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![]() Hey Nilelane, you definitely don't lack for good ideas, but in case you haven't seen it, this is a pretty sweet thread about illusions and good things to do with them. I found it to be a fun read; anyone considering running an illusionist as some point may find it useful. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Kanzen steps forward, still hooded. "I'd like to add that we travel with two of your kind," he says, gesturing to Topsy and Turvy. "They have been our companions since we escaped a drow labour prison, and since then we have been through many dangers together. They have proved their worth and mettle every time they've been called upon. They wish to find a home, and it may be possible they could find it here with you. So rest assured we are not merely pawns of Diggermattock(?), here to get rid of you. Through friendship and loyalty to these two, we genuinely want to see your home here survive and thrive." Persuasion (if required): 1d20 + 4 ⇒ (14) + 4 = 18 ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Moments ago... Galinndan Siannodel wrote:
Kanzen looks at Galinndan with something like pain in his eyes, obviously feeling some kind of guilt by association for the horrific actions of his kind against Galinndan's people. He blinks the expression away quickly, though, and prepares to move over the tripwire. Dex check: 1d20 + 3 ⇒ (3) + 3 = 6 Gee whiz. Just made it! Kanzen skips over the tripwire, coming perilously close to touching it as he does. Nonetheless, he smiles back at the rest of the party, then moves away from the wire in case someone else trips it. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Kanzen regards Zoltan with what those familiar with dark elves recognise as a particularly drow-like expression: face like a mask, revealing nothing. The difference in this case is that Kanzen's eyes are kind, rather than radiating devious cruelty or a lust for blood and pain. "But we do go looking for trouble; trouble is there, and it is our job to find it. Looking for it or not, everywhere this group travels, we find trouble. It seems that is what the gods intend for us. Don't fear, we'll not lead with our swords, nor will we trouble the innocent. " ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() It takes over five days for Kanzen's ability to speak to return. Up until that point, the drow appears somewhat lost in his own thoughts, not the cheerful companion he normally is. He still remains considerate and helpful however, and makes particular effort to make the new travelling companions feel comfortable around a dark elf. When his voice returns the first words to escape his lips are a prayer to the dark maiden, thanking her for her mercy. If either of the dwarves seem concerned about his praying to a "dark maiden", he will explain promptly that his goddess is Eilistraee, the lady of song, dance, and freedom, not the hateful Lloth that most of his kin worship fearfully. He then sets about convincing them to play dice with him, hopefully for coin. Kanzen continues on for the remaining travel time in a similarly fey spirit, happy and enthusiastic for games of dice or anything else. There is perhaps a twinkle in his eye that doesn't appear entirely... sane. As the refugee caravan approaches Blingdenstone, Kanzen's thoughtful demeanour reappears. He approaches Jimjar. "You're good at this kind of thing," he begins hesitantly. "I've heard the deep gnomes aren't fond of my kind. Understandable. I was present as drow patrols would hunt down lone svirfneblin for sport. I wouldn't trust me either. But how will we get them to accept me? They may refuse entry to the entire lot of us if they fear you are all allies of the drow!" ![]()
![]() Botting Reynwyn. Carric breathes in, holds for a split second, then fires. His arrow whisks past Reynwyn's ear, lodging itself in the gnoll's eye socket. The half-elf, now free to fire unhindered, targets the wounded gnoll near Arthur with his shadow blast. Though he hits his target, the damage is minimal. He then points, ordering his spectral scythe forwards to attack the same creature. It swings in a deadly arc, decapitating the gnoll. Crit! The three remaining gnolls, seeing their leader fall, turn tail, cowardly as ever, and flee into the darkness to the north. Revjak and Piety swing at them as they turn their backs, Piety landing a glancing blow, but the archers hidden in the darkness continue to fire, covering their comrades' retreat and striking both the northman and the warforged in the legs. Revjak, take a total of 6 damage (already halved) and reduce your speed by 20'. INITIATIVE - Round 8
What to do? The enemies have fled into the darkness. Neither Revjak nor Piety can keep pace. The archers are still there somewhere. What's the plan? Piety will hold his turn until the rest of you act. GM's screen: Reyn@13: 1d20 + 6 ⇒ (12) + 6 = 18 1d10 ⇒ 2 1d20 + 6 ⇒ (20) + 6 = 26 2d8 + 4 ⇒ (2, 8) + 4 = 14 P AoO: 1d20 + 7 ⇒ (18) + 7 = 25 2d4 + 3 ⇒ (1, 4) + 3 = 8 @P: 1d20 + 4 ⇒ (6) + 4 = 10
@R: 1d20 + 4 ⇒ (12) + 4 = 16
Gnolls:
