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Talli's sword bites heavily into the Kenku, and the wretched thing, falls to one knee.

"Uncle, uncle!" it cries out in a young child's voice as it throws down its weapon

The other Kenku seeing how quickly this all devolved also surrenders.

End of Combat.


Mitchell's javelin pins a Kenku to the wall, just in time for Hob to finish it with a with a fire bolt. The stench of burning feathers permeates the air.

Meanwhile, Ellena's return-fire arcane energy sizzles the air with pine-scented death and blasts another Kenku's arm off. It shrieks out in a high-pitched voice, "My biscuits!" And then falls over and dies.

Talli still has her turn.

GM Only:

AC 13, HP 13
Green:
Blue:


Talliree Yndercook wrote:
Can Talli get to the Kenku on the other side of the boxes from where she is by climbing onto said boxes?

With a DC 10 Strength (Athletics) check, yes, you can. This would be part of your movement, not an Action.


karlprosek wrote:
I'll have posts out Monday. Sorry I'm swamped today, guys.

No problem. Thanks for the heads up.


The strength check is fine. Let's treat moving through the window as moving through difficult terrain. Go ahead and place your token.


I've been giving it some thought, and I think this will be the last time I use this sort of initiative. I think I might simply roll the highest initiatives for each side versus each other with the winning side going first. Or if one side surprises the other then they go first.

I think that should just work more naturally within the constraints of PBP. Any thoughts?


Tania gracefully lands on the other side of the boxes.

Tania, go ahead and move yourself on the map. And unless you had to Dash, you still have an Action and Bonus Action.


Technically, yes, you're all up. I just wanted to give the other players a grace period to get their actions in for the first round.


If it makes you feel better, Talli, you did manage to catch these guys unaware. Had they had a chance to become aware of your presence first they would have hid and ambushed you from stealth. And frankly the adventure is a little unfair since it conveniently blacks out the window so you can't really peek inside.

Ellena blasts one of the Kenku, nearly dropping it with a single shot. Hob follows up with a blast of fire, but his aim is just slightly off. But the wild flame momentarily distracts Mitchell enough for his sword swing to miss.

Rolls:

Kenku Black vs. Ellena: 1d20 + 5 ⇒ (14) + 5 = 19
Kenku Blue vs. Mitchell: 1d20 + 5 ⇒ (18) + 5 = 23
Kenku Green vs. Mitchell: 1d20 + 5 ⇒ (10) + 5 = 15

The Kenku who was attacked by Mitchell disengages from him. No opportunity attack.

The other three Kenku draw shortbows and fire. Two fire on Mitchell while the wounded one returns fire on Ellena.

One hit against Ellena, and one hit on Mitchell. You both take 6 damage.

Round 1, cont.
Hob: 1d20 + 3 ⇒ (17) + 3 = 20
Ellena: 1d20 + 2 ⇒ (17) + 2 = 19
Mitchell: 1d20 + 2 ⇒ (15) + 2 = 17
Kenku: 1d20 + 3 ⇒ (9) + 3 = 12
Tania: 1d20 + 4 ⇒ (7) + 4 = 11
Talliree: 1d20 + 3 ⇒ (4) + 3 = 7

Bold are up.

GM Only:

AC 13, HP 13
Black: 10 damage
Green:
Blue:
Red:


Thanks for the words of encouragement, kids. :)

Good news is that for the moment everyone is healthy again, and most of the real dumb stuff at work is normalizing as of today. So starting now I should be back to post at a regular rate.

Thanks for the color-coding, Hobs. That was awesome of you. And I wish you luck with your health.

Post incoming.


Talliree Yndercook wrote:
Everything okay? Seems like you're a bit swamped.

Not gonna lie, been a rough few weeks. Half my family got sick, with two even going to the emergency room, and one spending a couple weeks hospitalized. It's been a thing.

And at work I am being offered more responsibility, without any of the hassle of being paid more money. Pretty sweet deal over all.

Bright side is everything is approaching a normal state very soon. Should start settling in about next week or so.


