OOC Chat and Planning
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Jan 27, 2023 5:18 am
PLAYER | RACE | BACKGROUND | CLASS |
Psybermagi | gnome | Knight | cleric |
MaJunior | warforged | house agent | artificers |
HueHueBr | half orc | house agent | ranger gloom |
Madclergy | telling | fight warlock | |
GeneCortess | shifter | athlete | barbarian |
Ganesh | half elf | sorcerer aberrant | |
crazybirdman | ? | entertainer | rogue/monk? |
Morlaf | ? | ? | ? |
Last edited January 27, 2023 8:10 pm
Jan 27, 2023 7:25 am
I enjoy theatre of the mind for the most part, but I think with such a large group a map will be useful for encounters. What does everyone think?
Jan 27, 2023 10:38 am
I actually prefer theater of the mind, but I feel that PbP works best with maps for any meaningful battle. Simple is fine, but it helps everyone to be on the same page.
Jan 27, 2023 1:20 pm
I have Athletics skill from my race and also from my background. Should I just ignore one of them?
I love maps.
I love maps.
Jan 27, 2023 2:50 pm
You can change the one from your background for a different skill, per the PHB.
You can instead change the one from your race, per TCE.
Pretty sure either way you approach it, you're allowed to take a different skill instead.
You can instead change the one from your race, per TCE.
Pretty sure either way you approach it, you're allowed to take a different skill instead.
Jan 27, 2023 3:05 pm
Sounds like maps for encounters then!
Genecortess, I’m good with raw obviously. You’re good to pick a different skill.
Also, I’ve had my rubber arm twisted, but I’ll throw it out to the group. Should we go RAW for death saves, or leave it custom.
Genecortess, I’m good with raw obviously. You’re good to pick a different skill.
Also, I’ve had my rubber arm twisted, but I’ll throw it out to the group. Should we go RAW for death saves, or leave it custom.
Jan 27, 2023 4:45 pm
I think a simple map at least, will hope avoid a lot of questions and confusion.
I'm pretty sure our characters will never die, so no need to worry about that 😂
I'm pretty sure our characters will never die, so no need to worry about that 😂
Jan 27, 2023 5:21 pm
If you wanna run custom character deaths, do it. It's your world, we're just living in it.
Jan 27, 2023 5:29 pm
[ +- ] custom rules
Bleeding Out
When reduced to 0 Hit Points you begin to bleed out. Your teammates are masters of your fate. Only the medical or magical aid of a teammate or external effect can revive you by healing 1 or more HP.
Death
Occurs if
• You are reduced to negative max HP
• If you are unconscious and bleeding out for 3 rounds of play
• You fail a save against Death
When reduced to 0 Hit Points you begin to bleed out. Your teammates are masters of your fate. Only the medical or magical aid of a teammate or external effect can revive you by healing 1 or more HP.
Death
Occurs if
• You are reduced to negative max HP
• If you are unconscious and bleeding out for 3 rounds of play
• You fail a save against Death
A couple of questions,
What causes you to "save against Death"?
Do Healer's kits and a medicine checks still save the dying? Do they now grant 1 hp to follow the rule "by healing 1 or more HP"?
Last edited January 27, 2023 5:30 pm
Jan 27, 2023 6:25 pm
As is, medicine check stops the dying, but you would still be at 0 hp. The custom rule was brought up and it was more for drama. I admit, I like the flavour of characters staving on death on their own whether through sheer will, god/patron intervention, deal with a devil, etc. it’s great for character development. My rule kinda takes that away and makes it seems like death is mechanical.
Dammit, I feel like I’m arguing against myself now..
Anyway, as for a failed death save in the mechanic, it’s very situational. I had one very recently, though. I was flying at 100 ft and got knocked unconscious. The DM said I auto-failed my first death save as I crashed into the ground. By my rule, you would be super dead on impact.
Dammit, I feel like I’m arguing against myself now..
Anyway, as for a failed death save in the mechanic, it’s very situational. I had one very recently, though. I was flying at 100 ft and got knocked unconscious. The DM said I auto-failed my first death save as I crashed into the ground. By my rule, you would be super dead on impact.
Jan 27, 2023 6:54 pm
You could tweak your rule to still allow death save instead of removing them by merging death saves with the bleeding out.
Keep the - damage for death instead of additional damage counting as a failed death save. This allows rolls, but the longer you're friends wait the more likely you are to die. Or something like that. There are lots of ways to play with it.
Quote:
Each round any character at 0 who has not been stabilized rolls a death save DC 10. Each failed death save increases the death save DC by 3. Character can be stabilized with a successful medicine check against the death save DC, or magical healing. Use of a healers kit gives advantage on medicine checks to stabilize character.Jan 28, 2023 10:48 pm
Alright, I’ve change unconscious/death to RAW. I’m a softy, I guess.
I’ve officially opened the Salvation Outpost chat! You may begin your journey now. Please introduce your character, their motives and describe anything they may do in their way to the Grey Beyond.
I will post once every one is there.
I’ve officially opened the Salvation Outpost chat! You may begin your journey now. Please introduce your character, their motives and describe anything they may do in their way to the Grey Beyond.
I will post once every one is there.
Jan 31, 2023 12:05 am
Sorry to hear that. If you want to rejoin the group later? I can leave you active
Feb 1, 2023 4:06 am
Hope you get well soon.
For my part, sorry I haven't been posting, but I have been paying attention.
This week has just been really crazy with work and personal, but rest assured I'm here and will post ASAP.
For my part, sorry I haven't been posting, but I have been paying attention.
This week has just been really crazy with work and personal, but rest assured I'm here and will post ASAP.
Feb 1, 2023 7:42 pm
It looks like you’re going with the scout mission. If you’re in agreement, head out to the salvage market. I’ll make my post about it this evening.
Feb 4, 2023 4:14 pm
Nictorah says:
OOC:
Give me a group perception check to stay on the path (DC 13)Feb 4, 2023 4:36 pm
No worries. It means everyone makes the check and it gets averaged out. I set the dc pretty low. Gzizmix is perceptive af apparently.
Feb 5, 2023 9:14 pm
my parents are separating for real instead of being upset with each other presence inside the same house. I can't really put my mind to post anything today
Feb 10, 2023 9:18 pm
is it worth it for Vice to take the large warforged's weapon? I don't know if that would significantly reduce his damage output or not. Or should i just run?
Feb 10, 2023 9:42 pm
It would probably a normal DEX check using your turns action, only one attack will not change much unless it's a crit , so I do find worth it. If you fail you can just bonus action to disengage a run away
Last edited February 10, 2023 9:43 pm
Feb 10, 2023 10:11 pm
In that case the #1 warforged would be a good target, I belive he's nearly dead
Feb 10, 2023 10:17 pm
HueHueBr says:
In that case the #1 warforged would be a good target, I belive he's nearly deadFeb 13, 2023 8:32 pm
[ +- ] discussion on critical hits
crazybirdman says:
As the Titan comes closer, Vice is about to flee, until it pauses. Somehow it seems diminished, and he decided to risk an attack on the giant. Well, giant to a Gnome at least. . . he rushes in, attacks with Pride, and leaves as quick as he can without waiting to see the results.Dagger 1d4. Sneak Attack 1d6
Nictorah says:
OOC:
Here’s the house rule we use.Critical Hits
You max your normal damage dice you would roll regularly and add your damage modifier (usually Str or Dex). Then roll all of the extra dice you would get on the critical hit and add it all together. This makes the critical hit more dramatic instead of rolling ones and twos on your dice doing less damage than a normal hit. (This is not for GM run NPCs)
I’ve got 12 damage based on my calculations. So far for you (Max (4)+DEX (3)+damage die (1)+sneak attack (4)
I should also mention, you haven’t been using your offhand as a bonus action with one of your other chakrams. I saw cunning action is a bonus, but to keep in mind for the future. :)
Edit - I should also point out, you wouldn’t need to disengage since he has no reactions.
Ganesh says:
crazybirdman says:
Nictorah says:
OOC:
Any Attack that hits the titan is a critical hit if the attacker is within 5 feet of the creature.OOC:
I only get one crit per attack though right?OOC:
You can only add additional crit damage once on an attack, but you can (and will automatically) crit on every attack you make.Ganesh says:
crazybirdman says:
Nictorah says:
OOC:
Any Attack that hits the titan is a critical hit if the attacker is within 5 feet of the creature.OOC:
I only get one crit per attack though right?OOC:
You can only add additional crit damage once on an attack, but you can (and will automatically) crit on every attack you make.Ex:1d4 +1d6+3 (critical) = 4+6+3+(1)+(4)
I am not sure what is meant by "only add additional crit damage once on an attack"
Feb 13, 2023 9:01 pm
I agree, sneak attack is a damage die. 18 damage makes sense.
Simplistically, max all damage dice, roll and add damage dice, last add all modifiers.
Make sense?
Simplistically, max all damage dice, roll and add damage dice, last add all modifiers.
Make sense?
Feb 13, 2023 9:22 pm
Quote:
I am not sure what is meant by "only add additional crit damage once on an attack"
If you attack again (with your off-hand) you would get additional critical damage on that attack (+6). You won't get the +4 from sneak attack because you can only use Sneak Attack once per turn and the additional attack comes on the same turn.
Last edited February 13, 2023 9:24 pm
Feb 13, 2023 10:01 pm
Ganesh says:
Quote:
I am not sure what is meant by "only add additional crit damage once on an attack"
If you attack again (with your off-hand) you would get additional critical damage on that attack (+6). You won't get the +4 from sneak attack because you can only use Sneak Attack once per turn and the additional attack comes on the same turn.
Feb 13, 2023 10:29 pm
Gotcha, I probly shoulda attacked instead of putting distance between us for the bonus action. Live an learn.
Feb 13, 2023 10:42 pm
crazybirdman says:
Gotcha, I probly shoulda attacked instead of putting distance between us for the bonus action. Live an learn.Also, out of game, he gets a save every round and he could break my hold on his turn and swat you.
So your move may be safer.
Feb 17, 2023 10:03 pm
crazybirdman says:
OOC:
If this battle is going well, maybe someone should check on the guy we came here to save?Feb 18, 2023 1:22 am
I'm outta town, and possibly offline this weekend. DM can play for me if needed to keep the game moving
Feb 20, 2023 10:07 pm
Just recommendations on division on loot
Watch of Surge - melee warrior
Cloak of Resistance - any major dps likely to be targeted by hold/paralysis
Scribe’s Pen - Gzizmix would like this
The Sword - sell it to a museum or collector after getting it appraised
Ring of Air Elemental Command - rogue/ spell caster/???
3 potions of healing - spread out to those without healing abilities
Watch of Surge - melee warrior
Cloak of Resistance - any major dps likely to be targeted by hold/paralysis
Scribe’s Pen - Gzizmix would like this
The Sword - sell it to a museum or collector after getting it appraised
Ring of Air Elemental Command - rogue/ spell caster/???
3 potions of healing - spread out to those without healing abilities
Last edited February 20, 2023 10:56 pm
Feb 20, 2023 10:28 pm
Question, how many people here can cast healing spells? As a ranger I have goodberry but I would like to devote mine 3 slots to other things
Feb 21, 2023 1:39 pm
@MaJunior does 37 show the others what he stuck in his bag of holding? Gzizmix can use the Cartographer's tools. Can the party use his bag of holding for lot storage?
Will we collect the gear for sale back in town?
Will we collect the gear for sale back in town?
Last edited February 21, 2023 1:40 pm
Feb 21, 2023 1:45 pm
We can use it to hold everything and take it to town for sale, yeah. That was the plan.
He probably wouldn't think to show the other stuff since it wasn't anything out of the ordinary, but if asked he'd show it.
He probably wouldn't think to show the other stuff since it wasn't anything out of the ordinary, but if asked he'd show it.
Feb 21, 2023 2:55 pm
I threw a lot of items at you. Here’s a summary of what there is and who has it currently. Would you prefer a separate chat to keep track? It won’t always be a treasure trove though.
Flag of Cyre ir’Wynarn
Rope of climbing
These two belong to Earic, not sure who has them
36 crossbow bolts
3 shields
3 potions of healing
3 great swords
3 heavy crossbows
1 Giant sword
1 Heavy shield
Salvage from the warforged. Currently stored in the cart.
There’s also the tents
Cartographer’s Tools - 37
Navigator’s Tools - 37
Map of Lake Arul area
Elemental Land Cart - Core is close to attunement
Chest containing the Colonel’s effects
Colonel’s lithograph
Colonel’s uniform
Watch of Surge
Sword of the Southern Front
Crimson Handan’s Shroud - requested by Mordacky
Scribe’s Pen - Gzizmix
Ring of Air Elemental Command - Malbor is close to attunement
The Colonel’s journal - Gzizmix
Flag of Cyre ir’Wynarn
Rope of climbing
These two belong to Earic, not sure who has them
36 crossbow bolts
3 shields
3 potions of healing
3 great swords
3 heavy crossbows
1 Giant sword
1 Heavy shield
Salvage from the warforged. Currently stored in the cart.
There’s also the tents
Cartographer’s Tools - 37
Navigator’s Tools - 37
Map of Lake Arul area
Elemental Land Cart - Core is close to attunement
Chest containing the Colonel’s effects
Colonel’s lithograph
Colonel’s uniform
Watch of Surge
Sword of the Southern Front
Crimson Handan’s Shroud - requested by Mordacky
Scribe’s Pen - Gzizmix
Ring of Air Elemental Command - Malbor is close to attunement
The Colonel’s journal - Gzizmix
Feb 21, 2023 6:13 pm
If I can make it out with the Shroud and a potion of healing then I am happy.
@nictorah, Is the Giant sword one handed despite it's upgrade damage die? What is the statistical different on the "heavy shield" vs the other shields, anything?
@nictorah, Is the Giant sword one handed despite it's upgrade damage die? What is the statistical different on the "heavy shield" vs the other shields, anything?
Feb 21, 2023 6:26 pm
As Titans go, Malleator was a small one, but he was still incredibly strong. His equipment would be oversized for anyone that is not large sized. His sword and shield each weigh 150 pounds. The blade of the sword alone was over 6 feet long.
A small peek behind the curtain tho, he was going be my Big Bad for the early stages of the story. He was supposed to run away when things got bad. Lol. Love it tho. Never plan for anything past the first roll.
Guess I’ll have to come up with something more difficult for you next time.
A small peek behind the curtain tho, he was going be my Big Bad for the early stages of the story. He was supposed to run away when things got bad. Lol. Love it tho. Never plan for anything past the first roll.
Guess I’ll have to come up with something more difficult for you next time.
Feb 21, 2023 6:42 pm
Rumor has it, he had a twin brother who might be looking to avenge his death... 🤔
Feb 21, 2023 6:54 pm
Nictorah says:
As Titans go, Malleator was a small one, but he was still incredibly strong. His equipment would be oversized for anyone that is not large sized. His sword and shield each weigh 150 pounds. The blade of the sword alone was over 6 feet long.A small peek behind the curtain tho, he was going be my Big Bad for the early stages of the story. He was supposed to run away when things got bad. Lol. Love it tho. Never plan for anything past the first roll.
Guess I’ll have to come up with something more difficult for you next time.
Feb 21, 2023 6:59 pm
Of course, ask the important question "That was a titan what/who?" "Oh we did have one."
Feb 21, 2023 7:27 pm
OOC:
MaJunior says:
Rumor has it, he had a twin brother who might be looking to avenge his death... 🤔Feb 21, 2023 9:12 pm
This is the first campaign where land vehicle skill was actually useful
Kutos! 👍
Kutos! 👍
Feb 22, 2023 1:20 am
Lol. Btw, I’m only busting your chops about the flag. Gzizmix folded it up at the time. The rope isn’t as important, no one claimed it at the time.
Feb 23, 2023 8:06 am
Ok, these are the base salvage values of what you’ve collected. It’s a starting point for negotiations. You don’t have to sell to Belaluur, you could test the waters with the other brokers as well. I leave that up to you. I’ll say the chest is yours as there would be less argument about those spoils from the warforged. You can still sell the items for the coin if you wish. The coach will obviously be a sticking point among the brokers as it is clearly Cyran and nobles would definitely covet it.
36 crossbow bolts - 3 gp
3 shields - 15 gp
3 potions of healing - 40 gp
3 great swords - 75 gp
3 heavy crossbows - 75 gp
1 Giant sword - 125 gp
1 Heavy shield - 125 gp
Salvage value 455 gp
Gold from Belaluur, 350 for the group.
Elemental Land Cart - 5,000 gp
Chest containing the Colonel’s effects
Colonel’s lithograph - interesting, but not valuable
Colonel’s uniform - 125 gp
Watch of Surge - 50 gp
Sword of the Southern Front - 50 gp
Crimson Handan’s Shroud - Mordacky - 50 gp
Scribe’s Pen - Gzizmix - 25 gp
Ring of Air Elemental Command - Malbor - 250 gp
The Colonel’s journal - Gzizmix - depends on the buyer.
Edit: Btw, it’s not meant to be math, it meant to be fun. RP the negotiations, see where the dice land. You don’t need to worry about losing the coach. How much debt you end up in will work out in the story.
36 crossbow bolts - 3 gp
3 shields - 15 gp
3 potions of healing - 40 gp
3 great swords - 75 gp
3 heavy crossbows - 75 gp
1 Giant sword - 125 gp
1 Heavy shield - 125 gp
Salvage value 455 gp
Gold from Belaluur, 350 for the group.
Elemental Land Cart - 5,000 gp
Chest containing the Colonel’s effects
Colonel’s lithograph - interesting, but not valuable
Colonel’s uniform - 125 gp
Watch of Surge - 50 gp
Sword of the Southern Front - 50 gp
Crimson Handan’s Shroud - Mordacky - 50 gp
Scribe’s Pen - Gzizmix - 25 gp
Ring of Air Elemental Command - Malbor - 250 gp
The Colonel’s journal - Gzizmix - depends on the buyer.
Edit: Btw, it’s not meant to be math, it meant to be fun. RP the negotiations, see where the dice land. You don’t need to worry about losing the coach. How much debt you end up in will work out in the story.
Feb 23, 2023 9:31 am
Core isn't keen on any of the items. He is more interested in the coins he will get. Only exception is the use of the Elemental Land Cart for a Sharn trip. He doesn't add anything otherwise and really has no skill for pricing and sales. At most he just knows if something is expensive or not. Core is not a very bright person or social. Oh, and besides being called "Core the Scavenger", he is also known as "The Croc". Party can surely see why he has a second name.
It is not a favored thang to get Core angry. And why he knows a bit about land vehicles is another story. He never talks about his past and people tend to get that fairly fast. Although he will talk about scavenging. :)
It is not a favored thang to get Core angry. And why he knows a bit about land vehicles is another story. He never talks about his past and people tend to get that fairly fast. Although he will talk about scavenging. :)
Last edited February 23, 2023 9:40 am
Feb 23, 2023 9:40 am
I am surprised no one called dibs on the Watch of Surge. Can Kleber keep it? Also is the Captain's journal blank? Mark of Scribe invisible ink dissapears after 7 days but the Mournlands anomalous nature might change that
[ +- ] Watch of Surge
Requires attunement. For a brief moment, time seems to slow around you. On your turn, you can take one additional Action on top of your regular Action and a possible bonus Action.
This item may only be used once per day and resets at dawn.
This item may only be used once per day and resets at dawn.
Last edited February 23, 2023 9:45 am
Feb 23, 2023 9:46 am
Oh Kleber that watch is neat. Your right to be surprised no one but YOU, called dibs on it.
Last edited February 23, 2023 9:47 am
Feb 23, 2023 12:37 pm
The Scribes Pen does not say anything about a limited duration on the ink except on living creatures. I assume it was written with that.
Yeah the watch is cool I just thougt it would be better with a warrior type
Yeah the watch is cool I just thougt it would be better with a warrior type
Last edited February 23, 2023 12:38 pm
Feb 23, 2023 3:22 pm
I definitely thought about the watch, but didn't want to seem greedy, and I already have action surge.
Feb 23, 2023 3:36 pm
Madclergy says:
I definitely thought about the watch, but didn't want to seem greedy, and I already have action surge.Feb 23, 2023 3:52 pm
Well I definitely won't turn it down lol, I am really down for whatever. I am an equal opportunity magic item user :)
Feb 23, 2023 4:51 pm
Psybermagi says:
The Scribes Pen does not say anything about a limited duration on the ink except on living creatures. I assume it was written with that.Yeah the watch is cool I just thougt it would be better with a warrior type
Feb 23, 2023 5:05 pm
Ah yes, the classic drawing on sleeping people prank... normally followed by the "you're going to need a diamond worth 300gp" prank.
Feb 23, 2023 7:06 pm
Just to be clear, I can add the Shroud to my character sheet and Kleber is taking the watch? :)
Feb 23, 2023 8:09 pm
is it possible or worth it to try to haggle for a better deal for the goods we are selling here?
Feb 23, 2023 8:19 pm
She isn't paying the price Nictorah gave us (455gp)? Also we probavly should NOT sell the health potions
Feb 23, 2023 8:24 pm
I took out the potions , I figured you’d want them and the 455 did not include the uniform and decorative sword. I rounded up a bit
Feb 25, 2023 2:28 pm
Yep. I mean, I’m looking to do side quests for anyone yet. Group debt is probably easier
Feb 25, 2023 3:15 pm
We all use the wagon so we all pay at this point but each should have some money for personal use. I agree with the 50GP each and remainder towards the wagon
Feb 25, 2023 3:19 pm
I did give each of you the 50 gp. 650 to the cart. 4350 remaining, divided 7, 642 gp 42 sp
Edit: …with a 7% per annum interest rate, amortized over one year and monthly payments of 376 gp 39 sp, it will take one year to pay off the loan… if you choose to go to a bank… I’m not a bank
Edit: …with a 7% per annum interest rate, amortized over one year and monthly payments of 376 gp 39 sp, it will take one year to pay off the loan… if you choose to go to a bank… I’m not a bank
Feb 25, 2023 10:43 pm
Nictorah says:
I did give each of you the 50 gp. 650 to the cart. 4350 remaining, divided 7, 642 gp 42 spEdit: …with a 7% per annum interest rate, amortized over one year and monthly payments of 376 gp 39 sp, it will take one year to pay off the loan… if you choose to go to a bank… I’m not a bank
Feb 25, 2023 11:43 pm
Also, who all took the healing potions? If there is one available Mordaky would like to snag it, if not I may spend my gold to grab one.
Feb 26, 2023 3:25 am
crazybirdman says:
is it possible or worth it to try to haggle for a better deal for the goods we are selling here?As for the potions, Core was the only to comment that he’s not interested.
Feb 26, 2023 3:31 am
Also, I wanted to check. I’ve been rolling for situations for the day, would you rather make the rolls? I would ask for a d20 and the first one to roll would set the day/night.
Feb 26, 2023 3:41 am
Go ahead and keep rolling I say.
I am in another game where the DM does all rolls so I'm just happy to be able to roll in combat 😊
I am in another game where the DM does all rolls so I'm just happy to be able to roll in combat 😊
Feb 26, 2023 4:14 am
Psybermagi says:
Go ahead and keep rolling I say.I am in another game where the DM does all rolls so I'm just happy to be able to roll in combat 😊
Feb 26, 2023 4:14 am
Nictorah says:
Going through old comments. I won’t tip my hand, but there may have been missed opportunities.
Nictorah says:
As for the potions, Core was the only to comment that he’s not interested.Feb 26, 2023 7:12 am
Since we're in debt, anything with a resale value? But it's not my bag
Now to self, don't plan on healing Malbor.
Now to self, don't plan on healing Malbor.
Feb 26, 2023 9:08 pm
Can't think of anything 37 would need in the moment. Not needing rations or water or proper sleep makes basic survival a breeze. Lol
The stuff he'd be looking for, we don't have enough gold for yet.
The stuff he'd be looking for, we don't have enough gold for yet.
Feb 27, 2023 9:41 pm
Oh yes, suspicious cat lady who appeared out of nowhere, among the cursed ruins of a mighty kingdom. I do want to enter your circus
Feb 28, 2023 3:21 pm
You guys have blown up this morning. If there’s too much going on, let me know. Party splits are interesting on here…
Feb 28, 2023 10:08 pm
Been having some trouble with my internet the last 24 hours.. I gotta catch up!
Mar 3, 2023 4:00 am
You guys have been quiet today. I was waiting to see what Kleber would do. I can move ahead though.
Mar 3, 2023 4:04 am
Maybe Gzizmix should look into stripping the carriage for parts. Does the carriage use metric or imperial bolts?
Mar 3, 2023 12:14 pm
I think for me this is a classic, split the party so we gotta wait for the 'action' side of the split to resolve before moving forward. Unless the goal is for all of us to abandon camp and go into the circus?
Mar 3, 2023 2:57 pm
I feel like a reminder that you have a weekly reroll might be in order. You’ve been doing pretty good on the rolls so far. Just in case you want a better result. It resets every Saturday night
Mar 9, 2023 1:52 pm
For those that failed the save, you can still interact with the circus. *wink wink* *nudge nudge*
Although incredibly, no one from the puzzle failed the save…
Although incredibly, no one from the puzzle failed the save…
Mar 9, 2023 2:22 pm
I failed my save didn't I?
I have no idea what is going on in the circus. I guess I will have to read up...
I have no idea what is going on in the circus. I guess I will have to read up...
Mar 9, 2023 2:36 pm
Yep, failing the save, puts you back in the circus. I don’t wanna give too much away, everyone wants to kill the hydra, but there’s still people to save…
Mar 9, 2023 2:47 pm
I was never in the circus so this is all new to me and much of the circus stuff was hidden from us outside.
Last edited March 9, 2023 5:29 pm
Mar 9, 2023 2:53 pm
I know, i actually laughed at the irony of the two groups switching sides.
Thank you for RPing it properly. You would have seen their spectral forms during the battle too.
Thank you for RPing it properly. You would have seen their spectral forms during the battle too.
Mar 9, 2023 3:22 pm
Kleber is currently with his long bow in hands, RAW he can't he put it back on his back and unsheathe his 2 short swords to attack in the same turn, he could only drop the bow on the floor and attack with one sword.
Should i follow the rule or can I ignore It?
Should i follow the rule or can I ignore It?
Mar 9, 2023 5:30 pm
Nictorah says:
I know, i actually laughed at the irony of the two groups switching sides. Thank you for RPing it properly. You would have seen their spectral forms during the battle too.
Mar 9, 2023 5:41 pm
Kleber is cursed with bad luck. 3 attacks at the start, miss all. Cast magic miss, wis save natural one.... Even if he passed the spell check he would miss the hydra's AC
Last edited March 9, 2023 5:42 pm
Mar 9, 2023 6:05 pm
Been reading the one dnd posts, i did not like the way they handled Druids wild shape. But hey at least Paladin can use smite with their's fist now
Mar 9, 2023 7:43 pm
There are a lot of One D&D changes that they're currently testing that honestly... I don't much like.
Mar 9, 2023 9:49 pm
HueHueBr says:
Been reading the one dnd posts, i did not like the way they handled Druids wild shape. But hey at least Paladin can use smite with their's fist nowMaJunior says:
There are a lot of One D&D changes that they're currently testing that honestly... I don't much like.Mar 10, 2023 2:22 am
Honestly, at least from what I've seen (and I will admit, I'm not waiting with baited breath for every tweet, post, or playtest release) it looks like the bad is outweighing the good? I dunno... seems to be in an odd place for sure.
Mar 11, 2023 12:31 pm
Question, when a PC fails the Wis save do they forget about the Hydra's existence or are we just teleported to the circus space? And Kleber failing his save means he lost concentration right?
Last edited March 11, 2023 12:31 pm
Mar 11, 2023 1:40 pm
Yes, concentration would be lost. As for the hydra, yes, his song makes you forget he exists. The amnesia effects are limited to the hydra though. You would remember the circus spirits in both their performer and spectral appearances, just not why you keep blipping between versions.
When you see the hydra, it’s obvious it’s hostile.
When you see the hydra, it’s obvious it’s hostile.
Mar 11, 2023 2:11 pm
[ +- ] Nictorah
OOC:
Man… that’s twice. It is 100% your turn Mordacky.
Man… that’s twice. It is 100% your turn Mordacky.
Last edited March 11, 2023 4:16 pm
Mar 13, 2023 10:33 am
If one day those low roll streaks ever kill mine PC, I am going to snap, making a Divination Halfling Wizard with the Lucky feat. He will do low damage, eat all spells slots in one encounter, and be suboptimal in general, but will never get less than 10 on a dice again
Last edited March 13, 2023 10:34 am
Mar 13, 2023 1:15 pm
LOL I know what you mean Might as well add 2 levels of bard for Jack of all trades
Mar 14, 2023 5:25 am
GeneCortess says:
Should I roll each round to end the Howl of the head effect?Mar 14, 2023 5:35 am
Okay on the scream. I guess Core now sudden realizes the Hydra is there after it tries to bite him. Circus will probably fade too at the same time as Core clears his thinking. Hello real world. And I can see Core probably going get rather enRAGED again soon. Forget that longsword. He has two more Rages to use yet. He is taking rank and order with his mind and deciding what has been imagined and what has been real.
After the Circus disappears and the pale hydra is there. What else is left? Is Core in a clearing area fighting a pale hydra? Does he see anything else besides the pale hydra, his party members, and the cart between two boulders?
After the Circus disappears and the pale hydra is there. What else is left? Is Core in a clearing area fighting a pale hydra? Does he see anything else besides the pale hydra, his party members, and the cart between two boulders?
Last edited March 14, 2023 5:41 am
Mar 15, 2023 3:48 am
You see the spectral audience in the seats and the spectral performers tethered to the wheel of death. I’ll need a perception check to find more.
You can edit your post, I’ll allow the rage, you may use your reroll to switch the disadvantage to advantage. Otherwise the first roll (7) stands.
You can edit your post, I’ll allow the rage, you may use your reroll to switch the disadvantage to advantage. Otherwise the first roll (7) stands.
Mar 15, 2023 8:36 am
Perception check. No need to alter the previous post. I'm good.
Last edited March 15, 2023 8:37 am
Rolls
Perception Check - (1d20+2)
(19) + 2 = 21
Mar 18, 2023 2:17 am
Nice to not be the only fumbler in the game :)
Now everyone max damage output and I will prevent regeneration this round.
Can anyone stun it or grapple it or some other way of eliminating its movement so that it can not stand?
Down with the clown hydra!
Now everyone max damage output and I will prevent regeneration this round.
Can anyone stun it or grapple it or some other way of eliminating its movement so that it can not stand?
Down with the clown hydra!
Mar 18, 2023 3:25 am
GeneCortess says:
Due to current medical condition, I may be out of service indefinitely.Mar 18, 2023 3:38 am
I'm surviving as always. Having some trouble with service due to financial, but looks like I'm working so I'm around. Medical is always fun for me. LOL.
Mar 18, 2023 4:11 am
Psybermagi says:
Can anyone stun it or grapple it or some other way of eliminating its movement so that it can not stand?
Mar 18, 2023 5:30 am
I’d double check your sleep spell Vice, it has to exceed the hydra’s hit points to knock it out. It’s good for low level minions, not so hot against boss types
Mar 18, 2023 12:20 pm
Sleep is against current hp, correct? Making a good way to pause when the boss is hurt or just capture it.
Mar 18, 2023 9:00 pm
MaJunior says:
OOC:
Do y'all not know how crits work? 🤣🤣Nictorah says:
Reminder of house rule for crits] Critical HitsYou max your normal damage dice you would roll regularly and add your damage modifier (usually Str or Dex). Then roll all of the extra dice you would get on the critical hit and add it all together. This makes the critical hit more dramatic instead of rolling ones and twos on your dice doing less damage than a normal hit. (This is not for GM run NPCs)
Mar 18, 2023 9:04 pm
That is correct. I’ve been doing it, but you can simply create a die roll with 1dX+max and the same for any bonus damage die rolls
Mar 27, 2023 2:12 am
Hey nic, you said Kleber knows one does not mess with cadáver collectors, but would it be too meta game that he also knows about it's signature moves? Because I played against one before (very nerfed down according to the gm)
Last edited March 27, 2023 2:14 am
Mar 27, 2023 2:41 am
You had a 20 on your perception. So if you want to incorporate your meta experience into your character, I’m good with that.
Mar 27, 2023 2:53 am
I have no experience at all. The fact it is functional and in an area where scavengers frequency and it had been left alone is already a big red flag to me. Plus I am sure there were conflicts with them during the war and rumors world have spread about something that eye catching
Mar 27, 2023 8:40 am
Oh Psy, that is a bonafide boss that needs the whole party helping to bring it down, well at least to us 4 level 5 D&D newbies it was a hard fight and we all had to roll death saves at least once; soo mine view might be biased
Last edited March 27, 2023 8:42 am
Mar 27, 2023 6:17 pm
You know, I thought a DC of 20 was high for level 3. What do I know apparently.
Mar 27, 2023 7:12 pm
I get an absolute TON of terrible rolls. But once in a while... RNGesus smiles upon me.
Mar 31, 2023 4:53 pm
so what's the plan, is the team splitting up? are we all camping under the the shadow of the ship?
Mar 31, 2023 5:51 pm
The plan is to go back and report this.
If Malbor can feasibly get us up I am fine with staying but don't see an advantage to that vs coming back tomorrow. So we are kind of waiting on Malbor?
If Malbor can feasibly get us up I am fine with staying but don't see an advantage to that vs coming back tomorrow. So we are kind of waiting on Malbor?
Last edited March 31, 2023 8:33 pm
Mar 31, 2023 6:10 pm
I didn’t want to rush Ganesh, but if I don’t hear anything by 5:00 pdt, we’ll move on.
Apr 1, 2023 10:50 pm
Soo,shall we leave the place and come back with the appropriate tools to raid a floating wreck?
Apr 1, 2023 11:02 pm
I am up for either that or Malbor explains his entire plan and the DM does the results in one post instead of piecemeal back and forth while we wait.
There is a table so it is viable to go get a bigger piece, I think?
But that is just me. I can wait if need be
There is a table so it is viable to go get a bigger piece, I think?
But that is just me. I can wait if need be
Last edited April 1, 2023 11:22 pm
Apr 2, 2023 1:05 am
You have a point but getting up there when we are not prepared could have other complications.
The wagon already draws attention to us. Earic has been searching the area for a while. I do not see how going back to town for a night will make us all that much more noticeable. If we get all the supplies through Earic's patron/employer it shouldn't cause too much or a ruckas, hopefully
The wagon already draws attention to us. Earic has been searching the area for a while. I do not see how going back to town for a night will make us all that much more noticeable. If we get all the supplies through Earic's patron/employer it shouldn't cause too much or a ruckas, hopefully
Last edited April 2, 2023 1:16 am
Apr 5, 2023 4:10 am
I don't think my character is feeling adventurous 😅 wants to finish the job, then celebrate
Apr 5, 2023 11:40 am
Sorry, went straight to mine bed after returning from college yesterday, only waking up now. Give me some time to eat and I will write a post
Apr 6, 2023 2:22 am
That is fantastic! False hydras are fun. I stumbled upon it and ran with it for the circus.
Apr 7, 2023 9:29 pm
Hey everyone, just a heads up that I need to step away for a bit. I don't want to be the person that slows things down (and things move pretty quick here) and I am a bit overwhelmed IRL due to new job responsibilities, selling/buying a house, etc.
Sorry, and thanks for understanding.
Sorry, and thanks for understanding.
Apr 7, 2023 9:36 pm
Not a problem at all. Life can get so crazy. You’re always welcome back if you choose. Best of luck. Hope to see you later.
Apr 7, 2023 10:41 pm
Good luck with everything clergy.
I will be honest, totally forgot that the airship was a super project from Cyre and was thinking it had mostly a symbolic value
I will be honest, totally forgot that the airship was a super project from Cyre and was thinking it had mostly a symbolic value
Last edited April 7, 2023 10:42 pm
Apr 8, 2023 1:28 am
HueHueBr says:
I will be honest, totally forgot that the airship was a super project from Cyre and was thinking it had mostly a symbolic valueApr 8, 2023 5:56 am
I am new to God setting so am not sure about this
Gzmix as a Cyre refuge wolf like to see his fellow refugees have opportunities for a better life. How do Prince Oargev and Lady Rayna d’Cannith fit into this?
Gzmix as a Cyre refuge wolf like to see his fellow refugees have opportunities for a better life. How do Prince Oargev and Lady Rayna d’Cannith fit into this?
Apr 8, 2023 6:42 am
It would be common knowledge that Prince Oargev is the last surviving monarch of Cyre. He was given the Brelish Camp as a place for Cyran refugees to gather and settle. The town is young but thriving thanks to the dragon marked houses’ help in building it. Oargev is a new leader with the best interests of Cyrans at heart.
It’s also common knowledge who the leaders of house Cannith are and you would know Lady Rayna is not one of them. You can roll me a history check if you would like to try to remember more. I will say with advantage from reading the journal as she was also Cyran.
It’s also common knowledge who the leaders of house Cannith are and you would know Lady Rayna is not one of them. You can roll me a history check if you would like to try to remember more. I will say with advantage from reading the journal as she was also Cyran.
Apr 10, 2023 12:03 am
I failed to remember to say it early, but happy easter people
Last edited April 10, 2023 12:04 am
Apr 10, 2023 1:05 pm
I am up for options 1 (escort) or 2(revisit the wreckage), preferring 2.
If 2 we need a way to get up there safely. @Nictorah would climbing kits and a good rope work with the levitation?
I see no reason to get into a new task, option 3, when we already have something worth digging into.
If 2 we need a way to get up there safely. @Nictorah would climbing kits and a good rope work with the levitation?
I see no reason to get into a new task, option 3, when we already have something worth digging into.
Apr 10, 2023 1:29 pm
Agreed on 1 or 2 being the choice...
2 is fine. The main reason I'm leaning towards 1 is it honestly fits my character plans very well. That said, this is a group story, so I'm fine with following the majority.
2 is fine. The main reason I'm leaning towards 1 is it honestly fits my character plans very well. That said, this is a group story, so I'm fine with following the majority.
Apr 10, 2023 3:32 pm
I'm down for whatever the group decides. but would prefer to let others deal with the ship. "It's not the fall, it's the sudden stop"
Apr 10, 2023 3:35 pm
I was suggesting doing the escort then heading back afterwards to try and beat the crown minions to the wreckage.
Not sure if it is even possible but if it is then it could be a compromise if there isn't a major consensus.
Putting that side for now we have a split vote option #1=1 vs option #2=1 so we need to hear from the rest of the group
Not sure if it is even possible but if it is then it could be a compromise if there isn't a major consensus.
Putting that side for now we have a split vote option #1=1 vs option #2=1 so we need to hear from the rest of the group
Last edited April 10, 2023 3:37 pm
Apr 10, 2023 4:51 pm
I don't think we have time for a mission, and if we are staying we might as well go back to the ship.
I wanted to return to the ship, but now I think we really can't. It sounds to me like we will end up in a bit of trouble if we do.
Also, I guess Earic had already negotiated a finder's fee, which I presume will be ours since we found it.
So in the end, we should probably go back with him and collect the escort and finders fees.
I wanted to return to the ship, but now I think we really can't. It sounds to me like we will end up in a bit of trouble if we do.
Also, I guess Earic had already negotiated a finder's fee, which I presume will be ours since we found it.
So in the end, we should probably go back with him and collect the escort and finders fees.
Apr 10, 2023 6:30 pm
Vice - Escort
37 - Escort
Malbor - Escort
Kleber - Undecided
Gzizmix - Escort
Core - Escort
Here’s what I’ve got in terms of votes. I’ll assume Kleber gets on board with the rest, but doesn’t mean your characters have to like it. :)
You may hit the provisioner if there’s any supplies you’d like. Just tell me what you’re looking for.
37 - Escort
Malbor - Escort
Kleber - Undecided
Gzizmix - Escort
Core - Escort
Here’s what I’ve got in terms of votes. I’ll assume Kleber gets on board with the rest, but doesn’t mean your characters have to like it. :)
You may hit the provisioner if there’s any supplies you’d like. Just tell me what you’re looking for.
Apr 10, 2023 8:34 pm
I'm voting towards escort too, with luck with can join the retrieval team and maybe snag some precious things on the way
Last edited April 10, 2023 8:34 pm
Apr 10, 2023 9:40 pm
166 gold, 6 silver and 6 copper for each. + 1 Horn of silent alarm that we share
Last edited April 10, 2023 9:41 pm
Apr 11, 2023 3:13 pm
this conversation with Earic is happening at night? Does he want to leave before we've had a chance to rest?
Apr 11, 2023 8:07 pm
You must have missed the part where we all went to bed and this conversation is essentially over breakfast.
Apr 12, 2023 12:26 am
Nothing springs to mind that Pierce would need.
Mostly he wants better armor, but that will take considerably more gold.
Mostly he wants better armor, but that will take considerably more gold.
Apr 12, 2023 10:54 pm
LOL. Yeah. GM just read that. His full name is Core Dos Mire but he never uses his last name anymore.
Apr 17, 2023 12:21 am
Just arrived in the city and already lost half of mine HP. Can't have shit in Breland
Apr 18, 2023 3:42 pm
This weekend I'll be gone for a two week vacation. I'll post if I can, but the GM can play as Vice if needed so the game keeps going. Make sure he has a great line asking about what happened when he finally wakes up. lol
Apr 18, 2023 6:24 pm
Enjoy your vacation. Vice definitely won’t have face tattoo that cost all his gold while you’re gone.
Apr 20, 2023 4:40 am
Summary of night time activities
Breaking & Entering Figure approaches Earic and is chased off down to street level where the elf woman is restrained
Claims Earic is a house traitor. Earic claims ignorance but suggests his journal is the target. Elf woman is missed by an arrow and taken back into the hotel and questioned. Gwenylleth bears the Mark of Shadow and was sent by house Cannith to get Earic's diary. She knew to look for the carriage.
Currently debating what to do with Gwen and what do do next
Breaking & Entering Figure approaches Earic and is chased off down to street level where the elf woman is restrained
Claims Earic is a house traitor. Earic claims ignorance but suggests his journal is the target. Elf woman is missed by an arrow and taken back into the hotel and questioned. Gwenylleth bears the Mark of Shadow and was sent by house Cannith to get Earic's diary. She knew to look for the carriage.
Currently debating what to do with Gwen and what do do next
Apr 20, 2023 4:08 pm
Everyone sending notes to Nictorah, what are they planning? What's Core's past? Why the elf is scared of Malbor? Who is Merrix d'Cannith? Will Kleber ever shut up about money?
Find out in the next episode of "Eberron: Rising from the Last War"
Find out in the next episode of "Eberron: Rising from the Last War"
Apr 20, 2023 9:41 pm
HueHueBr says:
Why the elf is scared of Malbor?Particularly when I drill into your brain and pull out your thoughts like a handful of silly-string.
Apr 26, 2023 12:06 am
A skill challenge is a set of skill checks to get through a situation. It’s actually a mechanic from fourth edition, but I really like them.
The goal is getting out of town and escaping the archer. Basically a chase scene. Failing means he catches up to you and the inevitable consequences.
You decide which of your skills you would like to use and how you use them to help with the escape. Telling me how you use the check in the story. The DC is 12, a 12 or higher, you succeed on the check. When the team has five successes, you escape. If you get three failures first, you fail the skill check and don’t.
I use initiative to decide the order.
Does that make sense Genecortess?
The goal is getting out of town and escaping the archer. Basically a chase scene. Failing means he catches up to you and the inevitable consequences.
You decide which of your skills you would like to use and how you use them to help with the escape. Telling me how you use the check in the story. The DC is 12, a 12 or higher, you succeed on the check. When the team has five successes, you escape. If you get three failures first, you fail the skill check and don’t.
I use initiative to decide the order.
Does that make sense Genecortess?
Apr 26, 2023 1:34 am
added my initiative to my earlier post after realizing I hadn't rolled it initially
May 3, 2023 2:27 pm
Man... Core is hanging poor Malbor out to dry! Lol
Letting the "touched" character wander the streets alone, with keys to our ride, looking for someone that Malbor has no idea where they went, while possibly having assassins hunting them?
Damn, just kill him yourself man! 🤣
Letting the "touched" character wander the streets alone, with keys to our ride, looking for someone that Malbor has no idea where they went, while possibly having assassins hunting them?
Damn, just kill him yourself man! 🤣
May 3, 2023 3:05 pm
I'm talking about Malbor getting picked off.
Core sent him to find Gzizmix... who went with Earic. And no one in our party at the tavern knows where Earic lives. With a risk of assassins, just asking where to find Earic isn't safe.
Core wants Malbor dead. 🤣🤣
Core sent him to find Gzizmix... who went with Earic. And no one in our party at the tavern knows where Earic lives. With a risk of assassins, just asking where to find Earic isn't safe.
Core wants Malbor dead. 🤣🤣
May 3, 2023 3:19 pm
Lol, I see. I’m hoping Malbor is smart enough to wait at the hotel tho. Perhaps take the cart for a spin while he waits.
May 5, 2023 9:05 pm
I was waiting to see if Core would post a good bye, he let me know a couple days ago. I noticed today, he had already removed himself from the adventure.
May 8, 2023 10:21 am
So, I am new to the whole Eberron setting and don't know if there's any homebrew lore in play so excuse me if this question sounds dumb.
Isn't the ability to create dragon marked warforged a huge thing? Like, cause open conflict between houses big?
Isn't the ability to create dragon marked warforged a huge thing? Like, cause open conflict between houses big?
Last edited May 8, 2023 10:25 am
May 8, 2023 1:04 pm
I’ve tried to stay away from homebrew as I’m still new to gm-ing and I could easily break something. I believe you’re talking aberrant dragon marks. They’re definitely hated by the houses, but they sometimes happens when bloodlines from different houses have children. For example, mark of storm mixed with mark of shadow could potentially cause an aberrant mark. These marks are not recognized, the abilities are mixed. Houses fought to keep the marks "pure". There are Romeo and Juliet type stories where this happened.
Forcing a mark is only rumour and speculation and would only be from the darkest of magic. Depending on the views of the kingdom, using a warforged would either be unacceptable tantamount to putting a dragon mark on another race outside of what’s acceptable to the houses. Or for those that believe the warforged should not have been granted freedom, they could see it as the next "upgrade" that gives them an edge in future war.
As for warforged still being produced, the laws officially say that production of all warforged must have been stopped, all creation forges must have been destroyed and all previously created warforged have been granted freedom. There are rumours that creation forges may still exist, but it’s unproven as yet.
Forcing a mark is only rumour and speculation and would only be from the darkest of magic. Depending on the views of the kingdom, using a warforged would either be unacceptable tantamount to putting a dragon mark on another race outside of what’s acceptable to the houses. Or for those that believe the warforged should not have been granted freedom, they could see it as the next "upgrade" that gives them an edge in future war.
As for warforged still being produced, the laws officially say that production of all warforged must have been stopped, all creation forges must have been destroyed and all previously created warforged have been granted freedom. There are rumours that creation forges may still exist, but it’s unproven as yet.
May 9, 2023 6:52 pm
I wanted to touch base to see how you guys are doing. I feel like you’re not digging the lore intense stuff. Would you rather I just cut to the chase and get to the action?
This is your story as well, I’m open to feedback. I been trying to avoid railroading you, but if that’s taking away from what you’d prefer, please let me know.
This is your story as well, I’m open to feedback. I been trying to avoid railroading you, but if that’s taking away from what you’d prefer, please let me know.
May 9, 2023 7:03 pm
I'm good with it. It seems almost custom made for 37 though, so I may be biased.
May 9, 2023 11:36 pm
I have college tests this week Nic. I open the site and can't find the energy to write a good way for Kleber ask to Earic about what the hell his connections are. So far, we have personal history with House of Storm, connections to Cyre and House Cannith, and enough standing with the Church of the Silver Flame to use its secret passages without any questions.
Hell, I'm in MaJunior's game and the other player has been waiting for an answer since yesterday night, just now I have some time to write
Hell, I'm in MaJunior's game and the other player has been waiting for an answer since yesterday night, just now I have some time to write
Last edited May 9, 2023 11:40 pm
May 10, 2023 3:50 am
Nictorah says:
I wanted to touch base to see how you guys are doing. I feel like you’re not digging the lore intense stuff. Would you rather I just cut to the chase and get to the action? This is your story as well, I’m open to feedback. I been trying to avoid railroading you, but if that’s taking away from what you’d prefer, please let me know.
If I have questions about what is going on would you rather Gzizmix ask in character or I just ask OOC here?
May 10, 2023 7:23 am
HueHueBr says:
I have college tests this week Nic. I open the site and can't find the energy to write a good way for Kleber ask to Earic about what the hell his connections are. So far, we have personal history with House of Storm, connections to Cyre and House Cannith, and enough standing with the Church of the Silver Flame to use its secret passages without any questions. Hell, I'm in MaJunior's game and the other player has been waiting for an answer since yesterday night, just now I have some time to write
Story wise, despite his mark of Storm, Earic is more freelance than House Lyrandar. He’s a Cyran loyalist, explaining why he has connections in New Cyre, but only Bela in Salvation and why everywhere else, he depends on your group. Lady d’Cannith is Earic’s patron, this current meeting was introduce her and her storyline. The recovery of the airship is still in the realm of treasure hunting in Salvation, but within the larger scope of the political world of Khorvaire.
If you wa t a little peek behind the curtain, taking the money and running is an easy option that doesn’t close any doors. Your group sort of fell into the Lady’s lap. There’s still lots of adventure in Salvation where you build your story, rather than joining an NPC’s story.
Hope this helps.
Btw, here’s a map to give you an idea of where you are:
[ +- ] Khorvaire

