Kaigon the Miscreant

Eddrikk's page

286 posts. Alias of ElbowtotheFace.


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HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Int: 1d20 + 1 ⇒ (9) + 1 = 10
Advantage: 1d20 + 1 ⇒ (1) + 1 = 2


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HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk wanders out from behind the wood pile. "Aye an who might these friends be?" He walks to the tent axe in hand. "It's been a while since I last saw dwarven faces, well met."


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Hide: 1d6 ⇒ 4

Eddrikk is no expert at sneaking around or hiding, he hides as best he can behind a wood pile.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk begins to charge in a long with Terion but pulls up as the bandit's skull is caved in by the star.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Aye, but how do we know the goblins and scalyboy we won't come to their aid? Eddrikk says looking to exercise some level of caution but ready to charge in all the same.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Only good goblin is a dead one," the dwarf says in a gruff tone, "but no point in risking our own lives... fer now


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Since coming to the surface Eddrikk has developed a fondness for three things, fighting, carousing, and sleeping. Having gotten his fill of the first two yesterday he enjoyed the latter until midday. Rousing from sleep in time to catch the end of the pay negotiations.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk wrenches his axe from the earth and inspects the head. He watches the humans interrogate their prisoner.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

If bandit 3 is still up

Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 2d4 + 2 ⇒ (4, 3) + 2 = 9

Eddrikk looks to end another bandit but was off balance and misses wildly burying his axe head in the dirt.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk slams into one bandit felling him with a blow from his battle axe. Another bandit engages with him landing a blow that glances off his chainmail, while a sling bullet smashes harmlessly against his shield.

Attack: 1d20 + 3 ⇒ (7) + 3 = 10
If hits, Damage: 2d4 + 2 ⇒ (2, 3) + 2 = 7


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk breaks from cover charging the bandits (bandit 6).

Charge!: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk continues to wait for the bandits' onslaught.

Taking cover


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk presses his left shoulder against the upturned wagon, shield pinned to the floorboards to extend the protective bulwark and axe at the ready to strike any bandit foolish enough to engage with them, muttering murderous oaths to the gods in dwarven.

”I’ve ‘eard worse ideas,” Eddrikk states in response to the idea that doesn’t involve them having to hack their way through a dozen or so bandits.


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ElbowtotheFace's submission

Eddrikk:

Dwarf
Str: 16 Dex: 13 Con: 15 Int: 13 Wis 10 Cha 9
HP: 18
AC:16
Saving Throws: D 10, W 11, P 10, B 13, S 12
Chainmail, Shield, Battle Axe, Dagger, Club, Lt crossbow, 10 bolts
Backpack, 2 Large Sacks, 6 torches, Tinderbox, 10ft pole, 50ft rope, waterskin, 1 weeks rations, 1 gold crown

Languages: Common, Dwarven, Orcish
Iron Constitution: Advantage on saves vs poison, disease, and resistance to poison damage
Dwarf Combat: When attacking and not attempting a Combat Maneuver, any roll of 20 (an autohit), triggers another attack. They can do this a number of times equal to their combat bonus
Workers of Metal and Stone: Detect secret doors on a 2 in 6 chance. Start with a single point in tinkering or a +2 in a background skill. (Point in tinkering.)
Paragon of Dwarfishness: Dwarfs can repair or disable most items and devices on a 3/6 Tinkering, if they already have advancement in tinkering, they get +1 instead.
Failed Profession: Mason

Skills: Athletics 3/6, Bushcraft 1/6, Dungeoncraft 1/6. Listen 1/6, Search 1/6, Stealth 1/6, Tinker 3/6
Appraisal: 1/6, Architecture 1/6, Break Doors 3/6, Healing 1/6


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Lay down your weapons," Eddrikk says still ready to fight if they choose to continue fighting


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Assuming Perblentious' actions don't interfere with me punching faces...

