Episode 1
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Jul 6, 2017 2:38 pm
Ivor tears off his krekutil. Fuck Rutcranna, these warriors need a respite! He puts his hand on Thorn's shoulder reassuringly.
Jul 6, 2017 3:07 pm
Carefully removing his krekutil Kray takes a step toward Rutcranna, speaking in hushed tones. "I know you want to find Sorcha. And you're right, time is pressing. However, we need to be ready for whatever lies ahead. If we go in battle-worn we're already at a disadvantage. And, for all we know, the enemy may have already finished battle preparations."
He casts his eyes around the room, lingering for a moment longer on Thorn and Maeriks. "Maeriks doesn't want to disappoint you, but the last fight was rough on him. And Thorn... that shock from the eel... no doubt he could use a breather."
Kray pauses, thoughtful, then continues. "We'll get there. And we'll be ready. If that means a bigger blood bath, so be it."
He casts his eyes around the room, lingering for a moment longer on Thorn and Maeriks. "Maeriks doesn't want to disappoint you, but the last fight was rough on him. And Thorn... that shock from the eel... no doubt he could use a breather."
Kray pauses, thoughtful, then continues. "We'll get there. And we'll be ready. If that means a bigger blood bath, so be it."
Jul 6, 2017 3:19 pm
Rutcranna stares at Kray and then looks over at the others. She tilts her eyebrows down a bit in the middle, looking back at Kray.
Then she reaches up to purge her mask and walks away, moving to one of the tables further away from the group as she gets her self situated.
Hinka stares at the interchange, remaining silent and perfectly still throughout. The Tochoan makes eye contact with Kray, gives no expression at all as he stares at the Yuoric noble for several seconds, and then turns away himself to put his krekutil in his small net bag and prepare his own equipment on top of a low rising stone block near a side wall.
Manage your own HD rolls on the board, update sheets, shift equipment, etc. Get situated in your own mind this next part of the approach. What kind of equipment do you have, what are you wearing, what things are tucked in/strapped down/or packed in cool little low-back lumbar packs that the Tcho-Tcho offered to you guys for the LUBA infil.
I'll let this sit for most of today to give you some space, talk, update. I'll weigh as necessary, pretty flexible day today for me.
After that, would like to lock-and-load, push the scene on a little further tomorrow if everyone is game, setting up strong before the weekend downshift.
Then she reaches up to purge her mask and walks away, moving to one of the tables further away from the group as she gets her self situated.
Hinka stares at the interchange, remaining silent and perfectly still throughout. The Tochoan makes eye contact with Kray, gives no expression at all as he stares at the Yuoric noble for several seconds, and then turns away himself to put his krekutil in his small net bag and prepare his own equipment on top of a low rising stone block near a side wall.
OOC:
Short Rest. Has to be at least 5 min. Manage your own HD rolls on the board, update sheets, shift equipment, etc. Get situated in your own mind this next part of the approach. What kind of equipment do you have, what are you wearing, what things are tucked in/strapped down/or packed in cool little low-back lumbar packs that the Tcho-Tcho offered to you guys for the LUBA infil.
I'll let this sit for most of today to give you some space, talk, update. I'll weigh as necessary, pretty flexible day today for me.
After that, would like to lock-and-load, push the scene on a little further tomorrow if everyone is game, setting up strong before the weekend downshift.
Jul 6, 2017 3:41 pm
Maeriks removes his mask and sits down in the water, legs splayed out straight at 90 degrees. He sits idle for a few minutes, watching the kerutil drift about between his legs. He then pokes at his thigh, testing the wound and feeling how tender it is. Seems it wasn't as bad as he thought in the heat of battle, just a flesh wound, muscle is just fine.
Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +2 / AC +0
AC: 12 (+2 DEX + 0 proficiency)
HP: 33/37
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 1/3 Fighter
Weapons and Armor
Equipped
Armor: None
Right Hand: Shortsword / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Finess, light, piercing
Left Hand: Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Carried
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Code of Honor: 0/0
---Nothing special, but it is worth noting still, who knows, maybe DMJ will read this and give the barbaric code some benefit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
[ +- ] Maeriks Mac Hannoc
Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +2 / AC +0
AC: 12 (+2 DEX + 0 proficiency)
HP: 33/37
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 1/3 Fighter
Weapons and Armor
Equipped
Armor: None
Right Hand: Shortsword / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Finess, light, piercing
Left Hand: Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard

Carried
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Code of Honor: 0/0
---Nothing special, but it is worth noting still, who knows, maybe DMJ will read this and give the barbaric code some benefit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Last edited July 6, 2017 7:34 pm
Jul 6, 2017 4:05 pm
Ivor settles himself in a corner and slows his breathing, marshaling his strength. A practiced ritual in the arena when one has to fight one death-match after another with only a minute's respite in between.