May 10, 2023 7:27 am
Psybermagi says:
Nictorah says:
I wanted to touch base to see how you guys are doing. I feel like you’re not digging the lore intense stuff. Would you rather I just cut to the chase and get to the action? This is your story as well, I’m open to feedback. I been trying to avoid railroading you, but if that’s taking away from what you’d prefer, please let me know.
If I have questions about what is going on would you rather Gzizmix ask in character or I just ask OOC here?
May 13, 2023 4:33 pm
Yah.. sorry.. I have been swamped at work and kinda forgot to check the boards.
I thought I had notifications but apparently not.
I thought I had notifications but apparently not.
May 25, 2023 6:15 pm
just curious, but do we have a plan here other than protect Earic and murder all the elves?
May 25, 2023 6:51 pm
LoL just had a great idea. Kill Eari. Cast Gentle Repose on him. Stuff him in a bag of holding. Revive him when we teach the target
May 25, 2023 7:13 pm
Psybermagi says:
LoL just had a great idea. Kill Eari. Cast Gentle Repose on him. Stuff him in a bag of holding. Revive him when we teach the targetMay 25, 2023 8:38 pm
Psybermagi says:
That seems about it. Protect the innocent(?) And drive back the evil(?)Last edited May 25, 2023 8:40 pm
May 25, 2023 10:04 pm
got it, take out all but one of the bad guys, decide later if it's easier to protect our employer by killing him.
May 25, 2023 10:54 pm
In the words of the GM himself, we can always quit the job. But I personally want to see the airship in action, maybe ever fire the main cannon on some hill, a (half) orc can dream of Dakka.
By the way do we still have that magic item that helps control ships elementals?
By the way do we still have that magic item that helps control ships elementals?
Jul 2, 2023 11:57 pm
I don't thing I can get topside fast enough to cast feather fall. Any other ideas to catch the person that's gone overboard?
Jul 3, 2023 12:10 am
> 37 is less fortunate. The downward pitch sends the warforged into the air, to be saved by his bindings. [...] Dangling from the rail, but held securely by his rope.
>Above, 37 flops helplessly along the outside edge of the airship.
As long the ropes holds we can just pull it and 37 back.
>Above, 37 flops helplessly along the outside edge of the airship.
As long the ropes holds we can just pull it and 37 back.
Jul 3, 2023 12:37 am
Unless it’s under pressure, I assume mundane tasks like tying a proper knot can be completed properly. A bad die roll on an ability check and 37 would have had something like 200d6 bludgeoning from the fall… I’m not that mean. There’s plenty of other danger out there.
Jul 3, 2023 3:04 am
...alright, so if I level up to 4 while I'm falling I can take the Heavy Armor Master feat... that'll let me take -3 to all non-magical slashing, piercing, or bludgeoning damage. 200d6 -3... it'll be close. 🤔
Jul 6, 2023 4:34 pm
*lip smack* Nobody attuned to that magical item that controls air elementals right?
Jul 7, 2023 11:01 am
No, no one lotted anything yet.
>37 will begin sweeping the ship systematically, going room by room. They aren't looting or anything, at least not yet[...]
>37 will begin sweeping the ship systematically, going room by room. They aren't looting or anything, at least not yet[...]
Last edited July 7, 2023 11:01 am
Jul 12, 2023 3:04 am
Does the crew need help tethering? If not, I guess Vice will help with the search
Jul 12, 2023 3:43 am
For simplicity, I’ll allow each of you "find" a magical item of your choice. Keep the value under 1000 gp. :D
Jul 12, 2023 12:44 pm
The GM is giving the party free goods. I am afraid of what we will find on the close future
Jul 12, 2023 1:10 pm
Order of prefernce for DM aproval/choice : Weapon of Warning, Pearl of Power, Amulet of the Devout, Periapt of Wound Closure
Jul 12, 2023 2:36 pm
Wish list pending approval.
Adamantine Half-Plate > Bag of Holding > +1 hand crossbow > normal Half-Plate
Adamantine Half-Plate > Bag of Holding > +1 hand crossbow > normal Half-Plate
Last edited July 12, 2023 2:37 pm
Jul 13, 2023 5:07 pm
I have no clue what 37 could use outside of full plate armor.
Maybe a wand sheath?
Maybe a wand sheath?
Jul 13, 2023 10:02 pm
@MaJunior How about magic armor, weapon, Periapt of Wound Closure, spell focus
Last edited July 13, 2023 10:07 pm
Jul 13, 2023 11:04 pm
I kinda have the same problem with my char, but although it's not on your list, it is an Uncommon item: "Skyblinder Staff".
Otherwise, perhaps the most useful thing to me would be a Wand of Magic Missiles since I don't really have that much direct damage.
BTW, are we going to level?
(because then I can adjust a couple spells)
Otherwise, perhaps the most useful thing to me would be a Wand of Magic Missiles since I don't really have that much direct damage.
BTW, are we going to level?
(because then I can adjust a couple spells)
Last edited July 13, 2023 11:38 pm
Jul 13, 2023 11:23 pm
@Psybermagi
Yeah, I need... none of that, really. I need better armor more than magic armor. I have a spell focus (my armor), and my lightning launcher works fine for combat.
I'm also trying to not load up on things that need attunement.
Yeah, I need... none of that, really. I need better armor more than magic armor. I have a spell focus (my armor), and my lightning launcher works fine for combat.
I'm also trying to not load up on things that need attunement.
Jul 14, 2023 1:59 am
I guess an All Purpose Tool would be ok, if nothing else is really viable.
There's just not much in the way of equipment I need/want (by design).
There's just not much in the way of equipment I need/want (by design).
Last edited July 14, 2023 2:00 am
Jul 14, 2023 2:02 am
No one need stuff, I think our team is pretty good, it is just a bit of gaming spice for variety.
Jul 14, 2023 2:17 am
MaJunior, I was going through your character sheet and I couldn’t find your Artificer Specialist details or your "Right Tool for the Job" feature. Based on Magic Missile, Thunderwave and the tanky build, I assume armourer. However, I don’t see Arcane Armour or Armour Model, which would have been added at 3rd level as an armourer specialist. If that’s the case, you may add those. If you’re unsure, let me know if I can help.
If I’m correct, I’d recommend a plate armour and a good melee weapon as tanks are usually at the front taking hits. I won’t tell you how you play your character though.
If I’m correct, I’d recommend a plate armour and a good melee weapon as tanks are usually at the front taking hits. I won’t tell you how you play your character though.
Jul 14, 2023 4:07 am
Ok, first Ganesh. No spoilers, but a level up is just around the corner/mist… shhh…
Second, how’s this for items?
Second, how’s this for items?
[ +- ] Kleber
2x Repeating Hand Crossbow
Type: Martial Ranged Weapon
Damage: 1d6 Piercing
Properties: Ammunition (Range 30/120),
Light, Reload (5 shots)
Weight: 3 lb. (Plus 2 lb. for Ammo wheel)
Properties
Burst-Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
Type: Martial Ranged Weapon
Damage: 1d6 Piercing
Properties: Ammunition (Range 30/120),
Light, Reload (5 shots)
Weight: 3 lb. (Plus 2 lb. for Ammo wheel)
Properties
Burst-Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice).
[ +- ] Vice
Cloak of Elvenkind
Requires Attunement
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Requires Attunement
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage. and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
[ +- ] Ganesh
Skyblinder Staff
Staff, uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
Staff, uncommon (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic quarterstaff. While holding it, you gain a +1 bonus to spell attack rolls.
If a flying creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to hold the staff aloft and cause it to flare with light. The attacker has disadvantage on the attack roll, and it must succeed on a DC 15 Constitution saving throw or be blinded until the start of its next turn.
[ +- ] 37
Adamantine Plate Armour
Heavy Armor
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
AC: 18
Rarity: Standard
Stealth: Disadvantage
Weight: 65
Properties
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
Heavy Armor
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
AC: 18
Rarity: Standard
Stealth: Disadvantage
Weight: 65
Properties
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
[ +- ] Gzizmix
Spear of Warning
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Properties: Range, Thrown, Versatile
Range: 20/60
Weight: 3
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Properties: Range, Thrown, Versatile
Range: 20/60
Weight: 3
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Jul 14, 2023 12:15 pm
Steampunk repeater crossbow, I like It :) but I have a question.
I was planning to get Crossbow Expert on the next level up. So I can ignore the Loading property of crossbow when using the Haste Pocketwatch.
How would that interact with the Reloading mechanic?
I was planning to get Crossbow Expert on the next level up. So I can ignore the Loading property of crossbow when using the Haste Pocketwatch.
How would that interact with the Reloading mechanic?
Jul 14, 2023 12:29 pm
Nictorah says:
How about a spear? Or perhaps a dagger?Jul 14, 2023 12:32 pm
The armor works for me!
And yeah, I think I need to finish updating my sheet. I started, but honestly I think I got bored typing. Lol
And yeah, I think I need to finish updating my sheet. I started, but honestly I think I got bored typing. Lol
Last edited July 14, 2023 12:33 pm
Jul 14, 2023 3:15 pm
HueHueBr says:
Steampunk repeater crossbow, I like It :) but I have a question.I was planning to get Crossbow Expert on the next level up. So I can ignore the Loading property of crossbow when using the Haste Pocketwatch.
How would that interact with the Reloading mechanic?
Jul 14, 2023 4:16 pm
Oh, it's a pair of crossbows? Nice. Don't think I will reflavor the weapons itself, repeating mechanism sounds more interessing than just magic.
I will probably go with the Matrix idea.
I will probably go with the Matrix idea.
Last edited July 14, 2023 4:18 pm
Jul 14, 2023 5:01 pm
It does say 2x, they’re actually relatively cheap, I’d thought I give you the option of a gunslinger look. I’ll being posting the discoveries this afternoon. I was waiting for Vice to give me the thumbs up.
Jul 15, 2023 5:52 pm
Quote:
Spear of WarningSpear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Item Rarity: Standard
Properties: Thrown, Finesse (1d8)
Jul 15, 2023 6:14 pm
Definitely versatile. My mistake, I think I was looking at daggers when I made the edit. Good catch
[ +- ] Gzizmix
Spear of Warning
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Properties: Range, Thrown, Versatile
Range: 20/60
Weight: 3
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Properties: Range, Thrown, Versatile
Range: 20/60
Weight: 3
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Jul 20, 2023 4:25 am
Gamesh, it looks like your character sheet is no longer added. When you switched to dndbeyond, did you delete your old one?
If not, you may need to resubmit Malbor
If not, you may need to resubmit Malbor
Jul 20, 2023 5:47 am
Nictorah says:
Gamesh, it looks like your character sheet is no longer added. When you switched to dndbeyond, did you delete your old one?If not, you may need to resubmit Malbor
Jul 21, 2023 2:26 pm
I have a weird question, and I don't know that we ever touched on it so forgive me if it's been answered already, but...
Do firearms exist in your setting?
That's always been something of a matter of GM fiat, but I figured I'd clarify. For the record, I don't want to use guns. It's... stupid. Lol Ok. Firearms are always classified as martial weapons. Artificers are only proficient in simple weapons -- and firearms, IF they're part of the setting. The feat I'm debating has a prerequisit of being proficient with a martial weapon.
If guns exist, I can potentially just take the feat. If they don't, it isn't even an option.
I could take a 1 level dip in another class... or I could keep my class progression and take the feat (assuming it's even an option). I'm trying to figure out my options before I decide on a path.
Do firearms exist in your setting?
That's always been something of a matter of GM fiat, but I figured I'd clarify. For the record, I don't want to use guns. It's... stupid. Lol Ok. Firearms are always classified as martial weapons. Artificers are only proficient in simple weapons -- and firearms, IF they're part of the setting. The feat I'm debating has a prerequisit of being proficient with a martial weapon.
If guns exist, I can potentially just take the feat. If they don't, it isn't even an option.
I could take a 1 level dip in another class... or I could keep my class progression and take the feat (assuming it's even an option). I'm trying to figure out my options before I decide on a path.
Last edited July 21, 2023 2:28 pm
Jul 21, 2023 3:12 pm
I will say, there are elemental guns, which in effect are firearms. They would definitely have similar properties. I think it’s a free optional feature anyway.

And multi-class away!

And multi-class away!
Jul 25, 2023 6:58 pm
I wanted to touch base. You guys have been quiet the last few days. Has everyone levelled up?
Jul 25, 2023 7:49 pm
Totally forgot, thanks for the reminder. I will just take the Crossbow Expert feat.
I guess Malbor doesn't want to disclose his talks with Illmarrow dream vision, so I won't press it. Also quick question Nictorah, most people don't know about house of Vol and the mark of death right?
I guess Malbor doesn't want to disclose his talks with Illmarrow dream vision, so I won't press it. Also quick question Nictorah, most people don't know about house of Vol and the mark of death right?
Last edited July 25, 2023 8:54 pm
Jul 25, 2023 8:40 pm
Leveled up and ready to go. Vice's visions seemed to be in the past, so he won't mention it unless it becomes relevant.
Jul 25, 2023 9:58 pm
Yah.. I've just been very busy over the weekend (and probably this week).. I'm still here !
Jul 25, 2023 10:02 pm
No problems, things happen and must be priorized over games. Sorry if it sounded I was rushing you Ganesh.
Jul 26, 2023 1:20 am
yeah crazy weekend , leveling up tonight
Taking cleric 4 and keen intellect Feat
Taking cleric 4 and keen intellect Feat
Last edited July 26, 2023 3:34 am
Jul 26, 2023 6:56 pm
I should be all caught up. As much as I wanted to grab Sharpshooter... I took the ASI as a +2 INT.
Jul 29, 2023 2:17 am
FYI : I will be on vacation next Monday through Wednesday and likely unable to post
Aug 19, 2023 5:41 pm
I can't think of anything else to do other than help the crew try and add some speed. What skill would that be?
Aug 19, 2023 7:09 pm
You’ve been watching and learning from them. You could roll an intelligence check and tell how you want to speed up the ships.
Aug 19, 2023 7:36 pm
Would my character know what makes the ship go faster? More wind, goading the elemental?
Aug 19, 2023 7:46 pm
He would know a few things. Weight is always a factor, lightening the ships somehow (there is a massive hole in Cyre’s cargo hold). Sloane has lots of gizmos for the elemental on the Zarantyr. Wind doesn’t drive the ship, but a tailwind always helps.
Aug 23, 2023 9:56 am
We managed to escape the pursue and will reach new cyre in day correct? Any chance the guys might catch up later or am I overthinking?
Aug 28, 2023 12:45 pm
Sorry for the 3 day radio silence, college has picked it's pace back after the winter break. Saddly this means I have less oportunities to post
Aug 29, 2023 5:55 pm
Can we find a way for this ship to transform? valkyrie-style, so Cyre can take long walks on the beach?

Aug 29, 2023 6:05 pm
Lol.
You would need to find a pretty powerful artificer.
Btw, I nearly did a spit take at my desk with the "This one is a ship" comment.
You would need to find a pretty powerful artificer.
Btw, I nearly did a spit take at my desk with the "This one is a ship" comment.
Aug 29, 2023 6:32 pm
what if we did a Headmaster situation? a normal sized body that can leave the ship?

