Shadowblack

Kemek's page

135 posts. Alias of Oceanshieldwolf.


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Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

I'm kinda keen to actually get Kemek back together at some point. The idea of wild shaping into a hound's head on a stick isn't so wonderful. For now, head on a stick it is.

@GM - when you are feeling better can you reply to my PM? Hope you weren't taken out too badly. And somehow, Malaki survived!!!


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Alas Kemek's body is so much scrap metal, lignin and ooze.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Thx for the headsup GM!


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

"Qorin Rubblesmasher"


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

As the hobgoblin decapitates Kemek, sparks fly from the inert body, and slime spews forth... Kemek's head rests among some bramble and gravel, still emitting a tortured sound...

"Auuuugh! Owwwww. What happened! What's happening? Why can't I move? Rasp! Qorin?" the head cries, the already strange enunciation made more blurry by being face down, and possibly, loss of… slime.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Look, I think Rasp and Qorin/DM Nerk are obviously quite happy with Next/5e.

It just isn't quite catching my imagination - I've been playing versions of this game since about 1984 - I'm not finding the simplicity of the current playtest exciting or engaging. Truly, I find the advantage/disadvantage mechanic to be a lowest common denominator-friendly retrograde step.

Don't change systems on my account - I'll hang around either way...


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

You get my PM GM?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

I'm actually finding 5e a little blaaaargh. Spamming thunder wave constantly is ok, but I don't see a whole lot of juicy options even at later levels in any of the classes, and I'm not sure that the advantage/disadvantage mechanic isn't just a fancy way to make everything way too simple. There seems to be a lack of true grit in the system as this play test packet exists now Maybe later the ruleset will be more interesting.

But I'm happy playing for now. Kemek is fun.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Perception: 1d20 + 1 ⇒ (17) + 1 = 18

Kemek hears something, and turns to the rear to look.

"More goblins and a bigger burned goblin-thing!"

He moves to blast them with his trusty thunderwave.

Move action to get within 15 ft.
Attack Action to cast thunderwave centered on the hobgoblin. DC 10.

Thunderwave:
Casting Time: 1 action Range: 15 feet Duration: Instantaneous
With a loud crack, a wave of thunderous force sweeps out from you. Each creature in a 15-¬‐foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful one, it takes half as much damage and is not pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible within 300 feet of you.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek likewise holds his position. He seems about to act, then apparently reconsiders.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek hefts his great club with his gnarled wood and metal hands, practicing a swing or two.

"Ah. So we expect company. And not a welcome of any sort. Well let us supply the welcome."


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek watches Qorin's trap-dismantling with interest.

"I think they did. Plus there is a lot of dust, and likely small bits of rock fell down to enter the caverns below. I would surmise this is as much an alarm, as it is a trap." he supplies helpfully.

Don't worry Qorin, what you did was exactly what I was thinking. Only later did I realize the points Kemek said.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Thanks for the support guys. It's a fine line between making Kemek stupid (which he isn't) and just really, really naive. As a very young and unworldly created being, it's quite fun using a low Charisma to express naivete and childlike interest.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

After helping to lower Uruk and watching the remaining party members descend, Kemek fixes his staff atop his pack, then likewise climbs down the rope to the ledge.

Just to be clear: the scream came from the caves at the bottom of the ravine, not the narrow squishy cave on the ledge Rasp just entered?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek is happy to help lower and come last.

Kemek looks down to his companions on the ledge. He half hisses/half hoarsely shouts:

"Rasp. What do I do with the rope when it is my turn, or do you want it left here?"


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Perception: 1d20 + 1 ⇒ (18) + 1 = 19


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Tessa's last post was Tuesday the 7th. Want to PM her GM?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek looks over the edge as the scarred man descends, then looks to Uruk with concern evident on his strange features.

"Uruk - Qorin, Ridel, Tessa and I can easily lower you down next..."


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek stares incredulously at Qorin, his face lighting up with excitement.
"You think Gorion is in the cave? What great news! Is magic not wonderful? I cannot wait to tell him all about the goblins. Though perhaps he already kn... Wait. I am confused." Kemek's face approximates a frown.

"It is not Gorion to which you refer is it? I think you mean our "friend" who dealt Gorion the killing blow. I do not think this strikes me as his style of abode, though admittedly as a gondsman I know little of such things."

Let's smoke 'em out. No wait. That's the other game... ;)


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Who are Jaheira and Khalid GM?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Who are Jaheira and Khalid? What did I miss?

Kemek finds the nuances of the two options difficult to process, and thus trusts in Lathander to send the party the right way.

Essentially Kemek is easy - trouble appears to be in whichever direction the party goes, so it is a non-choice. Kemek will follow whichever direction is chosen. As a player, I'd want to go check the goblins out! ;P


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek rolls over and staunches the biggest wound in his side. He sits up, kness drawn close to his chest and holds his head in his hands.

