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  1. - Top - End - #241
    Ogre in the Playground
     
    Smilex's Avatar

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by CaoimhinTheCape View Post
    Just want to update you guys that I'm sick, I won't be posting for a few days. Feel free to use Andvari as an NPC.
    All the best to you while you're healing. Take care of yourself first.

  2. - Top - End - #242
    Ettin in the Playground
     
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I'm back, for now. I got a new computer and got sucked into an MMO a couple days. I'm going to not play that MMO again, as its too addictive.

  3. - Top - End - #243
    Ogre in the Playground
     
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by Zhentarim View Post
    I'm back, for now. I got a new computer and got sucked into an MMO a couple days. I'm going to not play that MMO again, as its too addictive.
    Lol. THat happens. Still better than candy crush saga :)

  4. - Top - End - #244
    Barbarian in the Playground
     
    BardGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I'm sort of back - feeling good now but I'm not going to be super available until my stuff is sorted out. If nothing else I should be able to keep an eye on the thread and at least post actions Andvari should take OOC.

  5. - Top - End - #245
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Hope you're ok. I can't offer professional advice on anything based on forum rules but if you want to chat about something you can pm me.

  6. - Top - End - #246
    Barbarian in the Playground
     
    BardGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Thanks. Not sure I need much in the way of advice, I just need some medical tests done to narrow down what my problem is. Got some on Tuesday so it's more waiting for those.


    In character, I never came up with an artifice-y version of Firebolt. Suggestions welcome, whenever I figure it out I'll reflavor it from standard magic.

  7. - Top - End - #247
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Good luck with whatever you're testing.

    In other matters, I'd be ok if you wanted to make your firebolts fireworks.

  8. - Top - End - #248
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Spoiler: Some stuff about humanity's culture, tribes and such
    Show

    Humanity is not a huge part of the world but humanity has still spread out in a large territory. Humans maintain a domain in the northwestern part of the doublecontinent. The Empire of the Sacrament is not large nor powerful but it's grown constantly and it has managed to use the weakness of its neighbours to its advantage.
    Humans have spread out over a large area. None of the major nations consider humans a real threat, rather they feel like a curiosity to the Empire of Scales and the Tukuut Empire. Dwarven holds even consider humans allies of sorts. Orc clans sometimes allow humans to join them. Even the oread jungles and ratfolk seaclans have humans among them.

    Before the formation of the empire, humanity was divided into nations.
    The Brindle nation is said to derive its name from the habit of the women to colour themselves with henna. [If you want a physical correlation with something in our modern world, think of the Brindle nation as looking like the tamil people. They are NOT the tamil people nor a stand-in for them in a fantasy world. This is only a visual reference].
    The competing story for the name of the nation is that it's related to the striped horses they have bred throughout the ages. THe horses are the envy of all other nations and have made humans known as a horse people over the continent. The second animal the Brindle domesticated was the turkey, but these days few Brindle live in areas where turkeys are present. A third animal the Brindle used to venerate is the spider, in whose honor they may compete in acrobatics, doing backflips and cartwheels or in wrestling matches.
    The Brindle nation used to be the ones most courageously traveling southward, the leading tribe in the literal sense. They remain proud of this to the current day. They used to strive for the unity of all humans. A representation of this is the music they play with a five-stringed tendon zither, the mukko. The instrument symbolizes all human nations.
    The Brindle have spread out into the lands of Tukuut but also to the east where the orc hordes dwell.
    Brindle nation value communality and enduring together. The cult of the Common tribe used to be important in old times for the Brindle tribe. This cult is now unlawful in the Empire of the Sacrament. Hence the Brindle may now be found to worship various faiths. Family and blood ties in general are still very important in Brindle cultures. The oldest members of Brindle groups are usually its leaders.
    Brindle's words are often carefully planned, evocative and effective. They also have an ancient hunting language of hand signals that later developed into the thieves' cant that humans use.
    Many of the hunting techniques humans use are still considered Brindle techniques. Hunting major game was done in large groups. Food used to be commonly cooked by putting hot rocks into a large skin bowl with the broth to heat it up. The bones of the catch were used for tools, the stomach and the bladder for making watertight bags, the brains of the catch were used to tan leather. The gut of a larger catch could be used for storing food or the animal’s blood for drinking. Sinews were used for bows and construction. The leather was of course used for clothing, building, pillows and beds.
    Brindle hunters still often move with their hunting homes, or tents, wherever they go. Hunting camps would usually be encircled by simple defensive structures: pits, mounds, fences and watch spots.
    Historically bardic magic used to be the most reliable magic for human nations. Light, dancing lights cantrips as well as faerie fire and sleep spells used to be the most practiced ones for Brindle skalds and bards.
    The Brindle are not naive. They believe in the power of endurance and they believe there's a lot to endure. Historically the Brindle have favoured plains. Forests are places where they used to go to burn their dead or gather resources. A family might return to the same crematory spot for generations. The Brindle care deeply for the dignity of their dead kin. Undead are something they abhor.