Aug 29, 2023 7:38 pm
Or build her a remote mobile unit. Moving her mind might be hard but giving her a familiar to see and act through might be an easier option
Last edited August 29, 2023 11:59 pm
Aug 29, 2023 11:44 pm
Ok, Vice mave have a new life goal: take Cyre dancing. which is, admittedly, several smaller goals
Aug 30, 2023 12:23 am
It's safe to assume we can't just saw off her wall face and crystal from the warship rigth?
Aug 30, 2023 12:30 am
I would have to say that would be a sort of decapitation. She is integrated throughout the ship.
Aug 30, 2023 1:25 am
In Gzizmix's exporatin/experimentation did he find any part of the ship that Cyre was able to move/control? Can she feel the entirety of the ship? Can she pilot the elemental? The child had a sorm mark so I assume she may learn to direct the elemental. As a warforged ship I would assume she was built for a purpose. The only advantage of making the ship a warforgs would be to make it self repair (does not seem to be the case), self motivated, or what?
Aug 30, 2023 1:53 am
HueHueBr says:
It's safe to assume we can't just saw off her wall face and crystal from the warship rigth?Aug 30, 2023 2:14 am
Your exploration would have found that Cyre does indeed heal herself, but the damage was too severe. The damage caused by the explosion and ensuing fire was similar to a person losing an arm. In this case, her elemental spires.
It’s important to note, the second ring was added as a method of control. Like a leash, preventing her total freedom. Gzizmix and Sloane would have noticed the remaining two warforged spires are fully restored, while the elf controlled spires are still damaged. Sloane severed the connection of the spires to Cyre, because she is an airship artificer, not a Warforged maker. She knew how to connect them to the helm, not the other way around.
It’s difference between a car mechanic and a doctor. Or in this case, artificer vs. wizard.
It’s important to note, the second ring was added as a method of control. Like a leash, preventing her total freedom. Gzizmix and Sloane would have noticed the remaining two warforged spires are fully restored, while the elf controlled spires are still damaged. Sloane severed the connection of the spires to Cyre, because she is an airship artificer, not a Warforged maker. She knew how to connect them to the helm, not the other way around.
It’s difference between a car mechanic and a doctor. Or in this case, artificer vs. wizard.
Sep 11, 2023 8:54 pm
Hi guys. Sorry I haven't been posting lately, work is insane, and some personal matters to attend to.
I have been keeping up, but haven't decided exactly what my character wants to do..
I kinda think the most "in-character" thing for him would be to advocate to become the helmsman of the Cyre, but I'm not sure how that would fit into our future plans. Is this something I could try to do?
If I would separate from the group, I'm more than willing to make another character to continue on.. gives me the chance to try some other builds I've been thinking about.
I have been keeping up, but haven't decided exactly what my character wants to do..
I kinda think the most "in-character" thing for him would be to advocate to become the helmsman of the Cyre, but I'm not sure how that would fit into our future plans. Is this something I could try to do?
If I would separate from the group, I'm more than willing to make another character to continue on.. gives me the chance to try some other builds I've been thinking about.
Last edited September 11, 2023 9:00 pm
Sep 12, 2023 3:20 am
Glad you are alright. I guess it depends on what the adventure has in store. If we upgrade the lightning coach to a skyship, we'd need a pilot :)
Sep 12, 2023 4:53 am
We could always just steal liberate
the ship and try and repair it ourselves. Especially with how well the lady is having it guarded
the ship and try and repair it ourselves. Especially with how well the lady is having it guarded
Last edited September 12, 2023 6:16 pm
Sep 12, 2023 2:13 pm
Kidnap the ship with a child personality. Are we the baddies?
Last edited September 12, 2023 2:13 pm
Sep 12, 2023 3:44 pm
we can kidnap the ship before someone else does. So w would be more like ancient ship with a sentient child personality protectors
Sep 12, 2023 3:58 pm
She’s not ancient really. Airships were invented less than 15 years ago in Eberron. Colossi are even younger and none made it out of the Mourning. That’s why she’s so sought after / feared.
Sep 12, 2023 4:13 pm
From their conversations with Cyre, 37 and Earic would know Cyre is about three to three and a half years old.
Sep 13, 2023 11:48 pm
Quick question.
Does this mean Rune entered a tower with only one entrance/exit that Kleber sees from a distance, or does it mean that he went inside a tower on a high floor and that Kleber stands at the exit at the base?
Nictorah says:
Kleber notes there’s only one way out of the tower and can see that exit in front of him. Last edited September 13, 2023 11:49 pm
Sep 14, 2023 12:52 am
Rune entered the tower from above. You see the exit. As a group, you would know that there is only one exit from when you left the tower to go to Lady d’Cannith’s house.
Situationally, you would know that Rune is on his way downstairs, currently, but has not left the tower.
Situationally, you would know that Rune is on his way downstairs, currently, but has not left the tower.
Sep 18, 2023 9:47 am
Do you guys think we should check on Rune weird behaviour or ignore it and hope it doesn't blow up on us again?
Sep 18, 2023 1:00 pm
I was hoing you would catch him. He knows enough and is obviously scared out of his mind to the point he will do anything, no mater how stupid, to destroy cyre. I assume he will if set free head to the closest BBEG to explain his vision and seek help only to be used and betrayed, yata, yata...
Last edited September 18, 2023 1:01 pm
Sep 18, 2023 1:13 pm
Kleber's currently more worried about the demon who helped him back on the mist dream, will try a light exorcism just in case.
We should try to watch the interrogation. Maybe even convince Lady Canith the mad rambles aren't that mad and she should definitly finance a team to further explorer the Mournlands and deal with the other Canith fellow that Rune was dreaming about.
We should try to watch the interrogation. Maybe even convince Lady Canith the mad rambles aren't that mad and she should definitly finance a team to further explorer the Mournlands and deal with the other Canith fellow that Rune was dreaming about.
Last edited September 18, 2023 1:16 pm
Sep 24, 2023 11:48 am
Having 25 pp unspent plus all other job payments feels weird to me. Anyone want to borrow it to buy fancy magical equipment before we go question Rune?
Sep 24, 2023 2:37 pm
Can Gzizmix pick up Navigating tools and begin learning their use? Since we have a pilot I figure this might be useful addition. He wil also look for orb of time, orb or direction, and scribes quill common magic items
Sep 24, 2023 7:43 pm
I suppose Vice will learn some sea shanties to prepare for life on the ship. Or Sky shanties i guess?
Sep 25, 2023 5:33 am
The PHB says it takes 10 weeks minus your intelligence modifier to become proficient in a new tool, plus 25 gold per week (which I think is balls…).
8 weeks makes sense with Gzizmix’s modifier. Let’s do 15 gold per week in materials, books to study, etc and call it 120 gp and you weave the studying annd practice into your story.
After that, you can add proficiency in Navigation Tools to your character sheet.
8 weeks makes sense with Gzizmix’s modifier. Let’s do 15 gold per week in materials, books to study, etc and call it 120 gp and you weave the studying annd practice into your story.
After that, you can add proficiency in Navigation Tools to your character sheet.
Sep 25, 2023 5:42 am
P.S - Did you mean a Wizardly Quill? You did get a Scribe’s Pen from the Titan’s camp. Is there one I missed?
Sep 25, 2023 11:28 am
No- I just forgot to add it to my sheet. I will just deduct the 12 PP now + cost of tools and orb.
Last edited September 25, 2023 12:02 pm
Oct 7, 2023 9:05 pm
Klebers will give one negate fall damage disks for everyone, and the emergency ship brake one for Malbor, as he is the only capable of driving a ship. That's it all for me, for real this time
Oct 7, 2023 9:32 pm
I’ve touched base with Ganesh, he would like Malbor to go on this voyage with the Zarantyr’s crew. Rather than running two different side quests, I’ll give you till tonight to post anything you wish to do in New Cyre and the trip to Salvation/Wroat. I wasn’t planning anything for the trip, but I’m good with RPing if you wish.
That will be a week of in game time. After which, Gzizmix will be attuned to the cart. Then we’ll resume the story in Salvation. Let me know if that works.
That will be a week of in game time. After which, Gzizmix will be attuned to the cart. Then we’ll resume the story in Salvation. Let me know if that works.
Oct 7, 2023 10:22 pm
Works for me. I was hoping to pick up a job (if we have time) in Salvation, so I'm good continuing there.
Oct 10, 2023 2:37 pm
To help move things along, let me know what colours you’d like to paint the cart. The Lady’s stablemen will set up rigging etc.
Oct 10, 2023 4:03 pm
We want to blend in do whatever is common. Maybe even rough it up and age it a bit
Oct 10, 2023 8:23 pm
I feel we’ve lost Majunior. He hasn’t posted in nearly a month now. If you’re good with red, I’ll get the post up and get you on the road.
Oct 10, 2023 8:43 pm
No no no. Basic brown or whatever to blend in! Crazy people want to sneak into town by throwing a parade! 😜
I assume they are joking? If not then whatever 😆 I hope we don't die 😆
I assume they are joking? If not then whatever 😆 I hope we don't die 😆
Last edited October 10, 2023 8:44 pm
Oct 11, 2023 3:15 am
Nictorah says:
I feel we’ve lost Majunior. He hasn’t posted in nearly a month now. If you’re good with red, I’ll get the post up and get you on the road.Psybermagi says:
No no no. Basic brown or whatever to blend in! Crazy people want to sneak into town by throwing a parade! 😜I assume they are joking? If not then whatever 😆 I hope we don't die 😆
It's a Warhammer 40k joke. The orks on that universe believe painting their ramshackled cars make them go faster, and thanks to the power of quadrillion of orks thinking that way, it's somewhat true.
Last edited October 11, 2023 3:15 am
Oct 18, 2023 7:07 pm
sorry, there's nothing I'd like to do in Starilaskur. are we going to check in with Malbor, or stay with the coach group?
Oct 19, 2023 4:00 am
Hi guys.. I'm here. I've had a tough few weeks..
Don't want to get into details but had to fly out of town to look in on my mother who is quite old and suffering from dementia.
I just haven't had the mental capacity to deal with posting.. but I'm still checking in and don't want to hold up the game.
I'll be posting more in the future for sure. I spoke with Nic and it makes sense for my char to go off and practice sailing but still want to rejoin the main group if it makes sense.
Don't want to get into details but had to fly out of town to look in on my mother who is quite old and suffering from dementia.
I just haven't had the mental capacity to deal with posting.. but I'm still checking in and don't want to hold up the game.
I'll be posting more in the future for sure. I spoke with Nic and it makes sense for my char to go off and practice sailing but still want to rejoin the main group if it makes sense.
Oct 19, 2023 6:51 pm
Understandble Ganesh.
I've also passed through some personal issues these last 10 days, and posting was the last thing on my mind. They have been resolved for now, and I would like to apologize for just ghosting during that time.
I've also passed through some personal issues these last 10 days, and posting was the last thing on my mind. They have been resolved for now, and I would like to apologize for just ghosting during that time.
Oct 25, 2023 2:55 pm
I am leaving the game. It was fun and interesting but I want to try other things. How you all have fun
Feel free to keep Gzizmix around as an NPC crew the ship or as a driver for the cart.
Spell Slots : 1st / 2nd
Max # Prepared =
Weight / Items
PP:90 GP:37 SP:12 CP:11
Weight / Items
Total Weight /
Armor: Light, Medium, Shield
Weapons: All simple weapons
Tools: cartogrophers kit, caligraphers kit
Languages: Gnome, Common, Celestial
Skill Proficiencies: Insight, History
Tool Proficiencies: Cartographer's, Calligrapher's
Race: Gnome, Mark of Scribing]Gnome (Mark of Scribing)
Homeland: Kingdom of Cyre
Patron Aureon +a+ -b-Links / -A- / -B- / -C- / -D- /
If you don't keep him around he will give back the Bracers.
Feel free to keep Gzizmix around as an NPC crew the ship or as a driver for the cart.
[ +- ] Gzizmix Famber
Create character
Gnome, Mark of Scribing | Cleric : 4 | Knight of Aureon |
Race | Class:Level | Background |
- - Inspiration : - -
Speed : 25
[ +- ] Char Skill ST
Proficiency:
Jack of all trades
Edit the sheet to set the spellcastingability and spellabilitymod variables for your character
Jack of all trades
Atrib | Base | Bonus | Total | Mod | Prof | ST |
Str | 10 | 0 | | |||
Dex | 14 | 0 | | |||
Con | 14 | 0 | | |||
Int | 14 | 0 | | |||
Wis | 16 | 0 | | |||
Cha | 10 | 0 |
[ +- ] Skills
Skill | mod | Prf | Exp | + | Total | |
Acrobatics | dex | 0 | ||||
AnimalHandling | wis | 0 | ||||
Arcana | int | 0 | ||||
Athletics | str | 0 | ||||
Deception | cha | 0 | ||||
History | int | 0 | ||||
Insight | wis | 0 | ||||
Intimidation | cha | 0 | ||||
Investigation | int | 0 | ||||
Medicine | wis | 0 | ||||
Nature | int | 0 | ||||
Perception | wis | 0 | ||||
Performance | cha | 0 | | |||
Persuasion | cha | 0 | ||||
Religion | int | 0 | ||||
SleightOfHand | dex | 0 | ||||
Stealth | dex | 0 | ||||
Survival | wis | 0 | ||||
Cartogrophy | int/dex | 1 | ||||
Caligraphy | dex | 2 | ||||
Land Vehicles | wis | 0 |
[ +- ] Calculations
Cantrip Leveling Calculator:cantripd=
Martial Arts Dice Calculator:martiald=
Bardic Inspiration Die:bardinsp=
Song of Rest:songrst=
Sneak Attack:sneakdmg=
Rages:ragenum=
Rage Damage:ragedmg=
Martial Arts Dice Calculator:martiald=
Bardic Inspiration Die:bardinsp=
Song of Rest:songrst=
Sneak Attack:sneakdmg=
Rages:ragenum=
Rage Damage:ragedmg=
spellcastingability
WIS / spellabilitymod =
Attribute | # | Check | Save |
Str | + | ||
Dex | + | ||
Con | + | ||
Int | + | ||
Wis | + | ||
Cha | + |
Senses: Darkvision 60'
Conditions :None
The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame.
Every mortal soul can find the light. Inspire and guide others to virtuous behavior; force is a last resort.
Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame.
Revealing one's true self is weakness. Instead, followers should cover themselves in disguise and deception, until not even they know the truth of themselves.
Nothing is permanent. Thus, followers should make sure that change helps them and hinders their rivals.
Cunning plans and intricate deceptions are the most effective weapons, for mortal minds can be predicted easily manipulated. With such manipulations, foes may be thrown into chaos before one strikes.
Change strengthens people and chaos pushes evolution. That is, change is certain and leads to necessity, which breeds invention and transformation, so one must be adaptable. However, this change is not due to the random chance of Olladra, but due to continual personal growth and transformation.
...You recognize you are in the presence of Aureon.

"Tell me, Little One. When you pray for my guidance. Is it merely for your benefit? Or to prevent atrocities such as these." and he gestures to the ruins beyond. link
The great blue dragon reflects on your question. "You are wise to have concern for Cyre. She was created as a weapon of death and destruction. Sadly, the kingdoms will see her as nothing more than this.", Aureon pauses in silent contemplation. Finally continuing after several moments.
"However, as with many of the constructs of d’Cannith, I sense that is not her desire. Cyre’s soul is child-like and naive, she has only known control. She does not yet know she has a say in her fate. If you truly wish to help her, then she must to be given the freedom to choose her own destiny. Otherwise, she will be a dove of peace, helplessly trapped in a sword of war. Farewell until we meet again, Little One." link
Initiative = Dex() + Mod( 0 ) = | + |
Armor:{17} | Shield +AC:{0} | Max HP:(31) |
31 | +0 | |
AC | HP | Temp |
Death ST P/F | +0 |
Recovery HD Used: 1/ | 1d10 |
[ +- ] Notes
AAA | Can the entire plan be laid out at once instead of baby stepping through it? Since the rest of us are not going up. |
BBB | BBB |
CCC | CCC |
Notepad
[ +- ] Rumors
[ +- ] Silver Flame
The Silver Flame is force of light that holds fiends at bay. Those who seek to defend the innocent from evil can draw on the power of the Flame.
Every mortal soul can find the light. Inspire and guide others to virtuous behavior; force is a last resort.
Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame.
[ +- ] The Traveler
Revealing one's true self is weakness. Instead, followers should cover themselves in disguise and deception, until not even they know the truth of themselves.
Nothing is permanent. Thus, followers should make sure that change helps them and hinders their rivals.
Cunning plans and intricate deceptions are the most effective weapons, for mortal minds can be predicted easily manipulated. With such manipulations, foes may be thrown into chaos before one strikes.
Change strengthens people and chaos pushes evolution. That is, change is certain and leads to necessity, which breeds invention and transformation, so one must be adaptable. However, this change is not due to the random chance of Olladra, but due to continual personal growth and transformation.
[ +- ] party
PLAYER | RACE | BACKGROUND | CLASS |
Psybermagi | gnome | Knight | cleric |
MaJunior | warforged | house agent | artificers |
HueHueBr | half orc | house agent | ranger gloom |
Ganesh | half elf | sorcerer aberrant | |
Morlaf | ? | ? | ? |
[ +- ] Vision
...You recognize you are in the presence of Aureon.

"Tell me, Little One. When you pray for my guidance. Is it merely for your benefit? Or to prevent atrocities such as these." and he gestures to the ruins beyond. link
The great blue dragon reflects on your question. "You are wise to have concern for Cyre. She was created as a weapon of death and destruction. Sadly, the kingdoms will see her as nothing more than this.", Aureon pauses in silent contemplation. Finally continuing after several moments.
"However, as with many of the constructs of d’Cannith, I sense that is not her desire. Cyre’s soul is child-like and naive, she has only known control. She does not yet know she has a say in her fate. If you truly wish to help her, then she must to be given the freedom to choose her own destiny. Otherwise, she will be a dove of peace, helplessly trapped in a sword of war. Farewell until we meet again, Little One." link
Attacks
Spellcasting : = | Attack : | DC : |
Weapon | Mod | Hit | Dmg |
Bracer Bash | 0 | + | 2d4 |
Spear o/warning | 1 | + | 1d6 |
Dagger | 0 | + | 1d4 |
Sling | 0 | + | 1d4 |
Mace | 0 | + | 1d6 |
Unarmed | - | + | 1d1 |
Jolting Sting Con DC | - | - | d4 |
Scorching Hand | - | d8 | |
Radiant Word Con DC | - | - | d6 |
[ +- ] Known Spells
Cantrips
Jolting Sting
Notes
Notes
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You send a shock through one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 lightning damage and fall prone.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You send a shock through one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 lightning damage and fall prone.
At Higher Levels. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Searing Touch
Notes
Notes
Conjuration cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You call forth a flaming hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with a flaming touch. On a hit, the target takes 1d8 fire damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You call forth a flaming hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with a flaming touch. On a hit, the target takes 1d8 fire damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Radiant Word
Notes
Notes
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time: 1 action
Range: 5 feet
Components: V, M (a holy symbol)
Duration: Instantaneous
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
At Higher Levels. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Guidance
Notes
Notes
Divination cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Thaumaturgy
Notes
Notes
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Message
Notes
Notes
Transmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
MendingNotes
Persistant Spells
1st Comprehend Languages (Div+1act@Slf=1hr*VSM)
Notes
Notes
Divination, +1 Action R, @Self, =1 hour, *VSM
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
1st Illusory Script (ill+1Min@Tch=10day*SM )
Notes
Notes
Illusion, +1 Minute R, @Touch, =10 days, *SM
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
1st Detect Magic (Div+R1act@Slf=10min*VS)
Notes
Notes
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
1st Magic Missile (Evk+1act@120'=Instant*VS)
Notes
Notes
Details: Evoke, +1 Action,@120 feet,=Instant, *VS
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
2nd Magic Mouth (ill+1Min@30'=perm*VSM)
Notes
Notes
Illusion, +1 Minute Ri, @30 feet, =Until dispelled, *VSM
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
2nd Animal Messenger (Enc+1act@30'=24hr*VSM)
Notes
Notes
Enchant, +1 Action R, @30 Feet, =24 hours, *VSM
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
2nd Silence (ill+R1act@120'=C10min*VS)
Notes
Notes
Illusion, +1 Action R, @120 feet, =Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
2nd Magic Weapon (Trn+1ba@Tch=1hr*VS)Notes
Notes
Notes
Details: Transmute, +1 Bonus Action,@Touch,=Concentrate, up to 1 hour, *VS
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
2nd Nystul's Magic Aura (ill+1act@Tch,=24hrs*VSM)Notes
Notes
Notes
Details: Illusion, +1 Action,@Touch,=24 hours, *VSM
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask
You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's class Feature Divine Sense|Paladin|PHB|1 or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask
You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's class Feature Divine Sense|Paladin|PHB|1 or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
Max # Prepared =
[ +- ] Available Spells
Master List
1st Level Spell List
Bane (Enc+1act@30'=1min*VSM)
Notes
Notes
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Bless (Enc+1act@30'=1min*VSM)
Notes
Notes
Details: Enchant, +1 Action,@30 feet,=Concentrate, up to 1 minute, *VSM
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Ceremony (Evk+1act@Tch,=Inst*VSM)
Notes
Notes
Details: Evoke, +1 Action R,@Touch,=Instant, *VSM
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water
You touch one vial of water and cause it to become Holy Water (flask).
Coming of Age
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.
Atonement
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water
You touch one vial of water and cause it to become Holy Water (flask).
Coming of Age
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication
You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite
You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell.
Wedding
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Command (Enc+1act@60'=1rnd*V)
Notes
Notes
Details: Enchant, +1 Action,@60 feet,=1 round, *V
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop
The target drops whatever it is holding and then ends its turn.
Flee
The target spends its turn moving away from you by the fastest available means.
Grovel
The target falls prone and then ends its turn.
Halt
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop
The target drops whatever it is holding and then ends its turn.
Flee
The target spends its turn moving away from you by the fastest available means.
Grovel
The target falls prone and then ends its turn.
Halt
The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Create or Destroy Water (Trn+1act@30'=Inst*VSM)
Notes
Notes
Details: Transmute, +1 Action,@30 feet,=Instant, *VSM
You either create or destroy water.
Create Water
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
You either create or destroy water.
Create Water
You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water
You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Cure Wounds (Evk+1act@Tch,=Inst*VS)
Notes
Notes
Details: Evoke, +1 Action,@Touch,=Instant, *VS
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Detect Evil and Good (Div+1act@Slf=10min*VS)
Notes
Notes
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Magic (Div+1act@Slf=10min*VS)
Notes
Notes
Details: Divination, +1 Action R,@Self,=Concentrate, up to 10 minutes, *VS
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease (Div+1act@Slf=10min*VSM)
Notes
Notes
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Guiding Bolt (Evk+1act@120'=1rnd*VS)
Notes
Notes
Details: Evoke, +1 Action,@120 feet,=1 round, *VS
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Healing Word (Evk+1ba@60'=Inst*V)
Notes
Notes
Details: Evoke, +1 Bonus Action,@60 feet,=Instant, *V
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Heroism (Enc+1act@Tch=1min*VS)
Notes
Notes
Details: Enchant, +1 Action,@Touch,=Concentrate, up to 1 minute, *VS
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Inflict Wounds (Ncr+1act@Tch,=Instant*VS)
Notes
Notes
Details: Necrotic, +1 Action,@Touch,=Instant, *VS
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Protection from Evil and Good (Abj+1act@Tch=10min*VSM)
Notes
Notes
Details: Abjure, +1 Action,@Touch,=Concentrate, up to 10 minutes, *VSM
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels:
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
At Higher Levels:
Purify Food and Drink (Trn+1act@10'=Instant*VS)
Notes
Notes
Details: Transmute, +1 Action R,@10 feet,=Instant, *VS
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
At Higher Levels:
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
At Higher Levels:
Sanctuary (Abj+1ba@30'=1min*VSM)
Notes
Notes
Details: Abjure, +1 Bonus Action,@30 feet,=1 minute, *VSM
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
At Higher Levels:
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
At Higher Levels:
Shield of Faith (Abj+1ba@60'=1min*VSM)
Notes
Notes
Details: Abjure, +1 Bonus Action,@60 feet,=Concentrate, up to 1 minute, *VSM
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels:
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
At Higher Levels:
2nd Level Spell List
Aid (Abj+1act@30'=8hrs*VSM)
Notes
Notes
Details: Abjure, +1 Action,@30 Feet,=8 hours, *VSM
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
Augury (Div+1 minR,@Slf=Inst*VSM)
Notes
Notes
Details: Divination, +1 Minute R,@Self,=Instant, *VSM
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
Blindness/Deafness (Ncr+1act@30'=1min*V)
Notes
Notes
Details: Necrotic, +1 Action,@30 Feet,=1 minute, *V
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Borrowed Knowledge (Div+1act@Slf=1hr*VSM)
Notes
Notes
Details: Divination, +1 Action,@Self,=1 hour, *VSM
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.
Calm Emotions (Enc+1act@60'=1min*VS)
Notes
Notes
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VS
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.
You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Continual Flame (Evk+1act@Tch,=perm*VSM)
Notes
Notes
Details: Evoke, +1 Action,@Touch,=Until dispelled, *VSM
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Enhance Ability (Trn+1act@Tch=1hr*VSM)
Notes
Notes
Details: Transmute, +1 Action,@Touch,=Concentrate, up to 1 hour, *VSM
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance.
The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength.
The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace.
The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor.
The target has advantage on Charisma checks.
Fox's Cunning.
The target has advantage on Intelligence checks.
Owl's Wisdom.
The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance.
The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength.
The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace.
The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor.
The target has advantage on Charisma checks.
Fox's Cunning.
The target has advantage on Intelligence checks.
Owl's Wisdom.
The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Find Traps (Div+1act@120'=Instant*VS)
Notes
Notes
Details: Divination, +1 Action,@120 feet,=Instant, *VS
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.
Gentle Repose (Ncr+1act@Tch,=10days*VSM)
Notes
Notes
Details: Necrotic, +1 Action R,@Touch,=10 days, *VSM
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Hold Person (Enc+1act@60'=1min*VSM)
Notes
Notes
Details: Enchant, +1 Action,@60 feet,=Concentrate, up to 1 minute, *VSM
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
Lesser Restoration (Abj+1act@Tch,=Instant*VS)
Notes
Notes
Details: Abjure, +1 Action,@Touch,=Instant, *VS
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Locate Object (Div+1act@Slf=10min*VSM)
Notes
Notes
Details: Divination, +1 Action,@Self,=Concentrate, up to 10 minutes, *VSM
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close—within 30 feet—at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
Prayer of Healing (Evk+10min@Tch,=Instant*V)
Notes
Notes
Details: Evoke, +10 Minutes,@Touch,=Instant, *V
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
Protection from Poison (Abj+1act@Tch,=1hr*VS)
Notes
Notes
Details: Abjure, +1 Action,@Touch,=1 hour, *VS
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Silence (ill+1act@120'=10min*VS)
Notes
Notes
Details: Illusion, +1 Action R,@120 feet,=Concentrate, up to 10 minutes, *VS
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Spiritual Weapon (Evk+1ba@60'=1min*VS)
Notes
Notes
Details: Evoke, +1 Bonus Action,@60 feet,=1 minute, *VS
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Warding Bond (Abj+1act@Tch,=1hr*VSM)
Notes
Notes
Details: Abjure, +1 Action,@Touch,=1 hour, *VSM
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
Zone of Truth (Enc+1act@60'=10mins*VS)
Notes
Notes
Details: Enchant, +1 Action,@60 feet,=10 minutes, *VS
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.
Skill | Atr | + | Total | |
Acrobatics | dex | 0 | + | |
Animal Handling | wis | 0 | + | |
Arcana | int | 0 | + | |
Athletics | str | 0 | + | |
Deception | cha | 0 | + | |
History | int | 0 | + | |
Insight | wis | 0 | + | |
Intimidation | cha | 0 | + | |
Investigation | int | 0 | + | |
Medicine | wis | 0 | + | |
Nature | int | 0 | + | |
Perception | wis | 0 | + | |
Performance | cha | 0 | + | |
Persuasion | cha | 0 | + | |
Religion | int | 0 | + | |
Sleight Of Hand | dex | 0 | + | |
Stealth | dex | 0 | + | |
Survival | wis | 0 | + | |
0 | + | |||
0 | + | |||
0 | + |
[ +- ] Equipment
Equipment
item 00 | lbs | # | total | |
Scale Armor | 45 | 1 | | |
dagger | 1 | 2 | | |
Aureon Mace | 4 | 1 | | |
Sling | 0.1 | 1 | | |
shield | 6 | 1 | | |
Sling stones | 0.05 | 20 | | |
Holy Symbol | 1 | 1 | | |
Travel Clothes | 4 | 1 | | |
Signet | 0 | 1 | | |
Spear * | 1 | 1 | | |
Orb of Direction * | | |||
Scribes Pen * | | |||
| ||||
Thuranni Bracers
Notes
Notes
adventuring gear (arms)
(Requires attunement)
+1 to AC
Bracer Bash
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
(Requires attunement)
+1 to AC
Bracer Bash
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Spear of Warning *
Notes
Notes
Spear melee weapon (simple, spear)
Damage: 1d6
Damage Type: Piercing
Item Rarity: Standard
Properties: Range, Thrown, Versatile (1d8)
Range: 20/60
Weight: 1
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Damage: 1d6
Damage Type: Piercing
Item Rarity: Standard
Properties: Range, Thrown, Versatile (1d8)
Range: 20/60
Weight: 1
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Weight / Items
[ +- ] BACKPACK
BACKPACK
item 00 | lbs | # | total | |
Rations (1 day) | 2 | 4 | | |
Waterskin | 5 | 1 | | |
Censer | 1 | 1 | | |
Tinderbox | 1 | 1 | | |
Vestments | 6 | 1 | | |
Blanket | 0 | 1 | | |
candles | 0.1 | 10 | | |
Incense block | 0.5 | 2 | | |
Cartography | 6 | 1 | | |
Navigation Tools | 2 | 1 | | |
Weight / Items
Abilities
Keen Mind
Notes
Notes
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
+ Increase your Intelligence score by 1, to a maximum of 20.
+ You always know which way is north.
+ You always know the number of hours left before the next sunrise or sunset.
+ You can accurately recall anything you have seen or heard within the past month.
+ Increase your Intelligence score by 1, to a maximum of 20.
+ You always know which way is north.
+ You always know the number of hours left before the next sunrise or sunset.
+ You can accurately recall anything you have seen or heard within the past month.
Channel Divinity: Turn Undead
Notes
Notes
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Divinity: Arcane Abjuration
Notes
Notes
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Harness Divine Power (Optional)
Notes
Notes
As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Knightly Regard
Notes
Notes
You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community – whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.
Gifted Scribe
Notes
Notes
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
Gnome Cunning
Notes
Notes
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Darkvision
Notes
Notes
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
[ +- ] Proficiencies
Armor: Light, Medium, Shield
Weapons: All simple weapons
Tools: cartogrophers kit, caligraphers kit
Languages: Gnome, Common, Celestial
Details
[ +- ] Class : Cleric
Wikidot
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
Arcana Domain Spells
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
[ +- ] Hit Points
Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
[ +- ] Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
[ +- ] Spellcasting
As a conduit for divine power, you can cast cleric spells.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Spell Slots
The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your cleric spells.
[ +- ] Arcana Domain
Arcana Domain Spells
Cleric Level Spells
1st Detect Magic, Magic Missile
3rd Magic Weapon, Nystul's Magic Aura
5th Dispel Magic, Magic Circle
7th Arcane Eye, Leomund's Secret Chest
9th Planar Binding, Teleportation Circle
Arcane Initiate
When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as cleric cantrips.
Channel Divinity: Arcane Abjuration
Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.
As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly end its move in a space within 30 feet of you. It also can't take reactions. For its action, it can only use the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the Banishment spell, no concentration required) if it isn't on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.
Arcane Banishment
Cleric Level Banishes Creatures of CR…
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Spell Breaker
Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Arcane Mastery
At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.
[ +- ] Background & Race
[ +- ] Knight of the Order
Skill Proficiencies: Insight, History
Tool Proficiencies: Cartographer's, Calligrapher's
[ +- ] Gnome
Size: Small
Speed: 25 feet
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Speed: 25 feet
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
[ +- ] Gifted Scribe
When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.
[ +- ] Scribe's Insight
You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.
[ +- ] Spells of the Mark
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.
Mark of Scribing Spells
1st Level - Comprehend languages, illusory script
2nd Level - Animal messenger, silence
3rd Level - Sending, tongues
4th Level - Arcane eye, confusion
5th Level - Dream
Mark of Scribing Spells
1st Level - Comprehend languages, illusory script
2nd Level - Animal messenger, silence
3rd Level - Sending, tongues
4th Level - Arcane eye, confusion
5th Level - Dream
[ +- ] Character Details
Appearance | |
Height: | 3'7" |
Weight: | 47 lbs |
Skin: | light tan |
Eye: | grey |
Hair: | blond |
Personality | |
Alignment: | Lawful Neutral |
Trait: | I'm full of inspiring and cautionary tales from my churches history and personal experience relevant to almost every magical situation. |
Ideal: | Responsibility. I do what I must and obey just authority. |
Bond: | I'll never forget the Day of Mourning and its affects on my homeland and people and strive to learn the cause that it will never happen again.ho dealt it. |
Flaw: | My family has gone missing in the aftermath of the collapse of Cyre. I and haunted by their possible loss. |
Patron Aureon +a+ -b-
[ +- ] History
Gizmix was born in the Kingdom of Cyre but joined the clergy for Aureon at a young age. He joined the militant branch of the church of Aureon, serving as a scholarly knights assistant. Though a part of the Knight Order he functioned as a supplementary role and rarely was involved directly in combat.
Gzizmix was abroad on a mission for the church on the Day of Mourning. Loosing all contact with his immediate family he has desperately sought after any acquaintances while assisting in uncovering the mystery of the grey mist and what truly happened on that fateful day. Since that time he has been studying in preparation of his return
Gzizmix was abroad on a mission for the church on the Day of Mourning. Loosing all contact with his immediate family he has desperately sought after any acquaintances while assisting in uncovering the mystery of the grey mist and what truly happened on that fateful day. Since that time he has been studying in preparation of his return
[ +- ] Thuranni Bracers
adventuring gear (arms)
(Requires attunement)
+1 to AC
Bracer Bash
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
(Requires attunement)
+1 to AC
Bracer Bash
Melee Weapon Attack. Reach 5ft., one target. On a hit, deals 2d4 bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Oct 25, 2023 3:25 pm
Thanks Psybermagi! It’s been fun playing with you. Have fun out there!
The door is always open here too.
The door is always open here too.
Oct 25, 2023 3:28 pm
I guess that leaves Kleber and Vice in Vathirond. Malbor is t far behind.
My question is: Do you want to continue with the three, or should I open up the game to more players?
I’m fine with either.
My question is: Do you want to continue with the three, or should I open up the game to more players?
I’m fine with either.
Oct 25, 2023 10:13 pm
Ditto. Nothing against a 3 members party, it's just that we're all ranged characters. The team needs some meatshields courageous vanguard members
Oct 25, 2023 10:15 pm
I was talking about switching before, I could change to be more "meaty". At the end of this year / beginning of the new year I'll be gone for a while btw.
Oct 26, 2023 7:13 am
Things are settling down a bit.. although the end of the year is always a busy time.
Oct 26, 2023 11:59 am
Thanks for letting me read. I have GM adventures before at Salvation and into the mist. I'll step out again
Oct 26, 2023 7:15 pm
Hey all! Thanks for having me!
Could I please have a summary of the current situation and party (pc race/class(es)/affiliations) so I may think of a worthwhile addition to the party?
Could I please have a summary of the current situation and party (pc race/class(es)/affiliations) so I may think of a worthwhile addition to the party?
Oct 26, 2023 7:32 pm
Khulod says:
Hey all! Thanks for having me!Could I please have a summary of the current situation and party (pc race/class(es)/affiliations) so I may think of a worthwhile addition to the party?
Oct 26, 2023 8:02 pm
oh wow, a summary? We were hired by Earic to try and find a skyship lost in The Mournland. Found it, and it was damaged, and sentient. That's the very short version. Now we are trying to get enough soarwood to fix the ship, then we can work on getting the ship her freedom, and also stopping some spies.
Oct 26, 2023 11:00 pm
Rogue(Crazybird), Gloomstalker Ranger (me) and Aberrant Mind Sorc (Ganesh, who is dealing with IRL stuff).
Mine character sheet should be public, if you wanna see it. Tell me if that isn't the case.
Mine character sheet should be public, if you wanna see it. Tell me if that isn't the case.
Last edited October 26, 2023 11:01 pm
Oct 26, 2023 11:07 pm
*facepalm*
I'm very new to this site. I keep forgetting about the tabs at the bottom of the screen (characters, threads, and game details)
I'm very new to this site. I keep forgetting about the tabs at the bottom of the screen (characters, threads, and game details)
Oct 27, 2023 12:53 am
Welcome everyone!
When you’re ready to build your character, please use the Character Creation chat. Makes it easier to track.
MaJunior is awol atm. I’m not sure if he’ll return.
Crazybird summed it up pretty well. Malbor is taking an off-camera side quest with an airship crew. He’ll rejoin when he can. Vice and Kleber are approaching a town called Vathirond to meet with a broker regarding a map. Ironically, they’re set to meet in a tavern. When you’re ready, I think that’s where you can introduce your characters and then we continue. Sometimes, the tropes just work…
Sound like a plan?
When you’re ready to build your character, please use the Character Creation chat. Makes it easier to track.
MaJunior is awol atm. I’m not sure if he’ll return.
Crazybird summed it up pretty well. Malbor is taking an off-camera side quest with an airship crew. He’ll rejoin when he can. Vice and Kleber are approaching a town called Vathirond to meet with a broker regarding a map. Ironically, they’re set to meet in a tavern. When you’re ready, I think that’s where you can introduce your characters and then we continue. Sometimes, the tropes just work…
Sound like a plan?
Oct 27, 2023 12:56 pm
working on a halfing (Mark of Hospitality) warlock character...he will have healing (access/eventual access to: cure wounds, lesser restoration, revivify, greater restoration - via Celestial otherworldly patron expanded spell list) but won't be the dedicated 'cleric' of the group...I have another game I'm playing in that is a cleric so would like something 'different'. This character will be very utilitarian, will have decent AC and with Eldritch Blast, should be useful in combat.
The character creation instructions posted within this game differ from those posted in the games tavern. My understanding is this is level 4 characters being added to the game.
Will there be any starting wealth for these new characters?
The character creation instructions posted within this game differ from those posted in the games tavern. My understanding is this is level 4 characters being added to the game.
Will there be any starting wealth for these new characters?
Oct 27, 2023 2:35 pm
Yep, level 4 to start. The game info was from the start of the campaign. I can amend that.
To keep everyone on a level playing field, you may have add 100 platinum and one magical item worth 200 gp or less to your character. Of course, you may be attuned to the item. Whether you spend the platinum before you join the party, is up to you.
To keep everyone on a level playing field, you may have add 100 platinum and one magical item worth 200 gp or less to your character. Of course, you may be attuned to the item. Whether you spend the platinum before you join the party, is up to you.
Oct 27, 2023 3:53 pm
I don't believe magical items have prices attached to them? Or am I missing a source?
Last edited October 27, 2023 6:18 pm
Oct 27, 2023 4:35 pm
Sorry, my brain was elsewhere this morning… I was using a reference guide I found a while ago to figure out a value of items found in the Mournland.
Let’s go with one uncommon, wondrous item from any official source.
Let’s go with one uncommon, wondrous item from any official source.
Oct 27, 2023 7:21 pm
Woot. I just got the changes on character creation. Adjusting my PC as it was coming on completion.
[ +- ] Picture of SheK