Initiative:

Ellena: 1d20 + 2 ⇒ (17) + 2 = 19
Hob: 1d20 + 3 ⇒ (17) + 3 = 20
Mitchell: 1d20 + 2 ⇒ (15) + 2 = 17
Talliree: 1d20 + 3 ⇒ (4) + 3 = 7
Tania: 1d20 + 4 ⇒ (7) + 4 = 11
Kenku: 1d20 + 3 ⇒ (9) + 3 = 12

Round 1
Hob: 1d20 + 3 ⇒ (17) + 3 = 20
Ellena: 1d20 + 2 ⇒ (17) + 2 = 19
Mitchell: 1d20 + 2 ⇒ (15) + 2 = 17

Kenku: 1d20 + 3 ⇒ (9) + 3 = 12
Tania: 1d20 + 4 ⇒ (7) + 4 = 11
Talliree: 1d20 + 3 ⇒ (4) + 3 = 7

Bold are up first.


I'm going to assume that eventually you decide to enter.

Mitchell gauges everyone's readiness, and then opens the main doors.

Four short, avian creatures with long beaks and black feathers look over in surprise from where they stand in the middle of the warehouse. Each wears a hooded cloak and wields a shortsword.

Kenku.

One of the Kenku speaks in a deep voice with an Orcish accent, “Xanathar sends its regards.”

"No witnesses!" hisses another in the exact same voice.

The Mysterious Hideout Map is at the top of the page. I tried to roughly situate you based on your descriptions. You should be able to move yourselves.

Initiative incoming.


Sorry for the delay. guys. I will have a post up tomorrow.


The old, rusted lock of the dock doors is no match for Tania. But just as she is finishing up, Talli hears movement behind the doors. It's unclear if you've been spotted.

With some practiced hand gestures, Talli communicates that there are likely enemies on the other side of the door.

Big door unlocked, but not yet opened. Something or someone is on the other side. Everyone knows what's up. What do you guys want to do?


Tania creeps as silently as a shadow, and finds that the gate on the fence isn’t locked. She opens it and slips in.
From the yard she finds that the building’s three points of entry — a front door, a large warehouse loading door, and a painted-over window — are locked.

DC 12 DEX (thieve's tools) to open either of the doors or window. Or you can force it open with a DC 10 STR (athletics) check.


Health: 3d6 + 2d6 ⇒ (6, 1, 2) + (2, 5) = 16
Wealth: 2d6 + 3d6 ⇒ (5, 6) + (6, 6, 5) = 28 * 20 = 560 gc

Delrenn Blackmark:

Race (human): +2 AGL, +1 STR, +2 LUC; climbing, dungeoneering, herbalism; Exploit: Explorers, Varied

Origin (Urchin): 13 years; +1 AGI, INT, END, LUC; stealth, thievery; Exploit: Life on the streets

Career (Assassin): 5 years; +1 AGL, INT, WIL, REP; knives, stealth; Exploit: Surprise attack

Career (Prisoner): 11 years; +1 STR, END, INT, REP; knives, stealth; Exploit: Shiv

Career (Burglar): 1 year; +1 AGL, INT, LUC, REP; acrobatics, climbing; Exploit: Locksmith

Career (Prisoner): 1d6 ⇒ 3 years; +1 STR, END, INT, REP; knives, thievery; Exploit: Prison Tough

--- Attributes ---

STR 6 (3d6) AGI 8 (3d6) END 6 (3d6) INT 8 (3d6) LOG 3 (2d6) WIL 4 (2d6) CHA 3 (2d6) LUC 7 (3d6) REP 4 (2d6) MAG 0 (0)

--- Skills ---

acrobatics 1 (1d6)
climbing 2 (1d6)
dungeoneering 1 (1d6)
herbalism 1 (1d6)
knives 3 (2d6)
stealth 3 (2d6)
thievery 2 (1d6)

--- Exploits ---
Explorers, Varied, Life on the streets, Surprise attack, Locksmith, Prison Tough, Feint, Deadly Strike

Trait (Ambidextrous)

--- Derived Statistics ---

Health (3d6 + 2d6) = 16
Speed 6, Climb 3, Swim 3
Jump 16'/6'
Carry 120 lbs.
Lift 300 lbs.
Initiative (3d6)
Perception (3d6)

Melee Defense (5d6) 18+1+2 = 21
Ranged Defense (4d6) 14+1 = 15
Mental Defense (3d6) 11+1 = 12

Starting Wealth (2d6 + 3d6) = 560 gc

Shiv 5d6 (2d6+6 piercing)
Parrying Dagger {main gauche} 5d6 (2d6+7 slashing; shield)
Knife 5d6 (2d6+6 piercing; thrown 3)

Studded Leather (Soak 5)


I'm cool with prison twice. It fits in with my character's hope for redemption.