    Some important Brindle tribes
    The Wagoners
    A tribe of wagon-building, travelling humans in the northern parts of the Tukuut empire. Wagons are homes, store buildings, even fortresses. They're considered loyal to the empire by the tabaxi. The wagoners are very unified and they are major force in the northern parts of the Tukuut empire.
    The wagoners are known for well-laid ambushes and sneak attacks. Barbarian riders are also common in their army.

    Eighteen legs tribe
    A warrior of the eighteen legs band is expected to have a horse, a dog and a spider. With themselves there’s eighteen legs hence explaining the name. The eighteen legs band used to fight against orcs. They would take the children of the slain orcs and grow them up as a part of their tribe. In time the number of the orcs swelled large enough that orcs no longer considered them a human tribe. This didn't completely stop fighting of course but it led to the eighteen legs band slowly adopting more and more orcish ways. The worship of the communal hearth turned into worship of demons and their flames.

    Silvanshee band
    This tribe lives in the Tasty desert, the southeastern border of the Empire of Sacrament. They have many barbarians with animal totems and they're good friends with the Pa'aash ratfolk. Silvanshee is the most common totem spirit they respect. Lycanthropy is a common problem and occasinal blessing with the silvanshee band.

    Kizhuch tribe
    The Kizhuch band are named for the salmon fish that they prefer to catch and the river they live on. The river is on the northern border areas of human territory. They don't really consider themselves as belonging to the empire of Sacrament. The empire considers them almost traitors. The tribe is known for their hexblades.



    The Logsong nation
    [If you want to imagine a visual for the member of this tribe, consider the khoisan. This tribe is NOT khoisan. It's just a visual cue.]
    The logsong nation is strong at the southern heartland of the empire, the Valley of the sacrament. The cult of the Black mouth is the most common cult for them.
    The cult of the undead is quite strong in this region. The influence of the undines is also significant. The members of the logsong nation are adaptable and may choose various ways to power and riches. Vampires are known to favour the region of the Logsong tribe. People of questionable status of living are certainly common enough at the farms and mines of Valley of Sacrament's periphery.
    Necromancy is taboo in the Empire of Sacrament so necromancers prefer to keep their creations hidden. Things like zombified disembodied hands or legs may be hidden inside boxes and cabinets to create 'machinery'.
    The Logsong nation is the most 'civilized' nation, concentrated on cities. Most of the powerful officials of the Empire of Sacrament belong to the logsong nation.
    The Logsong nation has cultural ties to the dwarves. It's suggested by many that there's a little dwarven blood in their veins.

