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BobtheWizard

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  1. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  2. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  3. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  4. Unfortunately, I am going to have to drop out of all of my games. Nothing bad, just life and especially work have gotten too busy for me to keep playing. It has been fun playing with all of you and I wish you all the best.
  5. Sorry about the posting delay. No excuse, and nothing going on in my life. I just missed the new thread. I thought I was following the game, but I wasn't (fixed now).
  6. Sparrow (Wood Elf Specter, Soulknife Rogue 3) AC: 16 | HP: 27/27 | Initiative: +4 | Passive Perception: 15 | FeaturesPsi Dice: 4/4 LR Recover 1 as BA 1/SR Hit Dice: 3/3d8 LR Darkvision 60' Speed 45' Immune sleep, adv charm Meditate 4 hours for LR Hide if lightly obscured in nature +2 damage to thrown weapons Elusive - add d4 to hide or blend in Friendly Face DC10 for friend Outcast - shunned Sneak Attack 2d6 Cunning Action Soul Knife 1d6, 1d4BA 60' Psi Knack add die to failed check Psychic Whispers. telepathy PB in 30' die x hr Undead Move through objects and people as DT if stop inside shunt back 1d6 / 10' Cannot take something less than 1 minute Ignore DT Resist nonmagical BPS on my turn Disadvantage on death saves Sparrow follows along with the others quietly. He says little on the journey, contemplating his future and likely inevitable transformation into a ghost. He enjoys reading the first volume of Hearthkeeper Miran's Meditations on Temperance. He agrees to splitting up, but he's not sure what kind of ruse to ty to deploy. He is a wanderer, and is used to not being trusted initially, but he is also fairly good at making sure people know that he is not a threat. "I'll go with any of you who will have me. I'm better at staying out of the way than I am at getting others to talk, but I'll do my best." Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  7. Galian Elethor (Mirkwood Elf Wanderer 3) AC: 16 | HP: 28/28 | Initiative: +4 | Passive Perception: 14 (16 in wilderness) | FeaturesShadow: 0P + 0T Rumor of Earth: 1/1 LR Hit Dice: 3/3 Nightvision 60' **Skills** (K) = only in Known Lands INT/WIS checks Double PB (K) STEALTH Advantage in the Forest Hide if Lightly Obscured Advantage on Stealth Checks (K) Can move at normal pace with Stealth (K) SURVIVAL Advantage when Tracking When tracking, know #, size, and how recent (K) PERCEPTION Expertise in wild **Travel** Can assume all vacant traveling roles DC of Personal Event Tests lowered by 2 (K) Lower Peril Rating of the Journey by 2 (K) Advantage on saves vs Corruption in Blight (K) Cannot Become Lost (K) Know one safe place for a long rest (K) **Hunter of Shadows** Foe of the Enemy +2 damage vs Servants of Enemy **Rumour of Earth** place head on ground 1/LR DC15 Survival check to learn something DC25 then something near miraculous Galian is glad to see her friends again. She tells them the bits and pieces of knowledge she was able to gather through the winter. She tells them of her winter, asks about their journeys, and then recounts the recommendations of the rangers regarding Thieves Glenn and Oswald Breeker, the Wood-castle and Harry Talltree, and of the High House and Tad Tillfield. "Do any of you know any of these men? If we are going to investigate this increase in banditry to see if it is related to Gorlanc, where would you like to start?" Mechanics Main Hand: Bow Off Hand: none Action: none Bonus Action: none Move: none Manipulate: none Notes Gorlanc, shadow chasing Gror. Mallor, also known as Tarry-Mack in Bree, dream "a restless bear, an aged crow, a romping elk, four weary boars, a black wolf, and a gray wolfhound. Seven shining stars were hidden by the herd. Over them hung a dark cloud, and within that cloud was a shrieking wind." Here's a reminder of some plot threads for consideration: Twyc Greenleaf, the Reeve of Bree, will be casting his judgement on Grór soon. If the Company wishes to advocate for one punishment or another, this is their last opportunity. Grór currently rots in Bree's jail, waiting for his sentence. He believes he will be murdered by Gorlanc's servants before this comes to pass. The Skunkwoods, a family of troublemakers in Bree, seem to have had dealings with Gorlanc, based on the letter the company found in their bandit camp two years ago. Bill Skunkwood, their patriarch, is currently serving out his sentence for banditry in Archet. The Black Tablet was found in the barrow where the barrow-wight escaped from two years ago, which bears the seal of Gorlanc. The fact that the Tablet appears to have power over the Dead cannot be a coincidence. Anna Wintermoss has warned Fletcher that he has been