ (12) + 4 = 161d4 + 2 ⇒ (1) + 2 = 3

Turkey: 1d20 + 4 ⇒ (7) + 4 = 111d4 + 2 ⇒ (3) + 2 = 5

Turkey: 1d20 + 4 ⇒ (14) + 4 = 181d4 + 2 ⇒ (3) + 2 = 5

Turkey: 1d20 + 4 ⇒ (9) + 4 = 131d4 + 2 ⇒ (4) + 2 = 6

Turkey (Crit): 1d20 + 4 ⇒ (20) + 4 = 242d4 + 2 ⇒ (3, 3) + 2 = 8

Turkey: 1d20 + 4 ⇒ (15) + 4 = 191d4 + 2 ⇒ (2) + 2 = 4

Turkey: 1d20 + 4 ⇒ (5) + 4 = 91d4 + 2 ⇒ (2) + 2 = 4

While the battle rages, he conjures a flame in his hand and sends it at the wolf leader.

Produce flame: 1d20 + 6 ⇒ (10) + 6 = 162d8 ⇒ (5, 6) = 11

"And don't come back!"


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Deception: 1d20 + 6 ⇒ (3) + 6 = 9

In the few seconds he has, Corso gives the turkeys quick tips on how to make suggestive poses and how to walk like on a catwalk. He treats them like super models, makes them feel like a million gold coins. He walks like a model and stops, looks over his shoulder like he is facing eternity, then walks back, like he's THE super model.


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"They're all around us... I better call for help!" says Corso and he emits a loud shrill that cuts through the air. All around him and the group, eight delicious looking wild turkeys land from the trees and surround them, providing a level of mouth watering protection.

Cast Conjure Animals to get eight CR 1/4 turkeys positioned around the party.

"Now we're safe!"


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Loopy Lupines:

Corso for a moment thinks he's ordered to run, and for the next moment, he thinks Nestis is about to send the wolves running after him.

But then it all seems fine and he relaxes and says: "Nicely done. Your enchantment prevailed whereas mine failed. You truly are the greatest in the arts..." though something in his tone sounds a bit off.

Corso spins on his heels and runs towards the others, waiving his arms to get their attention: "Nestis, let's not linger! This road is rowdy!"

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