((OOC Okay, while we wait for Matthias' survival roll, we'll assume you're taking the long rest. At this point, I'd like everyone to do the following:
Gain 650 XP! Congratulations on Level 3!
When you level up, you are free to use any new materials you may have purchased from D&D Beyond, and update your character sheet on the site
I would prefer you stay same race and class, but if you really want to change that's fine. Once you switch, you cannot change again
Backgrounds, spells, abilities, feats, anything that you didn't have access to before, and want to change is fine (must be available at level 3, obviously)
The exception is equipment. You only have what you currently have, so no adding weapons, or armor or anything
I'll look over the character sheets when you're done, but feel free to PM me any changes if you make them
If you did not buy any books on the site yet, but you do later on, I'll let you change things at that time as well, or if I end up sharing what I purchased you will have access to it, but I haven't done that yet.))
Oog nice. I make now a beastmaster with the far traveler background. One question, how do you want to handle the beast, roleplaying-wise? I just wait to encounter it?
Oog nice. I make now a beastmaster with the far traveler background. One question, how do you want to handle the beast, roleplaying-wise? I just wait to encounter it?
((OOC Why don't you message me about what you'd like to have beast wise. If we can make it work in the story, then we will, but if not, we can come up with some off the wall thing...))
As you make camp for the night, you search for provisions. Oorr is able to get a good vantage from up in the air, and spots several groupings of fungi that will produce food and drinkable water. Shuushar warns that the water from the lake should not be drunk.
Valrish finds a large grove of zurkhwood fungus. The barbarian and Grimnir examine it, and determine that the caps of the zurkhwood could be hollowed out and used as makeshift rafts. It could only fit a few people, so you'd have to make several, and that process would take a couple of days.
The others help to forage, and you eventually pool together enough food and water to last a few more days. Shuushar assures you it's only a few miles to his town of Sloobludop, where you can find actual supplies.
Eventually you all settle down to rest, while Grimnir keeps guard, in a cave a few hundred feet from the water.
After your rest, as you wake up, Grimnir spots something on the darklake. An empty keelboat floats aimlessly just at the waters edge. It appears to have drifted in to this alcove sometime in the night.
Griming is looking for anything odd around the keelboat
Perception: 15
(OOC Also, in my note I have a purse containing 24 gp, 30 sp...should we split the coins now ? let's say 6gp + 7 sp each - We'll wait for a marchand to sell all the other stuff I picked up in the Drow Lair ?)
Griming is looking for anything odd around the keelboat
Perception: 15
(OOC Also, in my note I have a purse containing 24 gp, 30 sp...should we split the coins now ? let's say 6gp + 7 sp each - We'll wait for a marchand to sell all the other stuff I picked up in the Drow Lair ?)
Grimnir, who had been keeping a careful watch that night, saw the boat drift in without any passengers, but something seemed unusual about it. Even without anybody aboard, the boat seemed to be guided by some force to land where it did, just outside there camp. As you ponder this some more, you catch a flicker of moment from the bow of the ship, almost as if you saw someone dropping down off the boat. You spot splashes in the water just in front of Oorr, who is going to inspect the boat.
You have just enough time to worn the Aarokocra as four Duergar come charging towards the camp, dropping their invisibility. "Don't kill them all, boys. They look like they'll make fine slaves in Gracklstugh!" shouts the leader. As each of the creatures comes into view, you see them grow four times as large.
ROLL INITIATIVE!
Duergar - 9
(OOC For reference, the Duergar are just at the water's edge, 10 feet from Oorr who is approaching them. Grimnir and Valrish would be at or near the entrance to the cave where you camped, about 30 feet behind Oorr. Belwar should be close behind them, and then in the cave itself are the other prisoners, who are just waking up.)
I maneuver to be able to hit all threefour duergar with burning hands, using my mastery of area-effect evocation spells (Sculpt Spells) to keep from harming anyone else.
I maneuver to be able to hit all three duergar with burning hands, using my mastery of area-effect evocation spells (Sculpt Spells) to keep from harming anyone else.
(OOC Sorry, last minute edit changed it to four of them. Being that they are large size and slightly spread out, if you use all your movement to run up to them, I'll say you can hit two of them with burning hands. Also, whenever you cast spell save type spell, feel free to roll damage at same time, and I'll apply it based on the save results. Might save some posts/time.)
The Duergar begin marching toward the cave. Belwar runs up along side Oorr, releasing a powerful cone of fire from his outreached hands. Two of the duergar cover their faces with their arms, as the heat blasts against them. (Advantage due to Duergar Resillience.)
Oorr, almost surprised by this new treat, flies up to 30 feet, then fires the crossbow (Duergar 3): to hit 19, damage 7
The enlarged duergar bearing down on Oor is caught off guard as the Aarokocra flies up above him. Before he can be too surprised though, he takes a crossbow bolt to his shoulder. (Duergar 3 takes 7 damage, 11/16)
(OOC Will pause here for the others to jump into initiative.)