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![]() Revjak of the Elk wrote: @Hewy, of course! 1d10 halberd, 4 strength, 3 from weapon, 2 from rage, and all doubled for a crit. Plus the divine fury damage for a total of 38. :) Ah okay... So remember with 5e the bonuses to damage don't double, only the dice. So the base attack would do 24 damage. However, the divine fury dice is doubled, so since you just rolled one we would double the rolled 3 to a 6, plus 2 is 8, for a total of 32. Which is still 18 more than you needed! I forget that often too. It sometimes feels like crits aren't as kickass as they were in PF, but at the same time your PC is much less likely to die unexpectedly. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Kanzen nods. "I will bring you the mercy you desire. But before I do, I must give you the chance to embrace the Dark Maiden. Even at the very end, she offers you redemption. Will you turn from her evil mother Lloth and give yourself up to Eilistraee? She will grant you peace in death, far from the horrors of the Abyss." He proffers his holy symbol before the dying drow, hoping she will renounce Lloth and turn herself over to the Lady of the Dance. "Either way, you may trust me to end it as quickly as possible." And he prepares himself to finish her agony, fingers tightening around the hilt of his dagger. ![]()
Current identity: Brinda Sarwick, human female |
Spells Used: S8, A11, I13, W11, D11, HP 6/15 | Status: Normal Shadow Dart 2/2 Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2 ![]() In the end, Brinda chooses to travel on with Jexen, in part because his plans involve seeking out the darkness in order to fight it; Brinda is happy to fight it, but she also believes she can learn from it. But more importantly, she feels a companionship with the clockwork that her brutal life has never allowed her. Over time, she would reveal her true nature to Jexen, once she felt that he would, if not understand, at least accept her strange origins. At some point, the persona of Brinda would be ripped away from Toy, and it would have to find another person to be. But now, for the first time, Toy was beginning to feel that there was something to it that was more than just pretending to be somebody - with its growing power came a growing self-awareness. Toy began to realise that all the personas it had worn had left something behind, had contributed to its personality. Toy realised that it was a caring and sensitive creature, one who abhorred cruelty to the weak and defenceless, but also desired the power to both protect itself and those it cared about from evil. The ending to Toy's story was never clear. That it would continue to accumulate arcane power was a given, but how would it use that power? To protect and serve the weak and innocent, or for its own gain and betterment - or both? ![]()
![]() So here are some of the things you could pursue once you leave the lodge. Entirely up to you guys what you want to do. I think that's most of the plot strands you've encountered... There seems to be a few things going on! If anyone can think of anything else I've forgotten, let me know. ![]()
Spells Prepared: Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6
0 – create water, detect magic, guidance, light; 1st – ![]() Bazikian watches the interactions of the newcomer with open interests, squinting in confusion when anyone speaks in Skald. As the party gets moving again, he scoots up next to Hjorleaf, shakes the immense warrior's hand with his tiny one, and introduces himself, his sentences characteristically running together. "Hi there, my name's Bazikian, nice to meet you! I heard you say you'd never met any fey, well you have now, because little do most folks know, gnomes are fey in Golarion, which is the main point of difference between us and gnomes from Wizards of the Coast settings, where they're really just weird halflings... but enough about me! Where are you from, the north like Grim? Seems pretty cold up there, is that why you've come here, because it's really cold here now, it isn't usually, but I guess that's what we're all about now. I hope you don't find this too personal but I thought I'd ask, just trying to get a read on people now after certain unfortunate events, but do you like to murder helpless captives? And do you find that you have certain tendencies towards pre-judging people of different races or species, particularly based on their appearance? For example, assuming that members of a particular species are evil or must be destroyed simply by virtue of what form they were born into? Now, there's no wrong answers here, because let's face it, we're a bunch of misfit adventurers working together to get things done that no one else has the skills, or the will, to get done, so hey, just gotta find a way to make it work, am I right, but it'd be nice to know where you stand on this stuff before we reach a critical juncture and then all of a sudden you're taking a stand for cold-blooded murder when I didn't really see it coming from such a nice person, know what I mean? So, do you, for both questions? Or even just either? But preferably both." He looks up at Hjorleaf much like a puppy does when walking beside a large dog, eyes shining with the excitement of someone new, legs pumping to keep pace, tongue hanging out a little from both his exertions and his breathless tirade. ![]()
Current identity: Brinda Sarwick, human female |
