Into the Barrier Peaks
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Jul 19, 2019 12:47 am
OOC:
Probably because Hraefn rolled perception earlier, to listen out for the golems while Bram opened the cells. FYI the PCs have figured out that doors only open with the correct colour key."Get ready. The golems sound like they'll be returning from patrol to check on us. We'll need new tactics to subdue them. Pretend we're in our cells, let one enter, and then focus our efforts?"
Last edited July 19, 2019 12:51 am
Jul 19, 2019 1:31 am
Gothred is a knight in the sworn service of Duke Owen III. He appears mostly human, though some of his features suggest at least a few drops of elven blood. He's a mostly humorless man, dour and taciturn as if always bearing a great burden upon his soul.
Gothred reveres Duke Owen III, and considers honor and sacrifice in service to something greater to be his highest aspirations. He can frequently be heard saying things like,
I carry the burden of his wrath and vengeance so that my lord might be the man of equanimity and temperance that his subjects need him to be.
Gothred is renowned for his enmity of giants and giantkin who he considers the ancestral enemies of the Grand Duchy which he loves and serves, and is likely to slay them where he finds them or die trying.
Gothred reveres Duke Owen III, and considers honor and sacrifice in service to something greater to be his highest aspirations. He can frequently be heard saying things like,
I carry the burden of his wrath and vengeance so that my lord might be the man of equanimity and temperance that his subjects need him to be.
Gothred is renowned for his enmity of giants and giantkin who he considers the ancestral enemies of the Grand Duchy which he loves and serves, and is likely to slay them where he finds them or die trying.
OOC:
So just to be sure I'm on the same page, we're retconning Gothred so that he's always been with the party from the start? Jul 19, 2019 1:48 am
Einar nodded enthusiastically at Hraefn's plan. "Just tell me when to smash." He respected the druid as man who was in tune with natural spirits and tended to follow his advice as he would a shaman of his own tribe. The big brute lumbers back into his cell and stands eagerly twirling Grimslash in his hands. "Cunning as the snow fox. I like it."
Last edited July 19, 2019 1:52 am
Jul 19, 2019 1:55 am
OOC:
Correct, Gothred. If you care to take time periodically to read the entire game log, you can replace Caedwyn with yourself. :)Jul 19, 2019 5:45 am
For those new players who don't know anything about Bram here is a short history.
Bram was born in the Duchy of Urnst in a community that was almost exclusively pure Suloise. His parents never explained to him why all of their neighbors looked very similar to him or anything about their family's history. He never even noticed the lack of that knowledge. He was more interested in getting into trouble or, more often than not, finding ways to get out of it. Since his father was a diamond merchant they lived in a fairly large home near the center of Leukish. Mr. Sulman did his business out of the home so an office or store front was not a concern. But Bram roamed far from the estate on his adventures.
Because Leukish was one of the largest trading centers in the center of the Flaeness much of the outer reaches of the city were home to large warehouses. There came a day when 8 year old Bram was playing hide and seek with a couple of buddies in one of those warehouses. Through no fault of his (he didn't know if his buddies had anything to do with it) a fire started in the area in which they were playing. All three boys suffered burn injuries but the fire was soon put out even as the local fire fighters were arriving on scene. They were astounded that the fire which seemed to have been raging was suddenly nothing moments later.
Later, when the boys were questioned in a group by their fathers, the other two pointed to Bram when the question was asked about how the fire went out. When Bram questioned more closely he said he tried to wave his hands at the fire as he willed it to stop. That's how he got the burns on his hands that exist there to this day. The matter came to the Duke's attention who recommended that Bram be examined by the court's chief wizard. Within hours the man returned to the Duke and the boy's father and said he would like to keep the boy with him for a couple of weeks to better understand his qualities. A couple of weeks stretched into a couple of months until the Duke insisted that the results be made known. Not wanting to lose a promising student but also not wanting to anger his Duke, the man finally relented and stated that the boy should be sent to ------ Academy in Greyhawk to learn all he could about wizardry.
Bram was born in the Duchy of Urnst in a community that was almost exclusively pure Suloise. His parents never explained to him why all of their neighbors looked very similar to him or anything about their family's history. He never even noticed the lack of that knowledge. He was more interested in getting into trouble or, more often than not, finding ways to get out of it. Since his father was a diamond merchant they lived in a fairly large home near the center of Leukish. Mr. Sulman did his business out of the home so an office or store front was not a concern. But Bram roamed far from the estate on his adventures.
Because Leukish was one of the largest trading centers in the center of the Flaeness much of the outer reaches of the city were home to large warehouses. There came a day when 8 year old Bram was playing hide and seek with a couple of buddies in one of those warehouses. Through no fault of his (he didn't know if his buddies had anything to do with it) a fire started in the area in which they were playing. All three boys suffered burn injuries but the fire was soon put out even as the local fire fighters were arriving on scene. They were astounded that the fire which seemed to have been raging was suddenly nothing moments later.
Later, when the boys were questioned in a group by their fathers, the other two pointed to Bram when the question was asked about how the fire went out. When Bram questioned more closely he said he tried to wave his hands at the fire as he willed it to stop. That's how he got the burns on his hands that exist there to this day. The matter came to the Duke's attention who recommended that Bram be examined by the court's chief wizard. Within hours the man returned to the Duke and the boy's father and said he would like to keep the boy with him for a couple of weeks to better understand his qualities. A couple of weeks stretched into a couple of months until the Duke insisted that the results be made known. Not wanting to lose a promising student but also not wanting to anger his Duke, the man finally relented and stated that the boy should be sent to ------ Academy in Greyhawk to learn all he could about wizardry.