More blood, more death. Is this what the gnomes created him for - to slough life from form? Did Lathander wish for him to be an instrument of pain or even vengeanc? Kemek looked at the finished goblins, watched unemotionally as the half-orcs "questioned" the last goblin. Were they so different? Perhaps so - the goblins - cunning creatures it seemed, borne on the wings of fury and born of cruelty. Qorin, and increasinhly Uruk were his friends and allies.

He sighed, and staggering, stood up, leaning on his staff. He approached the goblin and stood over the mewling beast, showing it the ichor and oily ooze seeing from his side. Then placed his eyes very close to the goblin's and uttered a deep mechanical snarl. He turned to Qorin.

I guess this happened just before the goblin talked...

"Tell him if he doesn't talk the metal monster will eat his fingers one by one until he does. Starting with his feet."


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

I agree. Perhaps too nasty, though the DC is low. Being able to spontaneously cast is a lot better IMHO... Just gotta work out if it works underground? ;)

Kemek staggers and collapses from the ichor and ooze pouring from his wounds.

"Bhlphhh. Gaaaaagh."

He's not dying, (still has a massive 3 hp!) just thought this would be thematic for a gondsman...


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

No probs GM!


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Umm, you rolled damage for the first thunderwave HERE after I neglected to.

I just rolled for the second one, which happens in the second round.


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Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Ok, well if we can post actions now, and it doesn't seem like anyone is particularly able to come to anyone else's rescue and thus change my intended action…

Kemek roars in fury and pain, his fused wood and metal carapace/exoskeleton marred by the horrid creatures. A mix of oil and sap burst from the wound, streaming down the gondsman's legs and on to the grass.

With more anger and fright than care Kemek lashes out again at the goblins with a thunderous force - another ominous crash erupting from his hands and exploding outward:

So, a thunderwave on Goblins D and E.

BANG: 2d8 ⇒ (7, 8) = 15

Constitution save DC 10 - failed save = normal damage and thrust back 10 feet, successful save = half damage and no push.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Sorry I forgot to roll damage for the thunderwave. Thx GM, I will next time :)

Will post action after Tessa…


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Works well for me.

And someone should really tell Kemek that creating ginormous thunderclaps that resonate for 300 ft are a beautiful way to telegraph your location to any oh I don't know, big bad evil guys...

Knowledge (nature): 1d20 + 1 ⇒ (6) + 1 = 7 [Proficiency]


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Quarterstaff in one hand Kemek sweeps his other hand outward, a resounding thunderclap accompanying the wave of force that flies toward the amassed goblins...

Thunderwave... DC 10 (8, +1 Wis, +1 Prof. when holding wooden staff)

Thunderwave:
Casting Time: 1 action Range: 15 feet Duration: Instantaneous
With a loud crack, a wave of thunderous force sweeps out from you. Each creature in a 15-¬‐foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful one, it takes half as much damage and is not pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible within 300 feet of you.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

No Goblin language sadly...Just checked my profile and thought "Gnomish"? Why the hell do I speak Gnomish? Can't stand the little buggers. Then I remember Kemek was made by Gnomes… ;)

Also, Gondsman (warforged) do need to rest for four hours each 24 hr period.

Playtest says: "Instead of sleeping, you enter a sleep-­‐like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Thx!

Just as a heads up - I made a post about increasing the functionality of the Class/Level field to make it easier for PbP's. By all means favorite it, stop on by and comment and spread the link. Would make things much better for all of us... Maybe not the coders though... ;)

LINK


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek alerts Qorin to the noise, and makes as if to lie down next to Rasp, nudging the scarred fellow awake.

"Rasp! Company!" he whispers in his soft rasping voice.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek spends a few moments to make his observances to Lathander.

He then sits up with each watcher, trying not to be interested in life stories and rather keeping eyes and earholes alert for danger... With little success. ;)

Rasp's watch:
Perception: 1d20 + 1 ⇒ (12) + 1 = 13

Qorin's watch:
Perception: 1d20 + 1 ⇒ (9) + 1 = 10

Ridel's watch:
Perception: 1d20 + 1 ⇒ (11) + 1 = 12

Tessa's watch:
Perception: 1d20 + 1 ⇒ (10) + 1 = 11

Uruk's Watch:
Perception: 1d20 + 1 ⇒ (8) + 1 = 9


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Yeah I get the scaling spell by available spell slot bit.

So, as a 1st level Druid I get 1 + 1 Spells to prepare a day, and can cast two 1st level spells/day. And I can cast either spell once each or one of them twice. Right?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Lil help here to understand Druidic Spellcasting:

DnD Playtest wrote:


Casting a Prepared Spell.
When you cast one of your prepared spells, you expend a casting of the spell’s level or higher. The spell itself is not expended.
For example, if you have the 1st-level spell cure wounds prepared and can still cast a 1st-level spell and a 2nd-level spell, you can cast cure wounds once or twice and at either level.