OOC:
OK to use Second Wind instead of normal HD recovery? The feature then recharges in the short rest. Ta-dah, no HD spent. Let me know if it's too metagamey.Rolls
Second Wind - (1d10+4)
(7) + 4 = 11
Jul 6, 2017 4:09 pm
OOC:
You know me, Jabes: Character favoritism all the way up until someone gets stabbed to death. Have at it with that big breath of Wind, Big Gamer.
Jul 6, 2017 7:27 pm
J, speaking of managing game mechanics, I'd like to use Kray's Rally maneuver before his short rest (like Second Wind, applying the effects outside of combat). Basically it'll let him grant temporary hp to a PC. RP-wise thinking his whole 'bigger blood bath comment' might exude a little swagger toward some faith in the group's chances.
I'd use Kray's last 2 maneuvers (pre-short rest) on Maeriks and Bryn, giving them an additional buffer on hp before the next fight. Rolling the dice to move things along in the case that you're cool with that.
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 18 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 4/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Carried
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
I'd use Kray's last 2 maneuvers (pre-short rest) on Maeriks and Bryn, giving them an additional buffer on hp before the next fight. Rolling the dice to move things along in the case that you're cool with that.
[ +- ] Kray Mercon Character Sheet
Kray Mercon
link to main character sheet & group stats
Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 18 (base 18) + (0-3 from set Combat Proficiency)
HP: 50/50
Status Effects: None
Death Saves: +0/-0
Initiative: +5
Hit Dice: 4/4 Fighter, 1/1 Barbarian
Weapons and Armor
Equipped
Armor: None
Right Hand: Yatagan / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d8+5)
Left Hand: Falcata / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage (1d6+0 Left Handed)
Carried
Gaerimundi Knife / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Dagger / Attack Bonus: (DEX 5) + (0-3 Combat Proficiency) / Damage: (1d4+5)
Bow / Attack Bonus: (DEX 5+Archery 2) + (0-3 Combat Proficiency)
Quiver: Long Bow (15/15 arrows--recover? hit /miss / Damage: (1d8+5)
Tcho-Tcho Spear Guns: Javelins x3 -----They suffer -5 on Range ratings (both for normal and long range) when used above water. They gain a +5 on Range ratings (both for normal and long range) when used underwater.
When used underwater, they do not suffer Disadvantage if fired within 5'.
When used underwater, Critical Hits deliver an additional die of damage (though modifiers not added for a third time) and the victim's Movement Rate is reduced by 1/2 during its next turn.

Tactics
Refresh rest times noted in parentheses
Maneuvers: 4/4 (short rest)
---d8: Parry, Precision Attack, Rally
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Lucky: 1/3 (long rest)
Rage: 1/2 (long rest)
Fighting Style Archery: Ranged Attacks +2
Commitment to Contract: 0/2
---Allows a mercenary PC to choose to gain Advantage on an Attack Roll, Damage Roll, Ability Check, or Saving Throw of his choice, before or after a normal roll result is visible. 1/day at 1st level, 2/day at 5th level, 3/day at 10th level.
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +8
Constitution: +6
Intelligence: 0
Wisdom: 0
Charisma:+3
Feats
Observant: Read lips
Lucky: 3 re-rolls per day (see Tactics above)
Resilient: DEX save proficiency
Ability Score Increase: DEX +2
Skills
Brown text indicates proficiency
Acrobatics +5
Animal Handling +0
Arcana +0
Athletics +4
Deception +6
History +0
Insight +0
Intimidation +6
Investigation +5 (Passive 15)
Medicine +0
Nature +0
Perception +8 (Passive 18)
Performance +3
Persuasion +6
Religion +0
Sleight Of Hand +5
Stealth +8 (Passive 17)
Survival +0
Tool Proficiency
Cartography
Dice
Languages
Yuoric - Native/Literate
Dannein - Fluent
Gaeirmundi - Fluent
Kortellan - Intermediate
Rolls
Bryn Rally Temp hp - (1d8+3)
(2) + 3 = 5
Maeriks Rally Temp hp - (1d8+3)
(1) + 3 = 4
Jul 6, 2017 8:02 pm
OOC:
I'm all for gaming the game. 4 temp HP gained. How does this rally look, Ez?[ +- ] Maeriks Mac Hannoc
Maeriks Mac Hannoc ✎

Vitals
Combat Proficiency Setting (+2 available): Attack Bonus +2 / AC +0
AC: 12 (+2 DEX + 0 proficiency)
HP: 33/37
Temp HP: 4
Initiative: +2
Status Effects: None
Death Saves: +0/-0
Hit Dice: 1/1 Druid, 1/3 Fighter
Weapons and Armor
Equipped
Armor: None
Right Hand: Shortsword / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Finess, light, piercing
Left Hand: Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard

Carried