marked, cursed, by this artifact to some extent. Trouble may find him sooner than later... Eraniel has completed her reparations with the Hayward family and will be returning to the defense of Bree with the other Rangers. Barnabas Butterbur keeps tabs on the latest gossip around Bree-land, should you have need of it. Tarry-Mack the Ranger has traveled east into the Lone-lands to seek the truth behind his troubling dreams. He does not know when he will return. As Galian seeks for further rumors about Gorlanc, she learns something concerning: there has been a marked rise in banditry across Bree-Land. The Chetwood has once again become a safe haven for them, but they are acting with a surprising amount of coordination. Bree-Wardens who try pursing them are swiftly deterred by hidden archers, while Rangers who prowl the woodlands often notice patrols. Even Harry Talltree, renowned bandit-hunter, has been put to the test with driving them away from Archet. Fortunately, the Rangers do know of a few points of interest that may be worth investigating. The first is the Thieves' Glen, a little coppice of woods near the southern entrance to the Combe valley. It's known as an ideal spot for ambushing travelers on the road to Bree, and has from time to time also been a place to hide or stash stolen goods. While no bandit attacks have been reported so close to Bree in years, it's possible that Gorlanc's men have grown so bold as to use it once more. It would be wise to seek out Oswald Breeker, a miserably reclusive yet remarkably wealthy man, for information and assistance. Another point of interest is the Wood-castle, a spot between Archet and the East Road where a knoll of rough stone rises suddenly out of the forest. The folk of Bree recognize it as a naturally defensible place, where an archer could command the forest as far south as the Road, and three warriors could hold the heights against a thousand. While the folk of Archet have kept a close watch, it is possible that a particularly talented sneak may have set up camp there to observe the comings and goings around Bree. For help with investigation, Harry Talltree should be sought for first. The last point of interest is the High House, the old ruins of a small castle near the end of Combe valley, about halfway between Combe and Archet. While mostly used by shepherds to protect their sheep during winter or heavy rainstorms, it has been used by brigands in the past as a makeshift stronghold. If Gorlanc's men were to visit there, they could use it as a staging ground for their highway robbery, or worse, a potential raid of the villages. The Bree-Wardens are used to handling the occasional gang of ruffians that trespass there, though none have been nearly as active in recent years as Tad Tillfield. He should be visited before the Company investigates, as he may prove the most useful for insight and support.
  8. Corwyn - Elf Sylph Kineticist 3 AC: 21 | HP: 42/42 | Fortitude: +11 | Reflex: +8 | Will: +8 | Perception: +6 | R2 Cold | Conditions: Corwyn agrees that it would be best to be better prepared. After showing everyone around and introducing them to whoever they will need for their new equipment, he seeks out his mother. He invites the others to join him if they want and offers for anyone to stay at his home if they have no place to stay tonight. Once he finds his mother, he tells her what we have done so far and what clues we still need to investigate. "What do you think of all this, mother?" Mechanics Main Hand: Empty Off Hand: Empty Action 1: none Action 2: none Action 3: none ACTIONS IMPULSES - DC18, +8 raise aura, can combine with 1 action stance or 1 action elemental blast 30' light bulk, generate, move or suppress Air 60' 1d6 slashing or electricity, or Water 30' 1d8 bludgeoning or cold. For 2 actions add CON to damage 60' 10' burst 3d4 cold and DT until fire damage 4 creatures can stride or fly 1/2 speed touch heal 2d8 HP, 10 minute immunity agile, thrown, propulsive. Change to BPS. Notes Voz and Calmont - bookstore Tarinlara - mom Bumblebrashers - goblins at Citadel Altaerein, led by Helba Warbal - goblin in Breachill Leeko - goblin in bugbear room Dahak - god of destruction Pib and Zarf - kobolds at Citadel Gilda Gardenia - Breachill council member Wiford - Breachill Captain of the guard Scarlet Triad - Voz offers them access, possibly to Alseta's Ring Dmiri Yoltosha. Bloody Blades - meeting Voz at Guardians Way
