Tomas' story

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May 4, 2018 12:38 am
Darkness. Nothingness. For what feels like an eternity you float the endless void of oblivion. You feel nothing. Empty. Suddenly, a sensation, an echo of a feeling stirs within your soul. It becomes stronger and stronger. Pain. The pain grows and grows until it fills your entire consciousness. After a few moments, the pain reduces in intensity to a more manageable level. You feel your body. It hurts, but it responds to your basic commands. You open your eyes. You are lying on a beach. The soft tide washes over you. Memories start flooding back, your fight with the incident with the captain, the pirates. You wince as you slowly push yourself out of the water. You slowly, climb to your feet. Your gear is gone. Everything except for a small magical focus which you keep secured to your neck, in the hidden form of a symbol of Pelor. But you know that to be a lie.

Looking around the beach you see a lot of floatsome and wreckage has been washed ashore, along with several corpses. They appear to be mostly pirates. You look around to see if you can find something useful.
OOC:
Let's start with an investigation check :)
May 4, 2018 1:22 am
Tomas aches all over but falls back into a familiar breathing pattern, which was once drilled into his head by his training officer, in order to focus through pain. That managed, he begins to look through the items of the pirate corpses. "These dummies made a lot bad times. Hope they got good staff," Tomas thinks.
Last edited May 6, 2018 2:36 am

Rolls

Investigation Roll - (1d20)

(12) = 12

May 4, 2018 5:58 am
OOC:
Great job on your first post :)
FYI: Here are some basic gamer's plane conventions. Post anything your character says aloud in bold text and any of your thoughts in italics. Not everyone uses these conventions but most do. That makes it much easier to keep track of conversations and allows you to skim read a little easier if you lack the timd to read everything in its entirety.

Also, try to make your next post in character. To do this at the top of the url you should see a "post as player" tab. You can click the drop down icon next to "player" and change it to "Insert character name here". Then your character's name will be displayed on top of your account name. Also, if you have uploaded a picture to your character sheet it will also display the picture.
You spend the better part of an hour combing through the wreckage and you find several useful items. You find 50 feet of hempen rope, tying what appears to be some sort of makeshift raft together. You find a large backpack. Inside most of the contents have spoiled but you do find a couple of days worth of rations. You also find three daggers and a large stout staff that you think will serve you well.

Looking inland you see smoke rising a small distance away. It could be some kind of settlement. The rest of your immediate area is surrounded by a semi-thick forest. You can see some mountains in the distance that stretch down from the horizon down to the coast but you don't know which direction they are.

What do you do?
OOC:
One more thing. You are still wearing your chain mail armour but you don't have a shield at the moment.
May 4, 2018 12:27 pm
OOC:
Got it, thanks! I found a picture of what Tomas will eventually look like but right now everything's a bit shorter and rough-looking. Should I still use it or wait until he looks like that in-game? I'm also using this guideline for roleplaying his 6 intelligence. I'll be editing his above thoughts in light of this guidance. Finally, does first-person or third-person narration matter at all?
"Gotta go two a down. Where the hall am I?" Tomas wonders while stuffing these items into his pack. Before heading towards the smoke (slowly, using the quarterstaff to poke for traps and spider webs, and not worrying about the noise given his chainmail situation), he attempts to craft a wooden shield for himself on the beach.

He breaks the raft into smaller planks (using trees and rocks as leverage, if necessary), shaves off any unsatisfactory parts with one of his daggers, and pokes holes into the planks. Then he threads the rope through those holes, lashes the entire affair together, and creates loops to stick his arm into and to hold with his hand.

"Sweat!"
May 4, 2018 10:50 pm
OOC:
1. It's up to you but in my not so humble opinion any picture is better than no picture.
2. You can roleplay your stats or not. That's 100% on you. I'll never tell you how to play your character, and again, in my opinion, neither should anyone else.
3. Some people prefer first person, others prefer third person. It's up to you!
For your makeshift shield, please give me a survival check.
May 4, 2018 11:48 pm
OOC:
Will get it up as soon as I'm back at home then.
Focusing intently on his task, Tomas subconsciously releases some of his volatile magic into the surrounding area.

Rolls

Tides of Chaos Survival Check 1 - (1d20+3)

(2) + 3 = 5

Tides of Chaos Survival Check 2 - (1d20+3)

(19) + 3 = 22

May 5, 2018 11:21 am
You spend the better part of two hours putting together a very functional shield. You're not entirely sure if it will hold out for a long time but for now, you think it will do the job nicely.