    Historically The logsong are also named the nation of providence, the second nation or the Fat Sea nation. The Fat Sea is what the undines call the sea in front of the Empire of Sacrament. The name comes from the plentiful fish in the region.
    The logsong have long history of building boats. The long canoes they used to carve out of singular trees. Many believe the nation's name refers the carved logs. Actually there's an animal called the logsong turtle which gives the name to the nation.
    The logsong nation has two sides or moieties: the Coast and the Shell. Individuals in the logsong nation are expected to partner with a member of the other moiety, whether they be human or genasi matters not. These partnerships are not meant to last and any children born from such unions stay with the moiety of the mother.
    A particularity of the logsong nation is that they consider everything to be owned, including waves, designs, ideas and people. This results in a very restricted and slow culture but one with endless negotiation and continuous discussion. Theft is common but something that must eventually be dealt with honourable payback. The logsong tend to obsessively use or mark their ownership on things as they are a very concrete people.
    Ownership markings are an important art. Carving of border poles, even underwater ones is a respected art. So are tattoos and paintings as well as a form of calligraphy.
    A particular cultural behaviour is the finding of the black. Black as such does not exist in nature though very dark colours do. Bringing new things to the negotiation tables is considered a thing of great power and worth. So finding new things that nobody has experienced is a thing sought for. Art often equates with finding the black. Artwork made from coloured sands and resin is common, but a song may be even more worthy as each performance is unique.
    Common meals, common goals and common adventures are a way to escape the rather heavy concept of ownership and are generally enjoyed in the nation. Feelings of being hurt by another one may also be mollified by secretly ‘stealing’ something from them like the way they walk, their name or an idea they’ve had. This is understood by other nations as mocking the individual by imitating them.
    Common meals are commonly combined with copious amounts of alcohol and alcohol is considered an acceptable way to separate from societal norms and when this is done jointly, there is no dishonour. Breaking one’s own property is another ritual that is often joined with the enjoyment of alcohol.
    There is a caste system based around ownership. There are the owners, the owned, the unowned that is the outsiders and the not worth owning. The owners make the rules of the nation based on negotiation. The owned have to follow those rules or be punished by their owners. They may negotiate themselves into the owner caste and an owner can also become owned so the borders are not stable between castes. Unowned are outsiders who don’t understand how the ownership game works but they can become owners if they learn the rules or fall into another caste through misadventures. The not worth owning are pariahs and outside any law or rule.

    Lamprey tribe
    A minority tribe within the logsong nation, the lampreys are as much water genasi as they are human. They exemplify the traditional logsong nation more than most other tribes that have become more civilized in time. They are quite feared by other nations for they have a unique access to the undine culture and their powers. They live at the delta and coastal waters of the Lamprey river. The area is called Cannibal island by others and E’Isley by themselves.
    The lamprey tribe favour the colour of rust and use that as a pigment for their buildings. Despite their bad reputation, the band operates trade along the river and to the sea. A lot of things stolen at sea end up at E'Isley.
    E'Isley is currently having ghoul problems. The area is attacting wannabe warlocks who desire an undead aptron.
    The forests surrounding E'Isley area are full of monsters particularly created as guardians.


    The Cuddlefish tribe
    The capital of the Empire and many of its most major noble families are of the Cuddlefish tribe. The tribe is famous for a 'fake it till you make it' attitude. Many rogue conmen exist with this tribe. Uniforms and are a popular way to hide the personal in plain sight.
    The Cuddlefish tribe has recently started to patronize a band of tortle fighters who migrated into the region from who knows where. They're elite bodyguards in service of nobility.
    The tribe is famous for having particularly good relations with dwarves. Humans of the Cuddlefish tribe are often accepted as guests in dwarven holds.
    The Cuddlefish maintain the naval tradition of the nation mostly by the pleasure barges the nobility create.

    The Braka tribe
    The tribe that originally created the Logsong nation. They travel in their boats far and wide. Many in the tribe live in areas beyond the human Empire.
    The braka practise runic magic. Rune knights are common on their ships. The popular gambit of using chains of fire to tie an enemy captain to their ship is much feared on the western coast.
    The braka tribe are rumoured to have otherwordly rhakshasa patrons partake in their trade activities. This might just be badmouthing the relations the braka have with leonin and tabaxi on southern waters.


    Clamjamfray tribe
    A minor tribe centered in the region of Clam Litteral.
    The Clamjamfray are the most open of the tribes of the Logsong nation. They happily interact with anyone but have a reputation as not really worth anyone’s time.
    Alchohol is a prime motivator for the culture of Clamjamfray. They're known as wine growers. Their warriors are often dangerous drunken master monks or tavern brawling barbarians. Many good healers and alchemists also work with the Clamjamfray tribe.