  9. PC Kythera Syras "Ky" Human Cleric 1 / Wizard 4 AC: 16 (chain shirt and shield) | HP: 29 /29 | Initiative: +1 | Passive Perception: 14 | FeaturesDarkvision, magical 180' Spell Slots, 1st: 3 /4 LR 2nd: 3 /3 LR 3rd: 2 /2 LR Diss. Whisper 1 /1 LR Misty Step 0 /1 LR Shadow Shield 1 /1 SR (Rx) Cloak of Darkness 1 /1 SR (BA) Arcane Recovery 1 /1 LR DM Inspiration: 1 Hit Dice: 3/5 LR Death Saves: 0 S / 0 F Conditions: Ky agrees to the suggestions, letting the others know of her affinity for darkness. "I was raised in darkness and can see fine in it. I prefer the dark over too bright of a light. Saara, you can take the dawn shift if you want." She proposes an order of Yaldiled, Baldur, her and then Saara. Like Baldur, she helps get the horses ready for the night, prepares her bedroll and quickly gets to sleep. Mechanics Main Hand: none Off Hand: none Move: none Action: none Bonus Action: none Reactions: use shield if it would block a hit, maybe use shadow shield Manipulate: none Concentration: none Notes Byra, halfling daughter of Taem and Gyo Willow Creek, built right into the side of a large hill it was, they were immediately accosted by a hoarde of beggars as they made their way into the village. They found the village to have no walls and no real militia that they could see. Prominent buildings were: the Crossed Guard (blacksmith), the Wise Owl (tavern): Lewis Pickerton (proprietor), Eldeth (dwarf on Inspiration Dust) Roots and Hourglass (alchemist), the Bearded Cabinet (general store), the Temple of the Eternal Mother (church). Flask and Rat, inn run by a dwarf Sheriff Kendall Kharis, dwarf necromancer that plays Battlechess Crownwarden Lord Cyne Monder, a recognizable and much-respected member of the Royal Court and Lord Protector of the Crown Raffolk, halfling who owes Gruff 200gp and lost Lord Monder's couatl feather Gruffa, bugbear owner of Triple Nine Golden Mask, doppelgänger crime syndicate Lord Rumlyn, Royal Stud Farm, holding Miss Ivory and with a gold and crimson saddle Horses Baldur was given Howler, a palomino stallion. He is a bomb-proof weanling with no marking on his face, and his four leg markings consist of nothing on his right front leg, a fetlock on his left front leg, nothing on his right hind leg, and a coronet on his left hind leg. He would be best suited for show jumping. But the draft horse would be a good fit for the Dwarf. Saara was given Fritz, a bay stallion. He is a mean 11-year-old with an interrupted blaze marking on his face, and his four leg markings consist of nothing on his right front leg, a sock on his left front leg, a pastern on his right hind leg, and a fetlock on his left hind leg. He would be best suited for dressage. This riding horse would make a fine fit for the paladin. Yaldiled was given Curly, a seal brown stallion. He is a sweet 10-year-old with an interrupted blaze marking on his face, and his four leg markings consist of a coronet on his right front leg, nothing on his left front leg, nothing on his right hind leg, and nothing on his left hind leg. He would be best suited for western pleasure. This riding horse would make a good fit for the dragonborn. Kythera was given Skysong, a seal brown mare. She is a reserved 6-year-old with a stripe and snip marking on her face, and her four leg markings consist of a pastern on her right front leg, nothing on her left front leg, a sock on her right hind leg, and a sock on her left hind leg. She would be best suited for barrel racing. She was the fastest of the four, and she was spirited. A fine riding horse for the wizard.
  10. "Lou" Louis Dufray (Goblin Ranger 4) AC: 16 | HP: 40/40 | Initiative: +4 | Passive Perception: 17 | FeaturesAdv. on saves vs. charm 60' Darkvision BA Hide or Disengage BA Command Opal Fury of Small: 2 / 2 LR Favored Foe: 2 / 2 LR Spell slots, 1st: 2 / 3 LR Hit Dice: 4 / 4d10+2 LR Goodberries: 9 Conditions: none Opal AC: 16 | HP: 25/25 | PP: 14 | FeaturesSize small Bite: +5, 1d6+2 piercing Rx: infusion +1d6 fire immune to fire Lou looks to Searthe. "We should still get out of here." Over the next few days, Lou tries to befriend the Death Kittens. Even Opal gets in on the act, finding she has more in common with them than she originally thought. While she enjoys just playing catch and tag with them, Lou tries to train them to use their death rays on command. He hopes to be able to put down his bow and use one of the cats as a gun itself - a Laser Cat - trading pets and treats for being able to choose its targets. But instead of gaining a weapon, Lou mostly just gets several holes in his clothes and body. While his goodberries manage to keep his body in one piece, his clothes are wrecked by the time they return, his pants and jacket full of burned out holes. While he never completely gives up, he realizes that he will need better treats than the ones we have on the ship if he wants any chance of realizing his dream. Mechanics Main Hand: bow Off Hand: none Lou's Action: animal handling Move: none Manipulate: none Bonus Action: command Opal 's Action: help Lou Move: none Manipulate: none Bonus Action: none Reaction: none Gnarley's Knack: You have Advantage on the next roll you make regarding ship repairs or ship weaponry.
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