Oct 27, 2023 7:40 pm
I'm rich! I'm wealthy! I'm... not sure what I can buy with that sort of cash in terms of magical stuff...
Oct 27, 2023 7:44 pm
Something to consider for the future. The currently disguised elemental cart was attuned to by Core, then Gzizmix. Both are no longer with the party.
Oct 27, 2023 7:44 pm
Khulod says:
I'm rich! I'm wealthy! I'm... not sure what I can buy with that sort of cash in terms of magical stuff...Oct 27, 2023 7:55 pm
OOO. Magic Disguised Cart. (Don't find those too often.) Winks. I recall. SheK isn't even trained with driving a wagon and is never the smartest person in the room.
SheK went with Gauntlets of Ogre Power to aid her lesser strength. Woot now she can wear better armor and carry stuff. So, she is a whole lot stronger than she looks. She is rather on the lean side. She just says agile.
GM: Anything SheK should know about the House Trarask beside secret missions for her being a spy.
SheK is applied but isn't completed yet. I guess she is around 90% complete. :)
Oh. Yeah. That is SheK with a capital 'K'. Not a typing error. And not that she is very good at writing anyway. Stupid weavy letters.
SheK went with Gauntlets of Ogre Power to aid her lesser strength. Woot now she can wear better armor and carry stuff. So, she is a whole lot stronger than she looks. She is rather on the lean side. She just says agile.
GM: Anything SheK should know about the House Trarask beside secret missions for her being a spy.
SheK is applied but isn't completed yet. I guess she is around 90% complete. :)
Oh. Yeah. That is SheK with a capital 'K'. Not a typing error. And not that she is very good at writing anyway. Stupid weavy letters.
Last edited October 27, 2023 8:00 pm
Oct 27, 2023 8:02 pm
Nictorah says:
Khulod says:
I'm rich! I'm wealthy! I'm... not sure what I can buy with that sort of cash in terms of magical stuff...All of them need gear and can always use toys. But if I am the sole front-liner investing in some survivability may be prudent.
Last edited October 27, 2023 8:03 pm
Oct 27, 2023 8:18 pm
Oh. SheK can heal (cure wounds spell) but being a ranger, she doesn't have a lot of spell slots. She does however has a nice size of spell selections. She is more up front with her Warhammer but does have a longbow. If that helps you any.
SheK is waiting in the city of Starilaskur for the party to show up.
SheK is waiting in the city of Starilaskur for the party to show up.
[ +- ] SheK
SheK: With more to come.
Appearance: When She talks to people, she has supernatural charm about her, but she also is very easily forgotten when she walks away. To keep her in mind it is best to look at her distinctly. And if you're not looking hard at her shadow then you might notice it has a life of its own. There is no doubt she is must be partly fey.
SheK is either armored up with a breastplate or is in common clothing of the area or both. She has a warhammer to her side as well as a dagger. She sports a longbow with quiver of arrows and some silk rope attached on her backpack. She keeps just one pouch hanging on her belt. Throw a waterskin & backpack on her and she is ready to travel.
Description: SheK is a definitely a female Half-Orc. She stands five feet four inches tall and look a bit lean for a Half-Orc. She has long straight black hair that goes halfway down her back. It is twinged with green and red highlights. She appears to middle age. Her long-pointed ears that are highlighted with red go well with her black eyes. She sports a lot of battle scars. Shek is a Dragonmark (Mark of Finding) and it is on her belly usually. It is vividly purple in color. It sometimes moves but makes you have to find it and it is never in plain view. SheK is incredibly stronger than she appears to be.
Known: Nothing. She is a mystery.

Appearance: When She talks to people, she has supernatural charm about her, but she also is very easily forgotten when she walks away. To keep her in mind it is best to look at her distinctly. And if you're not looking hard at her shadow then you might notice it has a life of its own. There is no doubt she is must be partly fey.
SheK is either armored up with a breastplate or is in common clothing of the area or both. She has a warhammer to her side as well as a dagger. She sports a longbow with quiver of arrows and some silk rope attached on her backpack. She keeps just one pouch hanging on her belt. Throw a waterskin & backpack on her and she is ready to travel.
Description: SheK is a definitely a female Half-Orc. She stands five feet four inches tall and look a bit lean for a Half-Orc. She has long straight black hair that goes halfway down her back. It is twinged with green and red highlights. She appears to middle age. Her long-pointed ears that are highlighted with red go well with her black eyes. She sports a lot of battle scars. Shek is a Dragonmark (Mark of Finding) and it is on her belly usually. It is vividly purple in color. It sometimes moves but makes you have to find it and it is never in plain view. SheK is incredibly stronger than she appears to be.
Known: Nothing. She is a mystery.

Last edited October 27, 2023 10:10 pm
Oct 27, 2023 8:39 pm
I've been working on my character...eldritch blast will be his primary attack, so ranged is best...as unfortunately he gains disadvantage if up close.
Oct 31, 2023 6:23 am
I haven’t asked for a wish list recently. I’m thinking of Kleber and Vice, you may have a better idea of what you’d like for your characters.
Everyone, feel free to throw some items in here for me.
Everyone, feel free to throw some items in here for me.
Oct 31, 2023 9:33 am
More spellcasters are always appreciated, just make sure you have defensive and control spells, as it appears we're mostly a ranged group. Since I picked up the Crossbow Expert, Kleber can somehow function as a vanguard, not very well mind you, but long enough for everyone to blast whatever is trying to kill the poor ranger.
Also, nice to see you back Gene! We have two Mark of Finding half-orcs now, meaning I need to actually sit down and pass Kleber backgrounds from mine notebook to the site in order different them.
Also, nice to see you back Gene! We have two Mark of Finding half-orcs now, meaning I need to actually sit down and pass Kleber backgrounds from mine notebook to the site in order different them.
Last edited October 31, 2023 9:35 am
Oct 31, 2023 3:11 pm
Vice still wants to enchant his weapons, and that takes cash, and that comes from adventuring. So I guess, more adventures!
As a player, I'm having a blast.
As a player, I'm having a blast.
Oct 31, 2023 3:30 pm
OH wow. Kleber. Shek would know fast. Her violent purple dragonmark tingles if another marked finder is close. Not that you would see the dragonmark. It a finder dragonmark and it likes people to have to find it. So, it is never in plain sight. It does move around but tends to hibernate on her unseen belly.
SheK background is generally unknown but Kleber might have heard about her. SheK used to do work for the Finder's Guild as well as for House Tharashk. She is a member of the Torrn family.
Shek has warhammer, breast plate, & shield. She tends to be up close and personal. She has 7 temp spells and can cast 8 different ones but with only 3 slots. And SheK is rich as she didn't even spend over half the gold she has. Cure Wounds is among those spells.
I hope someone has a holding device. Would so nice.LOL. I just now noticed there is a MOUSE in her picture. NO. She doesn't have a pet. But that would be cute.
SheK background is generally unknown but Kleber might have heard about her. SheK used to do work for the Finder's Guild as well as for House Tharashk. She is a member of the Torrn family.
Shek has warhammer, breast plate, & shield. She tends to be up close and personal. She has 7 temp spells and can cast 8 different ones but with only 3 slots. And SheK is rich as she didn't even spend over half the gold she has. Cure Wounds is among those spells.
I hope someone has a holding device. Would so nice.
[ +- ] SheK
SheK d'Torrn
Appearance: When She talks to people, she has supernatural charm about her, but she also is very easily forgotten when she walks away. To keep her in mind it is best to look at her distinctly. And if you're not looking hard at her shadow then you might notice it has a life of its own. There is no doubt she is must be partly fey.
SheK is either armored up with a breastplate or is in common clothing of the area or both. She has a warhammer to her side as well as a dagger. She sports a longbow with quiver of arrows and some silk rope attached on her backpack. She keeps just one pouch hanging on her belt. Throw a waterskin & backpack on her and she is ready to travel.
Description: SheK is a definitely a female Half-Orc. She stands five feet four inches tall and look a bit lean for a Half-Orc. She has long straight black hair that goes halfway down her back. It is twinged with green and red highlights. She appears to middle age. Her long-pointed ears that are highlighted with red go well with her black eyes. She sports a lot of battle scars. Shek is a Dragonmark (Mark of Finding) and it is on her belly usually. It is vividly purple in color. It sometimes moves but makes you have to find it and it is never in plain view. SheK is incredibly stronger than she appears to be.
Known: Nothing. She is a mystery.

Appearance: When She talks to people, she has supernatural charm about her, but she also is very easily forgotten when she walks away. To keep her in mind it is best to look at her distinctly. And if you're not looking hard at her shadow then you might notice it has a life of its own. There is no doubt she is must be partly fey.
SheK is either armored up with a breastplate or is in common clothing of the area or both. She has a warhammer to her side as well as a dagger. She sports a longbow with quiver of arrows and some silk rope attached on her backpack. She keeps just one pouch hanging on her belt. Throw a waterskin & backpack on her and she is ready to travel.
Description: SheK is a definitely a female Half-Orc. She stands five feet four inches tall and look a bit lean for a Half-Orc. She has long straight black hair that goes halfway down her back. It is twinged with green and red highlights. She appears to middle age. Her long-pointed ears that are highlighted with red go well with her black eyes. She sports a lot of battle scars. Shek is a Dragonmark (Mark of Finding) and it is on her belly usually. It is vividly purple in color. It sometimes moves but makes you have to find it and it is never in plain view. SheK is incredibly stronger than she appears to be.
Known: Nothing. She is a mystery.

Last edited October 31, 2023 3:56 pm
Nov 2, 2023 2:01 am
Nictorah says:
I approved your character Sardis. Just noticed the weapons are in the notes.Nov 2, 2023 2:05 am
Nictorah says:
I approved your character Sardis. Just noticed the weapons are in the notes.warhammer (if proficient), chain mail (if proficient), a light crossbow and 20 bolts [CAN I SELL THESE??]
Nov 2, 2023 4:12 am
Sardis, you’re welcome to sell whatever you like. There’s always opportunities to RP trades, etc.
I’ve started a new chapter in the forum. Here’s the link:
Salvation Outpost - Chapter 2
Make sure to subscribe.
I’ve started a new chapter in the forum. Here’s the link:
Salvation Outpost - Chapter 2
Make sure to subscribe.
Nov 2, 2023 11:25 pm
I'm very new to this site. How are you guys posting in the game with your character's picture as the dominant and then your user image in the top right corner?
Nov 2, 2023 11:41 pm
In the top right of your character sheet's edit page you can add your avatar. Once you have uploaded it it will display when you select to post as your character.
Nov 2, 2023 11:44 pm
!!!! That's the piece I was missing!! the post drop down...I posted as player...not as Peldan d'Ghallanda!
Nov 2, 2023 11:48 pm
Is... is that AI art of Gordon Ramsay as a halfling? :D
Last edited November 2, 2023 11:49 pm
Nov 3, 2023 3:10 pm
@Vice: what character sheet did you use?? I like it a lot better than the one I'm using, but I don't see any other 5e sheet options. Did you use custom and then build the whole thing??
Nov 3, 2023 5:54 pm
yeah, you can just create a new character using 'custom', then choose a template you like from the dropdown menu, or copy and paste a template.
https://gamersplane.com/forums/thread/21532/?p=1141454#p1141454
https://gamersplane.com/forums/thread/21532/?p=1238617#p1238617
https://gamersplane.com/forums/thread/21532/?p=1141454#p1141454
https://gamersplane.com/forums/thread/21532/?p=1238617#p1238617
Last edited November 3, 2023 5:55 pm
Nov 7, 2023 3:02 pm
Is 37 allowed to jump back in? Figured it would be best to double check.
On another note... the first day of a vacation and my phone took a (literal) dive. Took entirely too long to get a replacement. I am so very sorry I vanished like that.
On another note... the first day of a vacation and my phone took a (literal) dive. Took entirely too long to get a replacement. I am so very sorry I vanished like that.
Nov 7, 2023 3:44 pm
Looks like I have a lot to get caught up on!
Edit: As I work on getting caught up on our story, a few questions:
- Was there an in-game reason for 37 going quiet? I don't want to retcon anything... if he was with Cyre or on an errand, I'll roll with it.
- Any character adjustments? Did we expend reaources I should account for?
- Anything truly pertinent for the story? (Were we betrayed, are we hunted, anything like that?)
Edit: As I work on getting caught up on our story, a few questions:
- Was there an in-game reason for 37 going quiet? I don't want to retcon anything... if he was with Cyre or on an errand, I'll roll with it.
- Any character adjustments? Did we expend reaources I should account for?
- Anything truly pertinent for the story? (Were we betrayed, are we hunted, anything like that?)
Last edited November 7, 2023 4:49 pm
Nov 7, 2023 11:10 pm
I'm currently 11 hours into a 24 hour shift. My client will be going to bed soon. I'll be working up a post once things quiet down here.
Nov 8, 2023 6:15 am
I'm still around and following the story, just waiting for proper moment to introduce my PC, don't see how he could contribute current conversation yet. I assume he will talk to the group when the heat of current conversation will be over
Nov 8, 2023 7:00 am
MaJunior says:
Looks like I have a lot to get caught up on!Edit: As I work on getting caught up on our story, a few questions:
- Was there an in-game reason for 37 going quiet? I don't want to retcon anything... if he was with Cyre or on an errand, I'll roll with it.
- Any character adjustments? Did we expend reaources I should account for?
- Anything truly pertinent for the story? (Were we betrayed, are we hunted, anything like that?)
Once upon a time, you did pick up navigator tools and cartographer tools from the Warforged. You could have spent the six days working on proficiency in one of the tools. Since 37 doesn’t sleep, we can count it as two weeks of study. Based on your inteligence score, you would only have four weeks to go. If that works, let me know which tool you pick.
Make sure to introduce your description / background to the new players.
The only cost would be the gold for the proficiency study, if that’s what you want to do. If so, we’ll say 25 gp.
No betrayal, disguising the cart prevented unwanted attention.
Nov 8, 2023 7:04 am
Sounds good GreyWord. Feel free to use the eavesdrop idea. I left the conversation open to those in earshot on purpose, as Khulod did.
Nov 8, 2023 8:39 am
So work turned into a shit show...didn't get a chance to post. I will post at some point shortly after returning home...so in about 4-5 hours.
Nov 8, 2023 10:39 am
well, that's not really how I imagined my PC (who keep low profile) enter the story, but will try my best
Nov 8, 2023 1:52 pm
Vice could wander off and you could talk to him? Then he could, loudly, introduce you to the group, lol.
Nov 8, 2023 2:21 pm
The tool idea works. I'll spend the 25 gold now so it's done, and say 37 has put work in on Navigator's Tools.
Nov 8, 2023 3:44 pm
GreyWord says:
well, that's not really how I imagined my PC (who keep low profile) enter the story, but will try my bestI was only saying that you don’t need to stress about how you introduce him. Do what feels right for the character.
Nov 11, 2023 2:54 pm
Does anyone have a better plan than mine: "burn down their base and shoot anyone leaving it"?
I have a feeling the people on Salvation might not like that.
I have a feeling the people on Salvation might not like that.
Last edited November 11, 2023 2:54 pm
Nov 11, 2023 3:58 pm
I’m loving the planning. I’m here in the background once you decide. Or if you have any questions for Belaluur.
Nov 11, 2023 4:26 pm
HueHueBr says:
Does anyone have a better plan than mine: "burn down their base and shoot anyone leaving it"?I have a feeling the people on Salvation might not like that.
Nov 12, 2023 8:37 am
Idea: set up our own base with some mechanical traps and what not. Then go hunt down soldiers one by one until we are forced to retreat to our defense lines
Nevertheless - I am serious about what my PC said about planning. Been at too many tables planning for 30 minutes only to figure out their plans were based on wrong assumptions. And even if assumptions are more or less fine, there will always be at least one out of 5-6 players who either spot and opportunity or realize a major drawback of the plan during it's implementation and will not follow the plan.
And I can't blame the player. Combat encounter is long and it is a boring experience in an RPG game to follow the plan.
And no I am not against plans, I just suggest they are not too detailed. For example
- If one think investing money to purchase a lot of gunpowder or oil to burn my PC will share the expenses.
- Purchasing some Caltrops and maybe hunting traps may also be worth it
- If DM could allow us to bribe/pay train operator to drop us few miles before station - that would be awesome
Nevertheless - I am serious about what my PC said about planning. Been at too many tables planning for 30 minutes only to figure out their plans were based on wrong assumptions. And even if assumptions are more or less fine, there will always be at least one out of 5-6 players who either spot and opportunity or realize a major drawback of the plan during it's implementation and will not follow the plan.
And I can't blame the player. Combat encounter is long and it is a boring experience in an RPG game to follow the plan.
And no I am not against plans, I just suggest they are not too detailed. For example
- If one think investing money to purchase a lot of gunpowder or oil to burn my PC will share the expenses.
- Purchasing some Caltrops and maybe hunting traps may also be worth it
- If DM could allow us to bribe/pay train operator to drop us few miles before station - that would be awesome
Nov 12, 2023 12:03 pm
No plan ever goes as planned :]
Kleber just wanted to wither the opposition down a bit before the fight.
I was just throwing an idea. Totally okay if you guys want to head straight at the Blades, or do something else.
Kleber just wanted to wither the opposition down a bit before the fight.
I was just throwing an idea. Totally okay if you guys want to head straight at the Blades, or do something else.
Last edited November 12, 2023 12:04 pm
Nov 12, 2023 7:19 pm
I'm definitely ok with picking a plan and just going with it to keep the game moving. Lets go burn it down!
🤔 is they a way to bribe the train driver to run some of the warforged over? lol. Or just hide in the cargo bay.
🤔 is they a way to bribe the train driver to run some of the warforged over? lol. Or just hide in the cargo bay.
Nov 15, 2023 2:02 am
RNGesus is a fickle deity.
I hope the bar owner doesn't care about his place getting trashed.
I hope the bar owner doesn't care about his place getting trashed.
Last edited November 15, 2023 2:02 am
Nov 15, 2023 2:09 am
'I hope the bar owner doesn't care about his place getting trashed.'
Did someone ask for a FIREBALL in there? Innocent question.
Did someone ask for a FIREBALL in there? Innocent question.
Nov 15, 2023 10:17 am
Agree our actions say more than hundred words, but since we already agreed to eliminate blades perhaps we just need to initiate a combat? We are rich and can compensate some broken furniture, can't we?
Anyone has any issue as a player of my PC will just attack ? DM - would it mean we roll initiative?
Anyone has any issue as a player of my PC will just attack ? DM - would it mean we roll initiative?
Nov 15, 2023 9:01 pm
Using the Watch of Surge with mine free interaction means Kleber can't draw his rapier or open the bars door, right?.
Last edited November 15, 2023 9:02 pm
Nov 15, 2023 9:07 pm
Since they’re tavern doors and not dungeon doors, we’ll say they’re difficult terrain. It’ll slow you down, but not cost an action.
Nov 16, 2023 1:55 am
Right? I knew these guys wouldn’t stand a chance, but you guys have decimated them.
Nov 16, 2023 2:30 am
Peldan doesn't include himself in said decimation LOL his big 7 pts. On the up side, he didn't get himself killed.
Nov 16, 2023 3:21 am
SheK has advantage in Warforged 1 due to Kleber’s Faerie Fire, if you want to roll again
Nov 16, 2023 3:28 am
LOL. What are the odds of slow (1) SheK rolling two (1)'s again on top of that. She is dice cursed.
Nov 16, 2023 6:35 am
Hardly matter for this fight we are already winning, but just for a future fights:
I'd like to double check though if first attack VS Kleber was at disadvantage
Sorry, should have added this info first time
I'd like to double check though if first attack VS Kleber was at disadvantage
Quote:
Defender will use it's reaction to impose disadvantage to first attack against Kleber[ +- ] Deflect Attack.
The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Nov 16, 2023 4:09 pm
You are correct. I’ll remember for next round. Since it’s his only reaction, make sure to let me know who he will deflect for. If you would prefer, I could default to first come, first served. When he’s within range of two or more he could deflect, he deflects the first attack, unless you state otherwise.
Would that work?
Would that work?
Nov 16, 2023 4:46 pm
Excellent. First come, first served by default would be perfect. And I will make sure to explain my PC is "programming" defender to ignore minions and only deflect big boss, if we have ever have such a fight.
Nov 16, 2023 5:13 pm
I like it. For flavour, we could say he didn’t know Kleber was an ally and you were not being attacked.
Nov 17, 2023 11:46 am
I think I missed something...and can't find it in the posts in the game thread. When did Peldan take 6 damage?
Nov 17, 2023 12:15 pm
As DM wrote he has busy day today, let me point you to this post
Quote:
Seeing the flash of light, another of the soldiers moves to throw his javelin at the halfling. It streaks through his shirt, nicking him in the ribs.Nov 18, 2023 11:27 pm
Yes I remember next train to Salvation leave tomorrow morning. But I also remember we discussed an alternative to train: going to salvation by foot. Probably train is the "railroad" of the story LOL. I don't intend to break it. Just trying to rele-play PC used to analyze alternatives and prefer to surprise his enemy.
Actually - after seeing how weak those warforged actually are - my PC would prefer going by train just for convenience.
Actually - after seeing how weak those warforged actually are - my PC would prefer going by train just for convenience.
Nov 19, 2023 4:59 pm
*Train arrives*
*20-foot adamantine plated Warforged Titan looks down at Buff*
"YOU KILLED MY BABIES!"
*20-foot adamantine plated Warforged Titan looks down at Buff*
"YOU KILLED MY BABIES!"
Nov 19, 2023 6:49 pm
Monstrous size has no intrinsic merit, unless being target practice be considered a virtue
Nov 19, 2023 7:14 pm
HueHueBr says:
Monstrous size has no intrinsic merit, unless being target practice be considered a virtueNov 19, 2023 8:09 pm
just for a record. My PC proudly calls steel defender his baby because he created it. Unlike the titan
Nov 19, 2023 8:17 pm
HueHueBr says:
Monstrous size has no intrinsic merit, unless being target practice be considered a virtueNov 19, 2023 8:25 pm
wagon too large for titan an it got burried beneath it. Out of initiative. Quest complete. lvl up.
:).
:).
Nov 19, 2023 8:38 pm
What if it's a crossover titan?
Nov 20, 2023 9:19 pm
Now I'm thinking of ways fight a warhammer titan, maybe banishment would throw it back to Warhammer universe?
Are we dealing with enforcement head on? Kleber has Disguise Self, but that would only help myself go unnoticed rather than the entire team.
Are we dealing with enforcement head on? Kleber has Disguise Self, but that would only help myself go unnoticed rather than the entire team.
Nov 20, 2023 11:10 pm
We could spread out. The first person to be noticed can cause a distraction. Then then everyone could gather to attack, or just use the distraction to escape and regroup.
Nov 20, 2023 11:30 pm
Let 37 go first. He's one of the members of the group that's been there from the beginning, and might be recognized.
If they see him it's on. If they miss him, it'll let him double around and pincer the attackers.
If they see him it's on. If they miss him, it'll let him double around and pincer the attackers.
Nov 21, 2023 8:54 pm
Do we want to attack the Blades that inspect the train? Or do we want to avoid being seen on the train, and go straight to burning down their base?
Nov 21, 2023 10:52 pm
Just to help organize and keep things moving, we have a few good options to deal with any Blades at the station:
Choose your strategy
Disguise/sneak your way through
Distraction, possibly with 37
Fight any Blades you see
Nov 22, 2023 7:38 am
how about improvize as we see what is going on? Since they sent squad with the train something has changed and we have no idea how will they behave today.
i.e. they must be expecting 5 blades returning. No blades on train could give perfect distraction or could as well make the rest of blades more suspicious
i.e. they must be expecting 5 blades returning. No blades on train could give perfect distraction or could as well make the rest of blades more suspicious
Last edited November 22, 2023 7:51 am
Nov 24, 2023 9:56 pm
hey, I was re-reading the old posts and
"Good evening, travellers. We won’t bother you for long. We’re looking for a band of thieves. Last seen with a changling, driving a black lightning cart. We would handsomely reward anyone that may be willing to, shall we say,", while his metallic face is void of expression, you get a sense of gleeful malice in his eyes, "…point us in the right direction."
Has the party ever knowly walked with a changeling? Was Earic a changeling this whole time?
Nictorah says:
Around you, the tavern suddenly goes silent. A group of five warforged soldiers strolls through the door. The lead warforged wastes no time in announcing his presence. His voice is slithery and smug. He begins to pace around the room as he speaks. "Good evening, travellers. We won’t bother you for long. We’re looking for a band of thieves. Last seen with a changling, driving a black lightning cart. We would handsomely reward anyone that may be willing to, shall we say,", while his metallic face is void of expression, you get a sense of gleeful malice in his eyes, "…point us in the right direction."
Nov 28, 2023 10:57 am
I'm guessing that Peldan is still having "afternoon tea and scones" with Aurion Stilts?
Nov 28, 2023 11:31 am
Magic artillery time!
Do you think we can bait the giantess out of the church? Or at least near the wall so the cannon can punch through
Do you think we can bait the giantess out of the church? Or at least near the wall so the cannon can punch through
Last edited November 28, 2023 11:32 am
Nov 28, 2023 4:10 pm
Sardis says:
I'm guessing that Peldan is still having "afternoon tea and scones" with Aurion Stilts?Nov 28, 2023 4:13 pm
Greyword, I forgot to post before you moved to Sheriff’s. Adrianus had your caltrops. 1 gp per bag. You wanted 2?
Nov 29, 2023 5:03 pm
So is it just Vice, Perdana and Armat that need to meet up at the sheriff's office?
Dec 4, 2023 1:32 pm
So, Peldan is leaving from his side visit...was there an agreed upon meeting place and I have just missed it?
Dec 4, 2023 5:10 pm
Well, this rat adventure turned bad fast. Should I continue (maybe try to lead skeletons into the church), or try to escape and meet back up with the group?
Dec 4, 2023 5:17 pm
lol, I leave that up to you. It’s a good thing you have dark vision.
Belaluur was meeting you at Sheriff’s an hour from the train. So far, I have Kleber, Buff, Shek and 37 at Sheriff’s.
Armat is at the Grey Beyond. Peldan I believe is wrapping up at the Salvation Hotel. Vice is contemplating his life choices in a crypt.
Belaluur was meeting you at Sheriff’s an hour from the train. So far, I have Kleber, Buff, Shek and 37 at Sheriff’s.
Armat is at the Grey Beyond. Peldan I believe is wrapping up at the Salvation Hotel. Vice is contemplating his life choices in a crypt.
Dec 4, 2023 6:11 pm
was the plan to meet at sheriffs then attack, or just to meet there? IF Vice is going to do anything useful from underground, i want to try and time it right
Last edited December 4, 2023 6:12 pm
Dec 4, 2023 7:46 pm
Yes that was the plan and it works well: resources and opportunities some PCs have learned about so far are game changing, just need to share
Dec 4, 2023 8:36 pm
Run I think, lol, full speed. Hoping he leads any angry skeletons into angry warforged, hoping that thins their ranks.
Dec 5, 2023 12:43 pm
"Clearly the solution to the warforged problem is by using a horde of undead."
-The local Karrnathi.
-The local Karrnathi.
Dec 5, 2023 4:03 pm
"REEEEE"
Goes the Ranger seeing his teamate approval of necromancy.
Goes the Ranger seeing his teamate approval of necromancy.
Last edited December 5, 2023 4:03 pm
Dec 5, 2023 7:22 pm
Approval of necromancy? Well that's understating it...
...and it's one broken oath away from becoming a reality for good sir Armat ir'Vallam...
...and it's one broken oath away from becoming a reality for good sir Armat ir'Vallam...
Last edited December 5, 2023 7:23 pm
Dec 5, 2023 7:51 pm
Says warforged are abomination, don't care his brother died last push and got raised as a zombie.
Karrnathis are weird man, I blame lack of nutrition from all those famines caused by the land being flooded with negative energy.
Karrnathis are weird man, I blame lack of nutrition from all those famines caused by the land being flooded with negative energy.
Last edited December 5, 2023 7:51 pm
Dec 7, 2023 8:07 pm
well, sorry guys, I'm outta ideas, other then calling for help from the Blades
Last edited December 7, 2023 8:10 pm
Dec 7, 2023 8:14 pm
You can always roll more perception checks, the DC goes up with each fail though. Or address the darkness issue to get rid of disadvantage from the dim light.
Dec 7, 2023 11:04 pm
lol, so technically successful. Would Vice know enough about the town to know which way sheriff's office was if he was at the church? Just like the general direction? And, sorry I don't remember, but did we learn about any guards outside the church? I know Vice learned about the personal guards inside.
Dec 7, 2023 11:44 pm
Based on the 9 perception earlier, you have no idea which way you’re facing. You would know where sheriff’s is, based on the town map you have. While on the train, you saw the church had at least two guards outside. You’re unsure what’s inside the church.
Dec 8, 2023 12:23 am
well, I think I'll let the undead in, hide and hope for the best. Do skeletons have object permanence? lol
Dec 8, 2023 5:03 pm
I wonder why the Warforged didn't search those catacombs beneath their own hideout
Last edited December 8, 2023 5:03 pm
Dec 8, 2023 5:36 pm
HueHueBr says:
I wonder why the Warforged didn't search those catacombs beneath their own hideoutYou'd think no one was coming in that way.
Last edited December 8, 2023 5:37 pm
Dec 8, 2023 7:17 pm
crazybirdman says:
well, I think I'll let the undead in, hide and hope for the best. Do skeletons have object permanence? lolDec 8, 2023 7:29 pm
lol, ok, serious question, does Vice have time to cast minor illusion twice before the skeletons appear?
Dec 8, 2023 7:39 pm
I can’t let you peak behind the screen, you’ll have to play it out and see. Honestly, I’m hoping to wrap up the side quest today. The others have been very patient.
Dec 8, 2023 11:47 pm
thanks for your patience and indulging me guys. are all the other PCs at Sheriffs now?
Dec 13, 2023 9:12 pm
Something I stole that may be relevant if you’re going to split the baddies.
Sound distance
Whispered conversation - 0ft
Normal conversation - 5ft
Machinery - 5ft
Boisterous groups - 50ft
Shouting, combat - 100ft
100 feet is a little less than a town block between avenues. They’re not the most perceptive.
Sound distance
Whispered conversation - 0ft
Normal conversation - 5ft
Machinery - 5ft
Boisterous groups - 50ft
Shouting, combat - 100ft
100 feet is a little less than a town block between avenues. They’re not the most perceptive.
Dec 14, 2023 7:06 am
Does that mean - if we engage in a combat with one patrol and there is no other patrol within 100 feet they will not hear sound of combat or any other sounds like shouting for reinforcement? In that case fighting patrols one by one seams more reasonable.
Last edited December 14, 2023 7:07 am
Dec 14, 2023 2:28 pm
GreyWord says:
Does that mean - if we engage in a combat with one patrol and there is no other patrol within 100 feet they will not hear sound of combat or any other sounds like shouting for reinforcement? In that case fighting patrols one by one seams more reasonable.Dec 14, 2023 2:30 pm
Khulod says:
Hey GM, anything happening at the bar?Dec 14, 2023 5:42 pm
the canon is already on the roof of the sheriffs office, correct? If so, is there a clear line of sight to the church?
Dec 14, 2023 6:59 pm
It is on the roof, but line of sight would only be the bell tower. Mechanically, the church is nearly in full cover. Those in side, even more so. These aren’t mortars, they’re six inch cannonballs. I’m not going to tell you how to play it, but trying hit Titaness in the church from Sheriff’s would be… difficult.
Dec 14, 2023 7:44 pm
huh, so unless someone has the ability to curve a bullet, our plan needs to include moving the canon?
Dec 14, 2023 7:47 pm
Smiles. I recall a movie where the person firing a gun could curve the path of a bullet to let it do as they wanted. In the show, the person actually shot a bullet killing several people in its path and circled back to kill the shooter. I guess we can't do that with the canon.
Dec 14, 2023 10:34 pm
crazybirdman says:
huh, so unless someone has the ability to curve a bullet, our plan needs to include moving the canon?Dec 14, 2023 11:13 pm
I'll let team canon decide if they want to move it or not. Then team Bait can act accordingly
Dec 14, 2023 11:21 pm
37 will bait wherever needed. I don't think moving the cannon is a good idea. Between how difficult it would be and the attention moving it would draw.
Dec 15, 2023 12:47 am
M'kay. But don't complain if the target doesn't fall for the bait and doesn't step in the firing line
Dec 15, 2023 2:59 am
But if there's not a goblin and a dwarf pushing a canon down the street, no one will be able to see "There's something you don't see every day"
Oh well. So will we be split into two are the teams? Are we letting 37 approach the church alone, then ambush whoever comes out to fight?
Oh well. So will we be split into two are the teams? Are we letting 37 approach the church alone, then ambush whoever comes out to fight?
Dec 15, 2023 3:08 am
I think the plan is this:
There are two groups - One to stay with, protect, and man the cannon. The other will work to ambush patrols and thin down the number of Warforged enemies in town.
37 will be on the ambush team. We're going to pick a spot along a patrol route and set up an ambush. After that fight, we move closer towards the church and do it again. Then, again. By the time we near the church -- assuming all hell hasn't broken loose already -- the party will hang back (hide?) and 37 will act as bait.
We try for the cannon shot against the Titan, and then hit or miss we go all in.
***** ***** *****
We don't have to use that plan. I'm certainly open to suggestions, and would be quick to back something better.
That said... as a player, I'm ready to get things moving.
But the floor is certainly open for anyone to discuss strategy.
There are two groups - One to stay with, protect, and man the cannon. The other will work to ambush patrols and thin down the number of Warforged enemies in town.
37 will be on the ambush team. We're going to pick a spot along a patrol route and set up an ambush. After that fight, we move closer towards the church and do it again. Then, again. By the time we near the church -- assuming all hell hasn't broken loose already -- the party will hang back (hide?) and 37 will act as bait.
We try for the cannon shot against the Titan, and then hit or miss we go all in.
***** ***** *****
We don't have to use that plan. I'm certainly open to suggestions, and would be quick to back something better.
That said... as a player, I'm ready to get things moving.
But the floor is certainly open for anyone to discuss strategy.
Dec 15, 2023 3:56 am
I like that plan, I have no notes, we can adjust along the way, in or out of character.
Dec 15, 2023 5:01 am
sligh update to plan will not take me out of story for a month or so
1. everyone ambush 3 pairs of blade patrols
2. move cannon and set it up in best possible position
3. 37 act
Update: just realized I'm only who want to move cannon. Please disregard that idea
1. everyone ambush 3 pairs of blade patrols
2. move cannon and set it up in best possible position
3. 37 act
Update: just realized I'm only who want to move cannon. Please disregard that idea
Last edited December 15, 2023 6:43 am
Dec 15, 2023 2:42 pm
Worth pointing out that the entire party could do the ambush part of the plan, and then when...
1) We get near the church and 37 goes to bait out the Titan, OR
2) The fight goes from an abush to a fullscale fight against all the remaining Warforged
...the team for the cannon can break off and rush back to man/protect the cannon, and we proceed normally.
That way no one is left on a rooftop with nothing to do.
1) We get near the church and 37 goes to bait out the Titan, OR
2) The fight goes from an abush to a fullscale fight against all the remaining Warforged
...the team for the cannon can break off and rush back to man/protect the cannon, and we proceed normally.
That way no one is left on a rooftop with nothing to do.
Last edited December 15, 2023 2:44 pm
Dec 15, 2023 4:16 pm
MaJunior says:
Worth pointing out that the entire party could do the ambush part of the plan, and then when...1) We get near the church and 37 goes to bait out the Titan, OR
2) The fight goes from an abush to a fullscale fight against all the remaining Warforged
...the team for the cannon can break off and rush back to man/protect the cannon, and we proceed normally.
That way no one is left on a rooftop with nothing to do.
Guess my reading comprehension is lacking a little
@Nictorah, quick question. We are a night after the bar fight correct? Does this mean mine clock has recharged?
Last edited December 15, 2023 4:18 pm
Dec 15, 2023 4:34 pm
SheK is easy on plans. Do what you want. She is guarding the cannon. Simple. Longbow has a nice range on it. And she is killer shooting it.
Dec 15, 2023 5:19 pm
HueHueBr says:
MaJunior says:
Worth pointing out that the entire party could do the ambush part of the plan, and then when...1) We get near the church and 37 goes to bait out the Titan, OR
2) The fight goes from an abush to a fullscale fight against all the remaining Warforged
...the team for the cannon can break off and rush back to man/protect the cannon, and we proceed normally.
That way no one is left on a rooftop with nothing to do.
Guess my reading comprehension is lacking a little
There's a group with the cannon. The question is if they're staying with the cannon while the rest of us ambush patrols OR if they're coming with us to ambush patrols and then returning to the cannon.
(The OOC question is how involved the players with the cannon want to be.)
Dec 15, 2023 6:03 pm
HueHueBr says:
@Nictorah, quick question. We are a night after the bar fight correct? Does this mean mine clock has recharged?
[ +- ] Watch of Surge
Requires attunement. For a brief moment, time seems to slow around you. On your turn, you can take one additional Action on top of your regular Action and a possible bonus Action.
This item may only be used once per day and resets at dawn.
This item may only be used once per day and resets at dawn.
Dec 17, 2023 8:12 pm
For personal reasons I'm leaving this game. I love the story and DM's effort. Who knows - maybe Buff will join your adventuring sometimes later. But for now I wish you all merry Christmas and happy new year.
Dec 17, 2023 8:57 pm
Okay time to move. Kleber will help with this Patrol that's closer, then start moving the cannon towards the Church.
If anyone has anything against it speak now or forever hold your peace.
If anyone has anything against it speak now or forever hold your peace.
Dec 17, 2023 9:53 pm
Ah, that's a bummer. Was looking forward to interactions between Buff and Vice. But of course ya have to take care of yourself and real life 1st.
Dec 18, 2023 12:57 am
HueHueBr says:
Okay time to move. Kleber will help with this Patrol that's closer, then start moving the cannon towards the Church. If anyone has anything against it speak now or forever hold your peace.
Dec 18, 2023 1:26 am
Why would we move the cannon though?
It's on a rooftop. Elevation protects the people firing it at least somewhat. If we move it out into the street, it's completely unprotected blatantly obvious. The people manning it would be the primary targets.
It's on a rooftop. Elevation protects the people firing it at least somewhat. If we move it out into the street, it's completely unprotected blatantly obvious. The people manning it would be the primary targets.
Dec 18, 2023 2:50 am
I’m not going to stop you, but you will need to be able to move the 250 lbs down the stairs and around town, without getting noticed.
Dec 18, 2023 3:31 pm
Agreed, but I had to keep it realistic to the five of you loading on the cart that day with no equipment. It’s also not as powerful as a regular cannon either.
Dec 18, 2023 5:30 pm
MaJunior says:
Why would we move the cannon though? It's on a rooftop. Elevation protects the people firing it at least somewhat. If we move it out into the street, it's completely unprotected blatantly obvious. The people manning it would be the primary targets.
Last edited December 18, 2023 5:31 pm
Dec 18, 2023 5:42 pm
HueHueBr says:
MaJunior says:
Why would we move the cannon though? It's on a rooftop. Elevation protects the people firing it at least somewhat. If we move it out into the street, it's completely unprotected blatantly obvious. The people manning it would be the primary targets.
Dec 25, 2023 1:41 pm
I am 10 hours and 40 minutes late, but I still want to wish you all a happy Christmas :]
Dec 25, 2023 5:30 pm
Merry Christmas and Happy Holidays Everyone! I’m sorry, this week has been crazy. I apologize for not posting. I’m off for the next two weeks, we’ll be back at it soon!
Jan 1, 2024 4:54 am
I’ve got two hours till new years here, but Happy New Years!!
I’ll have a post up tomorrow!
I’ll have a post up tomorrow!
Jan 2, 2024 6:46 am

