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  2. "That seems appropriate, yes." he easily agreed. "And indeed, we should probably be cautious with our knowledge, since some things might have been interpreted differently in our... current state." As he assented with his words, he brought up the front along with Myrrh the cat, casually summoning in a mesmerizing flash a length of azure chain that seemed to interact strangely with gravity. "A lot of things can be fit into a fluffy JRPG setting, you'd be surprised."
  3. All FAQ's as relates to character creations to go here please.
  4. Crescenda | WizardConjuror Variant of Wizard 2 | Spells used - L0: 1/5; L1: 3/4 | AC: 12/16Dexterity +2 Touch 12 Flat-Footed 10 If Mage Armor is cast and active, Hagen's Armor becomes: AC16, T12, FF 14 | HP: 11/11 | Fort +2 | Ref +2 | Will +4 | Spot/Listen +1/+1 Crescenda was happy and safe at the back, where she was idly musing on a minor trivia. The lack of yelling tells her it''s not a major danger, but the mutterings and the sudden lack of movements tell her something has come up. Thus, Crescenda cricks her neck. Conditions, Actions And Things Of Interest Darkvision 60 ft Darkness 1/Day; as per spell, as a spell-like ability; Resist 5 Cold Resist 5 Fire Resist 5 Electricity
  5. "Are you sure you've identified the right spell represented by each of the urns? I'm not a magician, so I'm happy to defer to your expertise here, but if there are two that are meant to be left out I think it's worth being reasonably sure we don't include them through simple oversight. Maybe two of them don't match any known spell, but our imaginations make links because we want to find them." "Perhaps if you take us through them and set out your reasoning... any that are uncertain might emerge?"
  6. AmarandΓ© exhales deeply. "The schools of magic do have... opposing schools, I suppose you might say. Abjuration opposes Alteration, Conjuration with Divination, Enchantment with Evocation, and Illusion with Necromancy; alphabetised, and thus easy to remember. If they have a classical order beyond that, however, I know not. I elected not to specialise, you see.." "Now, if we assume that all eight schools are present, then they can all be comfortably accounted for, with two duplicates: the urn of opening and the alchemical urn could equally be applied to the same school, the school of physical animation and change; likewise, both the hot soil and the electricity could equally apply to the school of elemental power. Do you think that there are two pots that are to be excluded, or that the specific pots are irrelevant so long as the school is represented?" Inclining his head to Kord, he continues. "Based upon our discoveries in yon library, I suspect Shraevyn held a fascination with enchantment. I would lead with that if any... but maybe it's more metaphorical than that, and the pot that opens things should be placed nearest the door we wish to open... If we place enchantment forward, we'll have evocation at our backs, which is the makings of a trap if ever I've seen one, but maybe that's a bluff.." Pointing at each indentation, starting at the one closest to our goal and working clockwise, he recites "Sword. Skull. Snake. Opening or Alchemy. Lightning or Soil. Invisibility. Scrying. Light. I can't say that that is right, but magic is more an art than a science, and there's a certain poetry about putting each of those pots together. Still, I would prepare for the worst should we attempt it."
  7. One encounter - that was even supposed to be a simple introduction - does not earn you a level. No. Tell me more about these cookies, though =)
  8. Nyll easily finds the loft hatch but needs someone taller to pull the hatch down and fold out the stairs, heading up to the loft space the party find two more skeletons (mon & dad?) and a box of assorted items. Potions - CLWx4, CMW x1, Hide from Undead x3 Scrolls - Protection from Evil x4, Obscuring Mist x2, Identify x4, EPS x3, Positive Pulse x2, Magic Weapon x2 Cackling Hags Blouse Deathwatch eyes Boot's, Burglar Headband of Alluring Charisma +2
  9. Today
  10. So as day passes looks like attack will be at night. The overall light level is dim cause of temporal glow from Atmosphere. What if anything do u do to light battlefield? also make a EDU check please
  11. As dusk settles in and the air become a lot colder than one would expect in such a dense forest everybody gets ready to get some sleep. The forest is really quiet, too quiet. DM Whoever takes first watch make a Perception check
  12. Garth| AC 13 | Ini: 0 | PP: 12 | Hit Points: 36/36 | Size: Medium | Speed: 30 ft | As soon they move far enough from the guard Garth stops again with by now familiar lean on his Glaive "Ok, Xanathar Guild too eh? I'll kiss Volo for forgetting that...if we survive" he sight and observes not too far tavern now "Last minute for any plan, any of you have any idea how to approach this?" Tools of the Trade Equipment: Glaive: 1d20+5, 1d10+3, Greatsword: 1d20+5, 2d6+3 Hand Axe x2: 1d20+5, 2d6+3 Longbow (20 Arrows): 1d20+3, 1d8 Actions/OOC Free: Bonus: Reaction: Swift: Move: Standard: Immediate: Maneuvers (5d8)-(4d8 left) Brace Grappling Strike Quick Toss Sweeping Attack Trip Attack OOC:
  13. What games are you interested in as a player? What games are you offering as a GM?
  14. Yhen extended her hand, and from her palm, a spectral hand surged forth, seizing the book from the clutches of the fleeing monster. However, the ghostly grip faltered, and the package slipped free. Witnessing this, the would-be thief quickly adjusted, tucking the package under his arm more securely, ensuring it wouldn't escape his grasp again. OOC Failure with Fear, you're at a disadvantage if you do that again. (roll 2 hope and take the lower) Thistle-folk #1 Dead Thistle-folk #2 Dead Thistle-folk #3 Dead Thistle-folk #4 lightly wounded Actions: Lex, Ivy, Yhen, Verris, Yhen Fear: 3 Updated map, players are up.
  15. Ok, I'll shelf that action until everyone else has a turn.
  16. Jin & Whiskey HP: 10/10 | 10/10 Stamina: 9/9 Resolve: 4/4 EAC/KAC: 14/15 | 14/14 Jin SavesFort +5 Ref +5 Will +2 | Whiskey SavesFort +0 Ref +5 Will -1 Jin glares at the recording of Tarika. She knows he hasn't heard from Shan. Why would she ask? But, as usual, he forces that out of his mind and plunges himself into the task at hand. He tells the others what he has learned about Akiton, but it's not much, and some of it is from dubious sources. Cultural studies never were his strong suit. He hopes someone else will bail him out here.
  17. Return stretch Despite the time lost to the pickup complications, Charyti is in high spirits after Tina's assistance and enthusiasm. As soon as she is airborne the computers are already calculating escape trajectories favourable to the return to al-Miraiya. The PEREGRINE curves upward as she steers to follow, scanning over her other instruments. Several points on her radar show the other racers. Most are well on their way out of orbit already - the Archmage's ship is barely a flicker at the edge - but at a glance, at least she isn't in last place. Wait. Why isn't she in last place? A second look at the radar explains: one of the racers' signals is missing. The flip of a switch replaces the simple positional markers with indicators showing names, coordinates, and vectors. All vessels accounted for except for the unofficially named 'Crepuscular Cliffside'. Both hands leave the flight stick as she cycles through sensors and frequencies, pinging the radio channel most often used by the pilots, as well as common emergency channels. Nothing. She finally finds what she is looking for with a geographic surface mismatch. An impact crater lies to the east that does not match her terrain charts, just large enough for a crashed vessel. While the PEREGRINE may not be so fast as some of the competition in straight-line burn, it is definitely designed for fine maneuvering. Charyti hauls over hard on the stick and adjusts the lateral thrusters, rolling the craft out of its climb to speed toward the crash site. A light from the fuel system gives a warning: reserves approaching minimal limit to complete return journey. She ignores it. Charyti brings the ship in low, skimming a few hundred feet above the ground as she crosses Vesper in a blur, white smoke trail highlighting her path. A ventral camera allows her to scan visually, noting the ruins and tombs that dot the desert, until the sunlight reflecting off a half-buried hull catches her eye. Bounding out of the cockpit as soon as landing is completed with a toolbelt and emergency kit, Charyti climbs the sandy hill to find the aft section of the ship, crumpled and damaged but largely in one piece. The access hatch is warped, and it takes a cutting torch and crowbar to pry it out of the way. The interior is scattered, but the llort within the seat appears to be alive; badly bruised and bloodied, but saved from more serious injuries by her protective magic. Charyti cuts her free of any harness and drags her from the wreck. After applying what first aid she can and returning Guyineber to consciousness, the human looks to the Cliffside wreck. Maybe it's salvageable, but not with her limited equipment. "Why don't you come with me? I've got some wine that will blunt the pain. The cabin will be a little cozy, and meals a bit spare. But at least we can get you to the finish, and back to your crew?" She holds out a hand to the other pilot.