Okay, so we have the following.

1 assassin
2 prisoner
3 burglar
4 prisoner

I'll just add 1d6 ⇒ 2 years to my last career and take that for my age. I'll have a final build tonight that you can look over. Perhaps my character was allowed out of prison early in exchange for service?


Oh, sorry. I didn't realize you were also rolling. I like everything you added so far. Let me know if I should take my rolls or yours. I'll default to you.

I would take burglar next though.


--- 1 ---

Career (Assassin): 1d6 ⇒ 5 years; +1 AGL, INT, WIL, REP; knives, stealth; Exploit: Surprise attack

Jail?: 1d6 ⇒ 1

Welp, looks like I have to take a career of prisoner.

--- 2 ---

Career (Prisoner): 2d6 ⇒ (5, 6) = 11 years; +1 STR, END, INT, REP; knives, stealth; Exploit: Shiv

--- 3 ---

Career (Assassin): 1d6 ⇒ 1 years; +1 AGL, INT, WIL, REP; knives, herbalism; Exploit: Create poison

Jail?: 1d6 ⇒ 4; No

--- 4 ---

Career (Assassin): 1d6 ⇒ 3 years; +1 AGL, INT, WIL, REP; herbalism, thievery; Exploit: Weak point


I'm playing a human assassin named Delrenn who is seeking redemption. He was raised in the slums of a city in the North. To feed himself, he became a hired killer.

Human: +2 AGL, +1 STR, +2 LUC; climbing, dungeoneering, herbalism

Origin (Urchin): 2d6 + 6 ⇒ (6, 1) + 6 = 13 years; +1 AGL, INT, END, LUC; stealth, thievery

My next 4 levels would be assassin. But don't forget to roll a d6 to see if I spend time as a Prisoner.


Do you think you have room for one more? I've been following this thread for a while. And I even downloaded the O.L.D. pdf. And have been reading the character creation.

I was thinking either a human burglar or an assassin who got pressed into service, likely due to being caught.


Gloom envelops a narrow alley as dark as a dungeon — and as odorous as one, too. Nearly all the streetlamps have been smashed. The only light that pierces the darkness is a faint flickering from down the lane, like a distant candle.

A two-story warehouse is directly across the street from the lamp, which illuminates a black winged snake painted above the door’s handle. And the warehouse stands at the back of an outer yard behind a high fence.

The buildings on either side of Candle Lane are tall and tightly packed together.

INT (History) DC 10:
The black winged snake is a symbol of the Zhentarim, the Black Network.

So what are your thoughts?


coppers: 1d4 ⇒ 3

Ellena manages to pocket 3 copper pieces.


One of the patrons reaches over to the gold coin and bites it to see if its real. He smiles to the rest, confirming it's the real thing, and they start talking.

Several of the regulars remember seeing Volo and Floon drinking together a couple of nights ago. After Volo left, Floon stuck around long enough to meet with someone else.

"It was Renaer Neverember. You know, the son of Waterdeep’s previous Open Lord, Dagult Neverember. Chip off the old block, that one!” sneers one patron.

“Yeah, just another spoiled, rich noble who likes to rub our noses in it!” says another.

The two drank and played a few rounds of Three-Dragon Ante before leaving around midnight. Five men followed them out, and no one in the tavern knows what happened after that.

The men who left shortly after Floon and Renaer haven’t returned to the tavern since, but they’re known to frequent a warehouse on Candle Lane.

“Look for the snake symbol on the door,” says one of the tavern regulars.


Sorry for the delay. It has been a heck of a week for me. Post incoming.


Mitchell hangs outside a shop called Old Xoblob Shop, just a few stores down from the Skewered Dragon.

A cloud of lavender-scented purple smoke trails out of the shop’s door as he peers briefly inside. Every wall is painted purple, and every dusty knickknack on the shelves is dyed a deep violet. A hairless old gnome sitting cross-legged on the counter wears plum-colored robes. His cheeks are decorated with nine purple face-painted eyes.

---

Ellena CHA (deception): 1d20 + 6 ⇒ (1) + 6 = 7

Ouch. Sorry, Ellena.