Checking in. Who’s still on board?
Here’s a blown up minimap. Let me know where you would like Sheriff and the two patrollers to be for you assault, as well as where each of you will be. Buff will be on the roof with Garundah for now. His defender is yours to control.
Jan 2, 2024 6:51 pm
Still here. Vice will follow 37, literally and figuratively, since this plan was their idea.
Jan 2, 2024 8:07 pm
Thinking...
If the patrollers are anywhere around H, I, or J and between 14 and 20, some of us can hide at M/N 7 and the others at L/M/N 24.
Pin them between alleyways, so they can't escape? We can pull the bodies easily too, if we take them down before the next patrol arrives.
If the patrollers are anywhere around H, I, or J and between 14 and 20, some of us can hide at M/N 7 and the others at L/M/N 24.
Pin them between alleyways, so they can't escape? We can pull the bodies easily too, if we take them down before the next patrol arrives.
Jan 2, 2024 10:49 pm
Here too. Agree with MaJunior idea.
Will follow slighty behind to do triple shoot the hand crossbow with Favored Foe
Will follow slighty behind to do triple shoot the hand crossbow with Favored Foe
[ +- ] Favored Foe
When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration.
The first time on each of your turns that you hit the favored enemy including when you mark it, increase that damage by 1d4 (1d6 at 6th level, 1d8 at 14th level)
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
The first time on each of your turns that you hit the favored enemy including when you mark it, increase that damage by 1d4 (1d6 at 6th level, 1d8 at 14th level)
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Jan 4, 2024 4:30 pm
OOC: not sure if that was a general request for all or a specific request to a specific PC...disregard if not intended for Peldan.
Last edited January 4, 2024 4:30 pm
Rolls
Perception - (1d20+1)
(7) + 1 = 8
Jan 8, 2024 5:12 pm
Is it alright to have had Peldan invoke Armor of Shadows on himself just prior to engaging the enemy. No worries if not, it's been a hectic couple of weeks and my distractedness had me miss it. If not, I'll make doing so, Peldan's current action (and will post as much once I have a response).
Disregard, see in game post.
Disregard, see in game post.
Last edited January 8, 2024 5:46 pm
Jan 15, 2024 3:01 pm
MaJunior referenced a weekly reroll. Just to ensure I didn't miss something, is that a race or class ability? Or is this something available to all players and I just missed it.
Jan 15, 2024 4:41 pm
Yep, think of it as a weekly inspiration point. It resets on Sundays. I usually remind about it if a battle is going badly.
Jan 29, 2024 1:52 pm
It appears our plan to wipe them out before the alarm goes off didn't go well.
Think we get to the cannon before the Giantess appears?
Think we get to the cannon before the Giantess appears?
Last edited January 29, 2024 1:52 pm
Jan 29, 2024 2:01 pm
We're pretty much at the cannon. That's part of why we stayed on the street by it.
Jan 29, 2024 2:05 pm
Unfortunately 5e doesn't have sunder rules...sundering the horn would have been a good idea...disarm (which is covered in 5e) would have been another good option...oops.
Jan 29, 2024 10:17 pm
The horn doesn't have a 'nevermind' or a 'cancel' setting does it, lol.
Would it be worth it to take the horn and blow it again across town?
Would it be worth it to take the horn and blow it again across town?
Jan 29, 2024 10:40 pm
We need a Uh, we had a slight weapons malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you? horn! 🤣🤣
Jan 29, 2024 10:57 pm
Hahaha. I don't know how magic horns work, what if you blow through the wrong end?
Feb 1, 2024 10:39 pm
Attacking a prone target when within 5' gains advantage
Making a ranged attack againsta prone target gains disadvantage.
Will those cancel out if Peldan makes a ranged attack (eldritch blast) against the prone target within 5' of him?
Making a ranged attack againsta prone target gains disadvantage.
Will those cancel out if Peldan makes a ranged attack (eldritch blast) against the prone target within 5' of him?
Feb 1, 2024 10:56 pm
Yes they will. Or try an improvised attack with a spatula with advantage. Lol. He’s got 1 hp. Your -1 on strength could make it humourous.
Feb 14, 2024 9:24 pm
Since Garundah is higher on the Initiative order (she has 15 while Kleber has 9 and Buff 4) it's better for her to aim the cannon, no?
Feb 19, 2024 4:50 pm
Is Peldan within moving distance to get to a spot where he has LoS to patrolled 5, where he can eldritch blast him?
Feb 20, 2024 6:48 am
Gnomes little legs slow them down some. However, (without telling you how to play your turn ;) ), you could Misty Step down, move and then, since it’s a cantrip, cast Eldritch Blast
Feb 21, 2024 4:54 pm
As far as I know, some of us are engaging the patrollers as we're able, those on the cannon are focused on the Titan, and we're past the point of having a training montage since we're mid-fight... unless the GM agrees to a flashback training montage!!
It's a little unconventional, but it's the perfect set-up to have everyone level up mid-fight! We were just holding back in the first half!
It's a little unconventional, but it's the perfect set-up to have everyone level up mid-fight! We were just holding back in the first half!
Feb 21, 2024 8:27 pm
I dunnow, Armat expended 0 resources so far on this fight. It doesn't need to get any easier..
Feb 21, 2024 8:39 pm
Kleber still has 2x level one spells slots and the "Two action per turn" watch
Last edited February 21, 2024 8:40 pm
Feb 22, 2024 11:41 pm
A couple options if you wish:
1. We stay in the current initiative order and allow you to make a couple dash actions and ready up.
2. We stay initiative and you roll me a group stealth check (DC 13) to see if you can gain a surprise round and ambush the next ones that show up. You would need to stay within 60 of you present location.
3. We reroll initiative to shake things up and I’ll allow you to reposition anywhere on your side of the map.
4. You try to hide and escape the battle with a group stealth/deception check (DC’s much higher in this one since two of you have been spotted. 16 seems fair)
1. We stay in the current initiative order and allow you to make a couple dash actions and ready up.
2. We stay initiative and you roll me a group stealth check (DC 13) to see if you can gain a surprise round and ambush the next ones that show up. You would need to stay within 60 of you present location.
3. We reroll initiative to shake things up and I’ll allow you to reposition anywhere on your side of the map.
4. You try to hide and escape the battle with a group stealth/deception check (DC’s much higher in this one since two of you have been spotted. 16 seems fair)
Feb 23, 2024 5:31 pm
I still like the plan of trying to draw the titan into the canons line of fire. I think that's number 1
Feb 23, 2024 5:37 pm
I also like the current strategy of picking off as many of the warforged before facing the titaness. If she is going to hide out on the other side of town, we shouldn't turn down that gift of time to reduce the number of adversaries for when combat with her commences.
The threat of the cannon may actually hold her off for a bit.
Did sherif ever indicate just how many opposing warforged were in town...to give us an idea of how many may be left?
The threat of the cannon may actually hold her off for a bit.
Did sherif ever indicate just how many opposing warforged were in town...to give us an idea of how many may be left?
Feb 23, 2024 6:56 pm
I agree with Sardis... if they're going to treat this like a 1970s martial arts flick, we should take full advantage of it.
Feb 23, 2024 7:51 pm
Sardis says:
Did sherif ever indicate just how many opposing warforged were in town...to give us an idea of how many may be left?Feb 25, 2024 6:06 am
Alright, here’s the situation at turn 3 with one movement from the patrol. They still have an action. Titaness is still at the end of the street under cover.

Let me know where you’ve set up or anything you wish to do in your two turns and we’ll continue. 37 is still at the top of initiative.

Let me know where you’ve set up or anything you wish to do in your two turns and we’ll continue. 37 is still at the top of initiative.
Feb 25, 2024 4:14 pm
cannon is already loaded, so Kleber will take a turn aiming it, the second turn will be swaping his handcrossbow for his longbow and preparing an attack, third will be maintaining that prepared attack
Last edited February 25, 2024 4:40 pm
Mar 12, 2024 9:21 pm
HAHAHA we hit her! I'm slighty worried that the warforged survived a cannon ball to the chest, but we hit her!
Mar 23, 2024 4:32 pm
So, yesterday I just got better from a stomach bug I catched on the twentieth of this month, before catching a 38°C fever. Fever has lowered but it's not gone, might affect post rate for today and tomorrow
Apr 5, 2024 8:10 pm
I guess SheK didn't get any hiding advantage as Protrolman 10 came up on her backside and slashed her.
Apr 5, 2024 8:51 pm
Concentration Check... DC(3) CON SheK took 7 damage. That is half and round down. SheK easily holds on to her Fairie Fire she is concentrating on.
Last edited April 5, 2024 8:53 pm
Rolls
CON check DC(3) - (1d20O+2)
(4) + 2 = 6
Apr 5, 2024 9:24 pm
GeneCortess says:
Concentration Check... DC(3) CON SheK took 7 damage. That is half and round down. SheK easily holds on to her Fairie Fire she is concentrating on.MaJunior sent a note to GeneCortess
Apr 5, 2024 9:51 pm
Technically, it's a DC of 10 or half of the damage taken, whichever is higher.
Ops. Well that means that SheK just lost concentration on the Fairie Fire. Bummers. Good catch. Vice's attack may not have been at advantage.
SheK now double hates Patrolman 10. It really needs to die.
Ops. Well that means that SheK just lost concentration on the Fairie Fire. Bummers. Good catch. Vice's attack may not have been at advantage.
SheK now double hates Patrolman 10. It really needs to die.
Last edited April 5, 2024 10:00 pm
Apr 6, 2024 4:11 am
Reroll: Good point. And SheK made the save and we go on. :) I can never remember about the reroll. Keeps us all honest.
Last edited April 6, 2024 4:13 am
Rolls
Reroll DC(10) - (1d20+2)
(9) + 2 = 11
Apr 10, 2024 3:08 pm
GM: Just noticed you have SheK with 8 points off. The arm blade attack did 7 points of damage.
Apr 11, 2024 7:22 am
Ouche. 9 damage. New CON save. She is barely keeping concentration.
Last edited April 11, 2024 7:26 am
Rolls
CON save DC(10) concentration - (1d20+2)
(9) + 2 = 11
Apr 11, 2024 8:14 pm
I wonder how long until Vice leaves the canon out of the story entirely when he re-tells it. lol
Apr 11, 2024 8:57 pm
"I could see it in her… the wrath that had filled her cursed life. I chose to let her die by it. My chakram, Wrath, sliced through the air and cleanly through her giant head. Then she was no more. Her wrath was gone. My Wrath returned to me."
Apr 17, 2024 9:19 pm
SheK watches her pray. Patrolman 10 moves. Is it death from above. LOL. Not likely.
Apr 17, 2024 9:35 pm
It’s only 2d6 bludgeoning from that height :)
The bakery is lower.
On your turn, give me an athletics check to jump to the next roof and save yourself a d6
The bakery is lower.
On your turn, give me an athletics check to jump to the next roof and save yourself a d6
Apr 17, 2024 10:25 pm
It is a tempting offer. What would be the DC on such a jump to the bakery if SheK backup and got a good run for it. That is to get a touch closer to the target. She isn't terribly skilled at such and just uses brute force for this (+4 strength). She like to get closer to him to Poison Spray him (10' range).
Last edited April 17, 2024 10:35 pm
Apr 18, 2024 3:00 am
The bakery is only 5 feet away and ten feet down. Let’s combine the athletics check for the jump and to avoid falling prone after the second jump to attack. Athletics allows you strength modifier obviously. If you’re good with that, the DC will be 14.
If you’re only looking to jump to the next roof and acid shower him, the DC is 12.
If you’re only looking to jump to the next roof and acid shower him, the DC is 12.
Apr 18, 2024 4:22 am
Cool. SheK time is coming soon enough. DC 12 is just fine. She just wishes him some pain.
Last edited April 18, 2024 4:23 am
Apr 19, 2024 4:08 am
Good grief, these guys are rolling terrible… I was hoping to at least worry you a little.
Apr 19, 2024 9:21 am
Nictorah says:
No worries. You can squeeze in when you can. Call it a held actionBy the way, how tall is the building I am standing on? Would I take fall dmg if I jump off?
Apr 19, 2024 12:57 pm
You’re around 10 feet up. I’ll make the same deal for you as SheK, DC 12 athletes to avoid the fall damage (1d6)
Apr 19, 2024 1:49 pm
GM do I take 1d6 and continue my turn or does that end my turn? SheK failed the jump.
Apr 27, 2024 3:08 am
I'm not that good at figuring out distances on grid maps. Peldan will have seen allies moving northeastern (by the map), from the street to the northwest.
He will use his move action, a dash action, and a misty step as his bonus action, moving down the alley covered by the numbers 21-28 on the map.
My guess is alongside or fairly close to where the sheriff is showing on the most recent map. Is that correct?
He will use his move action, a dash action, and a misty step as his bonus action, moving down the alley covered by the numbers 21-28 on the map.
My guess is alongside or fairly close to where the sheriff is showing on the most recent map. Is that correct?
Apr 27, 2024 3:23 am
Yep. That would put you on the number 20. Popping out between Kleber and Sheriff.
Edit: On the number 22. I forgot halflings have 25 movement. You get to shock Kleber by proofing out in his face.
Edit: On the number 22. I forgot halflings have 25 movement. You get to shock Kleber by proofing out in his face.
Apr 27, 2024 5:39 am
Oh, could Voce have moved, use his action to Dash, and then use his Cunning action to dash again?
Apr 28, 2024 12:22 am
Drats 10 is 40' away. 5e doesn't have like charge or something like that. Shek moves only 30'. Makes 10 out of combat reach and best she can do is close if I'm correct.
Apr 28, 2024 4:34 am
Still have your longbow or your dagger you could throw.
Or, we try this. Try to jump and tackle him as your action. Contested strength check. On a fail, you’re prone, on a success, he’s grappled.
Or, we try this. Try to jump and tackle him as your action. Contested strength check. On a fail, you’re prone, on a success, he’s grappled.
Apr 28, 2024 7:41 am
Well SheK time is soon. Running tackle is nice plan. SheK like 10 has a +4 as she has a STR of 19. I will just advance toss a dice :)... Well an 18 when her time comes.
Nice greenish blur as she runs and does a flying tackle. Like the picture she does have light green skin. Her shadow can laugh at 10. Opsie. It down on top of 10 now. Pesky shadow.
Nice greenish blur as she runs and does a flying tackle. Like the picture she does have light green skin. Her shadow can laugh at 10. Opsie. It down on top of 10 now. Pesky shadow.
Last edited April 28, 2024 7:47 am
Rolls
STR tackle - (1d20+4)
(14) + 4 = 18
Apr 30, 2024 9:57 pm
What is just to the southeast of Shek and 10? Is it an obstruction to line of sight to them as Peldan comes out of the alleyway?
May 1, 2024 12:05 am
Yes, it’s an outhouse. You likely would hear them, but haven’t seen them yet. You did see Sheriff run up to block. He would be looking in SheK’s direction.
May 1, 2024 2:41 am
I need to get into the habit of checking the site everyday instead of waiting for the new post email.
Sorry for delaying the game, twice in the same fight
Sorry for delaying the game, twice in the same fight
Last edited May 1, 2024 2:42 am
May 1, 2024 3:08 am
No worries Kleber. Life gets busy. It’s supposed to be fun, not stressful. Take your turn now if you’d like.
I recently had to change my email with Gamesplane to my Gmail because my Hotmail wasn’t letting them through anymore.

Peldan, if you’re worried about RP’ing it fairly, you can shift over and move up to A16 to get a view of the fight without using your action or bonus action.
I recently had to change my email with Gamesplane to my Gmail because my Hotmail wasn’t letting them through anymore.

Peldan, if you’re worried about RP’ing it fairly, you can shift over and move up to A16 to get a view of the fight without using your action or bonus action.
May 1, 2024 5:46 pm
Sadly, with 25' of movement A17 is as close as I can get with just a move action.
May 1, 2024 9:44 pm
Would Peldan not hear a commotion from around the corner of the outhouse? Can't imagine it blocks a whole lot of sound?
Also, from A17, wouldn't he be able to see Vice?
Also, from A17, wouldn't he be able to see Vice?
Last edited May 1, 2024 9:46 pm
May 1, 2024 11:29 pm
Absolutely! My point wasn’t to prevent you from getting you up there, I was simply throwing ideas out there if you wanted to RP it. As far as I’m concerned, there’s more than enough around to tell Peldan where to go.
May 3, 2024 2:44 pm
Thank you! That was a long one. Not gonna lie, I’m sad Titaness missed almost every time. Guess I’ll have to find a good +10 villain for next time.
May 3, 2024 3:13 pm
Bats her eye lashes at the GM. Ah. Does that let dear hurt SheK heal up to full and lots of slots ready to use?
May 3, 2024 5:41 pm
all leveled up! Have Uncanny Dodge now

