Total posts: 5,653
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They don't appear to be anything Snerp can recognize.
The kitten mews nervously.
One must die! One must die! One must die!
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Neither Eikka's divine proclaimation nor Snerp's oscar worth performance seem to phase the haunting images.
One must die! One must die!
Player Summaries:
Eikka - 11/17 HP - 16 AC - Channel Divinity: ⭘ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⭘ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
Roberts - 17/20 HP - 17 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
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The altar is carved with hideous depictions of grasping ghouls and is stained with dry blood. The chanting rises once more as thirteen dark apparitions
appear on the ledges overlooking the room. Each one resembles a black-robed figure holding a torch, but the torch's fire is black and seems to draw light into it. Where you'd expect to see faces are voids. One must die! they chant, over and over. One must die! One must die!
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There is no apparent source to the chanting, other than it emanated from this room.
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(Since Eikka did all the detecting of magic, I dumped the stuff in her inventory, save for the alchemist's fire and lantern, since Snerp explicitly took those. I don't have anyone as having actually taken the cloak and orb, though you talked about it).
Roberts does a thorough job of hammering in the pitons into either side where the portcullis is set. It doesn't look like it'll be coming down any time soon.
As Eikka steps into the chamber, the chanting stops. It had been filling your ears for such a long time that the silence is temporarily disconcerting. The silence is so complete, it's as if something is holding its breath, waiting for the next steps.
The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water's surface), and the chamber's ceiling is 16 feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long; Half embedded in the east wall is a wooden wheel. The hole in the west wall leads to a naturally formed alcove. Half-submerged in the water is a pile of refuse that fills it.
Player Summaries:
Eikka - 11/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⭘ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
Roberts - 17/20 HP - 17 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
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Eventually, of course. I mean, he isn't immortal. But he's fine for now.
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@TheDredPriateRoberts
(You can try. Act out/describe what you want to do.)
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After a few minutes of grunting, Grahf lifts the portcullis up from the ground, allowing passage into the ritual chamber. It does creak loudly, but the noise is drowned out by the chanting.
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@Earth
(You can try and lift it open with brute strength)
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Grahf examines the rusty iron portcullis. It blocks the tunnel and there is no apparent mechanism for lifting it from this side. The floor around the portcullis is submerged under 2 feet of murky water. Through the portcullis, Grahf can see a vast chamber from which the chanting appears to emanate (he can see no source of the sound). The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a breach in the west wall leads to a dark cave. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the
middle of the room, more stairs rise to form an octagonal dais that also rises above the water. Rusty chains with shackles dangle from the ceiling directly above a stone altar mounted on the dais.
The rest of the party detects no traps.
Map (updated):
Player Summaries:
Eikka - 11/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⭘ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
Roberts - 17/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
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@Castin
I have a two kids. Soon to be 8 and 10. Currently they both believe in Santa, the Tooth Fairy, and Easter Bunny. The older one has expressed some doubts, sure, but either still believes or "plays along." Those were "things" in my household growing up, but I don't remember when I stopped believing.
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@TheDredPriateRoberts
(was the chain maille we found i.d.'d or detected for magic?)
(Yes. No magic was detected.)
(shield gives me +1 to armor? can I dual wield a long sword and the silvered short sword w/o penalties?)
(Shield gives you +2 to armor. If you dual wield, you will lose that AC bonus. You will still retain the +1 AC you get from Defensive Fighting Style)
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The group gathers together and heads down the stairs to the second level of the basement. The ghostly chant fills this room. Characters can discern a dozen or so voices saying, over and over, He is the Ancient. He is the Land. Along the walls are thirteen niches with the following items:
- A small, mummified, yellow hand with sharp claws on a loop of rope
- A knife carved from a bone
- A dagger with a rodent skull set into the pommel
- An 8-inch-diameter varnished orb made from a creature's eye
- An aspergillum carved from bone
- A folded cloak made from stitched skin
- A desiccated frog lashed to a stick
- A bag full of bat guano
- A severed finger
- A 6-inch-tall wooden figurine of a mummy, its arms crossed over its chest
- An iron pendant adorned with a devil's face
- The shrunken, shriveled head of a halfling
- A small wooden coffer containing a withered tongue
There are two western exits from the room. The one to the north leads to a straight hallway that curves to the north while the other slopes down at a 20-degree angle into murky water and ends at a rusty portcullis.
Map (new):
Player Summaries:
Eikka - 11/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⭘ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
Roberts - 17/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
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Charity is not an entitlement, otherwise it wouldn't be charity.