Maul "Reave" / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (2d6+4) / Heavy, Two-handed, bludgeoning
Handaxe / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Light, thrown (range 20/60), slashing
Dagger / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d4+4) / Finesse, light, thrown (range 20/60), piercing, lanyard
Javelin x 3 / Attack Bonus: +6 (STR 4 + 2 proficiency) / Damage: (1d6+4) / Thrown (range 30/120), piercing
Tactics
Refresh rest times noted in parentheses
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Savage Attacker: 1/1 (turn)
Spell Casting
---Level 1 0/2 (long rest)
---AB: +6, Save DC 14
Barbaric Code of Honor: 0/0
---Nothing special, but it is worth noting still, who knows, maybe DMJ will read this and give the barbaric code some benefit
Saving Throws
Brown text indicates proficiency
Strength: +4
Dexterity: +2
Constitution: +3
Intelligence: 0
Wisdom: +6
Charisma:-1
Feats
Savage Attacker: Once per turn, reroll damage dice and choose result to take
Great Weapon Fighting: Reroll 1s and 2s on damage dice
Improved Critical: Crit on 19 or 20
Gourmand: Detect poisoned food, prepare special meal on long rests
Skills
Brown text indicates proficiency
Acrobatics +2
Animal Handling +6
Arcana -2
Athletics +4
Deception -1
History -1
Insight +6
Intimidation -1
Investigation -2 (Passive 8)
Medicine +6
Nature +0
Perception +4 (Passive 14)
Performance -1
Persuasion -1
Religion -2
Sleight Of Hand +2
Stealth +2 (Passive 12)
Survival +6
Tool Proficiency
Cook’s utensils, Herbalism kit, Vehicles: Water
Languages
Dannein - Native
Last edited July 6, 2017 9:00 pm
Jul 6, 2017 8:22 pm
Bryn sputters as he pulls off his krekutil and takes a breather while he keeping an eye on the exchange between Rutcrana and Hinka, then her exchange with Kray.
Busying himself with his gear, as Kray gives his pep talk, Bryn feels the small canister in his pouch on his back. I wonder if she would know what this is...
Bryn walks over to where Rutcrana is and asks
Busying himself with his gear, as Kray gives his pep talk, Bryn feels the small canister in his pouch on his back. I wonder if she would know what this is...
Bryn walks over to where Rutcrana is and asks
Oxbox sent a note to DMJ
[ +- ] Bryn Rynalt Drop Down Character Sheet
Bryn Rynalt
Loadout
Equipped
Right Hand: Kukri / Attack Bonus: +6 / Damage: (1d8+4)
Left Hand: Kukri / Attack Bonus: +6 / Damage: (1d8+4)
Armor: Studded Leather 12 Base +4 Dex Mod
Carried
Kurkri Blades, Karambit Daggers, Long Bow, 20 arrows.
Vitals
AC: 17(16 From Leather Armor, 1 from Dual Wielder Feat)
HP: 45/45 (5THP)
Hit Dice: 3/3 Rogue, 1/1 Fighter
Death Saves: +0/-0
Tactics
Refresh rest times noted in parentheses
Combat Proficiency (+2): Attack Bonus +2 (remember these can be set however you want and changed on your turn)
Second Wind: 1/1 (short rest)
Fighting Style: Two Weapon Fighting (Add Ability Mod to Damage Rolls With Off Hand)
Status Effects
Saving Throws
Brown text indicates proficiency
Strength: 0
Dexterity: +6
Constitution +4
Intelligence: +2
Wisdom: +1
Charisma:+3
Feats
Alert: Can't be Surprised +5 To Initiative
Dual Wielder: +1 Ac can wield non-light weapons can draw both weapons at once.
Stealthy: Double Proficiency in Stealth Skill, If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
Skill Proficiency
Brown text indicates proficiency
Blue text indicates Expertise
Acrobatics +6
Animal Handling +1
Arcana +0
Athletics -1
Deception +5
History +0
Insight +1
Intimidation +3
Investigation +2 (Passive 12)
Medicine +1
Nature +0
Perception +5 (Passive 15)
Performance +3
Persuasion +5
Religion +0
Sleight Of Hand +6
Stealth +8 (Passive 18)
Survival +3
Thieves Tools +8
Languages
Yuoric (aka Common)- Spoken
Dannein - Native
Loadout
Equipped
Right Hand: Kukri / Attack Bonus: +6 / Damage: (1d8+4)
Left Hand: Kukri / Attack Bonus: +6 / Damage: (1d8+4)
Armor: Studded Leather 12 Base +4 Dex Mod
Carried
Kurkri Blades, Karambit Daggers, Long Bow, 20 arrows.
Vitals
AC: 17(16 From Leather Armor, 1 from Dual Wielder Feat)
HP: 45/45 (5THP)
Hit Dice: 3/3 Rogue, 1/1 Fighter
Death Saves: +0/-0
Tactics
Refresh rest times noted in parentheses
Combat Proficiency (+2): Attack Bonus +2 (remember these can be set however you want and changed on your turn)
Second Wind: 1/1 (short rest)
Fighting Style: Two Weapon Fighting (Add Ability Mod to Damage Rolls With Off Hand)
Status Effects
Saving Throws
Brown text indicates proficiency
Strength: 0
Dexterity: +6
Constitution +4
Intelligence: +2
Wisdom: +1
Charisma:+3
Feats
Alert: Can't be Surprised +5 To Initiative
Dual Wielder: +1 Ac can wield non-light weapons can draw both weapons at once.