ya know, provided i get a rest and stand behind a tank

ya know, provided i get a rest and stand behind a tank
May 4, 2024 8:39 pm
Nictorah says:
With two nat 1’s, all magic disappears from the town.Quote:
Edit: just kidding…Level 5! Magical horse time! Yay mobility so I don't spend half my turns standing still (but looking very cool)!
Last edited May 4, 2024 8:41 pm
May 4, 2024 11:07 pm
Nictorah says:
Thank you! That was a long one. Not gonna lie, I’m sad Titaness missed almost every time. Guess I’ll have to find a good +10 villain for next time.The new HP we get from leveling up isn't restored until we rest right?
May 4, 2024 11:14 pm
HueHueBr. That was my understanding, SheK has 9 HP and no slots available. She so much needs a long rest. She did put out three faerie fires.
Most all her other spell casting is very much wasted too. She has cantrips, locate object, and speak with animals left only. But she does hit twice a round now. :) and still has her Dreadful Strikes (1d4 psychic damage).
Even her poor shadow feels depleted. Probably needs to brush out that very long (halfway down her back) black straight hair with green and red highlights that she left samples on patroller 10.
Edit: I just now realized that SheK's HP was set at level 3 for CON bonus and not level 4 for some odd reason. It will be level 5 range after a long rest. :) That mistake just shorted her 2 HP during that battle. Not a big deal.
Most all her other spell casting is very much wasted too. She has cantrips, locate object, and speak with animals left only. But she does hit twice a round now. :) and still has her Dreadful Strikes (1d4 psychic damage).
Even her poor shadow feels depleted. Probably needs to brush out that very long (halfway down her back) black straight hair with green and red highlights that she left samples on patroller 10.
Edit: I just now realized that SheK's HP was set at level 3 for CON bonus and not level 4 for some odd reason. It will be level 5 range after a long rest. :) That mistake just shorted her 2 HP during that battle. Not a big deal.
Last edited May 4, 2024 11:38 pm
May 4, 2024 11:35 pm
Huh, I guess you would need to stay on the back lines then. Or can I use mine last spell to get you some Goodberry, since I can concentrate the current Hunter's Mark for 1 hour it won't affect me much
May 4, 2024 11:59 pm
A few more HP would certainty help SheK. At 9 HP, it doesn't take much to drop her. She is only AC 15. People wonder why she can put on weight. Eating goodberry will do that to you. Her shadow wants her to put on weight so it can be bigger. SheK is rather fey.
Last edited May 5, 2024 12:04 am
May 5, 2024 12:08 am
I go with this: your newly additional hp, is added to your current. Ex: +5 hp to total. Current hp +5.
May 5, 2024 12:20 am
Woot. I will add the CON bonus I forgot in too. Big WOOT. She feels better at 25 HP now. She still has her 19 points of damage on her.
Last edited May 5, 2024 12:21 am
May 5, 2024 12:28 am
HueHueBr. Should you need more arrows. SheK has 18 that she doesn't care about. She really hates her longbow.
May 5, 2024 12:37 am
Wonder if it would be better to change out her Guidance or Poison Spay with a new Druidic Cantrip? Any thoughts on that? With a new level that is an option for SheK. That and changing one of her ranger spells but she is good with her selection.
May 5, 2024 9:28 am
Guidance is great if you remember to use it. Poison spray I am less enthusiastic about. it requires you to be so close to begin with you might as well take a melee option, like Primal Savagery. If you want ranged, Frostbite is decent in that it adds some utility, while Create Bonfire can create some area denial (but it takes concentration). If you don't need an attack at all, mold earth can shape the battlefield to your advantage, by making cover on the fly for example.
May 6, 2024 12:40 am
LOL. "1"s are still cursing SheK. Going to stick with the Guidance & Poison Spray combo. Nice thoughts.
Last edited May 6, 2024 12:43 am
May 6, 2024 10:22 am
Heading to work soon for a 24 hour shift...when I get off work tomorrow morning I will have worked 72 hours in 5 day. I just haven't had opportunity to get my level up yet. I only work 1 day over the next 10 days, so will have plenty of time to level up Peldan. Sorry for the delay.
May 6, 2024 9:20 pm
GeneCortess says:
Wonder if it would be better to change out her Guidance or Poison Spray with a new Druidic Cantrip? Any thoughts on that? With a new level that is an option for SheK. That and changing one of her ranger spells but she is good with her selection.May 9, 2024 8:59 pm
Has the post rate suddenly hike up or did I get slower?
By the way, since I already have the Surge Watch I will take whatever magic item is left out from this new loot.
By the way, since I already have the Surge Watch I will take whatever magic item is left out from this new loot.
Last edited May 9, 2024 10:32 pm
May 9, 2024 9:31 pm
lol, I’ve noticed too. Now that the turn based combat is over, everyone has questions.
I don’t mind at all, I enjoy RP more than combat. I might recommend using this forum to organize ideas and the loot though.
Here’s what I’ve gathered so far:
Ring of Fire Elemental Command
Cloak of Protection - Armat / 37
Boots of Elvenkind
Dark Shard Amulet - Peldan?
Deck of Tarroka cards
Mournland Map and Titaness’ tomes
Boots of Misty Step - SheK?
Vice, while it would be fun to see you run around nearly silent and practically invisible, you can’t have double advantage… you could trade the cloak for the boots, but they do different things.
I don’t mind at all, I enjoy RP more than combat. I might recommend using this forum to organize ideas and the loot though.
Here’s what I’ve gathered so far:
Ring of Fire Elemental Command
Cloak of Protection - Armat / 37
Boots of Elvenkind
Dark Shard Amulet - Peldan?
Deck of Tarroka cards
Mournland Map and Titaness’ tomes
Boots of Misty Step - SheK?
Vice, while it would be fun to see you run around nearly silent and practically invisible, you can’t have double advantage… you could trade the cloak for the boots, but they do different things.
May 9, 2024 9:43 pm
I'll stick with the cloak. I guess we can sell the rest of the stuff? I'm assuming no one is going to use the titans weapon or shield. Is 37 keeping the rest of the stuff the titan had on her?
May 9, 2024 9:53 pm
Forgot to mention the oversized staff. With a 24, 37 would easily recognize the glowing crystals as Siberys crystals.
May 9, 2024 9:59 pm
oops...may have forgotten something with my level up...proficiency bonus is based on total HD and not levels in a given class...so as 5 HD characters, our proficiency bonus should now be +3, yes?
May 9, 2024 10:20 pm
Peldan would also be interested in the map and tomes (he has the Guiding Hand spell - http://dnd5e.wikidot.com/spell:guiding-hand-ua)
May 9, 2024 10:46 pm
Nictorah says:
lol, I’ve noticed too. Now that the turn based combat is over, everyone has questions. I don’t mind at all, I enjoy RP more than combat. I might recommend using this forum to organize ideas and the loot though.
Here’s what I’ve gathered so far:
Ring of Fire Elemental Command
Cloak of Protection - Armat / 37
Boots of Elvenkind
Dark Shard Amulet - Peldan?
Deck of Tarroka cards
Mournland Map and Titaness’ tomes
Boots of Misty Step - SheK?
Vice, while it would be fun to see you run around nearly silent and practically invisible, you can’t have double advantage… you could trade the cloak for the boots, but they do different things.
May 9, 2024 10:54 pm
Vice will pass on the items, and settle for coin.
Peldan can keep the 'bot for a pet, or sent it to work at his tavern like R2 on Jabba's sail barge. :)
Are we planning on trying to get moar soarwood, or deal with this 'Lord' 1st?
Peldan can keep the 'bot for a pet, or sent it to work at his tavern like R2 on Jabba's sail barge. :)
Are we planning on trying to get moar soarwood, or deal with this 'Lord' 1st?
May 9, 2024 11:02 pm
Quote:
Ring of Fire Elemental CommandRing, Legendary (requires attunement)
This ring is linked to the fire elemental plane. While wearing this ring, you have advantage on attack rolls against Fire Elementals, and they have disadvantage on attack rolls against you.
The Ring has 5 charges. It regains 1d4+1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage and have advantage on checks to control vehicles powered by fire elementals. You can also speak and understand Ignan.
If you help slay a Fire Elemental while attuned to the Ring, you gain access to the following additional properties:
- You are immune to fire Damage.
- You can cast the following spells from the Ring, expending the necessary number of charges: Burning Hands (1 charge), fireball (2 charges), and Wall of Fire (3 charges).
May 9, 2024 11:47 pm
First need to find and a Fire Elemental for those free fireballs. I guess we could hire a mage to summon one of those.....
Last edited May 9, 2024 11:48 pm
May 10, 2024 3:42 am
Here’s what I’ve gathered so far:
Ring of Fire Elemental Command - Armat
Cloak of Protection - 37
Boots of Elvenkind
Dark Shard Amulet - Peldan
Deck of Tarroka cards
Mournland Map and Titaness’ tomes - Peldan?
Boots of Misty Step - SheK
Does Kleber want the boots?
Ring of Fire Elemental Command - Armat
Cloak of Protection - 37
Boots of Elvenkind
Dark Shard Amulet - Peldan
Deck of Tarroka cards
Mournland Map and Titaness’ tomes - Peldan?
Boots of Misty Step - SheK
Does Kleber want the boots?
May 10, 2024 2:00 pm
Vice has a cloak that does the same thing as the boots. You can’t have double advantage.
May 10, 2024 2:11 pm
Then I will take the boots, thank you very much.
Anyone knows how to use the tarots?
Anyone knows how to use the tarots?
May 10, 2024 2:49 pm
history check to see if Peldan knows anything about the tarot cards
Rolls
History check - (1d20+4)
(13) + 4 = 17
May 10, 2024 9:03 pm
Are we considering using this building? We already have a quest to do, and there's undead in the basement.
May 10, 2024 9:25 pm
Sardis says:
history check to see if Peldan knows anything about the tarot cardsMay 12, 2024 3:08 am
Ring of Fire Elemental Command - Armat
Cloak of Protection - 37
Boots of Elvenkind - Kleber
Dark Shard Amulet - Peldan
Deck of Tarroka cards
Mournland Map and Titaness’ tomes - Peldan?
Boots of Misty Step - SheK
Going once…
Going twice…
Cloak of Protection - 37
Boots of Elvenkind - Kleber
Dark Shard Amulet - Peldan
Deck of Tarroka cards
Mournland Map and Titaness’ tomes - Peldan?
Boots of Misty Step - SheK
Going once…
Going twice…
May 12, 2024 3:12 am
If no one else wants the cards, Peldan will pocket those as well, given he knows something about them.
May 14, 2024 9:19 pm
Bad news group.
Mine mother quit her awful job, meaning I cannot just apply to college interships hoping to get one, now I must find a real employment while going through college. Meaning mine already lacking post rate will tank to like once a week during good times. So, yeah. I'm unfortunately leaving the game.
Thanks for having me until now, it was one the best PbP games I ever had.
Feel free to take Kleber's savings and magic item, and either kill him with a falling rock or just memory hole the half-orc with another false hydra
2x Repeating Hand Crossbow.
Range 30/120, 5 shots then must reload with an action or a bonus action. Burst-Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Watch of Surge
Requires attunement. For a brief moment, time seems to slow around you. On your turn, you can take one additional Action on top of your regular Action and a possible bonus Action.
This item may only be used once per day and resets at dawn.
2/2 Walloping Arrows
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Horn of Silent Alarm
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Feather Token
Source: Eberron - Rising from the Last War
Wondrous item, common
This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.
Feather Token 2
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Boots of Elvenkind
Wondrous item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Mine mother quit her awful job, meaning I cannot just apply to college interships hoping to get one, now I must find a real employment while going through college. Meaning mine already lacking post rate will tank to like once a week during good times. So, yeah. I'm unfortunately leaving the game.
Thanks for having me until now, it was one the best PbP games I ever had.
Feel free to take Kleber's savings and magic item, and either kill him with a falling rock or just memory hole the half-orc with another false hydra
[ +- ] Kleber magic items
2x Repeating Hand Crossbow.
Range 30/120, 5 shots then must reload with an action or a bonus action. Burst-Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage. This action uses ten pieces of ammunition.
Watch of Surge
Requires attunement. For a brief moment, time seems to slow around you. On your turn, you can take one additional Action on top of your regular Action and a possible bonus Action.
This item may only be used once per day and resets at dawn.
2/2 Walloping Arrows
This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.
Horn of Silent Alarm
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Feather Token
Source: Eberron - Rising from the Last War
Wondrous item, common
This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.
Feather Token 2
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Boots of Elvenkind
Wondrous item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
May 14, 2024 10:43 pm
Man, I'm sorry to hear that. I'd say keep your stuff, and find a place in game to pull back... maybe Kleber and Ferul watch over the old church once we handle the undead?
That way, down the road, if and when things change for the better we can bring you back in? Your call, but I'd rather leave that door cracked open, y'know?
Regardless, take care of yourself. All the best!
That way, down the road, if and when things change for the better we can bring you back in? Your call, but I'd rather leave that door cracked open, y'know?
Regardless, take care of yourself. All the best!
May 14, 2024 10:43 pm
ah bummer. You sure you don't want Kleber to just hang around in Salvation with Buff?
May 14, 2024 11:04 pm
That sucks Hue. School and work is tough… Best of luck though!
I’ll keep Kleber intact as an NPC. If you find you have time in the future, you’re always welcome back!
I’ll keep Kleber intact as an NPC. If you find you have time in the future, you’re always welcome back!
May 19, 2024 11:18 pm
so...a family emergency arose this weekend and I didn't get to post like I'd wanted to. I'd read Armat's post about not joining the party and going off to do some investigating. I'd wanted Peldan, who (wanting to become a better adventurer) would have asked Armat if he would allow him to accompany him. Peldan would have offered to interpret any of the elven script using comprehend languages. But it seems I've missed the opportunity, unless there is any way to retcon Peldan's presence during Armat's last several posts?
May 19, 2024 11:21 pm
Perhaps, if too late to retcon, Peldan had followed the man (not feeling important enough for the man to want his aid, but still, he wished to observe). Armat would likely have been aware of his presence but likely, as focused on his task as he was, chose to ignore him?
May 21, 2024 10:14 pm
I can edit my last post if it isnt likely Peldan could deduce from the interaction that something "unseen" was exchanged.
May 21, 2024 10:18 pm
Leave the post. I like that Peldan expresses that he wants to know. He could see something was exchanged. It’s a very real reaction. But, I leave it to Armat to share.
May 21, 2024 10:29 pm
I was trying to request that the apparition touch Peldan and share what was shared with Armat. No worries if the apparition declines or isn't able to.
May 21, 2024 10:36 pm
I wouldn’t stop you from trying to do something to get in there. I can easily retcon it.
May 21, 2024 10:46 pm
Quote:
Armat steeled himself, mentally preparing himself for the specter's touch, then stepped forwards within Vela's reach.Do I need to change the wording to make the intent of his request more clear?
I guess I'm assuming it's close enough to him to reach out and touch him...or should I have him step toward the specter?
May 22, 2024 7:22 pm
Ummm, it's a bit odd that Armat continued while Peldan collapsed behind him? That's quite the retcon. I don't know what happened, but perhaps he could collapse as Vera dies?
Last edited May 22, 2024 7:23 pm
May 22, 2024 7:38 pm
Better get cookie some help!
*Tosses Peldan down the ladder. Got to consider my back and all that.*
*Tosses Peldan down the ladder. Got to consider my back and all that.*
May 22, 2024 8:29 pm
Oi, let's see you put on full adamantine plate and put Sean Astin and his taters on your back, then climb down a ladder!
Last edited May 22, 2024 8:30 pm
May 29, 2024 10:49 pm
To keep things moving a bit, Peldan, Roll me intelligence check on trying to decipher the notes in the books, etc
Jun 1, 2024 10:05 am
Sigh. Sorry, I missed this. (My intent was to cast comprehend languages on Armat)
Rolls
Intelligence check - (1d20+1)
(17) + 1 = 18
Jun 1, 2024 12:32 pm
Ah, that’s fine. Armat can give the check when he’s ready, unless you cast it on yourself
Jun 1, 2024 12:36 pm
I cast it on my self (given the int check provided), given the prompt given by you on the 29th. I think the 18 is pretty good for a +1 mod :)
Jun 3, 2024 2:23 am
It's my partner's birthday tomorrow as well as her college graduation. Have been busy most of the weekend in preparation for these 2 events. I'll get a post up as soon as possible.
Jun 3, 2024 2:54 am
Question for the group. I’ve had someone message asking to join our game. I have now issue, but it’s your party. Do you want to continue with five, or add another?
Jun 3, 2024 3:30 am
I thought we were 6? I'd be okay with it, you're the one doing all the heavy lifting though :)
Jun 3, 2024 4:44 am
With Kleber stepping back, we’re at five. Kleber’s always welcome back of course.
Jun 3, 2024 10:28 am
So as not to hold up the game, as I'm going to be quite busy today, if Amat wants to post but is waiting for me, he can just assume Peldan has relayed everything of significant from the GMs post.
Jun 3, 2024 9:42 pm
I feel well enough to resume posting, but my illness isn't going to fade overnight I'm afraid. Since I am being referred to a specialist doctor and there's a waiting list my posting may be spotty for a while.
Jun 4, 2024 5:41 am
Feel better, Khulod!
If there are no objections, then I’ll send an invite to the player tomorrow.
If there are no objections, then I’ll send an invite to the player tomorrow.
Jun 4, 2024 6:51 pm
Nictorah says:
Ring of Fire Elemental Command - ArmatCloak of Protection - 37
Boots of Elvenkind - Kleber
Dark Shard Amulet - Peldan
Deck of Tarroka cards
Mournland Map and Titaness’ tomes - Peldan?
Boots of Misty Step - SheK
Going once…
Going twice…
I think Peldan is currently at:
Dark Shard amulet
Mournland Map and Titaness’ tomes
Deck of Tarroka cards (if no one else wants)
And will add:
Boots of Elvenkind (if no one else wants...with Kleber stepping down...not sure what the plan is with the rest of his gear?)
I'm working on a response to Armat.
Jun 4, 2024 8:13 pm
Hey gang
Thanks for having me!
Malak is a Ranger 3/Druid 2 and is a healer/archer
his sheet is almost done... just need gear and to roll hp
Thanks for having me!
Malak is a Ranger 3/Druid 2 and is a healer/archer
his sheet is almost done... just need gear and to roll hp
Jun 4, 2024 8:25 pm
Welcome aboard! The guys are milling around town. The morning train just arrived and left. It would be a good opportunity to introduce your character.
Jun 5, 2024 10:53 pm
I have zero idea what a Malak is and what a Malak looks like. We probably could use a sub area for descriptions.
Jun 6, 2024 12:22 am
Letting the new guy introduce himself and giving him a bit of attention. He chose to go to the Grey Beyond, that’s where Garundah and SheK are at right now.
Jun 6, 2024 2:20 pm
I haven't posted sinceJune 4th. Just waiting on a response from Armat to Peldan's last post.
Jun 8, 2024 1:21 pm
I guess I didn't realize the goblin wasn't a part of the group... but then again Malak wouldn't know that either and could only assume.
Jun 8, 2024 6:05 pm

(that’s not him btw)
Jun 12, 2024 6:06 pm
I leave it to you, but would you like to name your crew? Or would you want more time to establish your crew?
Jun 12, 2024 7:56 pm
Don't leave it to Vice, he'll just keep suggesting terrible names as soon as he thinks of them.
Jun 16, 2024 4:54 am
I’m ready for the mission whenever you are. I’ll wait for SheK to give the note to Roszana. 37 appears to be busy, he can catch up if you leave without him. I’ll leave it to Armat as to whether he goes or not.
Jun 17, 2024 2:18 am
I'm back! And I am sorry!!
The past two weeks were an absolute cluster... I had double shifts with no cellphone signal, my "other mom" had multiple strokes and hospitalizations, pet euthenasia, almost had to shoot someone at 5am last Sunday, my mom's birthday, and a highschool graduation.
I'm hoping this week goes back to normal. I'm burned out on excitement.
The past two weeks were an absolute cluster... I had double shifts with no cellphone signal, my "other mom" had multiple strokes and hospitalizations, pet euthenasia, almost had to shoot someone at 5am last Sunday, my mom's birthday, and a highschool graduation.
I'm hoping this week goes back to normal. I'm burned out on excitement.
Jun 17, 2024 4:17 am
No worries. Glad to have you back. Sorry about the fur baby… mine’s not doing too hot either.
Jun 18, 2024 10:07 pm
Sardis says:
[quote="Nictorah"]Ring of Fire Elemental Command - ArmatCloak of Protection - 37
Boots of Elvenkind - Kleber
Dark Shard Amulet - Peldan
Deck of Tarroka cards
Mournland Map and Titaness’ tomes - Peldan?
Boots of Misty Step - SheK
Going once…
Going twice…
I think Peldan is currently at:
Dark Shard amulet
Mournland Map and Titaness’ tomes
Deck of Tarroka cards (if no one else wants)
And will add:
Boots of Elvenkind (if no one else wants...with Kleber stepping down...not sure what the plan is with the rest of his gear?)
Still looking for some finality on this :)
Jun 18, 2024 10:37 pm
Ring of Fire Elemental Command - Armat
Cloak of Protection - 37
Boots of Elvenkind - Peldan
Dark Shard Amulet - Peldan
Deck of Tarroka cards - Peldan
Mournland Map and Titaness’ tomes - Armat?
Boots of Misty Step - SheK
Vice is the only one who didn’t grab anything. I think Armat grabbed the maps, etc in the end.
Cloak of Protection - 37
Boots of Elvenkind - Peldan
Dark Shard Amulet - Peldan
Deck of Tarroka cards - Peldan
Mournland Map and Titaness’ tomes - Armat?
Boots of Misty Step - SheK
Vice is the only one who didn’t grab anything. I think Armat grabbed the maps, etc in the end.
Jun 18, 2024 10:38 pm
Vice doesn't want any stuff, just coin. So he's eagerly waiting to sell the things the party doesn't want. Including the titans equipment.
Jun 19, 2024 5:30 am
I definitely remember that. I was just noting Armat’s interest in them in the story. I’m easy tho, you can have them.
Jun 19, 2024 7:53 am
Nictorah says:
I definitely remember that. I was just noting Armat’s interest in them in the story. I’m easy tho, you can have them.I'll leave it up to him. Doesn't really matter to me. :)
Jun 19, 2024 8:53 pm
Hey all. Sorry for my absence. My sickness has really put me down a notch unfortunately. Next week I am finally seeing the specialist who can hopefully give me an aid that will alleviate most of the symptoms. Please do not hold up anything for me. I hope to be back in action soon after.
Jun 21, 2024 5:29 am
Just checking in. So far, Vice and SheK are ready to go. Peldan and Malak are going with the flow. Kleber is game. Armat is in, but distracted. That leaves 37.
Unless I’m told otherwise, the party leaves the next morning for the warehouse? Are you getting horses? Are you going to retrieve the elemental cart from Vathirond? (I guess only Vice, 37 and Kleber know about that one) Are you going to convince Famul to pull the carts?
Just some ideas for the group.
Unless I’m told otherwise, the party leaves the next morning for the warehouse? Are you getting horses? Are you going to retrieve the elemental cart from Vathirond? (I guess only Vice, 37 and Kleber know about that one) Are you going to convince Famul to pull the carts?
Just some ideas for the group.
Jun 21, 2024 6:16 am
37 is waiting for the stone. As of now, someone would need to tell him they're heading out again.
Jun 24, 2024 2:13 pm
My son's wedding weekend is over and had me very busy. He is now a hitched man. I'm 3 hours into a 24 hour shift at work. I hope to get a post in later tonight once my client goes to bed.
Jun 26, 2024 11:03 pm
Um...if it's 60 gp fronted by SheK and then SheK seeks reimbursed of 10 gp from each of Peldan, Malak, Vice, 37, Kleber, and Armat...so, SheK gets the fronted 60 gp back with no personal investment.
Did I miss something, or is SheK trying to deceive them? :)
Did I miss something, or is SheK trying to deceive them? :)
Jun 27, 2024 4:06 am
Sardis. YEP. I didn't care to deal with fractions.
Nictorah. LOL. Took me a moment to get that. "10 go for her shadow"
Nictorah. LOL. Took me a moment to get that. "10 go for her shadow"
Jun 28, 2024 3:49 pm
@Nictorah
So Malak has 120' Darkvision and a Giant Wolf Spider has 60' Darkvision... I read that as since the form taken has Darkvision he is able to use his own Darkvision of 120'. that sound right?
Quote:
When in Wildshape: You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.Last edited June 28, 2024 3:50 pm
Jun 28, 2024 3:52 pm
That would be my understanding.
Unless, as a "sense" there is a difference between DV 60' and DV 120', in which case, you would be limited to the lesser range of the form taken.
GM call I suspect.
Unless, as a "sense" there is a difference between DV 60' and DV 120', in which case, you would be limited to the lesser range of the form taken.
GM call I suspect.
Last edited June 28, 2024 3:54 pm
Jun 28, 2024 11:53 pm
Guess you were looking for a volunteer behind those two. Well, SheK is it. And she still hate undead.
Jun 29, 2024 12:09 am
Depends on if you run or not. You have one round before they’re out.
Let’s roll initiative here in the OOC. Then it’s ready either way
Let’s roll initiative here in the OOC. Then it’s ready either way
Jun 29, 2024 12:25 am
Does Peldan see anything more that might be pertinent, with his 300' dark vision?
Jun 29, 2024 1:14 am
INIT is 15.
Last edited June 29, 2024 1:15 am
Rolls
INIT - (1d20+1)
(14) + 1 = 15
Jun 29, 2024 2:07 pm
Balthazar says:
Init7 + 5 = 12
Jun 29, 2024 10:35 pm
been watching a lot of presentations on youtube laying out the new 5e classes and I gotta say, it looks like it's gonna be an awesome update
Jun 30, 2024 5:36 pm
would Makak have gotten surprise on skeleton 5 as it was not aware of him?
Also, any competence bonus for 1st attack from being an aerial assault? possible advantage?
Also, any competence bonus for 1st attack from being an aerial assault? possible advantage?
Last edited June 30, 2024 6:12 pm
Jun 30, 2024 5:39 pm
Just new to this character... going to add in a bonus action I forgot I was going to make
Jun 30, 2024 7:24 pm
Simplistically, there wouldn’t have been a surprise, as they were on high alert from three separate attacks before Malak dropped from the ceiling.
Jul 2, 2024 5:45 pm
LOL. Keep forgetting that SheK can't have Faerie Fire, Hunter's Mark, Favored Foe, Beast Sense, Guidance, & Entangle up at the same time. All of them are concentration spells. Probably a slight miss design. LOL.
Last edited July 2, 2024 8:04 pm
Jul 2, 2024 7:41 pm
GM: Noticed on SheK as I was looking over her spells and such. I added the three more 2cn spells to known list that was missing. I added her another 2cn level spell slot she was missing. Noted that she has two more ritual spells possible. And can use Favored Foe three times, not twice. And she can cast Beast Sense once per day too.
Also noticed two features she has lets her learn "Misty Step" twice for known spells. (Fey Touched & Fey Wander)
Also noticed two features she has lets her learn "Misty Step" twice for known spells. (Fey Touched & Fey Wander)
Last edited July 2, 2024 8:05 pm
Jul 5, 2024 11:34 pm
I think that may be Peldan's first official kill (delivering the killing blow)...or would that be called a re-kill, given it is undead?
Jul 6, 2024 2:04 am
Vice is showing as 29/34. Just wanting to know if his being injured is visibly noticable?
Jul 6, 2024 2:23 am
Vice was hit by the skeleton’s attack. I will say that since Peldan is behind the cover of the corner, looking through the narrow opening of the chamber, over 37’s shield and through the light of his flaming sphere, he’s not able to see what’s happened to SheK and Vice.
Jul 17, 2024 11:57 pm
OOC:
Appears I have mistaken that 5e treats skeletons as evil and not neutral as some previous editions. Grrr. ...Jul 18, 2024 12:04 am
Even if skeletons themselves were neutral, that doesn't mean other people see them (or any undead) as ok.
Jul 18, 2024 12:10 am
SkeK reactions were based on them being neutral creations and not evil undead. As evil undead, sure destroy that evil obelisks. Life of playing too many editions over time. So, I guess let it slide as something really that didn't happen. :)
Last edited July 18, 2024 5:52 pm
Jul 18, 2024 2:01 am
It’s Eberron! You’re absolutely right, skeleton does not mean evil. The reasons for their attack are yet to be discovered.
Jul 19, 2024 10:18 pm
Malak is taking the rear... so will delay his turn in the initiative order and wait until Peldan has posted.
Last edited July 19, 2024 10:19 pm
Jul 19, 2024 11:15 pm
No worries. I’m going to say it’s too tight for flight in here. The ceiling is only 10 feet. Seeing that your wingspan is 10 feet I would say it would be difficult to stay above the ground in the current environment.
Jul 23, 2024 11:06 pm
Malak's bow is a +1 Longbow... did his physical attacks via arrows seem to damage the obelisk as other magic has?
Jul 24, 2024 5:48 am
There was damage from the arrow, but the magical attacks seemed to work much better.
Aug 1, 2024 11:10 pm
Sorry gang, my plan was to post today but I just worked 72hrs in 5 days and have only slept 3-4 hours a night and today I am totally wiped.
I am on vacation from tomorrow morning until Monday night and won't likely have time to post until Tuesday night.
Feel free to take control of Malak until I return so as not to hold up the game.
I am on vacation from tomorrow morning until Monday night and won't likely have time to post until Tuesday night.
Feel free to take control of Malak until I return so as not to hold up the game.
Aug 7, 2024 7:05 pm
I have been offline for a week or so but back now. :) Hope to get caught up soon.
Aug 13, 2024 9:03 pm
I'm back! Sorry for the delayed return...just let me know when you want me to pop back in with Peldan.
Aug 22, 2024 9:39 am
I'm out of town today or tomorrow for first-aid training amd won't likely have time to post. Feel free to npc Malak to keep things moving.
Aug 26, 2024 12:09 am
@Nictorah
A delayed action is exactly what I would have done. Thanks for taking care of it. Sorry I didn't get to it...I will say, my frequency in posting will increase significantly in the near future...especially once the 11 year old starts back at school in less than 2 weeks!!!!!!
A delayed action is exactly what I would have done. Thanks for taking care of it. Sorry I didn't get to it...I will say, my frequency in posting will increase significantly in the near future...especially once the 11 year old starts back at school in less than 2 weeks!!!!!!
Aug 26, 2024 12:59 am
Imma need a couple days... I have come training to wrap up and some onboarding documentation I need to complete amd submit... hopefully be done tomorrow but Tuesday at the latest
edit: for my new job
edit: for my new job
Last edited August 26, 2024 1:00 am
Aug 30, 2024 2:17 am
End of 37s last post:
As he finishes his brief scan, he hands the book to Peldan with a nod.
As he finishes his brief scan, he hands the book to Peldan with a nod.
Aug 30, 2024 11:49 pm
Hey, just letting you know I'm out on my last weekend camping trip of the year. I likely won't be able to post until Sunday.
If anyone wants to take a look (it's a beautiful area), we will be hiking the Skyline Trail tomorrow in the Nova Scotia Highlands in Cape Breton.
If anyone wants to take a look (it's a beautiful area), we will be hiking the Skyline Trail tomorrow in the Nova Scotia Highlands in Cape Breton.
Aug 31, 2024 4:24 am
That’s when I learned halibut is a west coast fish and it’s all haddock out east.
Sep 2, 2024 2:16 pm
Sorry everyone... I started a new job... went from working 2 shifts a week (24hr shifts) to 8 hour days plus travel 5 days a week... fitting what I did with 5 days off a week just isn't possible... I'm gonna bow out.
Sep 4, 2024 7:09 pm
With the springing of this new chain-based trap, does Peldan experience any sort of connection or sensation related to Vera as was the case previously?
Sep 4, 2024 9:51 pm
Due to Vera’s memories now engrained in his mind, the sound of chains would definitely have an affect on Peldan. No physical or psychic damage, you may RP it as you see fit.
Oct 2, 2024 4:20 pm
Got back from vacation yesterday. And while I certainly posted while I was on my trip, I admit it wasn't quite as often as usual.
I'm used to standing in lines for 30-40 minutes... but since I travelled alone this time, I found the joy of the Single Rider Line. I rarely waited for than 5 minutes, so I did a lot more rides than I thought I would.
I'm used to standing in lines for 30-40 minutes... but since I travelled alone this time, I found the joy of the Single Rider Line. I rarely waited for than 5 minutes, so I did a lot more rides than I thought I would.
Oct 2, 2024 6:15 pm
had a bit of home renovation last weekend (that spilled into the beginning of the week) but I'm here.
Oct 31, 2024 3:44 pm
37 sees the spectral figure possessing Cassel pull the halfling toward him as Peldan shifts into the ethereal realm.
…
A flash of light invisible to everyone strikes the figure.
In the ethereal, the spectre writhes, but remains bound in place. The ghostly Peldan seems to look frantically around him.
…
37 sees Peldan hack at the obelisk somehow with a small knife, before smashing a wine bottle from his pack. The tiniest of cracks appears on the artifact. Frantic, he runs out of the chamber and begins pulling the unseen and unmoving spectre toward the chamber’s exit.
…
37 watches as the spectre within Cassel bursts into dozens, possibly even a hundred tiny balls of blue light. A singular globulous orb of green light flickers in their midst. The blue lights dart angrily around before converging on the green orb. In what can only be described as swarm of ghostly hornets, the green orb within is torn apart by the tiny spirits. The light from the display of ferocity illuminates Peldan, who watches on in fascinated horror.
The green light has completely disappeared, shredded into infinitesimal pieces which fade into the ether. The little wisps the remain, flit around for a few moments before they begin to disperse. Most of these fade away as well. A few scatter vanishing through the stone walls of the chamber.
One last little light approaches Peldan. The halfling bows deeply to the orb, seeming to recognize it. 37 sees Peldan conversing solemnly with the orb for a few moments before they begin to leave the chamber together.
…
A flash of light invisible to everyone strikes the figure.
In the ethereal, the spectre writhes, but remains bound in place. The ghostly Peldan seems to look frantically around him.
…
37 sees Peldan hack at the obelisk somehow with a small knife, before smashing a wine bottle from his pack. The tiniest of cracks appears on the artifact. Frantic, he runs out of the chamber and begins pulling the unseen and unmoving spectre toward the chamber’s exit.
…
37 watches as the spectre within Cassel bursts into dozens, possibly even a hundred tiny balls of blue light. A singular globulous orb of green light flickers in their midst. The blue lights dart angrily around before converging on the green orb. In what can only be described as swarm of ghostly hornets, the green orb within is torn apart by the tiny spirits. The light from the display of ferocity illuminates Peldan, who watches on in fascinated horror.
The green light has completely disappeared, shredded into infinitesimal pieces which fade into the ether. The little wisps the remain, flit around for a few moments before they begin to disperse. Most of these fade away as well. A few scatter vanishing through the stone walls of the chamber.
One last little light approaches Peldan. The halfling bows deeply to the orb, seeming to recognize it. 37 sees Peldan conversing solemnly with the orb for a few moments before they begin to leave the chamber together.
Oct 31, 2024 3:45 pm
I figured I post what 37 saw in the OOC. It’ll be above table until 37 shares his experience.
Sadly, the finish was built around those that met Vera. Here’s what Peldan and Armat experienced with her. The Tarot cards Peldan wanted from Vice were hers
…
Waves of icy pain flow through your hand, through your arm and into your mind.
At once, a lifetime of images flashes before your eyes. A young, dark skinned woman at the centre of it all. Her life, filled with as much sorrow. Chased for her abilities, she is perpetually on the run. Her beliefs are so foreign to you. Glorifying death, yet running from it. Embracing it, yet preventing it. Throughout her life, you hear her mantra ring in your head:
Death is the end, Dolurrh is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this life and each other. You watch her find herself amongst others of her belief. They band together, grow in numbers and friendship. The group try to settle on the edge of the nation a Breland. They found the hall you’re standing in. Until, one fateful night, betrayed by one of their own, she watches them all turned before her eyes. A shadowy figure collects their energies and their shells all bow to him. Except Vera.
You try to flee through the chambers behind the altar, down into the crypts below. Panicked, fumbling for something. Something hidden Something important. You unroll a scroll written in blood. As you cast the scroll, you watch Vera’s body fall to the floor. The bloody parchment still in your now spectral hand. They’re coming. You magically set the scroll on fire in a flash of spectral flames.
Immediately, you feel the chains grip your wrists, pulling you toward the figure. His green eyes glow with blind fury. Another chain erupts from his hand, strangling you. Your spectral form needs draw no breath, yet your throat is squeezed shut. Eyes bulging, you feel the terror as the figure comes into focus. Your love. Kassel. He hurls you through the crypt walls, you feel the stone and brick pass through you. Through the void of the hall with your undead friends, past the pillars, through the ceiling and into the attic. Chains bind to the walls. You fight to escape, but there is none.
Days, perhaps weeks pass in loneliness and darkness. Until, one final insult. Kassel brings Vera’s animated corpse up to you, taunting you. She dances and laughs. Her vibrance gone. Eyes empty. Her laugh, hollow and distant. Just her shell. "… if the gods exist, they are cruel… and now you have no one to stand by, or care for.", the shell’s creepy voice says, pitiless, mocking.
Unable to speak or respond, Kassel never says a word. He ushers Vera’s shell from the room. Gives you one last look from his glowing eyes, then closes and locks the door.
There she is left.
Over the years, those who find her, fear her. Either run from her or fight her, at their own peril. She withers and fades till a red Knight of Vol opens the door and shows her kindness only a fellow Seeker would understand.
The memories send searing pain through your mind.
Sadly, the finish was built around those that met Vera. Here’s what Peldan and Armat experienced with her. The Tarot cards Peldan wanted from Vice were hers
…
Waves of icy pain flow through your hand, through your arm and into your mind.
At once, a lifetime of images flashes before your eyes. A young, dark skinned woman at the centre of it all. Her life, filled with as much sorrow. Chased for her abilities, she is perpetually on the run. Her beliefs are so foreign to you. Glorifying death, yet running from it. Embracing it, yet preventing it. Throughout her life, you hear her mantra ring in your head:
Death is the end, Dolurrh is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this life and each other. You watch her find herself amongst others of her belief. They band together, grow in numbers and friendship. The group try to settle on the edge of the nation a Breland. They found the hall you’re standing in. Until, one fateful night, betrayed by one of their own, she watches them all turned before her eyes. A shadowy figure collects their energies and their shells all bow to him. Except Vera.
You try to flee through the chambers behind the altar, down into the crypts below. Panicked, fumbling for something. Something hidden Something important. You unroll a scroll written in blood. As you cast the scroll, you watch Vera’s body fall to the floor. The bloody parchment still in your now spectral hand. They’re coming. You magically set the scroll on fire in a flash of spectral flames.
Immediately, you feel the chains grip your wrists, pulling you toward the figure. His green eyes glow with blind fury. Another chain erupts from his hand, strangling you. Your spectral form needs draw no breath, yet your throat is squeezed shut. Eyes bulging, you feel the terror as the figure comes into focus. Your love. Kassel. He hurls you through the crypt walls, you feel the stone and brick pass through you. Through the void of the hall with your undead friends, past the pillars, through the ceiling and into the attic. Chains bind to the walls. You fight to escape, but there is none.
Days, perhaps weeks pass in loneliness and darkness. Until, one final insult. Kassel brings Vera’s animated corpse up to you, taunting you. She dances and laughs. Her vibrance gone. Eyes empty. Her laugh, hollow and distant. Just her shell. "… if the gods exist, they are cruel… and now you have no one to stand by, or care for.", the shell’s creepy voice says, pitiless, mocking.
Unable to speak or respond, Kassel never says a word. He ushers Vera’s shell from the room. Gives you one last look from his glowing eyes, then closes and locks the door.
There she is left.
Over the years, those who find her, fear her. Either run from her or fight her, at their own peril. She withers and fades till a red Knight of Vol opens the door and shows her kindness only a fellow Seeker would understand.
The memories send searing pain through your mind.
[ +- ] Vera