Spells Used: S8, A11, I13, W11, D11, HP 6/15 | Status: Normal Shadow Dart 2/2 Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2 ![]() Back in Sixton... Brinda didn't know what to make of the lavish treatment bestowed upon them. In her experience, this sort of thing meant they were lambs to be fattened... before the inevitable slaughter. Despite the undeniable pleasure of being washed and clothed in finery, it left Brinda cold, and struck a note of warning in her heart. Getting off the train... As the party steps off the train, Brinda gives the new clockwork a small curtsy in her new clothes, mostly deep blue, black, and white The sash around her middle emphasised her tiny waist, a result of living rough and eating little for some time now, but the long, loose skirts made her look both taller and less waif-like. "A pleasure to meet you, Master Librus," As Sköllji nervously references her, she sighs. "Sköllji, I'm not a delicate flower about to wilt in the face of a little humour, and we've all faced worse things together than your jokes. I don't expect an old rogue like you to mind your tongue, so stop worrying about whatever sensibilities you imagine I have and do your damnedest." She then pokes her tongue out at the dwarf, screwing her nose up like a child as she does. "And... I think I'd like to write to Cynerik. And TAS, of course." Thinking of Cynerik, a wave of melancholy swept over Brinda's heart. He'd been the kindest man she'd ever met, and she missed the feeling of safety and surety he'd exuded, despite his own internal turmoil. "I'll write them something tonight." ![]()
Spells Prepared: Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6
0 – create water, detect magic, guidance, light; 1st – ![]() Fearful for his friend, Bazikian begins to advance, drawing his crossbow and firing as he strides forward. Crossbow: 1d20 + 1 ⇒ (10) + 1 = 11 "Hold on Brom, I'm coming!" he hollers as his crossbow bolt narrowly avoids striking his companion in the back of the head. ![]()
Current identity: Brinda Sarwick, human female |
Spells Used: S8, A11, I13, W11, D11, HP 6/15 | Status: Normal Shadow Dart 2/2 Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2 ![]() Level up all done, except new language and grimoire spells. Anyone have suggestions for languages? Brinda has been travelling with Sköllji for a while, so dwarven might be an option. I'd be after something that makes sense. ![]()
![]() "Oh, we will definitely be moving on," the Thayan says smoothly."This little... venture has been vexing from the beginning, and nothing but trouble since. My troops and I will leave the area, and leave Lord Phylund here in your tender clutches, in return for safe passage. It is a simple deal. Accept it, or Lord Phylund's story finishes right here and we fight our way out. You may prevail and stop us, or we may win through, leaving your corpses here to rot, who can say? Either way, Lord Phylund dies and there will doubtless be casualties on both sides - nobody wins. The path of least resistance should appeal to any man of sense." He looks at the slavering alpha gnoll next to him, the captive barely conscious, the wicked serrated knife threatening to pierce his skin at any moment. "Don't delay too long, Hrauloggni isn't blessed with an abundance of patience." The bone wand twitches in his grasp as he stares down at Arthur intently. Background music as Arthur, the wizard, the gnolls, and the Companions face off... ![]()
Spells Prepared: Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6
0 – create water, detect magic, guidance, light; 1st – ![]() I'm not a massive loot lover- one of the things I really like about 5e is that there's no expectation PCs get any loot at all - but in PF character wealth is kinda baked in the the game. Brom, pretty sure you have hundreds of gold worth more treasure than anyone else currently. We probably need to discuss as players how we want to handle loot distribution. As Grim says, if Brom as a character gets to unilaterally decide to do what he wants with loot he finds, that means other characters get the same right to decide. Having said that, I think there are better ways to do it than "character finds, character decides". However we do it, though, we need to be generally consistent. For me, I prefer rational player discussion based on general parity without sacrificing the "best use" principle. I.e. we try to keep our character wealth levels roughly even, but if there are two wicked (and valuable) items that suit a magus perfectly, then it makes sense to give them to Easlis, as that will benefit the party the most. Thoughts? ![]()
Spells Prepared: Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6
0 – create water, detect magic, guidance, light; 1st – ![]() GM:
Bazikian sips his tea while he listens to the Elder share his wisdom. "I'm not sure how much bigger I can be - I'm really very small, didn't you know - but I'll try, Elder. It's just that I feel so strongly that Desna wants me to fight evil, fight it with every little bit of me. I know that She's happy for me to fight with violence against those who do evil, but only to answer violence, and only when words and other actions won't work. Well, when it comes to Easlis, words don't work. He doesn't listen to anybody. Should I just then ignore his evil actions because he's on my side? Evil is not just something our enemies do. I will try to do as you suggest, but I still fear that if he continues down the path of evil I will need to intervene." He stands up, looking troubled still, but resolute. "I need to be prepared when the time comes. I will pray to Desna for bravery. Thank you Elder." With that, he steps out of the Elder's chamber and out of the temple. Bazikian heads to the Stoat, looking forward to an ale and some hot, home-cooked food. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Stealth: 1d20 + 5 ⇒ (18) + 5 = 23 Kanzen notices Galinndan about to totter into a discarded bucket and grabs his elbow, steering him around it before the elf can kick it noisily. One for one! ![]()
![]() Piety lands a devastating blow on the creature, which visibly shakes it. It's flailing leafy limbs grow spasmodic now, and sap leaks from numerous places in its shifting bulk. Carric lunges forward with a two-handed blow, his blade singing through the air then cleaving deep into the thing.