Noting that you aren't, in fact, charitable, isn't asking for it. It's just an observation.
I am being honest with you. You look insecure to me.
Choosing to interpret someone's motivations as insecurity as opposed to a valid observation isn't chariable.
And I do make a very conscious effort to not be mean.
Oh, I'll agree you're polite (even if passive-aggressive), but you aren't charitable, which is what we're talking about.
Imagine for a second that I truly believe the position I argue for. That my God is The Truth. What would do you imagine people who deny my God look like from my perspective?
It's your lack of consideration toward other people's position is why you aren't charitable, which is what we're talking about.
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@Mopac
It's an objective observation. I will note that assuming I speak from insecurity isn't a particularly charitable interpretation, is it?
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@Mopac
I certainly can't stop you from making incorrect choices. I've just found that people touting the principle of charity are usually the ones least likely to actually adhere to it. For a person that admits they are fallible, you seem more concerned about pointing the finger back at me, rather than fixing your own mistakes.
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@Mopac
It would not be charitable for me to make declarations about my charity.
Which would be an interesting observation if I ever claimed charity as my motivation as you have. I'm just noting that this moral high ground you're trying to stake out isn't as high as you might think.
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@Mopac
You are polite in the sense that you do not result to vulgarities or derogatories. But you are far from charitable.
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When Grahf picks up the bones and removes them from the room, the spirits of Rose and Thorn disappear. Grahf brings them down stairs and places each into the crypt. As he does so, their spirits rise from the bones again, smile, then fade into nothingness.
(Congratulations! For laying Rose and Thorn's spirits to rest, the entire party gains Inspiration! Basically, it is a one-use you can use when you roll a d20 to roll it with advantage - roll two d20's and take the highest.)
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Rose gives a shrug: Sounds better than this dusty bedroom. Have at it, scaley.
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Rose blinks, surprised at the question.
Rose: Yeah, I guess it doesn't make sense that our bones are just lying here, especially with all you grown ups wantin' to play with them. What are my options?
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(Mess kit is of no use, except maybe to sell)
Eikka performs a ritual of detect magic. The healing potions and cloak radiate magic, evocation and abjuration, respectively.
Grahf pops into the kids rooms, Rose eyes him suspiciously as he snatches up their bones.
Player Summaries:
Eikka - 11/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⭘ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
Roberts - 17/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
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Taking his time, Snerp realizes that the bodies of Elisabeth and Gustav were that of ghasts an advanced form of ghoul with resistance to turning and emitting a powerful noxious stench.
Roberts, Eikk, and Grahf take turns hacking at the foot locker till the lock is busted. Inside the characters searching the footlocker find a folded cloak, a small wooden coffer (unlocked) containing four potions of healing, a chain shirt, a mess kit, a flask of alchemist's fire, a bullseye lantern, a set of thieves' tools, and a book with a yellow leather cover filled with arcane symbols that no one can make out.
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@mustardness
True but you may have found word metaphysical. Start there. DId you do that?
Sure, but you didn't write "metaphysical" you wrote "metaphysical-1".
Now see if you see and any enumeration ex 1, 2, 3 etc that correlate to more than one defintion of the word. Are there any?
Yep.
It does not take a PhD o grasp that metaphysical-1, is a diffferrent definition from metaphysical-2, or 3 or 4 etc. Enumeration for differrent definitions of same word are very common in dictionarys.
In dictionaries, yes. In colloquial speech, no. It is not reasonable to expect that someone would understand that this is what you would mean. Also, not all dictionaries number their entries in the same order. But, given your explanation, let's go with that:
metaphysical - 1. of or relating to metaphysics
And now let's put that into context:
"It is matter { feelings/nervous system } over of or relating to metaphysics, mind/intellect/concepts and morals."
Nope, still doesn't make sense to me.
Also Ive clearly laid -out in this thread and many other what I mean when use that text as presented.
Sorry, but I haven't developed the happen of going through all of your posts to cobble together the key necessary to decipher your code. Perhaps if you dislike repeatedly explaining yourself you could just speak more plainly?
Here is again metaphsyical-1, mind/intellect/concepts and morals.
Gibberish. Makes no sense even with the guidelines you've presented.
Hopefully you can be man, or woman enough, to play fair and address the specifics of comments as stated and not irrelevant ego based mind games.
I'd love to address your comments... if I knew what they meant. Your statements may make sense to you, but they don't make sense to anyone else. And if you think you're writing clearly and plainly, I guarantee you would not be able to decipher the meaning of any one else if they wrote similarly.