The patrons sniff dismissively at Ellena, and abjectly ignore her. Something about her performance seemed to rub them the wrong way.

---

Meanwhile, everyone else aside from Mitchel and Ellena sip their drinks.

5 silvers will be enough to buy drinks for everyone.


Before you leave, you notice that a many of the dead have signs of the weird eye motif that identify them as being members of the Xanathar guild.

***

The Skewered Dragon faces an alley that runs between Net Street and Fillet Lane in the Dock Ward, and Talli efficiently guides the party through some clever shortcuts to arrive there quickly.

Tall, densely packed tenements leave most of the neighborhood in shadow at ground level. Most of the streetlamps have had their glass smashed and their candles stolen, and the smells of salt air and excrement linger as you pass by rows of run-down buildings.

And the Skewered Dragon itself looks like a ruin. Both of its front-facing windows are smashed, and a ship’s anchor is lodged in the roof. Through the windows, you can see a group of haggard patrons drinking from huge tankards.

You walk inside. A few turn your way, but otherwise turn back to their drinks and ignore you.

Okay, what would you like to do?


The City Watchwoman seems to buy your ruse, and introduces herself as Sergeant Dianar.

"Just some street rats trying to gut each other, mums. Nothing to be concerned over. We should be clear in less than an hour. Now please move along, or I will be forced to charge you for Hampering Justice," she says in a no-nonsense tone.

INT (History) DC 10:
Hampering Justice carries a penalty of a potential fine of 200 gold dragons and a tenday of hard labor.


After taking your time to rest a bit, you leave the tavern and head toward the Doc Ward. The sun has been down for about a hour now, and there's a cold bite in the air as you make your way through the city.

As you turn a corner, you find yourselves on a street that has been cordoned off by the City Watch. Lying on the cobblestones are a half-dozen corpses, seemingly the victims of some terrible skirmish. Watch officers have disarmed and arrested three blood-drenched humans and are in the midst of questioning witnesses. One of the officers sees you.

“Get on,” she says. “Nothing to see here.”


If you want to add money to your D&D Beyond character sheets, go to the Equipment Tab, and click on the gold piece currency. That will bring up a window for you that will let you enter the specific value in coins.

It works the same way on your phone as on the website.


Volo is positively thrilled to see your acceptance. "Excellent! Here is your gold! And remember there's more when you find Floon!"

He then leaves you to make your preparations.

He hands each of you 10 gp.

I'll say you guys can go ahead and take a short rest at your table before you leave. So if any of you want to spend a hit die, or do anything else, go right ahead.


Is there anything else you all want to ask?


Talliree Yndercook wrote:

"Sounds like as good a place to start as any. I hope you won't mind me asking, but are there any, um, shall we say, less than friendly persons who might have wished him or his friends ill," Talliree asks, her face serious, but behind her eyes she's singing and skipping over the possible award of over a hundred dragons.

What would I roll to see if Talli knows anything about the Skewered Dragon?

"None that I am aware of. Sorry."

For information on the city an INT (history) check is what you would need. To keep things moving, I rolled it for you with advantage due to your urchin background. The total was 15.

Talliree:

Talli knows that the Skewered Dragon is a tavern that caters to Dockworkers. Someone with a sailor background could make easy friends there. Otherwise, bribery would be your best bet to get information out of that tight-lipped crowd.

It certainly doesn't sound like the kind of place a richly-dressed man is likely to go and not be made a target.


Tania Teg wrote:
"I'll take your gold, Geddarm, but your friend might be dead already... What makes you think he would still be alive?" says Tania between swallows of whisky.

Volo looks stricken for a moment, but takes a deep breathe before saying, "I'll admit that the thought has crossed my mind. But Floon is a man of more luck than sense, so I would not bet against him just yet. And as for the money, I'm good for it. If you discover that he is indeed passed, then I will still honor the final payment."

In case it's not clear, he's offering to pay each of you 10 gp now, and another 100 gp each once you've returned.

Ellena Garvaneel wrote:

Ellena's ears catch talk of gold and her attention is focused.

"Oh, for what concerns me you can prevail as long as you keep paying, friend. What more can you tell us about this friend of yours? Where's he living, which way he took that night, how he looks, that sorta things."

"Floon is a handsome human male in his early thirties with wavy red-blond hair. He was dressed in princely garb, last I saw him. The man has an imppeccable fashion sense.