Nov 7, 2024 2:09 pm
Looks like the party is down to 3 players. Might consider recruitment.
Don't have anything listed on my character. What did we get as far as items and coin?
Don't have anything listed on my character. What did we get as far as items and coin?
Last edited November 7, 2024 2:11 pm
Nov 7, 2024 5:45 pm
9 long swords,
10 javelins,
10 shields
+1 longbow,
a quiver of 12 walloping arrows,
150 gp and an assortment of gems worth 100 gp
Ring, Legendary (requires attunement)
This ring is linked to the fire elemental plane. While wearing this ring, you have advantage on attack rolls against Fire Elementals, and they have disadvantage on attack rolls against you.
The Ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage and have advantage on checks to control vehicles powered by fire elementals. You can also speak and understand Ignan.
If you help slay a Fire Elemental while attuned to the Ring, you gain access to the following additional properties:
- You are immune to fire Damage.
- You can cast the following spells from the Ring, expending the necessary number of charges: Burning Hands (1 charge), fireball (2 charges), and Wall of Fire (3 charges).
- You have advantage on piloting elemental ships and airships
Wondrous item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.A deck of Tarroka cards - A deck of cards used for divination by seers.
Titaness Staff
Titaness Shield
Small, ornate key - for chest in the hall
Titaness Journal - hand-written in elvish
Wondrous item, uncommon
HP 15
AC 13
Magical darkness spreads from amulet to fill a 15-foot-radius sphere . The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. The darkness emanates from the amulet and moves with it.
Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of the affected area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Wondrous instrument, uncommon (requires attunement)
Carving them out of the gnarled, dark bark of the Svalich Woods, these Mandolins are the favored instrument of Vistani Bards. The strings let out a haunting yet enchanting reveberation with every strum and pluck.
As with their curses, the rhyming lyrics of Vistani songs are ladened with magic. You gain knowledge of the following Vistani Folk Songs that you can sing once per long rest
Vistani Folk Song
3rd- level enhancement
Casting Time: 1 action
Range: 30 feet
Components: Verbal
Duration: Concentration, up to 5 rounds.
You can use your action to play (or continue playing) a Vistani Folk Song for up to five rounds. Each creature in a 30-foot-radius sphere centered on you must make a Wisdom saving throw against your spell save DC. On a failed save, the affected are subject to the magic of the song. Allies have advantage to a particular song after hearing it once. Creatures that can't be charmed are immune to this spell.
The Song of the Caravan - You sing the song of nomadic wanderlust. The affected uncontrolably sway and dance to the music. Their movement speed is halved and they have disadvantage on attack rolls until their next turn.
The Song of Unrequited Love - You sing a heart-wrenching song of a love not reciprocated. The affected momentarily forget what they're doing and begin to uncontrollably sob.
They are stunned till their next turn.
The Song of the Dark Prince - You sing the familiar grim tale of a brave warrior-prince turned oppressive ruler-of-the-land. The affected recoil at the mention of the prince's name - Strahd. They are frightened till their next turn.
The Song of Lands Unvisited - You sing a song of longing for a land you have dreamt to visit. The affected's mind drifts off to said land, granting advantage on attack rolls against them.
The Song of the Evil Eye - You sing a song of spiteful jealousy and seething hatred. The affected's luck is hampered, suffering -3 to their next attack roll and an extra 1d4 damage the next time they are damaged.Book of the Raven
Vistani Garments
Collection of trinkets
1200 gp
450 gp worth of gems
Vistani garments
EDIT: The cauldron in the dark chamber
10 javelins,
10 shields
+1 longbow,
a quiver of 12 walloping arrows,
150 gp and an assortment of gems worth 100 gp
[ +- ] Shortsword of Warning
Weapon (shortsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Properties: Magic, Finesse, Light
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Properties: Magic, Finesse, Light
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
[ +- ] Ring of Fire Elemental Command
Ring, Legendary (requires attunement)
This ring is linked to the fire elemental plane. While wearing this ring, you have advantage on attack rolls against Fire Elementals, and they have disadvantage on attack rolls against you.
The Ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage and have advantage on checks to control vehicles powered by fire elementals. You can also speak and understand Ignan.
If you help slay a Fire Elemental while attuned to the Ring, you gain access to the following additional properties:
- You are immune to fire Damage.
- You can cast the following spells from the Ring, expending the necessary number of charges: Burning Hands (1 charge), fireball (2 charges), and Wall of Fire (3 charges).
- You have advantage on piloting elemental ships and airships
[ +- ] Boots of Elvenkind
Wondrous item, Uncommon
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
[ +- ] Mournland Map

[ +- ] Boots of Misty Step
Wondrous item, Uncommon (requires attunement)
Once per long rest, the wearer may cast Misty Step as a bonus action.
If the wearer has Misty step as a cantrip, they may double its range.
Once per long rest, the wearer may cast Misty Step as a bonus action.
If the wearer has Misty step as a cantrip, they may double its range.
Titaness Shield
Small, ornate key - for chest in the hall
Titaness Journal - hand-written in elvish
[ +- ] Amulet of Darkness x2
Wondrous item, uncommon
HP 15
AC 13
Magical darkness spreads from amulet to fill a 15-foot-radius sphere . The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. The darkness emanates from the amulet and moves with it.
Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of the affected area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
[ +- ] Chain Dart Bracers x2
Chain Dart Bracer (requires attunement)
Melee Weapon, finesse, reach
Damage: 1d6+2
Damage type: Slashing
On a hit, the target is grappled (escape is DC 14) if the you are not already grappling a creature. Until this grapple ends, the target is restrained and takes (1d6) piercing damage at the start of each of its turns.
Range: reach 10 ft.
Weight: 2
Melee Weapon, finesse, reach
Damage: 1d6+2
Damage type: Slashing
On a hit, the target is grappled (escape is DC 14) if the you are not already grappling a creature. Until this grapple ends, the target is restrained and takes (1d6) piercing damage at the start of each of its turns.
Range: reach 10 ft.
Weight: 2
[ +- ] Vistani Mandolin
Wondrous instrument, uncommon (requires attunement)
Carving them out of the gnarled, dark bark of the Svalich Woods, these Mandolins are the favored instrument of Vistani Bards. The strings let out a haunting yet enchanting reveberation with every strum and pluck.
As with their curses, the rhyming lyrics of Vistani songs are ladened with magic. You gain knowledge of the following Vistani Folk Songs that you can sing once per long rest
Vistani Folk Song
3rd- level enhancement
Casting Time: 1 action
Range: 30 feet
Components: Verbal
Duration: Concentration, up to 5 rounds.
You can use your action to play (or continue playing) a Vistani Folk Song for up to five rounds. Each creature in a 30-foot-radius sphere centered on you must make a Wisdom saving throw against your spell save DC. On a failed save, the affected are subject to the magic of the song. Allies have advantage to a particular song after hearing it once. Creatures that can't be charmed are immune to this spell.
The Song of the Caravan - You sing the song of nomadic wanderlust. The affected uncontrolably sway and dance to the music. Their movement speed is halved and they have disadvantage on attack rolls until their next turn.
The Song of Unrequited Love - You sing a heart-wrenching song of a love not reciprocated. The affected momentarily forget what they're doing and begin to uncontrollably sob.
They are stunned till their next turn.
The Song of the Dark Prince - You sing the familiar grim tale of a brave warrior-prince turned oppressive ruler-of-the-land. The affected recoil at the mention of the prince's name - Strahd. They are frightened till their next turn.
The Song of Lands Unvisited - You sing a song of longing for a land you have dreamt to visit. The affected's mind drifts off to said land, granting advantage on attack rolls against them.
The Song of the Evil Eye - You sing a song of spiteful jealousy and seething hatred. The affected's luck is hampered, suffering -3 to their next attack roll and an extra 1d4 damage the next time they are damaged.
[ +- ] Tinker’s Tool
10 lb.
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.
A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
Components.
Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
History
You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation.
When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Repair.
You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
Activity
Temporarily repair a disabled device DC 10
Repair an item in half the time DC 15
Improvise a temporary item using scraps DC 20
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft.
A set of tinker's tools is designed to enable you to repair many mundane objects. Though you can't manufacture much with tinker's tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.
Components.
Tinker's tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.
History
You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.
Investigation.
When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.
Repair.
You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flame hot enough to make the metal pliable.
Activity
Temporarily repair a disabled device DC 10
Repair an item in half the time DC 15
Improvise a temporary item using scraps DC 20
Vistani Garments
Collection of trinkets
1200 gp
450 gp worth of gems
Vistani garments
EDIT: The cauldron in the dark chamber
Nov 7, 2024 5:52 pm
I also feel like the group forgot about this guy…
AC 19 (Steel)
Hit Points: 75
Speed: 15 mph
Weight: 800 lbs
Requires Mark of Transport or attunement (4 hours) to operate successfully.
Seats 8 (6 inside, 2 drivers)
Can transport up to 4800 lbsIt’s sitting out on the farm by Vathirond
[ +- ] Elemental Land Cart

AC 19 (Steel)
Hit Points: 75
Speed: 15 mph
Weight: 800 lbs
Requires Mark of Transport or attunement (4 hours) to operate successfully.
Seats 8 (6 inside, 2 drivers)
Can transport up to 4800 lbs
Nov 7, 2024 6:06 pm
Do we have anyone that can drive the cart?
Weren't we hiding it because it put a target on us?
Weren't we hiding it because it put a target on us?
Nov 7, 2024 11:38 pm
crazybirdman says:
Do we have anyone that can drive the cart?Unattuned, the speed is halved.
Nov 8, 2024 2:26 am
OOC:
Nope. And this seems like a good time for them. It's sounding like the group might need a long rest before we head out again, as our basement was a lot more grueling than expected.Last edited November 8, 2024 2:26 am
Nov 8, 2024 4:06 am
All items found are yours, since there were not from the Mournland. Let me know what, if anything, you would like to keep. Also, what you’d like to sell.
Nov 8, 2024 4:42 pm
Ok...
Each of us take 600gp.
The list shows 1200gp, 450 gp, and 150gp. That's 1800gp, neatly divided by 3 players for a total of 600gp each.
I suggest we cash in the gems and put the 100gp (or however much we get) into a "team fund." We can use it to pay for room and board, bribes, whatever team-related expense we run across out of it.
All of the mundane weaponry can be sold off. It won't be much, maybe add that gp to the team fund? Speaking of, I can track the team fund if we want.
As for the rest of the items... 37 would be interested in Tinker's Tools, Shortsword of Warning, one of the bracers, one of the amulets, and perhaps the Boots of Misty Step.
That said, the only thing I'd argue for is the shortsword. (Could use a melee option, just in case I need it in combat.)
I like the Boots of Elvenkind, but mechanically they do nothing for me. Also... I kind of want to mount the Titaness' shield over our front door. Just in case anyone forgets who we are. 😂
Each of us take 600gp.
The list shows 1200gp, 450 gp, and 150gp. That's 1800gp, neatly divided by 3 players for a total of 600gp each.
I suggest we cash in the gems and put the 100gp (or however much we get) into a "team fund." We can use it to pay for room and board, bribes, whatever team-related expense we run across out of it.
All of the mundane weaponry can be sold off. It won't be much, maybe add that gp to the team fund? Speaking of, I can track the team fund if we want.
As for the rest of the items... 37 would be interested in Tinker's Tools, Shortsword of Warning, one of the bracers, one of the amulets, and perhaps the Boots of Misty Step.
That said, the only thing I'd argue for is the shortsword. (Could use a melee option, just in case I need it in combat.)
I like the Boots of Elvenkind, but mechanically they do nothing for me. Also... I kind of want to mount the Titaness' shield over our front door. Just in case anyone forgets who we are. 😂
Last edited November 8, 2024 4:44 pm
Nov 8, 2024 4:50 pm
I believe SheK has the boots of Misty step. That was my mistake.
I love the idea of the shield being your sign!
As for room and board, I leave it to the group whether you want to fix up the hall as your home base, or pay for hotels. Sheriff did offer it to you.
I love the idea of the shield being your sign!
As for room and board, I leave it to the group whether you want to fix up the hall as your home base, or pay for hotels. Sheriff did offer it to you.
Nov 8, 2024 4:58 pm
No worries. I won't take them then. Lol
Well, room and board was just one example. Invariably, groups incure expenses that no one player is really responsible for -- nor should they be.
In other games we've used a team fund to do things like pay the NPC crew on our sailing ship, hire NPCs, or pay for a spell to be cast. We've used the fund to purchase diamonds in increments of 300gp worth, in case we need revivify. We bribe people with it. Honestly, the list goes on. It's where all of the odd coins end up -- like, did we get 1000gp with a party of 6? Everyone takes 150gp and the leftover 100 goes in the fund.
I do think 37 would want to claim the old church and make it a home/base of operations... but the fund could still be usefull.
And if down the road we end realizing we don't actually need a team fund, we cash it out and divide it amongst the party.
Well, room and board was just one example. Invariably, groups incure expenses that no one player is really responsible for -- nor should they be.
In other games we've used a team fund to do things like pay the NPC crew on our sailing ship, hire NPCs, or pay for a spell to be cast. We've used the fund to purchase diamonds in increments of 300gp worth, in case we need revivify. We bribe people with it. Honestly, the list goes on. It's where all of the odd coins end up -- like, did we get 1000gp with a party of 6? Everyone takes 150gp and the leftover 100 goes in the fund.
I do think 37 would want to claim the old church and make it a home/base of operations... but the fund could still be usefull.
And if down the road we end realizing we don't actually need a team fund, we cash it out and divide it amongst the party.
Last edited November 8, 2024 4:59 pm
Nov 8, 2024 5:02 pm
Oh, it’s a great idea to have a team fund! Wasn’t arguing against that at all. 37 and Vice have been the O.Gs of the group, I’d recommend setting something like this for when new players join. Especially if your group becomes a fixture in town.
Btw, it looks like we may have four more coming in shortly.
Btw, it looks like we may have four more coming in shortly.
Nov 8, 2024 5:08 pm
37 is really going to have to see about closing up that crack that small characters can use to enter the basement.
New players is always good. The impending influx is also why I thought splitting loot now was in order. After 37, Vice, and SheK divide up what they want, sell off the rest and divide that coin as well... it should be a good starting point for the others.
New players is always good. The impending influx is also why I thought splitting loot now was in order. After 37, Vice, and SheK divide up what they want, sell off the rest and divide that coin as well... it should be a good starting point for the others.
Last edited November 8, 2024 5:10 pm
Nov 8, 2024 5:11 pm
…or modify into an escape route? famul was designed as a servant-type for the group. Supplies cost gold, but he can play out your visions for the hall.
Nov 8, 2024 5:16 pm
MaJunior says:
I suggest we cash in the gems and put the 100gp (or however much we get) into a "team fund." We can use it to pay for room and board, bribes, whatever team-related expense we run across out of it.
MaJunior says:
I kind of want to mount the Titaness' shield over our front door. Just in case anyone forgets who we are. 😂None of the items interest me. Vice is just saving up to enchant more of his weapons.
Nov 8, 2024 5:20 pm
37 would prefer to just seal it up. Escape can be had by other means.
As a warforged, 37 would not want to overburden Famul. Slaves and servants don't really sit well with him. Famul shouldn't be expected to do the heavy lifting, though he is certainly welcome to contribute of his own volition.
As a warforged, 37 would not want to overburden Famul. Slaves and servants don't really sit well with him. Famul shouldn't be expected to do the heavy lifting, though he is certainly welcome to contribute of his own volition.
Nov 8, 2024 5:24 pm
Absolutely makes sense to me. I think of famul as B-4 compared to Data. Sure, he has intelligence, but he’s a very rudimentary design. Where you take him from here, is entirely up to you.
Nov 9, 2024 12:09 am
A full cut, or like a hired NPC?
It really only affects how much we give him. And technically how often.
It really only affects how much we give him. And technically how often.
Last edited November 9, 2024 12:09 am
Nov 9, 2024 12:30 am
Depends on what you think a skilled worker is worth. I could keep track if you decide to go that route.
Usually it’s a daily. But we could just do monthly.
Usually it’s a daily. But we could just do monthly.
Nov 9, 2024 3:05 am
When the Gundam walks up to the Astromech droid and says, "you work for me now..."
The R2 unit works for her now.
The R2 unit works for her now.
Nov 9, 2024 3:26 am
Ok, so we hire the little guy, have him clean up the basement and secure the entrance.
We hang the titan shield on the door snd sell almost everything else.
We make the building our home? A bed and breakfast? Are we available for hire?
We still need to do the job for Kalli and find enough soarwood for repairs. Am i forgetting anything?
We hang the titan shield on the door snd sell almost everything else.
We make the building our home? A bed and breakfast? Are we available for hire?
We still need to do the job for Kalli and find enough soarwood for repairs. Am i forgetting anything?
Nov 9, 2024 5:12 am
I’m loving all the ideas. Let’s put them in the story and close out chapter two. That way we can kick off chapter three with the new guys.
Nov 9, 2024 3:40 pm
crazybirdman says:
Ok, so we hire the little guy, have him clean up the basement and secure the entrance. We hang the titan shield on the door snd sell almost everything else.
We make the building our home? A bed and breakfast? Are we available for hire?
We still need to do the job for Kalli and find enough soarwood for repairs. Am i forgetting anything?
Kalli's job is next (as mentioned, 37 didn't intend for the basement to be such a trial). Sounds like you've got it about right to me.
Last edited November 9, 2024 3:40 pm
Nov 9, 2024 11:48 pm
We can definitely offer Famul a job in character, but didn't Peldan already offer? ( sorry, don't remember)
We still have to do the the job for Kalli, so is the in-game reasoning that we are recruiting help to replace the team members that dissapeared? I don't what them to think we are subcontracting the job 😅
We still have to do the the job for Kalli, so is the in-game reasoning that we are recruiting help to replace the team members that dissapeared? I don't what them to think we are subcontracting the job 😅
Nov 10, 2024 2:15 am
The Mournland is tough. You've dwindled in numbers, it makes sense that you need more help.
I’ve posted chapter three for the new players to frolic. Once you’re finished with chapter two, we’ll get everyone to the Grey Beyond.
I’ve posted chapter three for the new players to frolic. Once you’re finished with chapter two, we’ll get everyone to the Grey Beyond.
Nov 12, 2024 6:12 am
After losing hours of creative writing on characters multiple times, I just can't see using this site as I have noted. I'm exiting this site.
Nov 12, 2024 1:50 pm
I’m sorry, GeneCortess. That sucks. Your characters were always well played, it’s a shame to see you go.
Best of luck! We’re here if you change your mind.
Best of luck! We’re here if you change your mind.
Nov 12, 2024 6:03 pm
Question. How do you all decide on loot distribution by chance. Just want to make sure I'm going along with whatever system is already in place.
Nov 12, 2024 6:16 pm
divide evenly, any specials items we call dibs on, and so far the players have been pretty chill if two people want the same item.
Nov 12, 2024 6:23 pm
Ok cool so just the dibs method and not really anything if person A got two more items than person B last mission so person B gets priority or anything regarding rarity of items.
Just thought I'd check before starting thank you.
Just thought I'd check before starting thank you.
Nov 12, 2024 6:39 pm
We’ve been pretty fortunate that people don’t argue too much. I let the players decide who gets what items. Money is split evenly. I also try to have something specific to characters needs available, which helps.
Nov 13, 2024 1:28 pm
Sorry about the delay. My time zone is CET and I mostly have time to post in the evening. I would like to write a bit about the performance, so I will write it tonight.
Nov 14, 2024 5:54 am
Looking for some input from the group.
I’ve historically posted some side quests as private notes. That way players have something that’s only theirs. However, that has come to bite me in the butt a couple times. Would everyone prefer to know everything that happens in the story? I know we can all avoid being meta about it.
Thoughts?
Also, the holidays are around the corner, gimme your Santa wish lists :D
I’ve historically posted some side quests as private notes. That way players have something that’s only theirs. However, that has come to bite me in the butt a couple times. Would everyone prefer to know everything that happens in the story? I know we can all avoid being meta about it.
Thoughts?
Also, the holidays are around the corner, gimme your Santa wish lists :D
Nov 14, 2024 6:21 am
I am ok with things being private. I agree that we can (probably) all avoid meta-gaming with the knowledge, but I don't need to know. I know sometimes it can feel nice to have a Secret Thing, and if people want that little warm fuzzy who am I to prevent it?
That said, not sure how it has bit you but I trust it has. We've been doing this long enough, I trust your judgement. Handle it however works best for you.
As for Christmas... I honestly haven't thought about what 37 might want. He's pretty self-contained. I can give it some thought though.
That said, not sure how it has bit you but I trust it has. We've been doing this long enough, I trust your judgement. Handle it however works best for you.
As for Christmas... I honestly haven't thought about what 37 might want. He's pretty self-contained. I can give it some thought though.
Nov 14, 2024 7:49 am
Oh man, what does the DM want for Christmas? VICE wants Cyre to be able to transform into a walking mode, but he may have to come up with something more reasonable.
Nov 14, 2024 8:19 am
I prefer to keep everything public. I think it's more fun to be able to have the option of reading what's going on. If a player prefers to keep their part of the plot hidden, then it certainly fine by me.
Maybe the default could be to use public spoilers? With the option of using private notes if a player prefers that?
Like this
With a public spoiler, players get to decided if/when they read the spoiler, and I like that flexibility.
Maybe the default could be to use public spoilers? With the option of using private notes if a player prefers that?
[ +- ] For your eyes only
Like this
Nov 14, 2024 8:38 am
I do like the option of knowing ( and of others players knowing what my character was doing) comes in handy if someone forgets something.
Maybe spoilers tags are the way to go?
Maybe spoilers tags are the way to go?
Nov 14, 2024 10:46 am
I also like keeping side quests out in the open for others to read and enjoy. I like the spoiler idea.
Nov 14, 2024 2:09 pm
I don't think I have a preference, but I supposed I would side on spoiler tags as well.
For Christmas Torhak would like an Official Red Ryder carbine action two-hundred shot range model air rifle...or a fun set of armor, or a shield...or a quirky wondrous items. He's a big fan of novelty.
For Christmas Torhak would like an Official Red Ryder carbine action two-hundred shot range model air rifle...or a fun set of armor, or a shield...or a quirky wondrous items. He's a big fan of novelty.
Nov 14, 2024 2:25 pm
😂😂😂 lol. No preference hidden vs out in the open. Hidden makes more role play available so we can talk about it what is not known to all more likely than if it's already out in the open. But good role play can happen either way. Thats more on the players than the system the game is setup. So it makes no difference to me.
Hmm maybe a mechanical eye in case madclergy shoots out my eye with his Official Red Ryder carbine action two-hundred shot range model air rifle. Lol
No but I can't think of anything off the top of my head but I'll think of something. Although a mechanical eye does sound interesting now that I think about it. And you can have fun narrating how I might have lost the one it's replacing. Hmm
Hmm maybe a mechanical eye in case madclergy shoots out my eye with his Official Red Ryder carbine action two-hundred shot range model air rifle. Lol
No but I can't think of anything off the top of my head but I'll think of something. Although a mechanical eye does sound interesting now that I think about it. And you can have fun narrating how I might have lost the one it's replacing. Hmm
Nov 19, 2024 5:33 am
[ +- ] Kalli’s Job
"My patron has to go through the brokers as well. He handed me a commission to find an old warehouse. The artifacts inside are of particular interest to him."
…
She then produces a small map. She points out Salvation, the lightning rail and the old highway south of town. She does her best to conceal the map from the rest of the patrons at the Grey Beyond. She leans into the table and lowers her voice so only the group can hear her. "Follow the rail tracks into the Grey. Before the tracks disappear, you’ll find a road that turns south along the cliffs. You’re looking for a cave tucked between two outcroppings about five miles south of the old highway."
She gives the map to SheK, "The warehouse was a supply depot for the front line at the end of the war. So, I expect the usual weapons, but my patron is a selective person and likely is expecting something more. Do you have a wagon? Possibly horses? It would make it easier to haul whatever is there. If you plan to make multiple trips, ensure you are not followed."
…
Kalli scribbles a note and hands it to SheK. "Here is my address in town, if you need me."
…
She then produces a small map. She points out Salvation, the lightning rail and the old highway south of town. She does her best to conceal the map from the rest of the patrons at the Grey Beyond. She leans into the table and lowers her voice so only the group can hear her. "Follow the rail tracks into the Grey. Before the tracks disappear, you’ll find a road that turns south along the cliffs. You’re looking for a cave tucked between two outcroppings about five miles south of the old highway."
She gives the map to SheK, "The warehouse was a supply depot for the front line at the end of the war. So, I expect the usual weapons, but my patron is a selective person and likely is expecting something more. Do you have a wagon? Possibly horses? It would make it easier to haul whatever is there. If you plan to make multiple trips, ensure you are not followed."
…
Kalli scribbles a note and hands it to SheK. "Here is my address in town, if you need me."
OOC:
Because it’s a few months old now…Nov 19, 2024 1:34 pm
OOC:
Is this the mission we are on? With 7 people we would probably fill up the wagon with just our bodies let alone the cargo. Maybe we should get more wagons to make the hauling faster? It does say that multiple trips might need to be made. Meepo doesn't know any of this so of course this is why I post out of character. Just some thoughtsLast edited November 19, 2024 3:07 pm
Nov 19, 2024 4:50 pm
We have another cart, but is isn't powered by a lightning elemental. I don't know if we can use one cart to pull the other. (I'd rather not make multiple trips if it's avoidable.)
Unrelated; I feel like there should be some sort of tradition that starts with the Titaness' head. Like you have to rub it for luck, or look at it and spit outside before entering. Whatever the tradition is/becomes, I imagine Ikar's scrappers refuse to do it, making people more envious of their success.
Unrelated; I feel like there should be some sort of tradition that starts with the Titaness' head. Like you have to rub it for luck, or look at it and spit outside before entering. Whatever the tradition is/becomes, I imagine Ikar's scrappers refuse to do it, making people more envious of their success.
Nov 19, 2024 5:31 pm
How hard would it be to land a coin in the Titans mouth from the door? It's mounted behind the bar right?
Nov 19, 2024 6:48 pm
Maybe it's a luck thing, a person who can get the coin into the mouth from the door is said to have good luck that day. Roz could start the tradition and the coins could just be a way of tipping them lol
Nov 19, 2024 7:39 pm
Madclregy I think you should let Torhak start the tradition. Roz will appreciate the extra tips, and the of them seem to have an understanding already. If he starts, the rest of us can follow and the the tradition will basically be established.
Regarding the cart: I was also thinking that we could add a trailer to it. I guess that could just be a regular cart of some kind. Maybe we can also strap some stuff on top of it.
Regarding the cart: I was also thinking that we could add a trailer to it. I guess that could just be a regular cart of some kind. Maybe we can also strap some stuff on top of it.
Nov 19, 2024 8:04 pm
There is a blacksmith in town if you wanted to modify the cart into a trailer and put a hitch on the other one. It’ll cost a bit… not much though.
Nov 19, 2024 8:12 pm
runestone says:
Madclregy I think you should let Torhak start the tradition. Roz will appreciate the extra tips, and the of them seem to have an understanding already. If he starts, the rest of us can follow and the the tradition will basically be established. In the future I could see jerks/drunks trying to snatch coins out of the air.
Nictorah says:
There is a blacksmith in town if you wanted to modify the cart into a trailer and put a hitch on the other one. It’ll cost a bit… not much though.Nov 19, 2024 8:14 pm
I mean… you still need to get your cart from Vathirond…
Or send word for Leon to bring it to town.
Or send word for Leon to bring it to town.
Nov 19, 2024 8:36 pm
I hope one of the veterans can come up with a plan for how to deal with those complications.
It sounds like I need to catch up on the old IC threads. I don't know who or where that is. :-)
As I see it, the plan is:
- Prepare for the salvage run (buy provisions and fetch/upgrade the cart)
- Sleep in the basement
- Complete the salvage run
- Profit!
It sounds like I need to catch up on the old IC threads. I don't know who or where that is. :-)
As I see it, the plan is:
- Prepare for the salvage run (buy provisions and fetch/upgrade the cart)
- Sleep in the basement
- Complete the salvage run
- Profit!
Nov 19, 2024 8:45 pm
Vice and 37 still need to explain the job, privately.
After that, I leave it to the group. Do you want to RP the problem of the cart, or we do a cut scene and you tell me how it’s done
PS - You can sleep in the hall/church. You don’t have to sleep in the basement.
After that, I leave it to the group. Do you want to RP the problem of the cart, or we do a cut scene and you tell me how it’s done
PS - You can sleep in the hall/church. You don’t have to sleep in the basement.
Nov 19, 2024 8:53 pm
Yeah, there may still be bones in the basement, but Nictorah is right, we'll discuss in character.
Nov 19, 2024 10:47 pm
Nictorah says:
I mean… you still need to get your cart from Vathirond…Or send word for Leon to bring it to town.
Nov 20, 2024 7:27 am
The Elemental Cart is in Vathirond. The pull cart is at the church. Vathirond is about 25 miles away from Salvation. An hour away by lightning rail, a little less than two hours with the cart’s own power. Or just over three hours in its current horse drawn state by Leon.
You may recall Earic and Bela helped coordinate your arrival from New Cyre and could likely reach out to Leon if necessary
You may recall Earic and Bela helped coordinate your arrival from New Cyre and could likely reach out to Leon if necessary
Nov 21, 2024 1:38 pm
I’d love to take credit. I use Pinterest a lot for my images. Usually a couple filters is all I can say I did.
Nov 22, 2024 9:14 pm
I have to ask, wasn't there a Theory Crafting kobold character named Meepo the Powerful or something back in the 3.5 edition days? Am I mis remembering that?
Nov 22, 2024 9:35 pm
Madclergy says:
I have to ask, wasn't there a Theory Crafting kobold character named Meepo the Powerful or something back in the 3.5 edition days? Am I mis remembering that?Nov 22, 2024 10:09 pm
Tasrek says:
Madclergy says:
I have to ask, wasn't there a Theory Crafting kobold character named Meepo the Powerful or something back in the 3.5 edition days? Am I mis remembering that?Edit: I looked it up I was crossing this character with Pun-Pun the super kobold.
Last edited November 22, 2024 10:10 pm
Nov 26, 2024 3:46 pm
As far as I can see, I don't have access to view the other character sheets. Is that intentional?
It just struck me that I'm not even sure what classes the rest of you are.
It just struck me that I'm not even sure what classes the rest of you are.
Nov 26, 2024 3:53 pm
Thinking it through, I guess it's actually only Vice that I'm not certain about.
Nov 26, 2024 5:45 pm
Strength: Yup
Dexterity: Smexterity
Constitution: Still locked away from Nick Cage
Intelligence: Hey buddy what are you insinuating
Wisdom: Guided by the Ancestors
Charisma: Carpenter, better in Angel but still liked her in Buffy
Class: A riddle, wrapped in a mystery, inside an enigma.
Level: ??? (uh oh, you aren't high enough to see my level)
Dexterity: Smexterity
Constitution: Still locked away from Nick Cage
Intelligence: Hey buddy what are you insinuating
Wisdom: Guided by the Ancestors
Charisma: Carpenter, better in Angel but still liked her in Buffy
Class: A riddle, wrapped in a mystery, inside an enigma.
Level: ??? (uh oh, you aren't high enough to see my level)
Nov 26, 2024 5:54 pm
Ha. Nice.
My wife and I are re-watching Buffy with our daughters. Currently on season 3.
My wife and I are re-watching Buffy with our daughters. Currently on season 3.
Nov 26, 2024 5:59 pm
lol - Vice is an Arcane Trickster (with 1 level of Fighter). Now that the rest of you are here, he can go back to hiding behind someone and throwing his chakram at enemies.
Nov 27, 2024 3:04 pm
crazybirdman says:
Vice eyes her suspiciously "So, what happened to the ballista then?"Nov 27, 2024 3:24 pm
Torhak will help load it! :) Unless we could somehow get the artificers to upgrade it to a repeating automatic ballista!
Nov 27, 2024 7:55 pm
Yes.
Is anyone here opposed to that? I should really have checked that first, sorry.
Is anyone here opposed to that? I should really have checked that first, sorry.
Nov 27, 2024 9:31 pm
Yea I am not sure I understand someone who uses chatgpt to play the game for them lol
Nov 28, 2024 1:11 am
That's for people that want to to play a role playing game, but don't want to roleplay 😄
Nov 28, 2024 8:12 am
Yes, I would not use it to write posts. That would definitely take the fun out of it.
Some people feel the same way about the image generation, and I can completely respect that. Maybe I would feel the same way if I had any kind of artistic skill. Who knows? I just really appreciate the ability to quickly visualize something like the Craballista.
Oh, and I also don't mind using it for something like this:

Some people feel the same way about the image generation, and I can completely respect that. Maybe I would feel the same way if I had any kind of artistic skill. Who knows? I just really appreciate the ability to quickly visualize something like the Craballista.
Oh, and I also don't mind using it for something like this:


Nov 28, 2024 8:24 am
I think my favourite is now: Tactical Artificial Lifelike Observant Nemesis or Tactical Artificial Lioness for Observation and Neutralization
Nov 28, 2024 12:51 pm
Kind of reminds me of a line from Marvel with SHIELD always having a crazy name (which I didn't realize until now has changed over the years) - "Sounds like someone really wanted to spell TALON"
Dec 2, 2024 1:13 pm
My lack of Eberron setting knowledge. I googled siberys crystal and it said these were the rarest kind. Since Tryne is an artificer, I'm assuming he is well familiar with the different kinds of crystals and potentially has handled some of the common ones.
How common are these crystals and considering Tryne's background in the slums, is it possible he has never seen one in person, or at least maybe only small shards.
How common are these crystals and considering Tryne's background in the slums, is it possible he has never seen one in person, or at least maybe only small shards.
Dec 2, 2024 1:48 pm
Because of the way they’re described, their rarity is similar to diamonds. But just like any gem stone, size and quality matter. They are very sought after, especially in a town filled unscrupulous people that are looking for any item of value ;)
The average person would only know a little of their true power. Using them takes an expert. Artificers and Dragonmarked would likely covet them.
The average person would only know a little of their true power. Using them takes an expert. Artificers and Dragonmarked would likely covet them.
Dec 2, 2024 1:57 pm
Siberys Crystals - Rarest. Gold in colour. Enhances dragonmarked abilities
Khyber Crystals - Blue in colour. Mostly used in elemental binding
Eberron Crystals - Most common. Pink in colour. Mostly used for spell casting.
I feel this would be common knowledge among those in Eberron. Knowledge on how to use them would need research.
Khyber Crystals - Blue in colour. Mostly used in elemental binding
Eberron Crystals - Most common. Pink in colour. Mostly used for spell casting.
I feel this would be common knowledge among those in Eberron. Knowledge on how to use them would need research.
Dec 2, 2024 9:15 pm
Was bored at work :)
Here’s the layout of the hall

And the basement.