Well! That was a CR 5 creature, in case you were wondering. Things could have been nastier - there was one attack where Piety was randomly selected for pain and took one hit, but if it had been Carric the thing would have hit him twice for a total of more than his max hp - but in the end that felt like a pretty solid victory! That's a cool 360 XP each, nice job! For reference:
Once the thing has collapsed, you all catch your breath, and the forest is strangely silent. The gentle breeze causes the leaves rustle softly overhead, but there is no sound of bird nor beast, just your panting and the sound of weapons being sheathed. The mid-afternoon sun is clear and bright, but gives little warmth, particularly as you are mostly shielded by the leafy canopy. What now? ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() If my surface brother Galinndan is attacking too I'm happy to commit to my attacks. Which has nothing to do with my sweet rolls. Nothing at all. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Before entering the tunnel... After Galinndan relates what he's foubd, Kanzen responds in kind. "It seems this derro we're searching for has connections to the thieves' guild here in Gracklstugh... the Gray Ghosts you said?" he confirms with Galenus. "If they've managed to establish themselves in a brutal place like this, they must be reasonably powerful. We should take care." In the tunnel... Kanzen follows Galenus into the shaft, moving as quietly as he can. Galenus! Try to keep it down to a dull roar! he projects to the noisy dwarf. Stealth: 1d20 + 5 ⇒ (10) + 5 = 15 ![]()
Spells Prepared: Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6
0 – create water, detect magic, guidance, light; 1st – ![]() Bazikian, still unconscious, tosses uneasily, mumbling incoherently. "Handsaw can't be a strudel... get away... nggng... cold... too cold..." ![]()
![]() So Kraz and Jack, there's no light anywhere here. Creatures with darkvision can see in pitch black darkness such as this as if it were dim light, which causes disadvantage. That's you Kraz, as well as all your companions but Jack, and apparently all your enemies. Jack, you can't even target anything with a ranged weapon, as not only can you not see a target, you can't see anything, not even the square to target that. You need light, or you pretty much can't do anything. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Not sure of the creature's intentions or state of mind, and thus not sure he should attempt to injure it, Kanzen leaps forward, attempting to climb on the two-headed giant's back. My rationale is that if I climb on it, it might be tempted to focus all of its attacks on me, which it will have disadvantage on per the "Climb onto a bigger creature" rules (DMG p 271). Then it won't hurt anyone else, and hopefully me either. Contested check. Acrobatics: 1d20 + 5 ⇒ (5) + 5 = 10 Bugger. Here's hoping he rolls crap too :) ![]()
![]() Jareth alights on the gnoll's head, and it seems the creature was indeed foxing, as it involuntarily twitches and tries to swat the bird. Jareth attacks! Beak: 1d20 + 4 ⇒ (19) + 4 = 23 Jareth's beak pierces the creature's eye and penetrates into its brain, and the gnoll gives another gruesome, dying jerk before settling on the grass once more, this time truly dead. Ha well done, he had 1 hp left, was planning to have him play dead then run back to warn others... ![]()
![]() Okay, so whether or not you take the gnoll job, I just want to make one thing clear. If you have/buy/find an item, it must be on your profile page. So if you buy things, you must deduct the price from your character's wealth entry on the loot sheet, and enter the item on your profile. From now on I'm going to be checking this stuff closely at random intervals. If you don't have something on your profile, you don't have it. If you paid for it but it's not on your profile, I may well make you pay for it again. Everyone cool with that? The only exception is recently found or looted gear that's on the loot spreadsheet under your name; but by the time we finish an adventure you should have put it on your profile. I know bookkeeping sucks, but I have to do tons of bookkeeping running the game, and if you guys do your bit it makes my bit a lot easier. Now would also be a good time to audit your own profile page and stat lines. A starting point would be checking that you have all the equipment that you own on your profile. Let's everybody get their house in order before you go and smash gnolls :) ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Never really thought about how a society would work when everyone can turn invisible at will... No wonder the duergar are so shifty! Hearing the boots, Kanzen's head snaps up. "We should move away from these bodies, now. We may be in for it anyway, but it's worth trying to get clear." ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() That's how you roll with disadvantage! ![]()