"And I last saw him two nights ago. Floon and I were drinking and merrymaking at the Skewered Dragon--a dark, bawdy tavern in the Dock Ward. I recommend that you begin your search there."


By this point, Yagra has finished her grisly work. She smiles from ear-to-ear and calls out to Durnan, "Put their bill on my tab! I haven't had this much fun in weeks."

She then turns to the rest of you and says, "I have to get back to work, but feel free to enjoy a couple rounds on me."

Yagra then takes her leave.

As you are settling down a rotund human man, with a thick, black, oiled beard pushes his way past the other patrons.

“You be adventurers, am I right? I could use your help." Without another word, he takes a free seat at your table.

He strokes his mustache, adjusts his floppy hat, and tightens his scarf. “Volothamp Geddarm, chronicler, wizard, and celebrity, at your service. I trust you’ve noted the violence in our fair city these past tendays. I haven’t seen so much blood since my last visit to Baldur’s Gate! But now I fear I have misplaced a friend amid this odious malevolence.

“My friend’s name is Floon Blagmaar. He’s got more beauty than brains, and I worry he took a bad way home a couple nights ago and was kidnapped — or worse. If you agree to track him down with all due haste, I can offer you ten dragons apiece now, and I can give you each ten times that when you find Floon. May I prevail upon you in my hour of need?”


Ellena and Mitchell douse the troll in oil. Then Ellena drops the candle on the troll setting it on fire.

Durnan laughs when the troll starts to squeal in pain. And with a series of slices he renders the troll into quivering, burning jelly. After he is sure that the troll is truly dead, he turns to you all and says matter-of-factly, “You fought well.”

He then wipes his sword on his apron and heads back behind the bar. He calls out orders to have the troll remnants cleaned up and continues with his work.

Meanwhile, Yagra is having a grand time smashing the sleeping stirges.

Combat over.


Absurdly busy this weekend. I'll update tomorrow.


Ellena Garvaneel wrote:
If I understood the action economy correctly, I should be able to interact with objects to take oil and candle in tandem with movement to get to the troll, then use an action to pour the oil and drop the candle. Am I correct?

Yep. ;-)


With a perfectly aimed strike of Tania's short sword, the troll falls to the ground. It looks dead for a moment, but then rises awdwardly to its feet.

This time it focuses its fury on the bartender, Durnan, and his wicked blade.

Troll Bite vs. Durnan: 1d20 + 7 ⇒ (17) + 7 = 24; Hit!
Troll Claw vs. Durnan: 1d20 + 7 ⇒ (4) + 7 = 11
Troll Claw vs. Durnan: 1d20 + 7 ⇒ (16) + 7 = 23; Hit!

Durnan grunts but otherwise holds his ground.

Troll Dex Save DC 13 : 1d20 + 1 ⇒ (3) + 1 = 4

The troll overextends itself, slips and falls onto the grease.

Round 2, Cont.
Tania: 1d20 + 4 ⇒ (18) + 4 = 22
Mitchell: 1d20 + 2 ⇒ (17) + 2 = 19
Talliree: 1d20 + 3 ⇒ (16) + 3 = 19
Troll: 1d20 + 1 ⇒ (18) + 1 = 19
Ellena: 1d20 + 2 ⇒ (14) + 2 = 16
Stirges: 1d20 + 3 ⇒ (12) + 3 = 15 Asleep
Yagra: 1d20 + 0 ⇒ (12) + 0 = 12
Hob: 1d20 + 3 ⇒ (5) + 3 = 8
Durnan: 1d20 + 2 ⇒ (1) + 2 = 3

GM Only:

Troll HP 10/84
Stirge (8) asleep
Durnan HP 126/144

Bold are up. The troll is prone. Melee attacks have advantage. Ranged attacks have disadvantage.


Hob Teabadger wrote:

Hob starts casting grease on the ground at the troll's feet. "I'm going to cover the ground at it's feet in grease, someone give him a good shove!"

The troll manages to stay on its feet, despite the arcane sludge on the ground.

Durnan grabs a greatsword from somewhere behind his bar. He then easily leaps over it and lands next to the troll.