I updated the orientation to show their true relation to each other. The catacombs are to the south of the hall with the entrance in the back room with the door. The first chamber would be directly beneath the altar.
Here’s the layout of the hall

And the basement.

I updated the orientation to show their true relation to each other. The catacombs are to the south of the hall with the entrance in the back room with the door. The first chamber would be directly beneath the altar.
Dec 2, 2024 10:31 pm
amazing work!
would the basement be a good place for the artificers to set up shop? Or would their projects be too big?
would the basement be a good place for the artificers to set up shop? Or would their projects be too big?
Dec 2, 2024 10:37 pm
So...are we saying Torhak can't wield the staff as a two handed weapon? lol
Edit: Also amazing mapz!
Edit: Also amazing mapz!
Last edited December 2, 2024 10:37 pm
Dec 2, 2024 10:47 pm
I agree, the maps look fantastic!
I would think the basement would be a bad choice for a workshop, only because it really limits the size of what we can take in and out. Maybe I'm mistaken, but I got the impression the stairway down was pretty normal person size... which honestly should be fine for most projects but would certainly put a limit on what we could do.
I feel like the left or right side of the main hall would be best due to the double doors.
I would think the basement would be a bad choice for a workshop, only because it really limits the size of what we can take in and out. Maybe I'm mistaken, but I got the impression the stairway down was pretty normal person size... which honestly should be fine for most projects but would certainly put a limit on what we could do.
I feel like the left or right side of the main hall would be best due to the double doors.
Dec 2, 2024 10:51 pm
The staircase is normal human sized. Medium sized objects would be no issue. Large or greater would not fit.
Dec 2, 2024 10:52 pm
So, pretty much what I though. Yeah, main floor seems best if we're going to set up a dedicated shop.
Dec 2, 2024 11:46 pm
Or you guys can make a basketball court over the basement that opens up like the X-men mansion!
Dec 2, 2024 11:49 pm
Find us an SR-71 Blackbird and I got you.
Last edited December 2, 2024 11:49 pm
Dec 3, 2024 4:10 am
I'm not afraid to touch it, I just don't want 37 to hoard everything. I know his longevity in the game is a big reason for the fact he's quite well equipped but still... share the love, right?
Last edited December 3, 2024 4:10 am
Dec 3, 2024 4:19 am
DrifterDwarf says:
MaJunior says:
Find us an SR-71 Blackbird and I got you.Dec 3, 2024 7:17 am
Madclergy says:
So...are we saying Torhak can't wield the staff as a two handed weapon? lolAlso: Wonderful maps. What do you make them with?
Dec 3, 2024 1:14 pm
The ring looks cool, but as a new guy, showing up in someone else's place and taking their stuff, that usually gets you killed :)
Dec 3, 2024 1:24 pm
crazybirdman says:
DrifterDwarf says:
MaJunior says:
Find us an SR-71 Blackbird and I got you.Apologies.
Dec 3, 2024 1:27 pm
Yeah, it doesn't feel quite right. I just thought it was time to get moving and it seemed like a waste to leave the ring behind.
Feel free to challenge Lali about it. She will just claim somewhat honestly that she was just studying it like she did with the staff. She will hand it over without trouble.
Feel free to challenge Lali about it. She will just claim somewhat honestly that she was just studying it like she did with the staff. She will hand it over without trouble.
Dec 3, 2024 9:23 pm
Ooh. I have a plan now. But the ring gets to do its thing for at least one round first.
Dec 5, 2024 7:20 am
DrifterDwarf says:
MaJunior says:
Find us an SR-71 Blackbird and I got you.
Dec 6, 2024 9:51 pm
Hey all, I'm sorry but real life has been challenging of late. I'm going to exit this game.
Dec 6, 2024 11:19 pm
Sorry to hear that. No hard feelings though. Real life is definitely more important.
Hope everything works out.
Hope everything works out.
Dec 10, 2024 10:40 am
Madclergy says:
He knew what would help, but that would have to wait until a suitable situation presented itself.Sorry, couldn't help myself. I know it's the oldest minotaur joke in the book. :)
Dec 10, 2024 2:17 pm
runestone says:
Madclergy says:
He knew what would help, but that would have to wait until a suitable situation presented itself.Sorry, couldn't help myself. I know it's the oldest minotaur joke in the book. :)
Dec 10, 2024 7:14 pm
Driving the cart for four hours gives attunement. Behind the scenes, the elemental gets used to your control, like a horse. Hence the animal handling. That’s the "resistance" to your inputs and why it only moves at half speed till attuned
Dec 12, 2024 7:59 pm
Not really. It would just slow your fall while you fly through the air into an object I suppose.
Btw, I switched the private messages to spoilers if you want to see what the other side was doing/seeing.
Btw, I switched the private messages to spoilers if you want to see what the other side was doing/seeing.
Dec 13, 2024 7:06 am
Yes. It was good to see it.
37 has a wand of truesight, right? Let's use that next time we go through the Grey.
37 has a wand of truesight, right? Let's use that next time we go through the Grey.
Last edited December 13, 2024 7:06 am
Dec 13, 2024 7:59 am
He does, but he succeeded on the save, so it didn’t matter this time.
I’m glad you liked it :)
I’m glad you liked it :)
Dec 13, 2024 8:26 am
But he could use it to cast the spell on someone else, right? The driver, for instance. I'm mostly worried about driving of a cliff/into a ghost.
Dec 13, 2024 4:07 pm
This one needs to be held, but doesn’t require attunement.
[ +- ] Wand of Truesight
This wand gives the creature holding it the ability to see things as they actually are. For one hour, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. This wand requires a long rest to recharge.
Dec 13, 2024 5:45 pm
Yeah, casting it on others isn't an option. Also, getting someone to hold it and activate it while they are ensorceled may prove difficult. And that's before we even get into safely moving it from inside the carriage to the driver outside.
Dec 13, 2024 5:57 pm
Doesn't the fact that it has a duration of 1h mean that a person could hold it, cast it, then pass it to the next person?
Dec 13, 2024 6:25 pm
I think the person gaining truesight has to be holding it. So passing isn't an option. Plus it has to recharge. But I'm sure we can come up with an option for making sure at least the driver doesn't go crazy when passing through the mist.
Dec 13, 2024 6:34 pm
Madclergy says:
Doesn't the fact that it has a duration of 1h mean that a person could hold it, cast it, then pass it to the next person?Madclergy says:
Doesn't the fact that it has a duration of 1h mean that a person could hold it, cast it, then pass it to the next person?Dec 24, 2024 4:55 pm
Happy holidays everybody. Over here, everything happens on the 24th and I'm cooking Christmas dinner for the family, so my next post may be a little delayed.
Dec 24, 2024 5:26 pm
Merry Christmas Eve and Happy Holidays to you and yours as well!
It’ll be the same here for me today and tomorrow. I don’t want anyone to feel pressured to post. I want to answer Meepo, but the professor is a little focused on 37 and Lali.
It’ll be the same here for me today and tomorrow. I don’t want anyone to feel pressured to post. I want to answer Meepo, but the professor is a little focused on 37 and Lali.
Dec 24, 2024 6:14 pm
Merry Christmas Eve everyone! Hope you are all having a wonderful day and have a wonderful day tomorrow as well :)
Jan 1, 2025 2:26 pm
Awww, happy New Year Nictorah, having a blast so far, glad to be back. Happy New Year to everyone else as well!
Jan 10, 2025 6:08 pm
lol thank you. I tried my best to search for a kobold with a mask that looks like what Nictorah showed us. I know there are ways with AI but im not there yet and dont know how to do that lol.
Well see in the next outside combat to see if it helps or if it makes fighting harder. Might need to go back to the last image if the mask doesnt help Meepo's eyes outside.
Well see in the next outside combat to see if it helps or if it makes fighting harder. Might need to go back to the last image if the mask doesnt help Meepo's eyes outside.
Last edited January 10, 2025 6:10 pm
Jan 11, 2025 3:48 pm
Oh my goodness!! So many many wonderful options! This was exactly what I was searching for! Thank you! Now I gotta go back and forth to see which one I'll be going with
Jan 12, 2025 7:16 pm
A couple of years ago, I ran Lost Mine of Phandelver for my daughters and some of their friends. It was their first DnD campaign. The party wizard was quite reckless, and one of her favorite moves was to Misty Step close to enemies, so she could get them in range and/or line of sight.
It looks like Lali is developing a similar habbit. :)
Unlike that wizard, Lali doesn't know Burning Hands, fortunately.
It looks like Lali is developing a similar habbit. :)
Unlike that wizard, Lali doesn't know Burning Hands, fortunately.
Last edited January 12, 2025 7:52 pm
Jan 14, 2025 9:27 pm
@Tasrek: I hope I didn't come across as dismissive of Meepo's illusion idea. That was not my intention. Lali (and I) are huge fans of putting illusions on everything. Lali just needs her beauty spell slot-restoring sleep. :)
Jan 14, 2025 9:44 pm
runestone says:
@Tasrek: I hope I didn't come across as dismissive of Meepo's illusion idea. That was not my intention. Lali (and I) are huge fans of putting illusions on everything. Lali just needs her beauty spell slot-restoring sleep. :)Yeah I get the whole spell slot thing that's why I was thinking minor illusion. It would be more tedious as the spell only lasts one minute but when there is multiple people keeping one small illusion up each person wouldn't have to cast it as often and you don't have to worry about the spell glitching in-between your first and second cast as someone else's illusion would be maintaining it between casts. And no spell slots needed is a plus
Jan 14, 2025 10:25 pm
I like your choice in photo Tasrek! That was my favourite as well.
P.S - I was going to point out, Minor Illusion wouldn't really be practical to recast every minute for the better part of three or four hours.
P.S - I was going to point out, Minor Illusion wouldn't really be practical to recast every minute for the better part of three or four hours.
Jan 14, 2025 10:28 pm
runestone says:
A couple of years ago, I ran Lost Mine of Phandelver for my daughters and some of their friends. It was their first DnD campaign. The party wizard was quite reckless, and one of her favorite moves was to Misty Step close to enemies, so she could get them in range and/or line of sight.It looks like Lali is developing a similar habbit. :)
Unlike that wizard, Lali doesn't know Burning Hands, fortunately.
Jan 14, 2025 10:34 pm
Nictorah says:
I love the part of DMing where you have an idea in your head and the party instantly goes somewhere different with it!

Jan 14, 2025 11:44 pm
Lol. One great thing about this game. No one knows what's going to happen next. Not even the DM lol. And thank you for making those pictures. I was going back and forth between all of them especially 1 and 3 but eventually I was like this one gotta be it.
Yeah makes sense that would be very draining
Yeah makes sense that would be very draining
Jan 19, 2025 9:34 pm
I just noticed that the game forum was created yesterday two years ago. It has the same birthday as my youngest :)
Though I guess it makes more sense to celebrate the date of the first IC post (which is still a few days away) as the game's birthday.
Either way, its quite an achievement to keep a game running that long. Very impressive Nictorah. Thanks for putting in the effort.
Though I guess it makes more sense to celebrate the date of the first IC post (which is still a few days away) as the game's birthday.
Either way, its quite an achievement to keep a game running that long. Very impressive Nictorah. Thanks for putting in the effort.
Jan 19, 2025 10:53 pm
Thank you! I have the 26th in my calendar. That’s the first player posts. 37 and Vice came on board then.
Jan 19, 2025 11:21 pm
Nictorah says:
Is a TPK a surprise party?:)
Jan 20, 2025 1:53 am
runestone says:
Nictorah says:
Is a TPK a surprise party?:)
Jan 20, 2025 1:57 am
Nice.
I would never btw. IMO, a TPK needs to be mutually understood as a possibility of encounter, before the encounter happens. I played for a DM that clearly thrived on trying to kill the party, or at least most of it with every major encounter. Zero time for rests, no regaining spell slots. He got one of mine killed, the other was at 1 hp for the end. Brutal, for players that didn’t know. Fun if you expect it.
I would never btw. IMO, a TPK needs to be mutually understood as a possibility of encounter, before the encounter happens. I played for a DM that clearly thrived on trying to kill the party, or at least most of it with every major encounter. Zero time for rests, no regaining spell slots. He got one of mine killed, the other was at 1 hp for the end. Brutal, for players that didn’t know. Fun if you expect it.
Jan 23, 2025 10:37 pm
I just want to make sure I as the player understand what Torhak would understand regarding the term "Guardian" as it was in single quotes.
Jan 23, 2025 10:40 pm
The coined term for your group in town is currently ‘Guardians of Salvation’. But Torhak would get the hint that he’s referring to you lot.
Whether that name changes, is up to the group.
Whether that name changes, is up to the group.
Jan 25, 2025 7:22 pm
I apologize. Vice's questions make sense because I made a mistake a while back. I accidentally had Belaluur call Ikar's crew the Grey Dogs.
That was 100% my fault. The Grey Dogs are who Kalli works for. Ikars Salvage work primarily with Irullan in the Market. The Grey Dogs work with whoever will buy their salvage.
I've fixed it in the lore as well. Ikar's Salvage is the building on the edge of town. Just down from the church actually.
I sincerely apologize for the confusion.
Thank you Vice for the beautiful subtlety in pointing it out. Your notes must be awesome!
That was 100% my fault. The Grey Dogs are who Kalli works for. Ikars Salvage work primarily with Irullan in the Market. The Grey Dogs work with whoever will buy their salvage.
I've fixed it in the lore as well. Ikar's Salvage is the building on the edge of town. Just down from the church actually.
I sincerely apologize for the confusion.
Thank you Vice for the beautiful subtlety in pointing it out. Your notes must be awesome!
Jan 26, 2025 7:36 pm
Happy Dungeoniversary!! Can’t believe it’s been two years since we started this. Some may remember I picked up this campaign when the previous DM ducked out midstream. I’ve never been a DM before, so a lot of reading and quick learning to figure it out as soon as I could. Thanks for your patience in those early days.
Salvation Outpost was designed as a quick five shot, so adapting it to a true campaign was a little bumpy. Recasting characters, re-envisioning stories, while staying true to the established world was stressful, but has been so much fun.
I have lots of ideas for where to go, but as always I want your input too. Let me know what you want to do and where you’d like to go. Eberron is massive!
I was thinking of a way to say thank you for being so dedicated. So, I have two ideas:
1. Everyone preps a level up to 6th for an event upcoming
2. You each pick a legendary item you want for your build and I will weave it into the next part of the campaign.
If that works, we’ll go with majority rules, but in the event of a tie, I leave the decision to my two senior players, 37 and Vice.
Salvation Outpost was designed as a quick five shot, so adapting it to a true campaign was a little bumpy. Recasting characters, re-envisioning stories, while staying true to the established world was stressful, but has been so much fun.
I have lots of ideas for where to go, but as always I want your input too. Let me know what you want to do and where you’d like to go. Eberron is massive!
I was thinking of a way to say thank you for being so dedicated. So, I have two ideas:
1. Everyone preps a level up to 6th for an event upcoming
2. You each pick a legendary item you want for your build and I will weave it into the next part of the campaign.
If that works, we’ll go with majority rules, but in the event of a tie, I leave the decision to my two senior players, 37 and Vice.
Jan 26, 2025 8:49 pm
Congratulations! That's very impressive. Very few campaigns survive that long.
I don't have a strong opinion on the question you asked. Whatever people want is fine by me.
I don't have a strong opinion on the question you asked. Whatever people want is fine by me.
Jan 26, 2025 10:00 pm
This has quickly become one of my favorite games. Congrats on the 2 year mark. Looking forward to more to come.
I also do not have a strong feeling on the vote. My character is so new :) I'm just happy to be here.
I also do not have a strong feeling on the vote. My character is so new :) I'm just happy to be here.
Jan 27, 2025 3:37 am
Lol I'm with those two. It's doesn't matter to me and congrats on the two year mark and for this being your first time dming. That's awesome I wouldn't have guessed. Your a natural! I've just been having a fun time with y'all.
But I do know how in some games everyone says they don't care which option takes place so no options are decided so I will say I slightly lean towards the items but I will be happy with whatever happens
But I do know how in some games everyone says they don't care which option takes place so no options are decided so I will say I slightly lean towards the items but I will be happy with whatever happens
Jan 27, 2025 4:18 am
This has indeed been a great game.
I'd still like to fix Cyre, the airship, and check in with Earic, but also I'm am having so much fun in Salvation
I'd also prefer the items over leveling.
I'd still like to fix Cyre, the airship, and check in with Earic, but also I'm am having so much fun in Salvation
I'd also prefer the items over leveling.
Jan 27, 2025 9:30 am
I'm mostly used to playing this game in fairly low level and low magic settings, so I don't have much experience with legendary items in actual play.
Some of them would definitely have huge impact, so I think it will be challenging to balance things afterwards. I'm not arguing against it. Just observing that things might get a little crazy. That's not necessarily a bad thing. :)
Some of them would definitely have huge impact, so I think it will be challenging to balance things afterwards. I'm not arguing against it. Just observing that things might get a little crazy. That's not necessarily a bad thing. :)
Jan 27, 2025 12:56 pm
I can't believe it has been two years! It has been fantastic, and honestly this is a perfect example of what PbP can -- and should -- be. Thank you, Nictorah, for a fantastic ride so far!
Now, as for the question at hand... I honestly am fine either way. Gun to my head, I'd probably pick a cool item just because what D&D player doesn't love cool items? But as runestone said, legendary items can have an impact on balancing. I'd hate to unintentionally disrupt the story. So I'm content with either option, really.
Edit: OK, so my attempt to mimic the GM emblem for Nictorah's name was only mildly successful. Lol
Now, as for the question at hand... I honestly am fine either way. Gun to my head, I'd probably pick a cool item just because what D&D player doesn't love cool items? But as runestone said, legendary items can have an impact on balancing. I'd hate to unintentionally disrupt the story. So I'm content with either option, really.
Edit: OK, so my attempt to mimic the GM emblem for Nictorah's name was only mildly successful. Lol
Last edited January 27, 2025 12:59 pm
Jan 27, 2025 3:31 pm
I really appreciate you continuing to DM the game Nictorah! I am having a bunch of fun so far, even as I try to establish who Torhak is and what his role will be.
I'd love a fancy item, legendary or not, though level 6 is fun too :) So vote is for item, but happy either way.
I'd love a fancy item, legendary or not, though level 6 is fun too :) So vote is for item, but happy either way.
Jan 27, 2025 4:41 pm
Now I'm tempted to say that Lali needs a Belt of Storm Giant strength just to see the look on Torhak's face when she beats him in arm wrestling.
Jan 27, 2025 4:51 pm
Looks like item has won out. Balance would be difficult depending on the item, but fun. If you prefer, for the sake of the game, maybe we go with a rare / very rare wonderous item? Also, it's not like I'd just hand them to you. Where's the fun in that? You'll earn them.
I realized the type of player I am, when I set this up, then saw your responses. I totally thought it was gonna be the free level up.
Lol, that's amazing though.
P.S - For 37 and Tryne, I wanted to make sure you know you could totally attempt to copy the professor's notes before Kalli's patron arrives. (or could have begun to do so from the night before... it's just a lot of parchment)
I realized the type of player I am, when I set this up, then saw your responses. I totally thought it was gonna be the free level up.
Lol, that's amazing though.
P.S - For 37 and Tryne, I wanted to make sure you know you could totally attempt to copy the professor's notes before Kalli's patron arrives. (or could have begun to do so from the night before... it's just a lot of parchment)
Jan 27, 2025 5:00 pm
PPS - I exported our adventure into a word document for fun... Chapters 1 & 2 alone are 700 pages... and 120000 words...
I certainly didn’t do that on my own. The DM may plan out the adventure, but the players breathe life into them. You guys are awesome!
I certainly didn’t do that on my own. The DM may plan out the adventure, but the players breathe life into them. You guys are awesome!
Jan 27, 2025 7:36 pm
In general, an item's rarity is a fairly bad indicator for its power - I'm looking at you Universal Solvent and Staff of Power :).
Consider using a list like this one, where clever people have tried to do a more fair comparison: https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?resourcekey=0-ceHUken0_UhQ3Apa6g4SJA
This will always be very subjective, but I think it will be more easy to balance that way.
With all that said ... can I please have the Scroll of Tarasque Summoning? It's really important to my build :)
Consider using a list like this one, where clever people have tried to do a more fair comparison: https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view?resourcekey=0-ceHUken0_UhQ3Apa6g4SJA
This will always be very subjective, but I think it will be more easy to balance that way.
With all that said ... can I please have the Scroll of Tarasque Summoning? It's really important to my build :)
Jan 27, 2025 7:38 pm
Nictorah says:
PPS - I exported our adventure into a word document for fun... Chapters 1 & 2 alone are 700 pages... and 120000 words...I certainly didn’t do that on my own. The DM may plan out the adventure, but the players breathe life into them. You guys are awesome!
Jan 28, 2025 3:30 pm
Nictorah says:
KAIJU!!I didn't mean to derail the discussion with the list of magic item prices. I'm perfectly fine either way.
My thoughts so far on items that would be fun for Lali (in no particular order):
- Crystal ball
- Cloak of displacement
- Some kind of instrument
- Something with fire to go with the ring (maybe simply an encounter with a fire elemental to unlock its properties)
Oh, and it would be fun if someone picked up a sentient item :)
Jan 29, 2025 9:20 pm
New ideas:
- It would also be cool to have something to help secure the hall. Permanent Guards and Wards would be nice. :)
- Can we upgrade the cart with an intelligent talking elemental, paint it black, and call it KITT? Our driver's surname is Knight, after all. :)
- It would also be cool to have something to help secure the hall. Permanent Guards and Wards would be nice. :)
- Can we upgrade the cart with an intelligent talking elemental, paint it black, and call it KITT? Our driver's surname is Knight, after all. :)
Last edited January 29, 2025 9:20 pm
Jan 29, 2025 9:59 pm
We aready have Famul on the payroll. Let's just download him into the titans body
Feb 3, 2025 12:31 am
That went well, was worried Tothak was going to go full Karen in the carpenter
Feb 3, 2025 3:10 pm
There was definitely a moment when I thought about it...and then was like naw, I like it here lol
Feb 3, 2025 6:43 pm
So everyone gets 100 GP. And 100 into the 'base fund', or is that going to the carpenter?
Feb 3, 2025 6:51 pm
So far, everyone gets 100 gp, plus 100 to the base
I leave it to Torhak to figure how the lumber money goes.
I leave it to Torhak to figure how the lumber money goes.
Feb 3, 2025 8:04 pm
Torhak paid for the lumber, he wont' ask for that money back, so the 100 can go in the group fund and he'll take his 100 gp from the job as repayment.
Feb 3, 2025 9:56 pm
Nah, this is exactly why we have a group fund. I'll subtract 20gp from the current fund to repay the 120gp Torhak spent.
Feb 4, 2025 6:01 pm
To jump in I agree with Majunior. That group spending Should come from the group funds, it's the whole reason why we have group funds but on the other hand it is up to Torhak to make the choice if he wants to tell the group. Player can only control their character and should have the choice of what they want to try to do with their character (unless word passes from the carpenter that the materials have been paid for then we can jump Torhak and force him to take his money back lol or not let him go shopping for the group anymore lol)(kidding of course about jumping Torhak)
Last edited February 4, 2025 6:05 pm
Feb 4, 2025 6:03 pm
yeah, we have a fund for expenses for the whole team. I guess if Torhak really wanted to cover the full expense he could.
Feb 4, 2025 6:35 pm
I just have seen money become a point of contention in games (as in real life), amd it can breed resentment. Opinions may vary -- and I'm not saying anyone would actually get upset -- but we have the group fund to prevent anything like that from happening.
Feb 4, 2025 7:37 pm
I think my biggest contention would be Torhak not having the option in game, I see Torhak as investing that 100gp towards the group, it's a personal investment into the group he's becoming part of. He didn't earn that church headquarters, he didn't fight the Titaness or secure this church in any way. So if he can help fix up the Church HQ that makes him feel like he has some stake.
Of course as a player, I don't disagree that the group fund should be for things like..generally. :) (Also please don't jump Torhak, he would feel real bad about smiting you lol)
Of course as a player, I don't disagree that the group fund should be for things like..generally. :) (Also please don't jump Torhak, he would feel real bad about smiting you lol)
Feb 4, 2025 8:28 pm
that's fair, but Vice would ague that that team members come and go, so it just wouldn't be fair for one member to pay that much, especially if fate, or the winds, or a spear took them elsewhere.
Feb 4, 2025 8:42 pm
Well, if a spear takes him he better get a dang plaque or something no matter how much he's paid! :)
Feb 4, 2025 8:55 pm
Lol, it feels like such a Canadian thing to argue about whether a person is allowed to be too nice. I say, let Torhak pay if he wishes. It's his money after all. If the minotaur minotantrums about it later, we can always come back to this conversation.
Feb 5, 2025 6:12 pm
To answer Meepo's question: I used this directive from the game information thread to assume that the info has been shared off screen.
Information Sharing
PCs are automatically assumed to share all information on what they observe and through skill checks etc.... with one another unless a PC specifies they are not sharing that specific information that was obtained. This helps keep the game moving along without having to ask, "Do I know that to?" Or "I'm telling everyone else." If you want to Role Play it out that's okay, if not it will be assumed the party will know regardless.
Quote:
Information Sharing
PCs are automatically assumed to share all information on what they observe and through skill checks etc.... with one another unless a PC specifies they are not sharing that specific information that was obtained. This helps keep the game moving along without having to ask, "Do I know that to?" Or "I'm telling everyone else." If you want to Role Play it out that's okay, if not it will be assumed the party will know regardless.
Feb 5, 2025 11:40 pm
runestone says:
With all that said ... can I please have the Scroll of Tarasque Summoning? It's really important to my build :)Feb 6, 2025 5:40 am
Nictorah says:
runestone says:
With all that said ... can I please have the Scroll of Tarasque Summoning? It's really important to my build :)But if someone is selling it and the price is right ...
Feb 8, 2025 1:00 am
Yes, the longsword and longbow are probably magical -- possibly even potent -- but after everything that happened with the haunting, the bound dead, and all the rest... graverobbing seems crass to 37.
And not to speak for Vice, but as I recall he agreed not to disturb her remains. The reasoning may be different, but the outcome was aligned.
And not to speak for Vice, but as I recall he agreed not to disturb her remains. The reasoning may be different, but the outcome was aligned.
Feb 8, 2025 3:46 am
The sword, yes. The longbow, no.
Also, Armat was a Blood of Vol paladin. Mother Jahanah has issue with the Blood of Vol and his Karnath allegiances. Vera was also a follower of the Divinity Within. I believe 37 has her diary?
Also, Armat was a Blood of Vol paladin. Mother Jahanah has issue with the Blood of Vol and his Karnath allegiances. Vera was also a follower of the Divinity Within. I believe 37 has her diary?
Feb 9, 2025 11:08 pm
As a player, part of me wants to have 37 attune to the cauldron. Wouldn't even need to roll a save.
As a character, 37 can't come up with a reason to make use of such a vile thing.
As a character, 37 can't come up with a reason to make use of such a vile thing.
Feb 24, 2025 2:43 pm
Fortunately, Critical Fails aren't a thing in 5E. And I don't remember our GM instituting a Critical Fail houserule... although it has been a while so I suppose I could be mistaken.
Feb 24, 2025 4:20 pm
I rarely punish the players. If I do, it's always in good fun. Some of you may have noticed, crit fail by NPCs are usually disastrous.
Mar 10, 2025 7:02 am
I think we can offer to help Kalli, but for a fee. We aren't a charity, and her team is technically competition
Mar 10, 2025 10:47 pm
True.
But Ikar's crew seem to be out to get us - and them. An alliance with the frey Dogs could be useful.
Lali would like to make friends with them because they have experience in going deeper into the Mournland, but she will not object if someone tries to make Kalli pay us.
But Ikar's crew seem to be out to get us - and them. An alliance with the frey Dogs could be useful.
Lali would like to make friends with them because they have experience in going deeper into the Mournland, but she will not object if someone tries to make Kalli pay us.
Mar 11, 2025 1:40 am
37 wouldn't think this way, but as a player I see helping Kalli as a boon we can call in later. Maybe it's my history in the WoD games, but someone owing you a favor is usually worth more than money.
Mar 12, 2025 2:20 am
Oh man, I didn't even think about how much that would weigh! My bad *embarrassed*
Mar 18, 2025 12:25 am
Did we talk at all about our past adventures with Earic and the airship that we need soarwood to fix. I don't want to repeat it, but I can give a quick summary in-character.
Mar 18, 2025 3:14 pm
Ok. So Kalazart is important as a potential spot to scavenge soarwood to repair your sentient airship friend. And it's also the location of the professor's mysterious other workshop.
No-one can find that city, but our goblin friend may know someone who has mapped a path there? Is that Windchaser?
Is the professor by any chance also the kind of colossi expert that would be needed for the repairs?
No-one can find that city, but our goblin friend may know someone who has mapped a path there? Is that Windchaser?
Is the professor by any chance also the kind of colossi expert that would be needed for the repairs?
Mar 18, 2025 3:53 pm
Yes, Windchaser is the map guy.
The Professor... it didn't really come up whether he knows anything about colossi. Although, having read his notes, 37 or Tryne could roll me an investigation check to find out.
The Professor... it didn't really come up whether he knows anything about colossi. Although, having read his notes, 37 or Tryne could roll me an investigation check to find out.
Mar 18, 2025 4:39 pm
On second thought, Tryne has specifically read about docents in the professor's notes and is currently on the hunt for one. He already knows that they were used in Collossi construction. For Tryne, he would have a pretty good idea that the professor has some experience in this matter.
Apr 14, 2025 8:56 pm
I'll be traveling for the next two weeks, not sure what my internet access/time will be like. Please don't wait more than a day if something is needed from Vice, Nictorah can bot him. Just have him ask a lot of questions, and try to remember to hide behind someone bigger during a fight. 😂
Apr 19, 2025 6:48 am
Ahh, damn. Why couldn't it be a large dragon?
For one brief moment, I had a perfect plan: Misty step to appear just above the dragon and then ...

It would probably have thrown Lali off immediately, but it would have been worth it.
For one brief moment, I had a perfect plan: Misty step to appear just above the dragon and then ...
[ +- ] The plan

It would probably have thrown Lali off immediately, but it would have been worth it.
Apr 19, 2025 4:43 pm
Really? I thought mounts had to be bigger than their riders (and wyrmlings are medium).
Hmmm... how far can Torhak throw Vice? I'm sure he'd be thrilled at the chance to ride a dragon.
It's also not as fun now that I've told you about it in advance. :)
Hmmm... how far can Torhak throw Vice? I'm sure he'd be thrilled at the chance to ride a dragon.
It's also not as fun now that I've told you about it in advance. :)
Apr 19, 2025 4:47 pm
Without tipping my hand, the rules say strength x15. Unless Laualith weighs 300 pounds…
Apr 27, 2025 10:36 pm
I'm back home, yall have been busy! Thanks for keeping Vice ( and Vurtue) alive :)
Apr 27, 2025 11:10 pm
I’ll wait to post until Vice makes his move, just in case he wants to go to see virtue himself
Apr 28, 2025 12:16 am
Thanks! Are we still in initiative/combat?
Last edited April 28, 2025 12:16 am
Apr 28, 2025 12:34 am
In a lull. All baddies are down, now that Torhak has finished the sleeping one. Lali just made it to the island to meet Virtue and Leith. You’re welcome to have joined her in the meantime.