    The Peryton nation
    [To get a visual cue on the people of the peryton nation, consider the aboriginals of australia. Again, they are not aboriginals, it's just a visual of the people, not the culture or identity.]
    Peryton fashion, of both men and women is to shave the sides of their head and keep their hair long and bound. They say that are ears are made for listening, not to be covered by hair. Peryton tie all sorts of things they’ve found into their clothing to make their clothing more impressive but also memorable. Peryton are also known to cover their faces in paint.
    The peryton are known to commonly favour the cult of the Yellownose. One can find individual peryton as members of just about any cult though.
    The peryton nation inhabit largely on the eastern lands beyond the coastal mountains in the empire of Sacrament. It's not particularly fertile land. Historically this used to be the smallest of the nations. They reared dogs, capybaras and muskhogs. Animals are very important to the culture.
    An old saying goes that peryton look like humans until they kill you. The saying refers to peryton being particularly curious and likely to invite the new and unexpected in their lives. They easily end up astray and leading others into danger as well. The peryton make new friends easily but lose them fast as well. They are very accepting to changing circumstances.
    Peryton bards prefer the cotanke, a two-chambered flute that can be made with a variety of designs. While the instrument takes plenty of skill to create it is not particularly difficult to play. Many people in the Peryton nation carry cotankes everywhere if they aren't entertainers.
    The peryton are known to be brave to the point of martyrdom. They seek ex

    Their desire to adapt allows them options that others would find unacceptable.

    For peryton bards, the most typical cantrips are mage hand and vicious mockery. Insulting truths are a competition waged by bards to major audiences. More advanced bards like feather fall which is often used to show off in contests of bravery and unseen servant which has a variety of uses.

    Greendark tribe
    The Greendark tribe suffer from an ancient curse which doesn’t allow them to change their ways as a group from when they received the curse. This stops them from adopting new technologies. The original curse was created by one of their ancestors, Lud the Fisher, wielding the legendary Greendark crystal and misunderstanding its power for something benign while the item was full of dangers.
    Later an oracle claimed that the curse could be defeated by all the individuals of the band learning to read. The tribe got annoyed by this and other slights and moved to live as outcasts in the northeastern wilds.
    The band is famous for its aberrant mind sorcerers and many druids. Reputedly some of them ride giant insects.

    Sonorant tribe
    This tribe was captured and enslaved by yuan-ti in times long ago. Since then the sonorant tribe has spread all over the Empire of scales though they are particularly numerous in areas surrounding many of the deserts on the continent.
    The sonorant tribe have lived with the scaled folk so long that they're considered natives in the Empire of scales, having long since gained back their freedom.

    Westerly tribe
    The Westerly tribe has an intimate relationship with air genasi who lived in the east before humans came. So, while they live on the eastern border of the Empire, the tribe's called Westerly for where they came from. The tribe is not limited to this region though. The air genasi tend to wander and this habit has rubbed off onto the Westerly tribe.

    Big surprise tribe
    The big surprise tribe lives as a minority tribe in many of the larger cities of the empire particularly in the central west of the empire. Most are simple commoners, some developing expertise in varying skills.
    The tribe is known for it's philosophical bent and as the source of many 'voice of the common people' -type politicians. They form the core of the cult of the Yellownose. They greatly oppose slavery in particular which has posited them as opponents of the human-dwarven alliance. They are known to sometimes support slave uprisings, making them a target for the powers that be.
    Yuan-ti are known to support the Big surprise tribe and their political aspirations.



    Honeytremble nation
    [As a visual cue for the members of this nation, imagine the maori. These people do not represent the maori in any way. It's just a visual idea.]
    The Honeytremble nation is the second largest and second most powerful nation within the Empire of Sacrament.
    The Honeytremble humans live in the northwestern parts of the human territory taking up large areas on the coast. They're the best fighters out of all humans. The cult of the Red eye is very popular in their territory. Tensions are quite high in the northwest due to the recent wars the kingdom had against various genasi tribes. Some ill will remains. Still there's plenty of recent children of humans and fire genasi in this region.
    The Honeytremble are feared warriors. Culturally in honeytremble it is the role of every individual to show their mettle, their worth, in every moment. Every activity is taken as a competitive exercise given complete focus.
    The Honeytremble bards are famous for their drumming. The largest drums they use can be more than two meters in diameter. The bards commonly make their own drums and are taught leatherwork and carpentry for this purpose.
    While seemingly purposeless, the practicing of drumming is commonly in heard in daily life in the background in Honeytremble territory. This is considered by many to be important in giving rhytm and happiness to their daily lives.
    Another art - pottery is a particularly respected craft in the Honeytremble nation. Cheramic pots are used to store food for long periods after drying or fermentation. Pots are painted and decorated in a variety of styles and techniques. Innovation and skill are equally appreciated. The appreciation of pottery approaches that of divinity. Pots are often made with flame that is used to simultaneously conduct sacrifices.
    Warriors of the honeytremble often create warmasks for themselves. Both clay or wood masks are considered acceptable. Bodypainting and tattooing are also acceptable.
    After the Empire conquered the fire genasi tribes of Silverthrone the fire genasi have actually courted and joined the Honeytremble nation. The combination of these groups has brought in a new aspect of engineering to the nation. Honeytremble smiths, engineers and soldiers are now building roads and fortifications rapidly around the Empire.
    The Honeytremble soldiers loathes the undead. They want things that die to stay dead. Destroying undead is considered a fight and a game of sorts, approached in a tit for tat manner. Each foray against the undead is dedicated to a previous victim of the undead. The dedication honors the victim’s family and puts a responsibility to the family to help gather and equip a warband.