Durnan sword 1 vs. Troll: 1d20 + 8 ⇒ (1) + 8 = 9
Durnan sword 2 vs. Troll: 1d20 + 8 ⇒ (7) + 8 = 15; Hit!
Durnan sword 3 vs. Troll: 1d20 + 8 ⇒ (9) + 8 = 17; Hit!
Durnan sword 4 vs. Troll: 1d20 + 8 ⇒ (6) + 8 = 14

Despite Durnan's onslaught, the troll is still on its feet. Then Mitchell and Talli both attack the odorous monster, but their attacks land awkwardly in the mass of grimy, wet flesh, and fail to cut it.

"Fire! We need fire! There's lamp oil on the tables!" Durnan cries out.

Round 2, Cont.
Tania: 1d20 + 4 ⇒ (18) + 4 = 22
Mitchell: 1d20 + 2 ⇒ (17) + 2 = 19
Talliree: 1d20 + 3 ⇒ (16) + 3 = 19
Troll: 1d20 + 1 ⇒ (18) + 1 = 19
Ellena: 1d20 + 2 ⇒ (14) + 2 = 16
Stirges: 1d20 + 3 ⇒ (12) + 3 = 15
Yagra: 1d20 + 0 ⇒ (12) + 0 = 12
Hob: 1d20 + 3 ⇒ (5) + 3 = 8
Durnan: 1d20 + 2 ⇒ (1) + 2 = 3

GM Only:

Troll HP 11/84
Stirge (8) asleep

Tania is up.


All nine of the stirges are put asleep and fall to the ground, including the six that were feeding off the troll.

Yagra ignores Ellena's warning and smashes a stirge with her mace. It explodes in an almost absurd gush of blood, and the mercenary cackles in joy.

Round 1, cont. to Round 2
Tania: 1d20 + 4 ⇒ (18) + 4 = 22 
Mitchell: 1d20 + 2 ⇒ (17) + 2 = 19 
Talliree: 1d20 + 3 ⇒ (16) + 3 = 19 

Troll: 1d20 + 1 ⇒ (18) + 1 = 19 
Ellena: 1d20 + 2 ⇒ (14) + 2 = 16 
Stirges: 1d20 + 3 ⇒ (12) + 3 = 15 
Yagra: 1d20 + 0 ⇒ (12) + 0 = 12 
Hob: 1d20 + 3 ⇒ (5) + 3 = 8 
Durnan: 1d20 + 2 ⇒ (1) + 2 = 3

GM Only:

Troll HP 33/84 
Stirge (8) 

Bold are up.


I wasn't able to get a post up yesterday, due to work related nonsense and being mentally exhausted. I will have something later.


It would give advantage, but that's assuming the troll didn't fall prone.


Mitchell, Tania, and Talliree all decide to charge the troll. Talliree's sword skips off the trolls slippery skin, leaving no effect. But both Mitchell and Tania make up for it with their slashes.

Troll Bite vs. Tania: 1d20 + 7 ⇒ (3) + 7 = 10; Miss
Troll Claw vs. Talliree: 1d20 + 7 ⇒ (8) + 7 = 15; Miss
Troll Claw vs. Mitchell: 1d20 + 7 ⇒ (15) + 7 = 22; Hit! 11 Damage

The troll goes into a blood frenzy and attacks all of the heroes that have brazenly moved into its range. But only Mitchell takes a serious hit.

Round 1, cont.
Tania: 1d20 + 4 ⇒ (18) + 4 = 22
Mitchell: 1d20 + 2 ⇒ (17) + 2 = 19
Talliree: 1d20 + 3 ⇒ (16) + 3 = 19
Troll: 1d20 + 1 ⇒ (18) + 1 = 19
Ellena: 1d20 + 2 ⇒ (14) + 2 = 16
Stirges: 1d20 + 3 ⇒ (12) + 3 = 15
Yagra: 1d20 + 0 ⇒ (12) + 0 = 12
Hob: 1d20 + 3 ⇒ (5) + 3 = 8
Durnan: 1d20 + 2 ⇒ (1) + 2 = 3

Ellena is up

GM Only:

Troll HP 33/84
Stirge (9)


Almost forgot this.

Mitchell Insight:

Mitchell doesn't get the impression that Yagra is lying about anything in particular. Her slight evasiveness comes across as more of a professional demeanor. In other words, she's just doing her job.