  18. Tanith Profile Female Lawful Neutral Elf Wizard (Conjuration - Teleportation) Level 1 Init 5 HP 8/8 Speed 30' AC 13 Touch 13 FF 10 CMD 12 Fort 1 Ref 3 Will 3 CMB -1 BAB 0 Dagger -1 (1d4-1, 19-20/x2) Light Crossbow +3 (1d8, 19-20/x2) (+3 Dex) Str 8 Dex 16 Con 12 Int 18 Wis 12 Cha 10 Cantrips: Acid Orb, Dancing Lights, Mage Hand 1st level Mage Armor, Grease, Colour Spray Power: Shift 6/7 (Swift Action does not provoke) 5' dimension door Wand of Infernal Healing 50/50 Condition None Familiar 'Imp' Profile Familiar (Elemental Familiar [Air]) Thrush "Imp" N Diminutive (+6 to fly +8 to stealth) animal Init +2 Senses low-light vision Perception +9 (1 rank (1)+ Wis (2) + Skill Focus (3) +Class (3) = +9 AC 17 Touch 16 FF 15 (+2 Dex, +4 size + 1 Natural) HP 4 Fort +0 Ref +4 Will [+4] Speed 10 ft Fly 50 ft (good) Melee bite –1 (1d2–5) Space 1 ft.; Reach 0 ft. Str 1 Dex 15 Con 6 Int 6 Wis 15 Cha 6 BAB +0 CMB –2 CMD 13 Race Feats Skill Focus (Perception) Skills Fly (Good) +16, Perception +9, Stealth +14 Familiar Feats Alertness, Elemental Manifestation, share spells, empathic link. Tanith eyes a broken cup on the ground and promptly kicks it, clearly frustrated. It flies across the clearing and shatters on a wooden table. She then walks with the rest of the company to where the survivors are. She looks at her companions wondering what they'll do, looking like she doesn't trust her judgement any more.
  19. I've got to admit, I'm struggling with a lot of modern games (BG3 excepted) in that they just don't scratch the sort of itch I'm looking for anymore. I've gone back to old classics like the original Baldurs Gate and Neverwinter Nights and, even before those times, Ultima Underworld. I miss those old first person party-based dungeon crawlers in the Might and Magic style that used to be quite common back in the early PC DOS days, but there's very few of them being released now and little chance of the genre ever making a comeback.
  20. Yhen Davasdrend Agility +1 Strength -1 Finesse +1 Instinct +0 Presence +0 Knowledge +2 Evasion: 9 | Armour: 5 | Armour Slots ☐ ☐ ☐ ☐ ☐ ☐ ☐| HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ | Hope β–£ β–£ β–£ ☐ ☐ ☐ Breastplate ArmourBreastplate Armor - Base Score: 3 (-1 AGI) Armor | GreatstaffGreatstaff - Knowledge, Very Far - d6+2 (Mag) Two-Handed Feature: Powerful (Roll one extra damage die and drop the lowest.) Primary Weapon | Glowing RingsGlowing Rings - Agility Very Close - d10+2 (Mag) Two-Handed Primary Weapon | Scholar of Magic (+2) | Wilderness Expert (+1) Domain Effects β€’ Book of Ava[Spellcast Roll: +2] [Damage: 1d10] Power Push: Make a Spellcast Roll against a target in melee range. On a success, they are blasted back to far range and take d10 magic damage. ------------------------------ [Feature Roll: 1d6] Tava’s Armor: You may spend a Hope to give a target you can touch +1d6 to their Armor score the next time they spend an Armor Slot. You cannot stack Tava’s Armor multiple times onto a single creature. ------------------------------ [Spellcast Roll: +2] [Damage: 1d6] Ice Spikes: Make a Spellcast Roll to summon large ice spikes within very far range. You may also treat them as a ranged weapon against a target or group. On a success, they deal d6 physical damage. β€’ Book of Tyfar[Spellcast Roll: +2] [Damage: 2d6] Wild Flame: Make a Spellcast Roll against up to three enemies very close to you. A flame erupts from your hand, dealing 2d6 magic damage to any you succeed against. ------------------------------ Magic Hand: You can reach out with a magical hand the same size and strength as your own to anywhere within far range of you. ------------------------------ Mysterious Mist: Spend a Hope to cast a temporary, thick fog that encircles a stationary area up to very close range your current location. Everyone within is hidden to anybody outside the fog. Features β€’ PrestidigitationYou can perform harmless, subtle magical effects at will. Examples might include changing an object’s color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small object, etc. β€’ Strange PatternsChoose a number between 1-12. Anytime you roll that number on a Duality Die, gain a hope or clear a stress. You may change this number on any long rest. [1] School of War (Knowledge) β€’ Gain armour slot. β€’ Attack with Fear, deal +1d10 Daemon β€’ FearlessWhen you roll with Fear, you can mark 2 Stress to make it a roll with Hope instead. β€’ Dread VisageYou have advantage on rolls to intimidate other non-Daemon creatures. Loreborne β€’ Well-ReadYou have advantage on any rolls you make that deal with the history, culture, or politics of a prominent person or place. "Oh i don't think so you nasty little thing." She reaches out and a ghostly hand flies from her to grab the book from the fleeing monster Agility check to snatch the book away
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