![]() Gotta say, one good thing about the pbp format is that I can run multiple, simultaneous scenes at once. Plus, those who post more quickly than others don't have to wait, and those that don't post as frequently don't have to stress about holding anyone else up - everyone can pursue their thing at their own pace. Really enjoying you guys just wandering about and interacting with the city, but don't worry, there'll be more traditional crawls etc coming up soon. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() "We were always taught, in Melee Magthere, that the key to defeating an enemy was to exploit their weaknesses," Kanzen murmurs. "With surface elves, we were told that weakness was blind hatred. With gnomes, curiosity and stupidity. And to defeat a dwarf? You exploit his greed." Kanzen looks at Galenus in disappointment. "Most of people I've met so far have proven my drow instructors wrong." He turns away from the dwarf and prepares himself for rest. ![]()
Spells Prepared: Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6
0 – create water, detect magic, guidance, light; 1st – ![]() Bazikian takes his winter blanket out from his backpack and wraps it tightly around his shoulders. "Ready!" he proclaims - the shortest sentence any of you have every heard him speak. ![]()
Current identity: Brinda Sarwick, human female |
Spells Used: S8, A11, I13, W11, D11, HP 6/15 | Status: Normal Shadow Dart 2/2 Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2 ![]() Slow init if I need to move to get to Slugoth, fast if not. Brinda roars again as Slugoth falls to the ground, tears springing into her eyes. Despite having hardly traded five words with the orc, the bond of their common survival effort is as strong as any she has felt before. She rushes to his side, ignoring the battle around her, and attempts to cradle his battered head and staunch any bleeding. Stabilise: 1d20 + 1 ⇒ (8) + 1 = 9
Slugoth gets 1 hp and is stabilised :) ![]()
Current identity: Brinda Sarwick, human female |
Spells Used: S8, A11, I13, W11, D11, HP 6/15 | Status: Normal Shadow Dart 2/2 Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2 ![]() This might interest Slugoth (and everyone else that doesn't want him to die!)... Damage and Death: Effects of Damage A creature or object suffers no ill effects from taking damage until its damage total equals its Health. If a creature’s damage total equals its Health, the creature becomes incapacitated (see below). If an object’s damage total equals its Health, it is destroyed. The damage total can never exceed the Health of the creature or object; any excess damage is ignored. Instant Death
Incapacitated
Disabled
Dying
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Spells Prepared: Init +4 | Perc +4 | AC 17 / T 11 / FF 16 | HP 18/18 | Saves F +6/R +0/W +5 | Channels remaining 6/6
0 – create water, detect magic, guidance, light; 1st – ![]() GM: Quote:
Bazikian nods, and responds with a flurry of words, as gnomes often do. "Strange injuries, that can't be good. An assault? Oh dear, that is a worry. Let me dress properly, and I'll be there as soon as I can. Where is the man now? The Town Square? The Hall?" He dresses as he talks, grabbing his overcoat, and attempting to push down his springy mop of hair so he can get his hat on. "There, that ought to do it. Lead on!" ![]()
![]() The ankhegs can be taken whole, then stripped later on once camp is made. Look forward to some sweet ankheg armour! Not sure who will wear it though :) Okay, feel free to post ooc what else you guys are doing along the way. Going to post up the next scene now. 6pm, 18th of Eleint, 335 NR (1367 DR) You have been more than a tenday on the road since Melton, and engaged in a battle with fearsome insectoid creatures a few days after Triboar. Since then, Arthur has proved to be a friendly and interesting companion. The caravan has since stopped in Westbridge, Red Larch, and finally now Rassalanter, only two or three days north from the City of Splendors. Little more than a half a dozen walled farms centered on a spring-fed horse watering pond, Rassalanter is shrouded in a light fog, despite the mild autumn weather. Across the road from the pond, on the east side of the road, stands the Sleeping Dragon, an inn with a welcoming look. Behind the inn is a barracks house, bearing the arms of the Lords of Waterdeep, and beyond that to the east, an even foggier, sprawling marsh. To the west is a small wood, with the top of a ruined keep peeking over the tops of the trees. The wagons clatter over a wooden plank bridge over the stream that drains the pond into the marsh, and you have arrived at the inn. Kehlann jumps out of his wagon immediately, a smile on his face. "Well, lords and ladies, we have not quite made it home, but Spider Samallahan keeps a good house here. Eat and drink your fill tonight, for we face two more nights on the road, then our journey will be done!" With that, he strides into the inn in obvious anticipation of drink and food. Once the wagons and horses are taken care of, you all troop out of the day's fading light and into the inn. The small taproom is all dark wood, and the cosy fire is roaring. A dozen or more patrons, mostly men, some in guard's uniforms, lounge around the room, and the general mood is one of good cheer. Kehlann is currently at the bar, sitting talking to the man behind the bar. The barkeep is an older man with just a fringe of grey hair on his head, but his shoulders are broad and his waist looks trim for a man his age, and his blue eyes sparkle brightly. His broad, weathered hands slap on the bar as you approach. "Ye're Kehlann's folk, are ye? Well met folks, I'm Spider. Yer boss tells me the bar's open for you lads tonight, so what'll ye be havin'?" ![]()