Initiative:

Ellena: 1d20 + 2 ⇒ (14) + 2 = 16
Hob: 1d20 + 3 ⇒ (5) + 3 = 8
Mitchell: 1d20 + 2 ⇒ (17) + 2 = 19
Talliree: 1d20 + 3 ⇒ (16) + 3 = 19
Tania: 1d20 + 4 ⇒ (18) + 4 = 22

Troll: 1d20 + 1 ⇒ (18) + 1 = 19
Stirges: 1d20 + 3 ⇒ (12) + 3 = 15
Durnan: 1d20 + 2 ⇒ (1) + 2 = 3
Yagra: 1d20 + 0 ⇒ (12) + 0 = 12

Tania: 1d20 + 4 ⇒ (18) + 4 = 22
Mitchell: 1d20 + 2 ⇒ (17) + 2 = 19
Talliree: 1d20 + 3 ⇒ (16) + 3 = 19

Troll: 1d20 + 1 ⇒ (18) + 1 = 19
Ellena: 1d20 + 2 ⇒ (14) + 2 = 16
Stirges: 1d20 + 3 ⇒ (12) + 3 = 15
Yagra: 1d20 + 0 ⇒ (12) + 0 = 12
Hob: 1d20 + 3 ⇒ (5) + 3 = 8
Durnan: 1d20 + 2 ⇒ (1) + 2 = 3

Bold are up. There is no map for this encounter. Assume you're all one movement away from the troll. 6 stirges are attached to the troll. The other 3 are flying about 5 feet off the ground.


Yagra stares confused at Talliree for a moment.

"What? With half-orcs, you mean? Pfft! Hell, if I know. Like I said, they're all crazy."

Yagra downs the rest of her drink in one last gulp, as Mitchell speaks.

"Eh. No one cares about the Zanathars. If you really want to fight them though, I might be able to point you in the right direction. Say, any of you want to arm wrestle?"

Shouts of alarm suddenly ring out as a hulking creature climbs up out of the shaft in the middle of the taproom — a monster with warty green skin, a tangled nest of wiry black hair, a long, carrot-shaped nose, and bloodshot eyes. As it bares its yellow teeth and howls, you can see that a half-dozen bat-like creatures are attached to its body, with three more circling above it like flies.

Everyone in the tavern reacts in fear except for the barkeep, Durnan, who shouts, “Troll!”

I'll roll initiative tonight.


For Ellena:

Ellena is aware that Beholders exists. And that they are supposed to be evil, alien creatures. She doesn't remember much else, but she can feel her warlock powers buck wildly for a moment. The Unicorn Queen is clearly displeased by Beholders.

As for the Zhents, the only thing she remembers is that they're also sometimes called the Black Network. And they're usually very agressive merchants, with a reputation for acquiring hard-to-find magical objects.

For Talliree:
I rolled your insight.
Talli doesn't notice Tania being squirrely.

Ellena Garvaneel wrote:
"And what would it be that you do for the Zhent? That guy seemed to think the matter was pretty personal."
Hob Teabadger wrote:
"That's a very pertinent question Ellena! Now since you said just before who they were that you are a member of the Zhent before correcting yourself to the Black Network. They blame you for killing their friends. I'm guessing it's because you're a member of the Black Network! But Ellena's question is really significant as if they're a bunch of thieves who start bar brawls at the drop of a googly tentacled hat they could have an issue with anyone."

"Nah, I haven't killed any of their weirdo friends. I'm just a bodyguard. And, honestly, it's been pretty boring lately. Most people are smart enough not to attack the Black Network.

"And, yeah, Zhents. Zhentarim. Black Network. Whatever. It's the same thing."


Talliree Yndercook wrote:
"I think we're going to get along just fine, Yarga. I'm Talliree, though my friends call me Talli. I don't think I've heard of the Xanathar Guild. Are they some kinda cult or something."

Yagra laughs uproariously. "A cult! Oh, that's delicious!" She takes a moment to steady her laughing. "Aye, Talli! I don't think I've ever heard of them described as a cult before. But honestly that might be the best description of them I've ever heard. They're supposed to be a thieves guild led by an ancient beholder called Xanathar. Or 'The Xanathar'. I'm not sure which. I don't buy it, personally. But Waterdeep is pretty weird, so who knows."

"But the one thing you can be sure of is that they're all crazy. You saw the one marked with eyeball tatoos, right? That's actually pretty tame. I've seen some of them where hats with googly tentacle eyes sticking off of them. Bloody hysterical."

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