    Medved tribe
    The medved tribe take their name from the Medved river. They've long been pioneers amont the Nation and they've spread far and wide. As a minority group in most areas they've been seeking unity between various tribes of humanity. They make up a major part of the upper echelons of human nobility and war leaders.
    A tradition of the medved band is to always carry their own supplies. They're particularly known for carrying salted sausages around. Historically many of them ate their enemies but that habit has almost been discontinued.
    Medveds have a reputation as fearsome warriors more than as brilliant strategists. This propagates loyalty in the troops. The very top generals tend to purposefully use this reputation to hide their stratagems.

    Sauska’s tribe
    A major branch of the Honeytremble nation, particularly strong on the northern borders -they claim heritage of an ancient hero, Sauska. Sauska was a mythic warrior on who's exploits many stories of the nations are based on. In these stories, she is a warchief, a controlling mother and grandmother, a knower of medicines and poisons and a patron to people who got into trouble. Sauska’s tribe remain venerated by most nations because of their heritage. They themselves oppose the current regime of the Empire to an extent and think a head of one of their noble families should rule over all humans as king or empreror.
    Despite the airs they put on, Sauska’s tribe tend to be sociable and pleasant enough to others. They have a tradition of cooperation and are good friends and allies to many other tribes.
    The tribe has a history of fighting the yuan-ti. It's much suspected that there's also been interbreeding through the ages and that some yuan-ti are hiding in the midst of humanity. Yuan-ti have been considered a noble enemy throughout the ages. Having a bit of serpent's blood in one's heritage is not necessarily considered a bad thing.
    Sauska's tribe has a bit of a character of pretending to be above the others and above rules. Many things that are generally considered taboo amongst humanity is not necessarily so frowned upon in Sauska's tribe.


    Brisk hue tribe
    This tribe is quite spread out in the empire but they still have a major presence in the north. They are largely considered traditionalists among the Honeytremble nation. Their warrior heritage runs deep enough that they are very much the core supporters of the Redeye cult. Brisk hue commonly change their name throughout life to refer to their victories or status. They also love banners or flags that have the same reason and effect.
    The tribe has plenty of rangers and battlemaster fighters. There's quite a few paladins of conquest among their number as well. Horsemanship and hawking common hobbies with this tribe.
    Brisk hue don't build. They walk among others and take what they need. This makes them quite unwelcome amongst most others. There's a fine line between soldiers and bandits and Brisk hue walk on both sides of the line.

    Firebird tribe
    They have a history of wandering often in the most difficult territories, seeking for things that fulfil their hopes or the end of some vile creature that has hurt the tribe previously. For their services they commonly expect and receive charity from other tribes.
    Historically the band has a centuries long feud with "the Heartless lich". The feud was originally about a stolen firebird. The lich hasn’t been seen for a centuries generations so the tribe has made its mission to rid the mountains of giants. The sheer size of some of the firebird warriors has made some opine that they have giant's blood in their own veins now.
    The tribe is particularly known for their skill in archery. They use their bows primarily for hunting but the bows work fine in the field of battle as well. Arcane archers are highly regarded amongst the firebirds.