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Roberts forgoes dodging and swings his sword at Elisabeth, hacking off one of her arms.
[Melee Weapon Attack: d20 (11) + 5 = 16, Hit!]
[Longsword Damage: d8 (2) + 3 = 5 slashing damage]
Grahf opens his fanged maw and a burst of cold air spews forth, enveloping all but Snerp.
[Breath Weapon Damage: 2d6 (5, 1) = 6 cold damage]
[Roberts Constitution Save: d20 (14) + 2 = 16, Saved! Takes 3 cold damage]
[Eikka Constitution Save: d20 (2) + 2 = 4, Faied! Takes 6 cold damage]
[Elisabeth saves and takes 3 cold damage]
Eikka swings low with her mace, but Elisabeth goes high and dodges it.
While everyone brushes the frost off their clothes, Snerp finishes off Elisabeth with an arrow through the eye.
COMBAT OVER!
Player Summaries:
Eikka - 11/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⭘ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
Roberts - 17/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
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Roberts continues to dodge away from Elisabeth.
Grahf swings his sword at Elisabeth, but misses.
[Melee Weapon Attack: d20 (2) + 5 = 7, Miss!]
Eikka swings low with her mace, but Elisabeth goes high and dodges it.
Snerp fires an arrow at Elisabeth and hits her right in the thigh.
[Ranged Weapon Attack: d20 (12) + 4 = 16, Hit!]
[Shortbow Damage: d6 (4) + 2 = 6 piercing damage]
Elisabeth once again fails to hit anyone.
(Next Round!)
Player Summaries:
[13] Roberts - 20/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
[9] Grahf - 20/20 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
[5] Eikka - 17/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
[6] Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
[6] Undead Elisabeth - Bloodied
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Sorry, any list without the Mountain crushing Oberyn's skull isn't valid.
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Roberts focuses on avoiding any attacks from Elisabeth.
Grahf uses the distraction caused by Eikka to swing around to the other side and slash Elisabeth along the back, leaving a gaping wound in the wake of his longsword.
[Melee Weapon Attack: d20 (5, 9) + 5 = 14, Hit!]
[Longsword Damage: 1d10 (1) + 3 = 4 slashing damage]
Snerp fires an arrow at Elisabeth but misses.
[Ranged Weapon Attack: d20 (6) + 4 = 10, Miss!]
Elisabeth futily claws at Roberts' armor.
(Next Round!)
Player Summaries:
[13] Roberts - 20/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
[9] Grahf - 20/20 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
[5] Eikka - 17/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
[6] Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
[6] Undead Elisabeth - Bloodied
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The stench emanating from Elisabeth threatens to overwhelm Roberts' senses, but he steels himself and continues to hack at her rotting body.
[Constitution Save: d20 (14) + 2 = 16, Saved!]
[Melee Weapon Attack: d20 (16) + 5 = 21, Hit!]
[Longsword Damage: d8 (2) + 3 = 5 slashing damage]
Grahf also bears the noxious fumes and decides to focus on a single sword and assaults Gustav with a wide swing. The swing instantly decapitates Gustav, and the crackling radiant energy causes the remainder of the corpse to explode in a shower of black blood and gore.
[Constitution Save: d20 (20) + 2 = 22, Saved!]
[Melee Weapon Attack: d20 (20) + 5 = 25, Critical Hit!]
[Longsword Damage (with Divine Smite): 2d10 (10, 10) + 3 + 6d8 (6, 8, 1, 6, 4, 8) = 23 slashing damage, 32 radiant damage]
With Gustav out of the way, Eikka leaps over the bed and assists Roberts with Elisabeth, but not particularly effectively.
[Constitution Save: d20 (20) + 2 = 22, Saved!]
[Melee Weapon Attack: d20 (8) = 8, Miss!]
Snerp fires an arrow at Elisabeth , lodging into her shoulder. (I'm going to limit the creature knowledge thing to once per combat)
[Ranged Weapon Attack: d20 (14) + 4 = 18, Hit!]
[Shortbow Damage: d6 (4) + 2 = 6 piercing damage]
Elisabeth is unable to score a hit under the continued onslaught of attacks from the party.
(Next Round!)
Player Summaries:
[13] Roberts - 20/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
[9] Grahf - 20/20 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⭘⭘
[5] Eikka - 17/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
[6] Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
[6] Undead Gustav - Obliterated
[6] Undead Elisabeth - Bloodied
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(The general strategy for Paladins is using spell slots for smite. Spells should be considered for very situational cases where either a) you don't need to deal damage or b) to deal a specific damage type or to cause a specific effect. I played this module with a Paladin all the way to level 9 and I don't think he cast a spell once)
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The cat sticks its head out of Eikka's pouch and hisses at corpse.