Flurry: 1d20 + 4 ⇒ (3) + 4 = 7
Flurry: 1d20 + 4 ⇒ (19) + 4 = 23

Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Eddrikk punches away at the soldier landing one solid blow.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk continues to swing away at the soldier.

Flurry: 1d20 + 4 ⇒ (15) + 4 = 19
Flurry: 1d20 + 4 ⇒ (12) + 4 = 16

Damage?: 1d6 + 4 ⇒ (6) + 4 = 10


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Flurry: 1d20 + 4 ⇒ (12) + 4 = 16
Flurry: 1d20 + 4 ⇒ (4) + 4 = 8

Damage?: 1d6 + 5 ⇒ (3) + 5 = 8

Eddrikk takes the blow from the spear and returns the favor with a foot stomp and an elbow.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk steps up to pile on the attacks against the foe flanked by his allies.

Flurry of Blows: 1d20 + 4 ⇒ (7) + 4 = 11
Flurry of Blows: 1d20 + 4 ⇒ (18) + 4 = 22

Damage: 1d6 + 4 ⇒ (3) + 4 = 7


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk charges forward attempting to stun the Officer (Sergeant? the red one on the map)

Charge (Stunning Fist): 1d20 + 8 ⇒ (13) + 8 = 21

Damage: 1d6 + 4 ⇒ (5) + 4 = 9 Stunning Fist DC: 14


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk presses forward through the hail of arrows.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Sense Motive: 1d20 + 8 ⇒ (6) + 8 = 14

Greek:
"Are the rats really worth the time and effort?"


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Fort: 1d20 + 4 ⇒ (14) + 4 = 18

"Well that could've been worse," Eddrikk says recovering from the teleportation.

As they group surveys the fight, "If we plan to do anything we should close the distance a bit."


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

I have 2 ranks, the bonus is +5 for checks


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Greetings


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

I am down


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

No worries health comes first


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk slips off his back pack and digs out a torch and his tinderbox, setting the torch alight. Placing the tinderbox back in the pack and sealing it back up Eddrikk grabs his warhammer in his right hand and keeps the torch in his left. Careful not to touch anything he begins to venture into the barrow once everyone is ready.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Hhmmm, don't touch the stone I guess," Eddrikk says, pointing out the signs of movement, "well something has been coming and going."

How far does the outside light go into the barrow?


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Hope not. But I have a question regarding instincts, as mine is always check for traps and hazards my understanding is that that check won't cost us a turn. Is the rest of the group allowed to assist on my check?


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Scout Ob2
Scout 2 Fresh: 3d6 ⇒ (2, 6, 6) = 14
Trap wise: 1d6 ⇒ 3
Born of Earth and Stone: 1d6 ⇒ 1

Success


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

I believe Nalun was the only one to be in physical contact with the band, but I am happy to hold on to it...

"Careful, elf," Eddrikk warns, as he begins to inspect the area for hazards, "don't wanna be warning whatever's been killin people. " He inspects the standing stones, the earth and soil, and the roots of the tree for starters.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

I am good to go


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Absolutely," says Eddrikk, the greedy Dwarf eyeing the silver band.

About what time in the day is it? Do we have enough to get to the barrow before night fall?


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk looks at the rabbit sniffing the air and shrugs as me moves along.

"Greetings, Ma'am. We received word of missing children and came to render aid." Eddrikk replies as he looks around the longhouse.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Faeries, I heard they froze people in these parts?" Eddrikk says joining the conversation keeping a distance so as to avoid being hugged.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"You don't mince your words, friend, you are truly the wisest of all," Eddrikk appreciates Owl's blunt and matter of fact approach to things, "goblins where included when I said wild beasts. And they are also more likely that fey with ice breath."