![]() I've split up the cash, you each have your own entry on the loot sheet. If you buy stuff, can you please subtract the cost from your own entry? Similarly, if your character finds or receives coin, put it in there as well. Bulk cash dumps will go into the party cash entry until they are split up. All cool? ![]()
Current identity: Brinda Sarwick, human female |
Spells Used: S8, A11, I13, W11, D11, HP 6/15 | Status: Normal Shadow Dart 2/2 Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2 ![]() I guess it comes back to the basic mechanic - most things either work or they don't, and the ones that are uncertain get a roll. As GM, you get to decide which it is on a case by case basis. It makes sense to me that hungry, desperate bandits might flee when faced with real opposition, but it's probably an outlying case. I wouldn't expect two rounds of intimidation checks to win many battles, but I can see how this may be one of the few times where that tactic may work (on at least some of the enemies). I think this a feature of this kind of system - when everything is strictly and mechanically codified like in PF or 3.5, players expect things to work all the time, because the rules tell them so! In a sparser kind of system like SotDL, the GM gets more powers of arbitration, and players tend to have more of a sense of the unknown, and have to try to make judgement calls based on the situation as described, rather than just expecting a specific mechanic to work all the time, every time, so long as you make your roll (or they fail theirs). I, for one, am not the type of player to tell the GM their business when it comes to making calls on the fly, or to argue that because something worked once in one situation, it should work in every situation. Speaking just for myself, feel free to play fast and loose as befits a situation, GM. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() The tension of the wererats' revelation broken somewhat by the dwarf wizard's outburst, the bone-weary Kanzen sighs and steps up to Galenus. "I was hoping to hide this for as long as I could, but... I'm a drow." Kanzen manages to keep his face deadpan for at least three seconds before his lips curl in a half-smile. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() As the creature retreats, Kanzen's well-trained instinct is to pursue, to destroy anything that has the temerity to challenge him, a superior drow. However, as he makes to chase it further, the weariness in his legs slows him down, giving him a split second to reflect on his intentions. He notices the feral snarl on his face, the blood hammering in his temples, the thirst for destruction. As he realises, the adrenaline evaporates in his veins, and his chest begins to burn at the same time as his mind reels at the power of his training at the hands of drow killers. Is this who I am? he wonders, halting his chase, his face falling into an expression of guilt and dismay. Am I simply who they have made me? Can I be anything else? His manacled hands drop in front of him, and for a moment he watches the creature slither away pathetically, before turning back to the party of escapees in the cavern. ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Nature: 1d20 - 1 ⇒ (6) - 1 = 5
Duuh, what? Kanzen rushes towards the horrible-looking thing, his dagger clasped in both be-manacled hands. Dagger: 1d20 + 5 ⇒ (1) + 5 = 6
Sigh. I'm really going to appreciate being able to roll properly once I'm neither exhausted nor restrained! ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Hi DM, just saw this free DM's Guild pdf advertised on reddit. Have downloaded but not read it, so can't attest to its quality yet, but it may have some stuff that you'd find useful for this campaign :) ![]()
Male CG Drow Fighter 2/Paladin 2
Usables Remaining: HP: 27/32 | AC: 17 | Acr +5, Ath +3, Perc +2, Pers +4, Stl +5 | Saves: Str +3*, Dex +3, Con +3*, Int -1, Wis +0, Cha +2 | Init: +3 | Passive Perception 12 | Speed 30ft (swim, climb) | Inspiration: Y | Hit Dice: 4d10 | Active conditions: Madness (2)
Action Surge* 0/1 | Divine Sense 3/3 | Faerie Fire 1/1 | Lay on Hands 10/10 | Second Wind* 1/1 | Spell Slots 0/2 | HD: 4d10 ![]() Kanzen grits his teeth. The elf needs another distraction, wherever he is. The dwarf took the hit last time, guess it's my turn... Turning to the nearest guard, Kanzen peers at him arrogantly, and exaggerates the accent his drow noble heritage has given him. "What's the hold up, commoner? Let's go, I've earned a rest." This going to hurt... ![]()
