Adventuring Wizard

Zar Orbmark's page

146 posts. Alias of AGamer70.


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Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Yes, thanks Aeshuura for running these games and for everyone sticking together for them all. It was quite entertaining. I hope we can all play again in the future.

Re: Magic items. I don't remember if I asked this before. I'm kept the wand and I'll keep the cloak which leaves me 1 slot. Can I take the bag now or do you only have the option at the end of the module?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Seeing Galt go down, Zar uses his wand on the farthest acolyte.

Dam vs Purple: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11

How do you use multiple charges on a wand?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar's posture slumps when he hears of Halara's fate. He was looking forward to talking to her again to discuss magic. His daydream is abruptly ended when a crossbow bolt hits him squarely in the abdomen.

He screams in pain and looks down in disbelief at the bolt sticking out of him. Gritting his teeth and taking a deep breath to calm himself, he begins weaving a spell to incapacitate the injured worshipers keeping the group from getting to the ship.

Level 2 Sleep centered on square to the south of orange which I believe will reach all the worshipers on the dock and leave out Antonio.

Sleep 2: 7d8 ⇒ (4, 5, 8, 8, 4, 2, 5) = 36


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Not who I was expecting lol. Yeah, I was thinking about casting sleep. Was just trying to decide if I should target the dock close to us or the ship. If I target the ship, it may make your spell less effective.

Edit - Seeing that you are out of lvl 2 spells, I think I need to thin out this group on the docks so we can get to the ship.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Looking at the map, I think someone has the same idea as me.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Does taking damage before I start casting a spell require me to roll a concentration check? Also is there an ability modifier on concentration checks?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar is relieved that Homwell is still alive but he looks disappointed in her decision to deceive them. "You should have realized the cult was going to follow everyone who left the Helping Hand. You of all people should know how important it is to keep the disks out of their hands. Is there anything else we should know?" he asks, hoping she hasn't left something else out.


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Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Aw, that would have been so cool!


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Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

"Finish off the guard but the leader could be useful," Zar says as he steps to the side to get a view of the woman. Focusing on her, he casts a spell.

Cast Levitate on woman Con save DC 14. If fail, I raise her up 10' off of the ground.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Seeing a second thug fall and trying for a third, Zar unleashes another group of missles at the far thug.

Magic Missles vs Green: 3d4 + 3 ⇒ (4, 3, 1) + 3 = 11


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Stepping into the building, Zar watched Blacklock bury a bolt into one of the thugs. Somewhat surprised he is still standing, Zar raises his wand and sends 3 magic missiles at him hoping to finish him off.

Damage: 3d4 + 3 ⇒ (2, 3, 3) + 3 = 11


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar follows the group around to the back of the building and waits as Blacklock picks the lock. He then does his best to move quietly into the building, his wand in hand just in case.

Dex: 1d20 + 2 ⇒ (20) + 2 = 22


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar listens to the back and forth of the group deciding how to proceed.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar nods in agreement to Jarprax's comment on how much to tell the kid. He has been quietly observing, trying to determine how much they can trust the urchin.

Insight: 1d20 + 3 ⇒ (17) + 3 = 20

"You have? When? Assuming I feel we can trust him a little ... We are looking for a woman with one arm. You can bring us the information you find to us at the caravan company," he says.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Not accustomed to riding so hard, Zar dismounts when they arrive at the Helping Hand and his legs almost give out. He takes a few moments to wash the dirt off of his face, then gets a goblet of water to rinse out his mouth. While they are waiting for the acolytes to finish gathering things, he tries to stretch.

"I agree, Jarprax. While I don't look forward to another long ride, I don't think we have the time to wait until morning to follow after her," he says, asking for some food they can take on the road.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar goes through a series of emotions upon hearing that they were transporting fake disks. Shock that they were duped followed by anger that they were not trusted with the plan. He then accepts that it actually wasn't a bad plan but then concerned if she is safe travelling alone with the real disks.

He looks at the pouches on the table, taking his two and judging the weight before putting them in his belt pouch. "I suggest you take a large group of guards with you as you will be a target if the ruse is still being believed. If you are found out, Mother Homwell will be in danger until we can get to her."


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar nods in agreement to Antonio's and Jarprax's comments.

"Agreed. I think the closer we get to destroying these items, the harder the church of Bane will try to take them. Who do you plan to send with the disks? I would go so far to say that we insist that we continue the journey. I don't want our hard work in obtaining them end with the disks in the hands of the people they were being hidden from," he says sternly.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Let's assume we take a short rest before continuing on to the town.

Edit: Looks like I got ninja'd while I was typing. Adjusted my action to account for hers.