Stealthy: Double Proficiency in Stealth Skill, If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
Skill Proficiency
Brown text indicates proficiency
Blue text indicates Expertise
Acrobatics +6
Animal Handling +1
Arcana +0
Athletics -1
Deception +5
History +0
Insight +1
Intimidation +3
Investigation +2 (Passive 12)
Medicine +1
Nature +0
Perception +5 (Passive 15)
Performance +3
Persuasion +5
Religion +0
Sleight Of Hand +6
Stealth +8 (Passive 18)
Survival +3
Thieves Tools +8
Languages
Yuoric (aka Common)- Spoken
Dannein - Native
Last edited July 6, 2017 8:35 pm
Rolls
Second Wind - (1d10+1)
(5) + 1 = 6
Jul 6, 2017 10:59 pm
Ezeriah says:
J, speaking of managing game mechanics, I'd like to use Kray's Rally maneuver before his short rest (like Second Wind, applying the effects outside of combat). Basically it'll let him grant temporary hp to a PC. RP-wise thinking his whole 'bigger blood bath comment' might exude a little swagger toward some faith in the group's chances.I'd use Kray's last 2 maneuvers (pre-short rest) on Maeriks and Bryn, giving them an additional buffer on hp before the next fight. Rolling the dice to move things along in the case that you're cool with that.
Jul 6, 2017 11:51 pm
DMJ says:
All but Thorn glide past without incident, but the big Yuouric swordmaster gets tangled in a batch of eels that wrap around him and begin to thrash and sting. Thorn fights through the temptation of panic as the eerie creatures whirl around him, dragging their fleshy bodies along his arms and shoulders.One of the tails pops an electric charge right beside Thorn's left eye and ear, causing a noticeable shutter in the krekutil. After a few seconds Thorn emerges through the onslaught after several shocks. He finds himself lightheaded, queasy, and breathing heavily. He has a rising urge to remove the mask and get air.
The group organizes to try to help Thorn along, but he seems sluggish and a bit dazed. Others help him get moving, pulling him along, following Hinka again with a renewed urgency.
He is vaguely aware of a disagreement between Kray, Hinka, and Rutcranna. He knows there is air outside this creature and longs to suck in real breaths. He feels Ivor's hand on his shoulder and starts, turning, then seeing his ally. Ivor has removed his krekutil.
Thorn rips the fish off his head, taking only slight care not to damage it in the process. He falls to his knees and vomits the liquid out of his lungs, out of his stomach, his retches echoing off the chamber's dark walls. The krekutil floats nearby.
Presently the nausea passes, and he looks up at Ivor and nods. As the gladiator leaves, Thorn concentrates on taking full breaths of air, which, though damp and foul-smelling, are a welcome change to the krekutil's interior.
Thorn stows the krekutil in his bag, and takes a few swallows from his waterskin, eyes closed, mind focused.
Give me a fight with Deep Ones over a swim through fucking eels any day.
OOC:
J, has a day passed now since the fight against Fingol & Co.? Just wondering at what point we get Commitment to Contract back.[ +- ] Thorn Character Sheet
Thorn

Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 15
HP: 51/51
Status Effects: None
Death Saves: +0/-0
Hit Dice: 3/5d10 (Fighter)
Loadout
Equipped
Armor: Chain Shirt
Weapons:
* Great Sword / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (2d6+4)
* Two Handaxes / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (1d6+4)
* Urdav’s Seax / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (1d4+4)
Tactics
Refresh rest times noted in parentheses
Maneuvers: 5/5 (short rest)
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Commitment to Contract: 0/1 (once per day)
Fighting Style: Great Weapon Fighting (reroll 1’s & 2’s on damage rolls, keep new roll, on melee attacks using a weapon with two hands)
Saving Throws
Red text indicates proficiency
Strength: +7
Dexterity: +1
Constitution: +7
Intelligence: +3
Wisdom: +0
Charisma:+0
Feats
Observant
Martial Adept
Sentinel
Skills
Red text indicates proficiency
Acrobatics +1
Animal Handling +0
Arcana +3
Athletics +7
Deception +0
History +3
Insight +3
Intimidation +3
Investigation +6 (Passive 21)
Medicine +0
Nature +3
Perception +3 (Passive 18)
Performance +0
Persuasion +3
Religion +3
Sleight Of Hand +1
Stealth +1
Survival +0
Languages
Yuoric - Native
Dannein - Fluent
Carried Gear
* 1 Spear&Sling / Attack Bonus: 7/4 (Str/Dex 4/1 + 3 Prof. Bonus) / Damage: (1d6+4/1)
* Backpack containing: tinderbox, 1 torch, 1 day rations, waterskin, rope
* Coinpouch
Estimated 25 lbs armor & weapons, 25 lbs other equipment