    Hoodoo Bark
    [As a visual cue for the Hoodoo Bark, consider the basque. Again, they are not stand-ins for the basque nationality or a comment, it's just a visual.]
    The nation of Hoodoo bark is the third largest nation in the Empire of Sacrament, primarily living in the central parts of the empire, particularly the mountains of Oreadon. Many more of their number live further in the north, beyond the Empire's borders. Only a minority chose to join the long trek south with the other nations.
    The Hoodoo are a nation of builders. They prefer to slowly adapt and learn about their environment. They practise metallurgy, mining, farming and other arts that require a long investment in their locale. In building, they prefer stone. They also involve themselves in writing down things to an extent that is incomprehensible to the other nations. For this they use pottery tablets and styluses or woodcarving. The most important things are though are set in stone.
    The name of the nation is based on a myth about the Coyote who petrified evil people into stone columns with its bark. The nation sees themselves as watchwardens of humanity.
    One craft that is typical and important to the nation is weaving. Weaving as a skill is guarded by the nation and while they have limited interested in perfecting the skill they value it as one of the few things they have to trade with.
    The Hoodoo bark nation's bards practise arts of rhetoric, enunciation and storytelling. They tend to choose knowledge purposefully for its lack of practical application and lack of competition in a particular field.
    Small settlements and their associated monasteries are a common way of life for the Hoodoo Bark. These monasteries are not remot though, they're purposefully put into easily accessible places, at crossroads. Other monasteries are placed in areas where they have become resorts to the wealthy.
    Traditionally the most common cantrips for Hoodoo bark bards are message and friends. Most common spells are animal friendship and charm person.

    Dark ichor tribe
    The name of the tribe refers mineral oils that are found in earth. They have been known to the tribe for hundreds of years. They oils are an important burning material for lamps and a trade good.
    The tribe is very competitive by its nature. Economic competition is their main way of competing and they've found themselves recently aligning with the pa'aash and undines to create new trade routes into the south.

    Glumdim tribe
    The Glumdim tribe carry the reputation for desperate attempts. They ventured south long ago and are reputedly living on the southern continent.


    The One thousand tribe
    The One thousand tribe forms the core of the Hoodoo bark tribe. They're largely builders and farmers on the western side of the Oreadon mountains. They're often slow but relentless in their ways of optimizing their environment for their needs. The army tends to draft them as auxiliaries and engineers.
    The One thousand are often the butt of jokes, their seeking to create an utopia on the countryside repeatedly ran over by politics and the army - the requirements of the nobility.
    The One thousand have a lot of interactions with earth genasi and there's a lot of intermixing.

    Boldham tribe
    Boldham was the first major settlement of humanity in the western coast. It's reputation is of mythic proportions. The Boldham tribe take credit for being the originators of human civilization. They also lay claim to discovering many of the arts monkish orders use to great effect.
    The power of the Boldham tribe has waned for centuries and they've been a target for persecution by many other tribes. They are suspected of maintaining the forbidden cult of the Connected tribe which is often used as a reason for the persection. The Boldham tribe still has a major presence throughout the empire. The tribe has a good internal support network that helps their members protect themselves and raise to high levels of achievement.





  9. - Top - End - #249
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I'm starting to have problems with this forum again, but I like your games, Smilex. Are you sure we can't move the games to a more reasonable forum like maybe RPGcrossing?

  10. - Top - End - #250
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by Zhentarim View Post
    I'm starting to have problems with this forum again, but I like your games, Smilex. Are you sure we can't move the games to a more reasonable forum like maybe RPGcrossing?
    Uh. Relocating is not a minor thing. I'll check out this rpgcrossing but that's not something that's going to happen in a few days. Anyone else have opinions on rpgcrossing?

  11. - Top - End - #251
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by Smilex View Post
    Uh. Relocating is not a minor thing. I'll check out this rpgcrossing but that's not something that's going to happen in a few days. Anyone else have opinions on rpgcrossing?
    Never heard of it, myself. I feel like I am still figuring out this forum, and learning yet another one would be annoying. But I would be willing to try, if that is the will of the group.

  12. - Top - End - #252
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I'm pretty indifferent on the matter as a whole s'long as we can keep playing

    Also, rolling dmg here because I messed up my roll in the post:
    (1d8+3)[4]

  13. - Top - End - #253
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I'll try to ignore the wider forum, and just keep reporting the people who bother me here. Smilex is the main reason I'm still even logging on here.