Zar seems relived that they make it to town without further incidents. "Just one attack? I was expecting them to try harder than that. Let's not let our guard down," he says to the group as they enter town.

He follows along quietly while they proceed to the temple, constantly scanning for someone to ambush them again. He nods in agreement to Ontharr's suggestion and enters the room. Zar looks around the room while everyone enters. When Shaldinari asks her question, he puts his hand on her shoulder and speaks before she can continue.

"I suppose you know why we are here," he says once the door is closed, pausing to let the priest respond to judge his reaction.

Perception: 1d20 + 3 ⇒ (15) + 3 = 18
Insight: 1d20 + 3 ⇒ (7) + 3 = 10


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar listens to Jarprax's reasoning about hiring the hobgoblin. "I suppose it's better that we can keep an eye on him so he doesn't go get reinforcements to try again. And yes, he should go in front," he says as they get ready to leave.

He shakes his head at Jarprax's comment about human faces. Casts Minor Illusion to make Blacklock have the head of a giant bear.

Draconic:
"You better watch out Jarprax, he might be getting hungry," he says, motioning to his illusion.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar looks at Jarprax with a puzzled look, wondering what the dragonborn was up to offering the hobgoblin a job.

"If you had retrieved the chest, where were you supposed to take it?" the wizard asks of the prisoner.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar scans the area for the next target but seeing all of the hobgoblins dead except for the one who surrendered, he pauses. "Good, someone find out if we were targeted or just happened upon their usual ambush spot. I'll keep an eye out for any other visitors," he says. He stays on the wagon, scanning the area while the hobgoblin is being questioned.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Frustrated that he didn't see the ambush in time to put some of them asleep, Zar tries to help finish of the leader. Grabbing his wand, he sends 3 missiles at the hobgoblin.

Damage(Force): 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14 Nice!


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Waiting to see what hobgoblins do to decide my action. I'll try a sleep spell if I can get a good grouping but might not be possible.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar pauses for a moment at the entrance to the dinning hall. The sights and smells of breakfast make him question where he is. He looks around the room to confirm he is still at the Helping Hand, he shrugs and enters, getting a big plate of food. Not having had such a delicious meal since leaving to travel here, he over-indulges.

When Blacklock takes a seat at the table, the wizard is shocked and confused by his appearance. He considers asking what happened to the rogue's face but decides against it. He's known Blacklock for long enough to know better than to ask questions he might not want to know the answers to.

When he can't eat another bite, he pushes the plate away and lets out a low burp. "Oh my, excuse me," he says embarrassed by his vulgar act. He stands up and slowly makes his way outside.

It takes his eyes a moment to adjust to the bright sun and is surprised to see Mother Homwell dressed as though she will be travelling with them. Her words and concern worry Zar. "How long should we expect this trip to take us?" he asks, wondering if he needs any more supplies.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

So barring any spending, I could get up to 98 gold for this next adventure without hitting the cap.

Also, it looks like we can have 3 magic items at lvl 5. So will I be able to claim the item at the end of this adventure and still keep my wand?

Lastly, in the AL guide it mentions a downtime activity of "Catching Up". It says you can spend 20 days at 4th level to gain a level. So would I be able to do that at the end and level up for completing this next adventure to get back to level 6?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Ok, so I'll also skip the level and just take the gold. Buying scrolls to scribe seems extremely expensive so I guess I'll pass on that also and there doesn't seem to be much I can do with my downtime so I'll just let it accumulate.

I do believe that I can swap out a spell however (correct me if I'm wrong). I think I'll take Frostbite in place of Ray of Frost.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

I'm also enjoying the group and would like to continue. What level can we be for the next scenario? I'll take a look at buying a scroll.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

We don't need the shell for anything do we?

Relieved that they are on their way back to land, Zar considers what to offer Halara to see if she is willing to teach him a new spell.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

"Well let's hope nothing has happened on board. We need that ship to get home. Now, what did the mermen say about the sharks again?" Zar says as he strokes his chin.

Nature: 1d20 + 4 ⇒ (16) + 4 = 20
Nature: 1d20 + 4 ⇒ (11) + 4 = 15


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Did that take into account the normal range being doubled due to spell sniper?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

I'm assuming Jarprax didn't find anything else in the throne room and we aren't really supposed to search the whole castle.

Zar eyes the chest and the coral wondering if any of it would entice Halara to teach him some spells. He makes sure to take one of the pieces before they leave to bury the king's bones.