Jul 19, 2019 9:26 am
soooo.... now we are all out of these cages, what now? Can you zap that door orange door as well?
Or do we jump one of the golems when they get in?
Or do we jump one of the golems when they get in?
Jul 19, 2019 2:30 pm
"The last I checked, there are usually 2 or 3 golems in the next room. The orange door works with an orange card, or the red one that the golems use. One of them will enter to check on us periodically. We jump that one when it enters. That might be easier than taking on two of them, like we did the last time. Remember, they have some shield ability that absorbs damage.
OOC:
Plot summary disguised as exposition! :)Jul 19, 2019 3:00 pm
Einar nodded enthusiastically at Hraefn's plan. "Just tell me when to smash." He respected the druid as man who was in tune with natural spirits and tended to follow his advice as he would a shaman of his own tribe. The big brute lumbers back into his cell and stands eagerly twirling Grimslash in his hands. "Cunning as the snow fox. I like it."
Last edited July 19, 2019 3:01 pm
Jul 19, 2019 4:06 pm
No sooner than Sonja was released and you all gather in the small walkway between cells, the southern door slides open. On the other side you see a single golem, its tentacled arms lengthening as it approaches.
"Cease escape attempt. Return to containment. Interrogation pending arrival of commandant. Cease escape attempt."
Pausing, it then says "Assistance required." and glides across the floor toward you.
"Cease escape attempt. Return to containment. Interrogation pending arrival of commandant. Cease escape attempt."
Pausing, it then says "Assistance required." and glides across the floor toward you.
OOC:
Initiative, gang. Welcome to the Barrier Peaks, newbies! :DOOC:
If you need to move, please indicate your path by using L, R, U, D, UR, UL, DL, DR. Diagonal movement takes 1.5 squares, so if you have 30' of movement, it is only 4 diagonal as opposed to 6 straight.Rolls
Golem Inititaive - (1d20+0)
(18) = 18
Jul 19, 2019 4:16 pm
"Cursed metal men!" Einar releases an inhuman snarl as he enters a rage, you wonder how such a feral sound could be replicated by human vocal chords - the sound of a beast. He makes to charge towards the golem with Grimslash at the ready. His eyes smolder like two pin points of hot charcoal.
Bonus action - Rage
Move - D To Golem
Action - 2 Attacks using Reckless Attack (Advantage on attacks this turn and enemies have advantage to hit me) and Great Weapon Master (-5 to hit +10 damage)
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
OOC:
Einar's round will be:Bonus action - Rage
Move - D To Golem
Action - 2 Attacks using Reckless Attack (Advantage on attacks this turn and enemies have advantage to hit me) and Great Weapon Master (-5 to hit +10 damage)
[ +- ] Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
[ +- ] Great Weapon Master
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Last edited July 19, 2019 4:34 pm
Rolls
Initiative with advantage (Feral instinct) - (1d20+1, 1d20+1)
1d20+1 : (10) + 1 = 11
1d20+1 : (19) + 1 = 20
Attack 1 with greataxe vs golem (reckless attack + GWM), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (2) + 5 = 7
1d20+5 : (13) + 5 = 18
1d12+19 : (10) + 19 = 29
Attack 1 with greataxe vs golem (reckless attack + GWM), damage - (1d20+5, 1d20+5, 1d12+19)
1d20+5 : (19) + 5 = 24
1d20+5 : (18) + 5 = 23
1d12+19 : (4) + 19 = 23
Jul 19, 2019 4:19 pm
OOC:
Note that the orange doors are now all open in the cell block.[ +- ] Cell Block Golem Combat - 1

Jul 19, 2019 8:17 pm
Sonja draws her sword and starts banging it against her shield while she is singing a wordless song. It provokes images of victory in battle.
Hraefn feels inspired
As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
Fluently she changes the tone and beat. This new song paints pictures of the forge, from where red hot iron is pulled.
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Hraefn feels inspired
[ +- ] Bardic combat inspiration
As a bonus action, a creature within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
[ +- ] She cast Heat metal on the golems torso
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
OOC:
Just to be sure, I looked up Heat metals effect on constructsOOC:
Sonja stays where she is right now. Move: 0, BA: inspiration, A: Cast 2nd level spell. She is concentrating on a spellLast edited July 19, 2019 8:20 pm
Rolls
Heat metal fire dammage - (2d8)
(43) = 7
Initiativ - (1d20+2)
(4) + 2 = 6
Jul 19, 2019 8:27 pm
OOC:
As I said previously, initiative only to start... Once the order is set, then we can post actions on our turns.Jul 19, 2019 8:38 pm
OOC:
Oh, I play another game, where we roll initiative and our intented actions all in one. When all have contributed, the GM resolves the round, with hits and misses. It makes us less dependent on waiting for that one player always dragging his/hers feet
Jul 20, 2019 2:13 am
Hraefn, knocked out early the first time, was ready to tangle with the golems again.
Rolls
Initiative - (1d20+2)
(19) + 2 = 21
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