What does this mean? I select and prepare like a wizard but I can cast any of the prepared spells, even the same spell, until the slots are gone like a sorceror?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

"Third and fourth watch are mine. And fifth. Plus the sixth!" blurts out Kemek, suddenly catching on to Qorin's unspoken look. Flustered, he attempts a smile, the crude semblance of a jaw and lips angling to make him look a little more... frightening and ridiculous at the same time.

"I don't actually need to sleep. A little meditation to prepare my spells and I'm ready for watching!" he adds by way of explanation. He attempts to give Qorin a wink, lack of practice and eyelids negating the attempt.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.
Kemek wrote:
The 10 Perception rolls we made are for each day of travel. Though I think we now need to make another for this campsite...

Actually this is incorrect:

GM Shadoven wrote:
-And if not taking the road, whomever is Navigating needs to make me 10 Wisdom Survival roles. Note, this does not mean your destination is exactly 10 hours away, this is simply to save time so I do not have to wait on a roll for each hour of travel.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

The 10 Perception rolls we made are for each day of travel. Though I think we now need to make another for this campsite...


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek is fascinated, as usual by the vasty richness of humanoid society, and the road's fellow travellers, twists and turn and deviations from natural topography all combine to keep him amused and inspired...

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

2
Perception: 1d20 + 1 ⇒ (14) + 1 = 15

3
Perception: 1d20 + 1 ⇒ (4) + 1 = 5

4
Perception: 1d20 + 1 ⇒ (8) + 1 = 9

5
Perception: 1d20 + 1 ⇒ (10) + 1 = 11

6
Perception: 1d20 + 1 ⇒ (10) + 1 = 11

7
Perception: 1d20 + 1 ⇒ (20) + 1 = 21

8
Perception: 1d20 + 1 ⇒ (5) + 1 = 6

9
Perception: 1d20 + 1 ⇒ (18) + 1 = 19

10
Perception: 1d20 + 1 ⇒ (4) + 1 = 5


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Ok. Read the Campaign info. Bhaal-spawn! And Kemek as a valuable metal commodity! Aaaaaaaaagh!


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

What Iron shortage? Does this make Kemek somewhat of a scrap-dealer's wet dream?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Am I? Fabulous! Glad to hear it.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

"Yes, a larger armoured warrior of even grimmer countenance than the one just slain split Gorian's middle with a wicked looking blade. It looked indescribably painful and blood spurted everywhere. Gorian screamed in abject pain and died soon afterward." adds Kemek helpfully.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Good point Rasp!

"Rasp! Yon woman is Tessa, also of Candlekeep, and a firm friend of Gorion's - often somewhat easier to understand than Torrinaxis. Though I do like both their music. Torrin's has the cadence of the wild more masterfully handled, while Tessa plies one's heart with deeper emotion - though that could easily be that her human heritage moves this stolid gondsman more easily than does the dragonborn. Really, when one considers... Oh"

Kemek notices that Rasp is no longer listening, nor anyone else. Apparently now is not the time for qualitative discussions of the merits of Torrinaxis' and Tessa's musical gifts.

Kemek rises, shaking off the leaves form his "stealthy" hiding and moves to stand close to Qorin while he works, taking mental notes on how to extract information from captured foes. He wonders if being noseless might himder his efforts. Or, if offering to make the interviewee noseless might make them more talkative. He decides it more than likely would.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Well, I gotta sleep. GM Shadoven - DMNPC Kemek if necessary.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.
Qorin wrote:
PirateDevon wrote:
Kemek wrote:
Don't worry Rune, most native English speakers find it hard to rhyme well in English... ;)
Very true Lol
The day you said that you will rue!

You see O Rune my words are true,

the bastard things to words we do,
If English is a polyglot tongue
Then cover your ears ere it is sung.


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Hadn't noticed Ridel. I'm currently at the inlaws, posting as best I can.

GM - is bard dice added to any/all damage or just physical melee and missile attacks?


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Don't worry Rune, most native English speakers find it hard to rhyme well in English... ;)


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

Kemek raises his head and sees Qorin burst the Armored Warrior with his maul. Sizing up the battlefield he calls on Lathander's bounty, casting entangle to catch as many of the rear bandits as he can without capturing his own companions.

Entangle:

Range: 100 ft.

Choose a point on the ground within range that you can see. For the duration, grasping roots and vines sprout within a 20-¬‐foot radius centered on that point and turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the roots. The creature can use its action to make a Strength check against the spell’s DC. On a success, the creature frees itself.

Sadly, the DC is a whopping 9...


Male Gondsman Druid 1, HP 8/3; AC 12; Init +1, Greatclub +2 [1d8+2] or Spear +2 [1d6+2/1d8+2] or Dagger +2 [1d6+2]; Spd 30ft; Str +2; Dex +1; Con +2; Int +0; Wis +1 (+2 for saves); Cha -2.

@GM - just curious - was that 17 rolled in the bandit's post their Initiative roll? It only just occurred to me that it might be.