The wizard spends the entire trip back to the boat thinking about what spells the elf might know. When Blacklock points out the sharks, his shoulders slump. "Seems they forgot we were down here. Not the brightest move dumping food overboard with us still needing to surface. I imagine fighting 4 of those will be harder than the 2 octopi the other day. I could try to put them to sleep, although I don't know how many I can get at once. I'll also need them to be closer. I could cast a fire bolt at one to see if we can draw them to us. Maybe we could take one out before they get to us but they seem fast," Zar comments.

Is the range of my spells diminished?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Edited. I apparently skipped a few posts trying to read on my phone. Lol

Zar nods in agreement. "Antonio I think you solved another one. Have you been spending time in the library and not telling anyone? It would appear that the letters form some kind of combination to open the shell. Try it," he says, encouraging the paladin.


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Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Sorry for my lack of posting. Didn't realize I hadn't all week. It's been a busy week at work. Trying to figure out how to open the shell.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Expecting the undead to turn and run, Zar sends a ray of frost at the one that seems unaffected.

Ranged attack at Mustard(Ray of Frost): 1d20 + 6 ⇒ (12) + 6 = 18
Damage (cold + P): 1d8 + 1d4 ⇒ (1) + (1) = 2 really?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

"Well if they are all undead, that would explain why the other mermen don't want to come here," Zar says as he sends a ray of frost at the nearest skeleton.

Ranged attack (Ray of Frost): 1d20 + 6 ⇒ (5) + 6 = 11
Damage (cold): 1d8 ⇒ 4


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar listens to what Blacklock and Antonio have found. "Well from the sounds of it, I don't think they would be too welcoming if we tried to approach from the front. We might as well go through the cave. Maybe we can get a better sense of what we are up against."


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Agree on inspiration also.

Zar seems relieved Halara is not offended by his suggestion and is optimistic that a deal can be reached in the future. "Certainly. Hopefully we will find something that interests you," he says with a smile. "So you're saying there's a chance." he thinks. "Well then, I'm off to study before bed."

The next morning, Zar is woken by the screams of pain from the others trying to get up. Delaying his own pain for as long as possible, he lays in his bunk longer than usual. Gritting his teeth in anticipation, he grunts as he slowly gets up. He stretches a bit before attempting to walk up the stairs to the deck.

He approaches the captain and Halara, dreading the the thought of going back into the water being this sore. When Jarprax confronts the captain, he waits for a response, hoping for a reprieve and is relieved that they get one. As he is just sore and not tired, he spends the rest of the morning walking around and stretching.

When the merfolk offer to take some of them scouting, he thinks about what Halara said and agrees to go, hoping he might spot something that will entice her. "Don't think she'd be too impressed if I brought her a fish," he thinks to himself, disappointed that the scouting mission didn't bring them close enough to anything that would interest the elf wizard.

Perception: 1d20 + 3 ⇒ (6) + 3 = 9


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

"Believe me, we want to get this over with as quickly as you do. No offense, but I'd rather not spend so much time on the boat. I prefer it when the surface I'm standing on doesn't move underneath me," Zar responds to the captain.

He slowly gets up and gathers the equipment he had left on board and finds a bunk to rest in. He gets a bite to eat and is about to study his spell book when he remembers Halara and finds the elf.

"Thank you again for your helpful spell today. We wouldn't have been able to accomplish what we did without it. How long do the effects last? I can't say that I'm familiar with how the spell works but I imagine it is one you use often being on a ship.

One of the reasons I started adventuring was to have an ability to collect more spells. Perhaps you would be willing teach me one that I don't know. I would be willing to do the same for you," he says tapping his spell book. "Or perhaps you find other things more valuable," he adds tapping his coin pouch. He smiles awkwardly, trying his best not to get too excited about learning new spells, as he waits for a response.

Chr: 1d20 - 1 ⇒ (11) - 1 = 10


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar relaxes a bit as it seems the merfolk are willing to help. He listens to Kalinos as he tells the tale of King Garnon, nodding in agreement to Jarprax's statement.

Climbing aboard the ship, Zar collapses on the deck, worn out from all the physical activity. He reaches around his side, rubbing his back. "All that swimming is tiring. I'm sore in places I didn't know I had muscles. A night's rest might do us all some good," he says, still laying prone on the deck. "I'm not sure I'll ever get used to all this physical activity," he thinks to himself, not noticing what happened to Shaldinari.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Satisfied that the immediate threat is gone when the octopus swims away, Zar relaxes for the moment. When Blackrock mentions they are being watched, he too struggles to see what he is talking about.

Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Perception: 1d20 + 3 ⇒ (1) + 3 = 4

When the merfolk emerge, he wonders how long they have been there watching. Having had a previous encounter with one, and seeing their nonthreatening posture, he doesn't seem worried.