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HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

I WILL NOT get distracted by shiny treasures while attempting to rescue the children.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"True, should na scoff too much at the potential of fey magic, we are after all planning to explore an antient tomb protected by ghosts after all," the smiling dwarf gestures to the maps. "I just have seen many people leap to the conclusions of "tis da work o' fey or dark magic" when the results be much more natural though no less tragic. Searched an old tower once, they said it belonged to a long dead sorcerer and was haunted by spirits he had summoned. Turns out there were old pots that when the wind blew over them made ghostly noises. The illusion magic he used was on the other hand very, very real. Damn near broke my back on that false staircase. It's why I am so cautious now." Eddrikk gives Nalun a wink, because Nalun knew well enough that Eddrikk was barely cautious despite his diligent preplanning and searching of areas.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Probably eaten by wild beasts or swept away in the run off," while not a woodsman per se, Eddrikk as spent a fair bit of time in the woods and surrounding area panning and searching for rare stones that can be kicked up by the torrents caused by the early run off. If the fey were there they left him be for all he knew. "The fey are probably just a myth from finding frozen corpses," he says flatly looking up from a small pile of unpolished frost-amber that lay on the map covered table, "that said, I am happy to help look for the youngins."


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HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Owl: Always take the shot. (Be it an elk or a goblin. I forsee this going very wrong if it turns out there are six more of them behind the first.)

Nalun: I try the nonviolent way first, always.

Eddrikk: Well crap


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Belief: Gold makes the world go round.
Instinct: Always search for traps and hazards. (I can't spend my gold if I am dead)
Level 1
Name: Eddrikk
Raiment: Gold coin necklace with his mother on one side and father on the other.
Age: 32


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Humans are a mixed bag, although they can be a bit flighty a great many of them valuing individuality, which as an outcast Eddrikk appreciates.

Dwarves? I so and so of such and such clan, son of whoever, received the grave insult of having my foot stepped on by whats his face of the other clan, and by my ancestors and those gathered I will have my revenge... blah blah blah... would you listen to that nonsense? Look I get it, someone murders your kin, steals your girl, or plunders your vault, sure but every little thing, every minor slight and inconvenience. Who can live like that?

Warriors/Hunters, almost as good a dwarves but what they do they tend to devote fully to it.

Magicians, practitioners of arcane and mysterious arts, with all things human there is the good and the bad, caution is advised.

Outcasts, banished from or willingly abandoned dwarven lands, law breakers or forswearers of tradition they now try and eek out a living on the surface.

Name is Eddrikk, finder and seller of unique goods. What, grave robbery? That vase was a valuable art piece, that I acquired for a fee, the fact that there was a skeleton "nearby" does not make it grave robbery!

Why am I in this mess? If there is gold to be made, I am never far away!

Suggestions for the town.

Name: People in the north call it Lastport or Skaggport because its proximity to the Ice Sea although it is in no way an actual port but other than a handful of merchants Northerners don’t come this far south.

Reason for backwater: it is at the edges of one of the northern kingdoms before you hit the lands of the ice sea. (Sounds good)

Main industry: the local trading post where the Skaggs bring fur and meat to trade for metal and alcohol.

People: A lot of outlaws and people looking to escape the trappings of civilization.

I suggest a middle of the road for meeting. We know of each other because it is a small town and we are all outsiders, but we have never done more than pleasantly said hello and maybe chatted in passing. (Sounds good)

Eddrikk does not live in the town but is a frequent visitor, usually when laying low and occasionally to trade.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"I'd 'ave ditch er but drownin swimmin is preferable to drownin standin 'round," Eddrikk replies looking around the area for other options.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

"Cave in da ceilin' and 'ope fer da best?" Eddrikk asks with a shrug.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk holds at Glabbagool's advice


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Eddrikk is underneath a black tile if someone could retrieve him and place him at the edge that would be lovely


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Carefully Eddrikk moves down one of the adjacent hallways.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

I was going to heal Galinndan 'IF' Kanzen was able to drag him near by, if he couldn't I was just going to clear the way for the Goo-Cube


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

If Kanzen is able to pull Gali to near Eddrikk:
Cure Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

If he can't:
Move out da way and let Glabb 'elp out, let's see what 'e can do. Eddrikk shouts clearing a path for the cube.

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