Vitals
Combat Proficiency Setting (+3 available): Attack Bonus +3 / AC +0
AC: 15
HP: 51/51
Status Effects: None
Death Saves: +0/-0
Hit Dice: 3/5d10 (Fighter)
Loadout
Equipped
Armor: Chain Shirt
Weapons:
* Great Sword / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (2d6+4)
* Two Handaxes / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (1d6+4)
* Urdav’s Seax / Attack Bonus: 7 (Str 4 + 3 Prof. Bonus) / Damage: (1d4+4)
Tactics
Refresh rest times noted in parentheses
Maneuvers: 5/5 (short rest)
Action Surge: 1/1 (short rest)
Second Wind: 1/1 (short rest)
Commitment to Contract: 0/1 (once per day)
Fighting Style: Great Weapon Fighting (reroll 1’s & 2’s on damage rolls, keep new roll, on melee attacks using a weapon with two hands)
Saving Throws
Red text indicates proficiency
Strength: +7
Dexterity: +1
Constitution: +7
Intelligence: +3
Wisdom: +0
Charisma:+0
Feats
Observant
Martial Adept
Sentinel
Skills
Red text indicates proficiency
Acrobatics +1
Animal Handling +0
Arcana +3
Athletics +7
Deception +0
History +3
Insight +3
Intimidation +3
Investigation +6 (Passive 21)
Medicine +0
Nature +3
Perception +3 (Passive 18)
Performance +0
Persuasion +3
Religion +3
Sleight Of Hand +1
Stealth +1
Survival +0
Languages
Yuoric - Native
Dannein - Fluent
Carried Gear
* 1 Spear&Sling / Attack Bonus: 7/4 (Str/Dex 4/1 + 3 Prof. Bonus) / Damage: (1d6+4/1)
* Backpack containing: tinderbox, 1 torch, 1 day rations, waterskin, rope
* Coinpouch
Estimated 25 lbs armor & weapons, 25 lbs other equipment
Last edited July 6, 2017 11:57 pm
Rolls
Second Wind - (1d10+5)
(10) + 5 = 15
Short rest: 2 hit dice - (1d10+4, 1d10+4)
1d10+4 : (2) + 4 = 6
1d10+4 : (10) + 4 = 14
Jul 7, 2017 9:09 am
The others see Bryn approach Rutcranna across the room. Bryn tries to get a conversation going, but Rutcranna is being a bit of a bitch and giving him short answers. For everyone else, the entire conversation is not entirely understood word for word, but in this small echo chamber, it is difficult to have a private conversation either.
After the small talk fizzles out, Bryn pulls out a scroll case and unrolls some old papyrus scroll from it, showing Rutcranna. She watches Bryn as he talks about it and then begins to inspect the scroll herself. Her eyes scan over it, spread out on top of a large stone table.
After scanning through it for a while she says, "This says nothing helpful for our time now, if that was your hope. This is an old Uisde writing about a timekeeping monument, one used by star gazers from the past. Wherever that structure was in another era, I am sure that it is toppled to ruin in this time now."
"Depart from me, Rynalt." Rutcranna says, recognizing Bryn's old Dannein clan name. "I will prepare as I can for the matter at hand."
With that Rutcranna climbs up onto a large stone table. She shifts around sleekly to a crossed-legged sitting position. Soon she is perfectly still, eyes closed, meditating.
After the small talk fizzles out, Bryn pulls out a scroll case and unrolls some old papyrus scroll from it, showing Rutcranna. She watches Bryn as he talks about it and then begins to inspect the scroll herself. Her eyes scan over it, spread out on top of a large stone table.
After scanning through it for a while she says, "This says nothing helpful for our time now, if that was your hope. This is an old Uisde writing about a timekeeping monument, one used by star gazers from the past. Wherever that structure was in another era, I am sure that it is toppled to ruin in this time now."
"Depart from me, Rynalt." Rutcranna says, recognizing Bryn's old Dannein clan name. "I will prepare as I can for the matter at hand."
With that Rutcranna climbs up onto a large stone table. She shifts around sleekly to a crossed-legged sitting position. Soon she is perfectly still, eyes closed, meditating.
Jul 7, 2017 9:24 am
Hinka comes up to Kray and speaks in the Tochoan language. It is very difficult for Kray to understand exactly, but he understands the general idea.
Hinka explains that the group must put krekutils back on for 1 more long swim. They will descend again, round a corner, transverse a long narrow hallway to a different stairwell up.
At that point they will emerge into a great room with a large pool of water, water that is managed and cleaned, as if it is a water source for the inhabitants. Hinka says the Deep Ones have built it, using the natural water of the lake flood, yet they have put a dam of sorts in the main hallway that feeds this large pool. There is a sliding shutter that can let water in and refill as needed.