He listens patiently while Jarprax and Blacklock talk with Kalinos. "An hour swim! That's not happening," he thinks when he hears how far off they are. He nods in agreement when Kalinos offers to lead the ship to where they need to be while trying to determine if they can be trusted.

Insight: 1d20 + 3 ⇒ (12) + 3 = 15
Insight: 1d20 + 3 ⇒ (13) + 3 = 16


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Trying to get a sense of the location of the octopus by watching his companions, Zar sends another Ray of Frost into the cloud.

Ranged attack (Ray of Frost): 1d20 + 6 ⇒ (9) + 6 = 15
Ranged attack (Ray of Frost): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (cold): 1d8 ⇒ 8


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Content that the first octopus is fleeing, Zar sends the next Ray of Frost at the second one. "What's a little more cold? Better than sending less effective fire bolts. I suppose when were done here I can send a few off into the depths to see if it will help warm up the water," he adds.

Ranged attack (Ray of Frost): 1d20 + 6 ⇒ (6) + 6 = 12
Ranged attack (Ray of Frost): 1d20 + 6 ⇒ (3) + 6 = 9
Damage (cold): 1d8 ⇒ 7


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Seeing the octopi, Zar tries to cast a spell.

Ranged attack (Ray of Frost: 1d20 + 6 ⇒ (13) + 6 = 19
Damage (cold): 1d8 ⇒ 3(-10 ft on speed on hit)


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Con: 1d20 + 2 ⇒ (20) + 2 = 22
Con: 1d20 + 2 ⇒ (3) + 2 = 5
Con: 1d20 + 2 ⇒ (17) + 2 = 19
Con: 1d20 + 2 ⇒ (18) + 2 = 20

Not being much of a swimmer, Zar struggles a bit to swim to the sea floor. Once there, the cold and pressure initially bother him but he eventually acclimates to being under water.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar watches closely as Halara begins the ritual. At first it doesn't register what she is singing but when his attention is drawn to the words, he begins to blush. His wandering thoughts are brought back to focus by the blob of water in front of his face. Looking questioningly at the elven wizard, he takes a few deep breaths while getting the courage to breathe in the water. His first thought after taking it in is how salty the water is and he rushes over to get a drink from his water skin to rinse his mouth. It's only then does he realize he is breathing fine.

He watches as both Jarprax and Blacklock run and jump into the water, cringing when he hears the smack from Blacklock as he hits. Calmly walking over to the edge, he nods to Halara, and then jumps in feet first, making sure his gear stays with him.

Once in the water, he goes under to test his breathing. Satisfied, he carefully pulls out one of the rocks in his belt pouch. Holding it in the palm of his hand, he casts light on it and returns it to the pouch.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

4th level: +6 hp, New spells: Minor Illusion, Mirror Image, Levitate. Purchase a steel mirror (5gp)


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Once back at the Helping Hand, Zar spends most of his time alone in his room. From time to time, passers by hear things crashing in the room. Anyone eating with him in the common room occasionally hear strange noises or see puffs of smoke nearby. Near the end of their time there, at one meal, there are 4 Zar's sitting at a table, and another time the serving tray floats to the table from the kitchen carried by no one!

In preparation for the trip to sea, Zar spends some time collecting a half dozen short sticks and the same amount of small rocks, keeping them in his belt pouch. Once on board the ship, Zar introduces himself to the captain and ship's wizard and listens to what they have to say. As he's not accustom to travelling by ship, he is a little unsteady as he walks around the ship. During the voyage, he does his best to speak with Halara at every opportunity. As it's been some time since he has had the company of another wizard, he looks forward to comparing "notes" with her.

Once they drop anchor, Zar checks to make sure he doesn't need anything from his backpack. Slinging his rope over a shoulder, he finds a place to stow his backpack, taking only his wand, dagger, component pouch, and belt pouch with the sticks, stones, potion, and mirror.

"The Mother Protector mentioned you could cast Water Breathing on us," he mentions to Halara. "It would be a short trip without it," he chuckles and smiles nervously at her.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Ooo, a wizard. How does copying spells from other wizards work in 5e and AL? Is it possible from an NPC?

Also, sorry for lack of posting this week. Been a bit swamped at work. I did find time to level up though.


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Is any of that common knowledge?


Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Thanks for continuing running these. I'm having fun. I'm fine with continuing with the expectation that the game might be a bit slower through the holidays. I'm definitely keeping my wand. It may be a few days before I can level up. I'll have to take a look at what I need to do for 4th lvl.

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