| Moon-dancer |
"More importantly, these cursed lizard things are crawling all over Solace," Moondancer says. "What has happened? Do the Seekers know? Why haven't they sent reinforcements?"
DaWay
|
Theros says, That old place in the swamp? Why would anyone want to go there?!?
Turning to Moon-Dancer, Whatever that staff is, it's important you better find out if it was entrusted to you. The Seekers? He starts to laugh heartily, deep from the belly. Haven't you learned the seekers don't seek so much now as they try and dictate. The seekers may have once been privy to estoric knowledge but there only concerns now are the latest fashions and the newest plays.
| Urgo the Misunderstood |
Urgo's brow furrows, "Yes, we'd best find somewhere to rest. Bel is pretty bad off."
It is very evident that Urgo is ignoring his own battered state, yet is genuinely concerned for his friend's health.
| Beliminorgath |
The big minotaur give a wan smile that turns into a grimace as his movements aggravate some of his wounds.
"A nice place to rest would be most welcome!"
Bel will use all his HD to heal before resting so he will be ready and fresh by morning time!
| Urgo the Misunderstood |
If we are able to take a short rest, Urgo will use his last HD to heal up, especially if we need to move somewhere else before getting a long rest, otherwise, we should be good with just the long rest. :)
| Moon-dancer |
"Yes, a safe place to rest would serve all of us well," Moondancer says. "I just wish we knew what the staff's purpose is before we go traipsing across Abanasinia t an old ruin in a swamp."
One more try if I can to activate the staff: 1d20 + 2 ⇒ (14) + 2 = 16
| Urgo the Misunderstood |
Is that part of the house rules or something new you are adding? Is that specifically for artifacts or any magic item? Are you adjusting the length of a short rest? Can you update the house rules in the Campaign Info? Sorry for the bombardment of questions, but I don't want to make an assumption of the rules when it is something that you are not using. ^_^
DaWay
|
Going to try to get to the dungeon crawl aspect this week, I am shortening the story in the meantime.
In the midst of a rolling plain, three roads converge. At their intersection, a single stone pillar points the directions to Queteh, Que-kiri, and Que-Shu. Cold wind swirls about the stone; a single hawk circles
| Urgo the Misunderstood |
Ok, for clarification, we have escaped and are in the Abanasinian Plains? Or is this a vision we get while resting? Have we taken a short rest, long rest, or is this weeks in the future? Just trying to get my bearings straight. ^_^
| Moon-dancer |
Ok, so I'll attune to the staff after our escape. Is it just the 1 charge/potion of healing function available, or does attunement grant access to other powers?
"It's quiet out here on the plains," Moondancer says as she studies the pillar marking the crossroads. "It's been years since I was out here to trade with the plainsmen. Bel, have your travels brought you this way? What villages will we pass on our way to the swamp?"
| Beliminorgath |
Bel breaths in the fresh, cold air of the open plains. His wounds from the battle with the dragon-man in the town had healed, but the exploding creature still worried him. He looks over at Moon-dancer as she asks about the lands about.
"The are only a few scattered homesteads before we hit the town of Que-Sho to the east. Past the Eastwall mountains we come to the coast. The ruins are just a little north of that. I suggest we by-pass the town. If it is anything like Solace it could be crawling with those creatures Urgo and I fought!"
| Rael. |
" Sounds like a sensible plan, but, ugh I didn't even get the chance of a few hearty warm meals and a proper bed in Solace. "
DaWay
|
The Journey takes you two days.
The broken stones of an ancient roadway cut through brown plains.
The grasslands soon turn to burned stubble underfoot. For miles, the once grassy plains are charred. The ashy taste of scorched earth laces the air. Large, heavy creatures have trampled the ground everywhere.
Here in the canyons of the Forsaken Mountains, a lonely ancient road lies broken and abandoned. Yet the grasses and weeds growing between the broken stones of the road are trampled flat. A cold wind dives.
Grassland plains sprawl for miles east of the Sentinel Mountains. Their brown grasses bend in a fall wind turned suddenly cold.
A forest of Ironclaw trees stretches eastward to the Newsea. Beneath an umbrella of branches, the streams of the Forsaken Mountains crawl through a spongy swamp. Still waters encircle islands of soggy ground. The landscape extends into the swamp and its darkness.
Arrival at the swamp ruins.
The exposed roots of the Ironclaw trees twist into the mud and swamp water. Vines, trees and ferns block vision beyond a few feet. The ground is soaked and spongy. All is in shadow: the sun shows only a brief glimmer through the jungle overhead.
1d6 ⇒ 6
| Urgo the Misunderstood |
Urgo shrugs, "Best be on our toes. I don't like the look of that trampled, burnt ground. In any other circumstance, I'd guess it was an army. But after the creatures that we saw in Solace, I couldn't even hazard a guess..."
The half-ogre draws his heavy blade and rests it on his shoulder, "Let's go."
| Beliminorgath |
Bel goes over and examines the trampled ground to see if he might have some clue as to what happened.
Will use one 1st level spell slot to gain Primal Awareness for 1 minute.
Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
DaWay
|
There are bridges connecting the swamp, sorry but I'm gonna have to railroad you here.