To get to the town, you follow the coast until it becomes an impassable cliff . You have no choice but to head into the wilderness. It's much more difficult to navigate inside the thick canopy.
OOC:
You can add +2 to your AC for the shield assuming you're using your staff one handed.

One more survival check please
May 5, 2018 12:45 pm
OOC:
So, upon rereading of the Wild Magic bloodline, I've realized that it would be quite slow if we decide to run it by RAW (I cast a 1st level or higher spell, you decide if it I should make a d20 roll to see if I roll on the Wild Magic table and/or you decide that I should just roll Magic Wild table - giving my Tides of Chaos feature back at the same time, then I roll and apply any effects based on the roll). However, I want to keep the bloodline, if possible, as it fits the initial character concept the best (confused and scared of this random magic that he manifests). I have some suggestions to resolve this. The first would still be quick but closer to RAW and would occasionally need you to ask me for input. When I cast a qualifying spell, you decide if either of those two consequences occur and roll for it. This means you'll only need to ask me about targetting in a couple cases such as the one that makes me cast Magic Missile. Further from RAW would be setting up some sort of system to follow (which I could do on my own) to serve as a stand-in for DM discretion. An example of this would be me always rolling a d20 after casting and then rolling on the Wild Magic table if I get the value of the spell level or lower, with Tides of Chaos regenerating on every Wild Magic Surge. Do you like either of those or have one of your own that would be better? Or should I try to think of another suggestion?

If you like the first suggestion, would you like a standard OOC reminder to be placed in each posting where I cast a spell to help you remember?
Tomas hums as he moves forward, trying to keep the smoke in view through the branches overhead.
OOC:
Edit: And, as said before, keeping the quarterstaff in hand and using it to poke ahead on the ground and in front of his face.
Last edited May 5, 2018 12:49 pm

Rolls

Navigating the Wilderness (Survival) - (1d20+3)

(5) + 3 = 8

May 6, 2018 11:34 am
OOC:
I must say that I do like the idea of having the level of the spell effect the chance of something strange happening so let's go with that one. You roll a d20 with each spell cast and if you roll equal to or below the level of the spell a wild magic surge happens. If it does, then I will roll on the table and explain the effect. If it requires a target I'll let you know.
You get so focused on tapping the ground with your staff that you forget to keep an eye out for landmarks. After about 30 minutes you are helplessly lost.
OOC:
Give me a perception check please.
What do you do?
May 6, 2018 10:03 pm
OOC:
Well, the point of doing something like this would mostly be for speeding up play. If we go with the latter option, instead of you rolling on the table, I think I should be the one to roll on the wild magic table and the result (so the spell cast, wild magic roll, and surge roll could all happen in the same post or quick succession - reducing the number of times we need to check in with one another). If you want, you can describe how the effects actually play out in terms of flavor (unless you'd rather I do that).

It's not as though I'd be able to change the value of the roll, if I'm the one rolling on the table instead of you.

Or, if you want to have it be all on your end (only consulting me if there's a target), then you could do the "equal or under spell level" roll for determining if there's a surge + the surge roll, if there is one. Instead of me doing one and you doing the other.

Also, what do you think about wild magic surges resulting in my Tides of Chaos regenerating? In RAW they're two separate features where regenerating Tides of Chaos is just an automatic Wild Magic Surge determined by the DM. However, the rolling on every spell cast plus the "equal or under" factor for determining surge chance increases the overall amount of surges compared to the normal wild magic surge chance rolling. So, comparing normal wild magic surge chance rolls + automatic surges and regenerating Tides with modified magic surge chance rolls that regenerate tides - it should come out to about equal (given the disposition of one's GM). If you have another way of determining when Tides of Chaos regenerates, that'd be good to hear too.

Another question: How much of the 50 ft. of hempen rope was used in the creation of the shield?
"Ah, sheets! Last in the woods again!"

Tomas looks around to try and find his bearings. If he's still unable to see anything after glancing around, he's going to take off his armor and shield, then use the rope to help him climb slowly but steadily up the nearest sturdy looking tree from branch to branch until he thinks it's no longer safe and/or can see the direction of the smoke or other sign of civilization.
Last edited May 15, 2018 2:50 am

Rolls

I'm lost and I gotta find my way! (Survival) - (1d20+3)

(10) + 3 = 13

May 7, 2018 1:01 pm
OOC:
I used your roll for the perception check.
You hear a twig snap coming somewhere from behind you. You turn around and see a massive wolf getting ready to pounce.
OOC:
Roll initiative and take your first turn.