Inside the water though, is a creature of some sort. It is an old creature Hinka says, one from a past era. Hinka says this creature is a "tool that makes the water clean" but it is also "a weapon and a guard."
Where the group will enter, everyone will be standing on a sort of balcony overlooking this great chamber. On the other side of the great pool chamber is another balcony of similar sort. That balcony goes into other large chambers beyond, chambers that are filled with torchlight. Hinka heard human voices during his last attempt to infiltrate before he had to turn back to avoid capture. He feels certain that the humans live in the rooms beyond the opposite balcony.
So the team will have to figure out how to cross the great pool with the "tool" living in the depths below. ("Tool" means monster or creature for Hinka. Kray has learned that Tcho-Tcho have great comfort and strange experience of the idea of using unusual creatures as tools.)
Hinka asks Kray what he will have his men do to cross the expanse between the two balconies. Are they good climbers, and could they make the great feat of scaling across the side walls of the large pool chamber? Or will they swim across quickly to avoid danger and hope no alarm will be raised? Or will they descend into the depths and slay the tool to ensure their own safety and stealth?
Hinka explains that the group must put krekutils back on for 1 more long swim. They will descend again, round a corner, transverse a long narrow hallway to a different stairwell up.
At that point they will emerge into a great room with a large pool of water, water that is managed and cleaned, as if it is a water source for the inhabitants. Hinka says the Deep Ones have built it, using the natural water of the lake flood, yet they have put a dam of sorts in the main hallway that feeds this large pool. There is a sliding shutter that can let water in and refill as needed.
Inside the water though, is a creature of some sort. It is an old creature Hinka says, one from a past era. Hinka says this creature is a "tool that makes the water clean" but it is also "a weapon and a guard."
Where the group will enter, everyone will be standing on a sort of balcony overlooking this great chamber. On the other side of the great pool chamber is another balcony of similar sort. That balcony goes into other large chambers beyond, chambers that are filled with torchlight. Hinka heard human voices during his last attempt to infiltrate before he had to turn back to avoid capture. He feels certain that the humans live in the rooms beyond the opposite balcony.
So the team will have to figure out how to cross the great pool with the "tool" living in the depths below. ("Tool" means monster or creature for Hinka. Kray has learned that Tcho-Tcho have great comfort and strange experience of the idea of using unusual creatures as tools.)
Hinka asks Kray what he will have his men do to cross the expanse between the two balconies. Are they good climbers, and could they make the great feat of scaling across the side walls of the large pool chamber? Or will they swim across quickly to avoid danger and hope no alarm will be raised? Or will they descend into the depths and slay the tool to ensure their own safety and stealth?
Jul 7, 2017 3:58 pm
Kray asks Hinka for some detail about how difficult the sideways climb would be, how the Tool creature could be killed without setting off the alarm, then addresses the group, summarizing and translating his words.
J, I'm assuming this talk is during the Short Rest. Bullet pointing Hinka's description. My asking him for details on the climb is looking for game mechanics on DC, an appraisal on the climb via description.
Some quick thoughts:
If we scale sideways across this chamber: Given the number of rolls required for the size of the group, it seems likely someone falls in. Even with CTC re-rolls (which Bryn, Maeriks, Hinka and Rutcranna don't have) I think someone is falling in, making a splash, and then we're all in the Tool's tank in anyway, killing it. Even with rope, I'm not sure if we could even all tie together to prevent someone from falling in (seems unreal without applied climbing tools, pitons, which would be noisy in application anyway). Depth of the pool would be an issue. If one of us falls in and the Tool pulls them deep, the fall guy might be alone for awhile.
Fast swim across the surface: Seems sketchy to me. If we use Stealth with the swim I imagine that the Tool is going to detect us. Dice rolls seem iffy, like climbing.
Assassinating the Tool fish: We disable the alarm. Krekutils on, we get down there and kill Tool Fish. Question is, how would we kill it without raising the alarm? Hinka makes it sound possible.
Setting off the alarm: They already know we're coming, so I think the alarm tells the from which way we are approaching, perhaps allowing them to focus their defenses rather than spread them out in general defense. Perhaps there's another layer to their readiness as well, which the Tool fish activates.
Summary: Climbing seems the most risk and the most reward (circumventing Tool completely). Swimming seems like a shitty middle ground choice. At this point I feel like going down as a team and killing the Tool is the one we would have more control of.
----Need more details from Hinka on the climb and the Tool's threat level (e.g., stationary thing with long ass tentacles, fast swimmer with rows of teeth, etc).
----Also, if it's not something that would take too long, Kray would ask Thorn the Investigator to look for secret doors. If it takes more than a minute though, I'd say fuck it. Otherwise, perhaps we could all look? Thoughts on that J?