This post has potentially manipulated dice roll results.
Valrish rushes over to where Oorr and the Duergars are (30 ft, so 10 ft left between me and the duergars), and uses his fire breath, spitting flames at the closest Duergars.
DC: 12, damage: 7
Rollback Post to RevisionRollBack
PbP Characters Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing SPANISH - Storm King's Thunder
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Grimnir puts down Buppido "A few of us had a moment of craziness it seems, something is at odd in this area..."
"I'm glad we reached the Lake, let's find your friends, Shuushar".
Griming is then looking around for food and possibly raw material for boats. Survival: 10
I'm ok to take a rest if needed.. I'll stand guard as I am fully healthy...
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
((OOC Okay, while we wait for Matthias' survival roll, we'll assume you're taking the long rest. At this point, I'd like everyone to do the following:
Oog nice. I make now a beastmaster with the far traveler background. One question, how do you want to handle the beast, roleplaying-wise? I just wait to encounter it?
3
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Rolling hit dice: 4
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
As you make camp for the night, you search for provisions. Oorr is able to get a good vantage from up in the air, and spots several groupings of fungi that will produce food and drinkable water. Shuushar warns that the water from the lake should not be drunk.
Valrish finds a large grove of zurkhwood fungus. The barbarian and Grimnir examine it, and determine that the caps of the zurkhwood could be hollowed out and used as makeshift rafts. It could only fit a few people, so you'd have to make several, and that process would take a couple of days.
The others help to forage, and you eventually pool together enough food and water to last a few more days. Shuushar assures you it's only a few miles to his town of Sloobludop, where you can find actual supplies.
Eventually you all settle down to rest, while Grimnir keeps guard, in a cave a few hundred feet from the water.
After your rest, as you wake up, Grimnir spots something on the darklake. An empty keelboat floats aimlessly just at the waters edge. It appears to have drifted in to this alcove sometime in the night.
Oorr checks the boat if it is seawhorty.
Investigation 10
Griming is looking for anything odd around the keelboat
Perception: 15
(OOC Also, in my note I have a purse containing 24 gp, 30 sp...should we split the coins now ? let's say 6gp + 7 sp each - We'll wait for a marchand to sell all the other stuff I picked up in the Drow Lair ?)
Currently Playing: Regdus Ironfist (Greyhawk) Lvl 1 Storm Sorcerer ; Goraseth Drerjoxian (Icespeak) Lvl 3 Paladin Oath of Glory; Lerak (The Wild Beyond the Witchlight) Lvl 3 Barbarian Wild Magic
In Pause: Grimnir " Shadow-Feet", Lv 11 Owner of "The Basilisk & the Monk" (OotA) - Kurma Kappa, Lv 8 Priest of Oghma (ToA)
Currently DM'ing: Princes of Apocalypse >> Tomb of Annihilation
Perception: 7
Investigation: 11
OOC I'm sorry but have I mentioned yet the wonderful relationship between me and horrible rolls on D&D Beyond.
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
You have just enough time to worn the Aarokocra as four Duergar come charging towards the camp, dropping their invisibility. "Don't kill them all, boys. They look like they'll make fine slaves in Gracklstugh!" shouts the leader. As each of the creatures comes into view, you see them grow four times as large.
ROLL INITIATIVE!
Oorr Initiative 11
6
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
I maneuver to be able to hit all
threefour duergar with burning hands, using my mastery of area-effect evocation spells (Sculpt Spells) to keep from harming anyone else."Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
The Duergar begin marching toward the cave. Belwar runs up along side Oorr, releasing a powerful cone of fire from his outreached hands. Two of the duergar cover their faces with their arms, as the heat blasts against them. (Advantage due to Duergar Resillience.)
Duergar 3, DC 13 Dex Save: 8 (Fail, 8 damage)
Duergar 4, DC 13 Dex Save: 16 (Success, (12) 6 damage)
19 - Belwar
11 - Oorr
09 - Duergar: 1 (26/26), 2 (26/26), 3 (18/26), 4 (20/26)
0? - Valrish
0? - Grimnir
8 to duergar 1.
6 to duergar 2.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Oorr, almost surprised by this new treat, flies up to 30 feet, then fires the crossbow (Duergar 3): to hit 19, damage 7
19 - Belwar
11 - Oorr
11 - Valrish
09 - Duergar: 1 (26/26), 2 (26/26), 3 (11/26), 4 (20/26)
0? - Grimnir
Initiative: 11
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder
Valrish rushes over to where Oorr and the Duergars are (30 ft, so 10 ft left between me and the duergars), and uses his fire breath, spitting flames at the closest Duergars.
DC: 12, damage: 7
PbP Characters
Valrish (Dragonborn // Barbarian 6) - Out of the Abyss - play by post
PbP DMing
SPANISH - Storm King's Thunder