![]() As Kanzen is a devotee of Eilistraee, his conscious focus is on doing good in order to reject his heritage. However, the evil of drow society has left its mark on him. I could see him making unfortunate comments in stressful situations that could cause tension, but also apologising later. He will be of a mind to break down racial division, even though his prejudices run as deep as anyone else's. It's definitely a motley crew though! @GM Speaking of which, what style of game do you like to run? I really enjoy narrative and character development, and prefer to make it a significant part of a game, but I'm okay with less in-depth games as well. Just wondering what mindset to bring to the game. ![]()
![]() Hi folks! After rediscovering my 2nd edition City of Splendors boxed set, I've decided to run a 5e Forgotten Realms game set in Waterdeep, in that era. This is around 1367 Dales Reckoning (335 NR), a decade after the Time of Troubles (when Cyric and Midnight became gods, just before Kelemvor did), just months before the novel Prince of Lies, six years before the return of Netheril, and a healthy twenty years before the Spellplague, a truly cataclysmic event that basically spelled the end of my love affair with the Realms as a living setting. Assuming more than 4 people submit characters (fingers crossed there are at least 4), I'll be selecting 4-6 PCs. They can hail from anywhere, but the game will begin somewhere northeast of Waterdeep, so they need a reason to be in that region. Characters will begin play as hired guards for a merchant caravan travelling from Mirabar to Waterdeep, so a desire to travel to Waterdeep would be helpful (also a willingness to work as a caravan guard!). After characters have been chosen for the game, players will need to devise some kind of connection or previous relationship with at least one other character (but possibly more). The setting itself has a few implications for D&D 5e, but the main one for character creation is that Dragonborn are not an option; they don't exist in the Realms yet (sorry Dragonborn lovers…). Character creation (and a few other) rules are pretty much straight out of the book, with a few exceptions, as follows: Character creation and rules:
* Ability scores are generated by point-buy (27 points, min 8, max 15 before racial mods, as per PHB, p 13).
* Core races except dragonborn (as mentioned); other races are discouraged, as I don't have the books for them, but hey, feel free to ask. * We will be using at least the core feats, so you can plan for them, or play a variant human. I can't promise I'll allow any other feats, but I do like to say yes rather than no, so long as what you want is reasonably balanced and makes sense. * Evil characters are discouraged. Try it on, by all means, but be prepared for disappointment (see below). * Ranger characters can use core ranger (if you really want to) or the UA revised ranger found here. I tweak the UA ranger slightly; if your first Favoured Enemy is humanoid, you must choose two humanoid races as per the core ranger, and similarly, the bonus language should be justified by your choice of favoured enemy. Also, the revised ranger's Primeval Awareness regarding the presence of favoured enemies seems far too specific, and I reserve the right to tweak that, negotiated with the player, as we go (I'm thinking somewhere in between core and UA version). * Unearthed Arcana options are likely to be given the go ahead; some things may need reskinning, others may not fit the setting, but in general I'm open to it. I'm not an expert on all things UA, so I'd have to look into each case and make a decision (again, negotiated with the player) about it on its own merits (as an example, the Raven Queen patron for warlocks has been approved, with a possible tweak down the line). * Please submit a decent description of your character's appearance, personality, and backstory (at least a short paragraph for each). This will be the main area I'll look at to decide the party. Quality is better than quantity, so it doesn't have to be an essay, but it can be if you want! * We will be using regular Inititative rules, adding the Action Options (especially Tumble through an enemy) in the DMG (pp 271-72), and also the Hitting Cover and Cleaving rules (DMG, p 272). I may occasionally use the Lingering Injuries rules (but not at all often, and maybe not at all if players hate them), and the Massive Damage rules, and maybe occasionally the Morale rules (DMG, pp 272-73), although I'll often just decide enemies (or allies) run away. * Any questions about character creation or rules used, just ask. A few things about me as a GM and the game I intend to run:
The campaign:
* I think it's important that people commit to posting, in general, at least once a day. I, too, exist in real life (two jobs, one teenage child, writing a masters thesis, Con 9 so sometimes ill, going to Europe in June), and so will sometimes be forced to give a heads up about a period of less frequent posting than usual. But players in those situations need to let the group know, and be prepared for the occasional whack of the bot stick.