J, I'm assuming this talk is during the Short Rest. Bullet pointing Hinka's description. My asking him for details on the climb is looking for game mechanics on DC, an appraisal on the climb via description.
Some quick thoughts:
If we scale sideways across this chamber: Given the number of rolls required for the size of the group, it seems likely someone falls in. Even with CTC re-rolls (which Bryn, Maeriks, Hinka and Rutcranna don't have) I think someone is falling in, making a splash, and then we're all in the Tool's tank in anyway, killing it. Even with rope, I'm not sure if we could even all tie together to prevent someone from falling in (seems unreal without applied climbing tools, pitons, which would be noisy in application anyway). Depth of the pool would be an issue. If one of us falls in and the Tool pulls them deep, the fall guy might be alone for awhile.
Fast swim across the surface: Seems sketchy to me. If we use Stealth with the swim I imagine that the Tool is going to detect us. Dice rolls seem iffy, like climbing.
Assassinating the Tool fish: We disable the alarm. Krekutils on, we get down there and kill Tool Fish. Question is, how would we kill it without raising the alarm? Hinka makes it sound possible.
Setting off the alarm: They already know we're coming, so I think the alarm tells the from which way we are approaching, perhaps allowing them to focus their defenses rather than spread them out in general defense. Perhaps there's another layer to their readiness as well, which the Tool fish activates.
Summary: Climbing seems the most risk and the most reward (circumventing Tool completely). Swimming seems like a shitty middle ground choice. At this point I feel like going down as a team and killing the Tool is the one we would have more control of.
----Need more details from Hinka on the climb and the Tool's threat level (e.g., stationary thing with long ass tentacles, fast swimmer with rows of teeth, etc).
----Also, if it's not something that would take too long, Kray would ask Thorn the Investigator to look for secret doors. If it takes more than a minute though, I'd say fuck it. Otherwise, perhaps we could all look? Thoughts on that J?
Last edited July 7, 2017 3:59 pm
Jul 7, 2017 5:32 pm
The sideways shimmy climb is a very narrow trimwork line in the rock wall, mixed with making your own hand holds in little cracks in the blocks. About a 25' slide on the close wall, turn the corner, a 80' wall stretch along the full length of the room, then another 25' back to the balcony on the far side wall, A tough task, no doubt. That's pretty much "Second Story Work" for a real rock climber or thief. You can bank on 1 or more DC checks in the 14+ range. As you might have guessed, this is little Hinka's preference if it were just he himself. At the same time, he understands a concern that the entire team may have a tough time making it across with no mistakes.
Hinka explains further that the tool creature IS the alarm. He calls this creature a "hippa haxital'ipol" translation of that you are just not sure, but it seems to be a mix of other words that ends in "creature". The Haxital has tentacles and large billowing suckers pores and bladders all over it, including tubes that can make noise. It also has many organs that create enzymes, acids, and even air. It can make different sounds on the surface or underwater by forcing air through certain appendage tubes and cartilage cones, blowing them like horns.
The Haxital can kill people by tucking them into large bladders of armored skin and dissolving the victim with acids. It can also strangle people and just try to drown air-breathers.
The Haxital is a faster swimmer than a man. Perhaps it can be outrun if it is very far away and someone has a head start, but over longer distances, the creature will catch up.
This creature is probably 18 feet long and bulky. So it's big.
It's skin is tough inside and out, but not impenetrable. Hinka says, like all living things, the Haxital can be cut and pierced by steel. It would be foolish to attack it for a normal single warrior, but with this team, perhaps they could prevail, but Hinka is just not sure. He says it is a frightening monster.
Hinka explains further that the tool creature IS the alarm. He calls this creature a "hippa haxital'ipol" translation of that you are just not sure, but it seems to be a mix of other words that ends in "creature". The Haxital has tentacles and large billowing suckers pores and bladders all over it, including tubes that can make noise. It also has many organs that create enzymes, acids, and even air. It can make different sounds on the surface or underwater by forcing air through certain appendage tubes and cartilage cones, blowing them like horns.
The Haxital can kill people by tucking them into large bladders of armored skin and dissolving the victim with acids. It can also strangle people and just try to drown air-breathers.
The Haxital is a faster swimmer than a man. Perhaps it can be outrun if it is very far away and someone has a head start, but over longer distances, the creature will catch up.
This creature is probably 18 feet long and bulky. So it's big.
It's skin is tough inside and out, but not impenetrable. Hinka says, like all living things, the Haxital can be cut and pierced by steel. It would be foolish to attack it for a normal single warrior, but with this team, perhaps they could prevail, but Hinka is just not sure. He says it is a frightening monster.
Jul 7, 2017 5:34 pm
On secret doors, need to pick one person to do it, send 1 check (even though I can understand if everyone is looking, but that doesn't mean it is rolled at Advantage).
Investigation.
Investigation.