Rolls

Dire wolf stealth - (1D20+4)

(2) + 4 = 6

May 7, 2018 2:50 pm
OOC:
Oh dang, I mixed up in my head what roll you were asking for. At least the modifiers were the same. My bad!
Tomas faces the beast.

"Oh!"

As his muscles tense, he grips his stave firmly and holds it in position with his shield in front of him. If there's enough time to do a quick glance around, he checks to see if the wolf is hunting alone.
OOC:
If he wins initiative, he's going to bang the staff on the shield and stand tall in an attempt to look less like prey and more like something threatening to the wolf. If he loses initiative, he's going to try and smack it with the staff.
Last edited May 15, 2018 2:50 am

Rolls

Initiative - (1d20)

(1) = 1

Intimidate check, if required - (1d20+3)

(17) + 3 = 20

Animal Handling check, if required - (1d20+1)

(19) + 1 = 20

Quarterstaff attack, if required - (1d20+5)

(11) + 5 = 16

Quarterstaff damage (bludgeoning), on hit - (1d6+3)

(2) + 3 = 5

May 8, 2018 11:53 am
OOC:
No worries at all. We all misread posts from time to time. Luckily as the DM I can fix most things :) The worst times are when I (or the DM) misreads a post!

Anyway, I'll let you take a quick look around as your bonus action for the round. I'll take your first roll as your perception check.
Looking around, you don't spot any other dire wolves but you do spot a large humanoid / dragonborn or lizardman looking-creature drawing an arrow and aiming for the dire wolf. It looks as though you may have found an ally.

The Dire wolf pounces on you but you manage to shove it off with your shield. Your shield withstands the impact and it's still fully functional.

Round 2 fight!

Rolls

Dire wolf attack - (1D20+5)

(6) + 5 = 11

Damage (piercing) - (2d6+3)

(52) + 3 = 10

0-25 and your shield breaks. - (1D100)

(45) = 45

May 8, 2018 12:22 pm
OOC:
Did you have any ideas regarding the Tides of Chaos feature? Also, how do you run Shield spell in PbP?
Tomas moves off to the side to not be in the scaly buddy's line of fire.

"Thinks, men! I wanted halp." And he flashes his new buddy a big, simple grin as he smacks at the wolf once more.
Last edited May 20, 2018 6:13 am

Rolls

Club Wolf (Attack) - (1d20+5)

(8) + 5 = 13

Damage! - (1d6+3)

(4) + 3 = 7

May 8, 2018 12:48 pm
OOC:
I don't usually tell players if an attack hits. You can see the roll and use your shield spell as a reaction. I like your idea for your wild magic surge to recharge your Tides of Chaos feature. To that end, I think it's better if you roll your wild magic surge rolls.

Oh and you still have 45 feet of hempen rope left.
May 8, 2018 1:24 pm
OOC:
For the second round, Sovelin, you can make your first post in here too :)
May 8, 2018 1:26 pm
While stepping back about 10 feet, Sovelin attempts to remain focused in order to not hit his ally in this fight.Two is almost always better then one.
Last edited May 8, 2018 1:31 pm

Rolls

Attack Roll - (1d20+4)

(13) + 4 = 17

Longbow damage - (1d8)

(2) = 2

May 8, 2018 2:04 pm
Tomas bashes about with his quarterstaff and lands a solid blow on the dire wolf. His second blow aims for the creatures head but just misses its mark. Sovelin's first arrow flies wide but his second strikes the wolf in the flank.
OOC:
Don't forget to add your dex mod to your damage with your longbow :)
The dire wolf tries to bite Thomas' leg but Thomas, once again, manages to get his shield in the way. Your shield is holding up well against the creature's assault.

Round 3 fight!

Rolls

Dire Wolf Attack - (1D20+5)

(6) + 5 = 11

Damage (piercing) - (2d6+3)

(11) + 3 = 5

0-25 and your shield breaks. - (1D100)

(81) = 81

May 8, 2018 2:26 pm
Tomas releases a ridiculous sounding war cry as he strikes forward again.

"WaaAAaaaAAAhhhhhh!!!"
Last edited May 15, 2018 2:51 am

Rolls

Third Time's The Charm (Attack) - (1d20+5)

(13) + 5 = 18

Damage (bludgeoning) - (1d6+3)

(6) + 3 = 9

May 10, 2018 1:09 am
OOC:
Just waiting for Sovelin to make his post. I've sent a PM.
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