Looking over at the waters, Green scum covers the dark swamp water. Sour, metallic smells float on the air. Approaching the bridge, you notice that thick vines, woven into strong ropes, stretch like a long spider web between two section of land. Each end is knotted around several ironclaw trees. Slimy mosses cover the ropes.
Go ahead and give me an Acrobatics check on the bridge.
| Moon-dancer |
I'm out of town on a business trip and don't have access to my PHB. I'll level up after I get home, probably Saturday or Sunday.
Dexterity check: 1d20 + 3 ⇒ (3) + 3 = 6
"Urgo, wait... Moondancer shouts before stumbling and following the half-ogre into the murky water.
| Larissa Galanodel |
Leveled. I'm the only one without a stat boost this level. :D
Acrobatics: 1d20 + 3 ⇒ (3) + 3 = 6
"OOF!" Larissa grunts as the tumbling duo slams into her, taking her with them.
| Beliminorgath |
Acrobatics: 1d20 + 2 ⇒ (12) + 2 = 14
Bel looks down at the trio and shakes his shaggy bovine head and give a 'huff'.
Really busy at work this weekend, but will try to get it updated as soon as possible.
| Rael. |
Acrobatics : 1d20 + 5 ⇒ (17) + 5 = 22
Rael does his best to nimbly cross the rope bridge.
I'll get updated asap
| Urgo the Misunderstood |
"Ugh, we'd best move out of here. Who knows what creatures call this foul place home. Besides, I am not quite dressed for a swim!" Urgo flashes a toothy grin. He then begins wading to the far bank, wrinkling his nose at the smell.
He waits and helps each of his friends out in turn until he is left to scramble out.
| Larissa Galanodel |
Larissa begins wading toward the shore, grumbling something about how many prestidigitations it's going to take to clean up. Intending to use prestidigitation after getting out, but it only cleans 1 cubic foot per casting, so it'll take several rounds (or a few minutes, if the others want to be cleaned as well).
| Larissa Galanodel |
Once out of the water, Larissa casts several prestidigitation spells to clean up, then turns to her companions. "Urgo, Moondancer, want me to get you too?"
| Rael. |
Rael ties a rope off on a piece of vegetation or a rock (If possible) before crossing the fallen tree to the next bit of land.
Acrobatics : 1d20 + 6 ⇒ (10) + 6 = 16
if I make it to the other side ill tie the rope to something else to make it easier for everyone else.
| Urgo the Misunderstood |
Urgo waves off Larissa's magic as he wipes his eyes clear, "Perhaps after we find a place to camp for the day, but for now, I might just end up in the swamp water again."
He watches his graceful half-elven friend cross the log, and waits for him to tie off the rope. Once it is clear, he sheathes his heavy blade and begins to gingerly cross the log using the rope for balance more than support.
| Moon-dancer |
Moondancer wipes a soggy leaf from her face and grimaces.
"I think Urgo is right - we may end up in the muck again before long, although I'll take you up on the offer when we make camp." she says, surveying the surrounding area for signs of movement or the ruins the group sought.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
DaWay
|
From behind the bushes three draconins jump out and attack.
1=Larrisa, 2= Bel, 3=Urgo, 4=Moon-Dancer, 5=Rael
3d5 ⇒ (5, 1, 5) = 11 Larissa and 2 attack Rael
Larissa
1d20 + 5 ⇒ (16) + 5 = 211d8 + 2 ⇒ (1) + 2 = 3
1d20 + 5 ⇒ (10) + 5 = 151d6 + 2 ⇒ (1) + 2 = 3
Rael
1d20 + 5 ⇒ (16) + 5 = 211d8 + 2 ⇒ (2) + 2 = 4
1d20 + 5 ⇒ (12) + 5 = 171d6 + 2 ⇒ (5) + 2 = 7
1d20 + 5 ⇒ (13) + 5 = 181d8 + 2 ⇒ (3) + 2 = 5
1d20 + 5 ⇒ (13) + 5 = 181d6 + 2 ⇒ (6) + 2 = 8
| Larissa Galanodel |
Wow, if I did my math right, Rael just got left with exactly 1 HP. He should get some kind of special award for that. ;)
Larissa grunts as one of the attacks nicks her shoulder and the other glances off of the protective field of force encasing most of her body.
Initiative now, yes? Here's my roll and my Round 1 action:
Initiative (finesse melee): 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Snapping into action, Larissa whips out her shield, teleports her sword into her hand, and lays into her opponent with everything she's got, in hopes of keeping enough heat off of Rael to save his life.
Pulling out my shield puts my AC to the number in parentheses, and I can spend a bonus action to teleport my bonded weapon into my hand. Then I stab the guy who attacked me:
Rapier: 1d20 + 5 ⇒ (7) + 5 = 12, Damage: 1d8 + 5 ⇒ (6) + 5 = 11
Laaaame. Using my fighter's Action Surge to take another action:
Rapier: 1d20 + 5 ⇒ (20) + 5 = 25, Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Crit damage: 1d8 ⇒ 3
| Beliminorgath |
Bel lets out a bellow and attacks the nearest draconian to him.
Attack-melee: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Crit Damage: 1d6 ⇒ 2
Attack-melee: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
| Urgo the Misunderstood |
Urgo draws his blade and moves to help his friends!
Initiative: 1d20 - 4 ⇒ (15) - 4 = 11
Greatsword on one that Bel is not fighting: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12