Jul 7, 2017 5:57 pm
Maeriks is not the best choice for Int bast investigation checks. He does feel comfortable with the wall climb, but he also really wants to see this monster creature. Maeriks doesnt consider this, but I do - our lights will negate any chance of trying to be stealthy, but not using lights means anyone pulled under will be gone. That beast sounds like a resource sink, which we want to avoid as much as possible before going up against the king in the box.
So I think we gamble with climbing, and when the inevitable ability check fails, we all need to dive in and fight, results being the same as if we just swam, but at the likely penalty of giving the beast a free attack.
We could probably work hard to help each other across, two at a time, tied to rope. Leverage gained from semi-taught rope to the side and climbing partner giving guidance on hand and foot holds visible from their vantage, and I think we could make the climb with advantage on our checks. And when a pair does fall, those on the side will have a rope life line to haul them up or at least follow down to them.
So I think we gamble with climbing, and when the inevitable ability check fails, we all need to dive in and fight, results being the same as if we just swam, but at the likely penalty of giving the beast a free attack.
We could probably work hard to help each other across, two at a time, tied to rope. Leverage gained from semi-taught rope to the side and climbing partner giving guidance on hand and foot holds visible from their vantage, and I think we could make the climb with advantage on our checks. And when a pair does fall, those on the side will have a rope life line to haul them up or at least follow down to them.
Jul 7, 2017 7:01 pm
DMJ says:
The sideways shimmy climb is a very narrow trimwork line in the rock wall, mixed with making your own hand holds in little cracks in the blocks. About a 25' slide on the close wall, turn the corner, a 80' wall stretch along the full length of the room, then another 25' back to the balcony on the far side wall, A tough task, no doubt. That's pretty much "Second Story Work" for a real rock climber or thief. You can bank on 1 or more DC checks in the 14+ range. As you might have guessed, this is little Hinka's preference if it were just he himself. At the same time, he understands a concern that the entire team may have a tough time making it across with no mistakes.Even if all of us have a 20 STR and Proficiency in Athletics (= +8 to the check), that means all of us have to roll a 6 or greater to make what I think will be multiple checks (130' total means multiple checks to me). That's 7 rolls per section with a 30% chance of failure (and not all of us have 20 STR and Athletics Proficiency). 7 rolls with almost a 1 in 3 chance of someone failing is bad business. And J said the checks would be in the 14 PLUS range. The distance and the difficulty is work for climbers and burglars, experts.
As far as tying off with rope and getting across, given the 'very narrow trimwork line in the rock wall, mixed with making your own hand holds in little cracks' it seems like the idea of someone falling, and then one of us somehow holding on is very slim. We've seen that J's game world is realistic. The odds of holding on to that narrow trimwork or little crack, supporting the weight and force of someone falling, seems entirely unrealistic. I set that DC at 25 or 30 if I'm DM. An Athletics check to stop that attached person from falling. And the real bitch here is that we won't get to pick who makes that roll. It will be the two people on either side, or the one person for falling players on the ends of the rope. That means weaker characters might be trying to support the weight of Maeriks (maybe 400 lbs with all of his gear--- I've pictured him as 6.5 feet tall and stacked, carrying a maul, etc), or those of us who are still wearing metal armor.
I just can't picture people hanging on to narrow trimwork and cracks having remotely and kind of grip that would stop someone attached by rope from falling. And then there's the domino effect. If two people drop, I now call that check impossible because it's Dark Thrones and realistic as possible, not Fantasy La La land where 'heroes' can do anything. Our group is not cut out for that team climb.
Also, when we fall in, that means the rest of us go diving in while we're attached together by rope. Splashing in, disorganized, out of formation. Adjusting to the underwater scene, getting our bearings. I think the safer bet is to slink in to the water, tie off some rope on the balcony and just slide in. Get oriented and move forward as a team with an organized plan to fucking kill the Tool.
Another option: we tie off on the balcony, have our absolute best climber take the rope with him via the sideways shimmy, get to the other balcony quiet-like (we don't know what guards might be nearby on the other side balcony). He ties the rope off on that opposite side balcony and we all go across on the rope, straight across the creatures pool, suspended above it. That seems like one at a time across though, to account for weight on the rope, and we'd have to tie two lengths of rope together to cross the span (Kray has 50' rope as well and the span across is 80'). So it'd better be a good ass knot.
Still, best climber might splash in, alone on the other side of that room, separate from the group, etc. It's a better option than group climb, however.
I say we send one guy and do the rope span across the pool, or we go down quiet into the water and find the Tool, and kill it.
With the single PC rope span plan now presented, I'm thinking that might be our best option. The question is, then, who is our best climber? Kray is only +4 on Athletics checks. I'm guessing it's either Bryn, Maeriks, or Ivor. Anyone with high STR and Prof in Athletics. Ideally, that person has access to re-rolls (CTC).
Last edited July 7, 2017 7:02 pm
Jul 7, 2017 8:01 pm
I like the rope span idea. Maeriks is only +4. (He never focused much on being athletic, just trying invited too much attention.)
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