* I have an opening act roughly sorted on paper, which should see the party to Waterdeep, but after that I'd welcome as much PC direction on where your story goes as you would like to give. I have villains, organisations, plots, and dangers in mind, but what gets focused on, what becomes a side story, and what gets ignored all together will be up to you. Take Undermountain, for example. I'll probably tempt the party to go there at least once, but that might be it; then again, the riches that such a deep and dangerous dungeon offer might tempt you into extended trips there, or you might take up a cause that leads you there more than once. Whether Undermountain is peripheral or central to the campaign will be, like most things, up to you. If it ends up that the party wants to be railroaded, I can provide that as a last resort, but I'd rather not. I'll build the sandbox, you lot make the sandcastles. * I'm pretty permissive in general, and like to say yes more than no. However, for right or wrong, I really like staying somewhat true to a setting, so there are some restrictions in character creation for this campaign, as noted above. Your firbolg mechromancer from the future riding an adamantium flying octopus probably won't get selected for this one. Having said that, the Realms is a pretty diverse place, so there are plenty of interesting options that don't include adamantium flying octopuses. * I strive to be as fair as possible, and while I've been GMing 1e, 2e, 3.5, and PF since the early 90s, I have only run a bunch of 5e sessions so far; I'm not an expert with this system. If I do something wrong, I'm not trying to mess with you or the party, I've just made an error. Feel free to correct me, or point me in the direction of the right rule. Bear in mind that I may sometimes ignore or bend the rules slightly, for narrative purposes, and also to reward sweet ideas that players might have. So I encourage those who end up playing in this game to try things not specified in the rules; if you have a cool idea, ask how to attempt it! If it feels right (or not too wrong) and would make a badass story, we should be able to figure something out (although it might have a low probability of success!). * If you're not into roleplaying, engaging with a setting, and sometimes spending time bantering with NPCs for no specific plot-driven reason, this isn't the game for you. Combat is awesome, it's what gets the heart pumping, and there'll be plenty of it, but there'll also be plenty of time following PCs' personal goals, getting to know the folk of Waterdeep, and becoming a part of the city. Having said that, while characters don't need to be completely min/maxed, try not to gimp yourself; I estimate my combat difficulty can get to about a 4/5, so PCs who are not mechanically effective may well risk failure/death. * I'll generally try to stick to the recommended encounters/short rests per day, but that won't always be the case. Particularly in the city, there may only be one or two encounters in a day, so spellcasters (excepting warlocks) may feel a power boost, but they may also be limited by law (Waterdeep has many laws about reckless spellcasting, damage to people and property, etc). Conversely, there may be periods (particularly if you want to go into Undermountain) where the party faces many encounters in a row, with only the occasional short rest; probably nothing quite like the Battle of Bloodmarch Hill, but who knows… Finally, a bit about my thoughts on alignment/working with the party: Alignment rant:
Alignment is a contentious thing for some, but in my experience, people take the murder hobo thing way too far, regardless of their alignment. If you want to play a neutral character, no worries, but in my understanding neutral means you care about you and yours (which may be family and/or friends) first, others second; it doesn't mean you don't give a rat's arse about anyone except yourself. That's evil. Even evil characters can (and in both literature and real life, do) often care deeply about some other people; in my experience, most players who want to play an evil character don't want to explore morality or shades of grey, they just want a reason to be able to ignore the needs and wants of other characters (and players) and focus on making their PC as powerful, wealthy, and awesome as possible.
In a similar vein, if you want to play a paladin or some other LG character, you'd profit from making sure their views are tolerant enough that they won't turn in the party rogue for picking pockets or occasionally breaking in somewhere. Maybe model your paladin on that wonderful religious person you know in real life that maintains high ideals and standard of behaviour, but is generally forgiving of others and willing to see the good in people. Maybe don't model them on the inflexible Catholic schoolmaster who thought the strap was the best form of education, or worse, the people who did this stuff. So I guess those that want to play murder hobos, edge lords, misanthropes, intolerant and/or narrow-minded "do-gooders", or any other cardboard cutouts also need not apply. It's a team sport. I'm biased against evil characters and generally ban them, but if you can convince me that your bad guy can be friends with, work with, and trust a bunch of good guys, I may be swayed. Likewise, if you make your pally a team player, they stand much more chance of being selected to play :) Recruitment will be open for at least a week, maybe two or three. I'll give everyone plenty of warning before it closes. ![]()
![]() Hi folks. So I've just discovered my old 2e City of Splendors boxed set, and I'd love to do a 5e campaign set in that era. This would be the end of 335 NR (1368 DR), so post- Time of Troubles (Cyric, Midnight, and Kelemvor are gods) but pre- the return of Netheril and the Spellplague (blech). It may also involve some of the dungeon crawls from Tales from the Yawning Portal, but will probably be based in an original storyline, likely involving the Harpers (and so would favour good-aligned PCs). PCs could be from anywhere, but would start somewhere between Mirabar and Waterdeep. The start might be slightly railroady, to get the characters installed in Waterdeep, then would be all about the sandbox. Could take place entirely in the city, or involve using Waterdeep as a base from which to travel the Realms. Could be working for the Harpers directly, or just having some contact with them, depending on how PCs decide. Could involve crazy dungeon crawls (I have the 2e Undermountain boxed set too), or could focus on RP, intrigue, and politics. Anyhow, I'm just trying to get a sense of how many people would be keen for this - at the moment, I'm trying to get a pbp game started for my old school crew, but they're dragging the chain real hard, so I might pull the pin on that, in which case I would definitely run this. I might run both anyhow. Or there may be no interest at all, which would make the decision for me. So feel free to voice your opinions on this idea! Go!
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