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Roberts - again - leaps to Snerp's defense - again - and hacks away at the undead woman as she crawls out of the bed.
[Melee Weapon Attack: d20 (9) + 5 = 14, Hit!]
[Longsword Damage: d8 (2) + 3 = 5 slashing damage]
Grahf twirls both longswords around and slashes with both of them at Gustav.
The first one misses, but while Gustav is ducking, Grahf thrusts the second one and skewers him in the side. Grahf then summons upon his innate divine energy and the sword glows white hot, causing Gustav to howl in agony.
[Melee Weapon Attack: d20 (5) + 5 = 10, Miss!]
[Melee Weapon Attack: d20 (14) + 5 = 19, Hit!]
[Longsword Damage (with Divine Smite): 1d8 (1) + 3d8 (7, 4, 1) = 1 slashing damage, 12 radiant damage]
Eikka also charges at Gustav and bashes him with her shield. While she holds Gustav ad bay, she fails to do any damage.
[Melee Weapon Attack: d20 (9) = 9, Miss!]
As Gustav rises up to grasp at Snerp, it emits a horrible stench. Snerp disengages and backs away from the poisonous fumes before they can harm him and lets the big people take on the foes while he ascertains what they are and how best to defeat them, but in all of the commotion he is unable to recall anything significant.
[Constitution Save: d20 (15) = 15, Saved!]
[Intelligence (Religion) Check: d20 (2) + 3 = 5]
Gustav and Elisabeth each slash at Grahf and Roberts, respectively, with their claws, but fail to secure a hold on the armored combatants.
(Next Round!)
Player Summaries:
[13] Roberts - 20/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
[9] Grahf - 20/20 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⬤⭘
[5] Eikka - 17/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
[6] Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
[6] Undead Gustav - Injured
[6] Undead Elisabeth - Injured
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@Buddamoose
(@Drafter- does nature proficiency allow someone to say, be more able to identify poisonous herbs and apply that poison to weapons? I'm not seeing an herbalist proficiency. Am I missing that, or is there not one? 😐What about beneficial plants? Could Merlin hypothetically have Eikka use such herbs via the medicine skill, assuming nature proficiency allows for such an indentification?)
(The nature skill would be used to identify plants and herbs, yes, but you'd need an herbalism kit or poisoners kit with proficiency to make healing potions or poisons to use)
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@Earth
(FYI. If you're dual wielding your swords, you won't get to make use of your great weapon fighting)
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@Earth
(Read up on divine smite. Probably best use of your spell slots)
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As Snerp pats down the corpses (ew) they suddenly lunge up and grab a hold of him!
COMBAT!
Player Summaries:
[13] Roberts - 20/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
[9] Grahf - 20/20 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⬤⬤
[5] Eikka - 17/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
[6] Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
[6] Undead Gustav - Uninjured
[6] Undead Elisabeth - Uninjured
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Roberts searches about the room. The wardrobe contains severalold robes, a pair of iron candlesticks, and an open cratecontaining thirty torches and a leather sack with fifteencandles inside it. The footlocker at the foot of the bed is locked. The corpses on the bed bear a slight resemblance to the adults the party has seen in pictures of the family.
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@Buddamoose
(Pretty much. I PM'd your sheet. You can see all your skill bonuses on it)
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(Jack of all Trades is half your proficiency bonus, or +1)
The group "sneaks" its way into the remaining room on this level. This room contains a large wood-framed bed with a rotted feather mattress, a wardrobe and an open crate. At the foot of the bed is an wooden footlocker. In the bed is what appears to be two corpses - male and female - dressed in tattered black robes.
Map (updated):
Player Summaries:
Eikka - 17/17 HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⬤ | Spell Slots: 1⬤⬤⬤
Grahf - 20/20 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: ⬤⬤⬤ | Lay on Hands: 10 | Spell Slots: 1⬤⬤
Roberts - 20/20 HP - 19 AC - Action Surge: ⬤ | Second Wind ⬤
Snerp - 13/13 HP - 13 AC - Bardic Inspiration: ⬤⬤ | Spell Slots: 1⬤⬤⬤
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@ResurgetExFavilla
If you have zero faith to elect people to the HOF that deserve to be there I dont see why we should have one at all.
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@Buddamoose
(it's all very situational, for me it's have to be pretty egregious)
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