  14. - Top - End - #254
    Ogre in the Playground
     
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by Zhentarim View Post
    I'll try to ignore the wider forum, and just keep reporting the people who bother me here. Smilex is the main reason I'm still even logging on here.
    Thanks. I like your presence very much too. I too am under quite a bit of pressure right now, not from this forum but external factors. I'm not going to do any 'major changes' in the immediate future. If RPGcrossing looks to be superior, and I'll try to figure the place out in time, we can have a more thorough discussion here.

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    BardGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Sorry guys, I've had a lot going on this week but I should be able to get back to a normal posting rate now.

  16. - Top - End - #256
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by CaoimhinTheCape View Post
    Sorry guys, I've had a lot going on this week but I should be able to get back to a normal posting rate now.
    Things happen. Hope you got good news.
    Happy to get going again :)

  17. - Top - End - #257
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    SamuraiGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    @Smilex - was Orion able to see a way around the sludge and follow Rexus? And I assume nothing is following them down the stairs, since Orion checked twice. But now I am worried that I am completely turned around and have not been following the map correctly. So I will tell you my assumptions, and please let me know if I am wrong.
    First, the room Copper went into with the dead dogs and the tentacle things, that is A4 on the map.
    Then we all went down stairs, and at the bottom of the stairs is a gate that made a big noise when it was opened.
    A6 is the sludge pit where the demons came out. And we fought them on the southern side of the pit.
    But it looks like you can go around the pit to go north. So I don't understand why Rexus waded through it.
    And is the door Rexus opened off the map?

    Thanks, in advance, and sorry for the confusion.

  18. - Top - End - #258
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by Continental Op View Post
    @Smilex - was Orion able to see a way around the sludge and follow Rexus? And I assume nothing is following them down the stairs, since Orion checked twice. But now I am worried that I am completely turned around and have not been following the map correctly. So I will tell you my assumptions, and please let me know if I am wrong.
    First, the room Copper went into with the dead dogs and the tentacle things, that is A4 on the map.
    Then we all went down stairs, and at the bottom of the stairs is a gate that made a big noise when it was opened.
    A6 is the sludge pit where the demons came out. And we fought them on the southern side of the pit.
    But it looks like you can go around the pit to go north. So I don't understand why Rexus waded through it.
    And is the door Rexus opened off the map?

    Thanks, in advance, and sorry for the confusion.
    Everything else is correct, but Rexus didn't go into the pit. He waded through the collective corpses of five lemure devils that created a large puddle of meaty sludge.
    Also, yes. I didn't post a new map to show the end? of the dungeon. As it's just a dead end, isn't it?

  19. - Top - End - #259
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    SamuraiGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by Smilex View Post
    Everything else is correct, but Rexus didn't go into the pit. He waded through the collective corpses of five lemure devils that created a large puddle of meaty sludge.
    Also, yes. I didn't post a new map to show the end? of the dungeon. As it's just a dead end, isn't it?
    Perfect, thanks. Orion will join the search after Andvari heals him (assuming Andvari agrees).

  20. - Top - End - #260
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I'll Investigate the room, looking for any kind of reading material - books, letters, news posts - anything that catches the eye and has words on it: (1d20+3)[16]

  21. - Top - End - #261
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    SamuraiGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I forgot to update Orion's HP in my last post. Thanks to Andvari, he is back at full health.

  22. - Top - End - #262
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    I've had a wild week--I've been nursing a sick dog and cleaning blood and guts out of my house--

    One of my dogs had puppies and another one of my dogs got jealous and killed her babies and strewn their insides across my house.

  23. - Top - End - #263
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    BardGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Just checking in, I've had a busy week too. Looking forward to figuring out what's down here!

    I'm also so sorry about the dog situation, that's horrible.

  24. - Top - End - #264
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by CaoimhinTheCape View Post
    Just checking in, I've had a busy week too. Looking forward to figuring out what's down here!

    I'm also so sorry about the dog situation, that's horrible.
    Smilex is not coming back.

  25. - Top - End - #265
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by Zhentarim View Post
    Smilex is not coming back.
    Granted, it has been quite a while since he's been on, but do we know this for certain?

  26. - Top - End - #266
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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Quote Originally Posted by StoneSeraph View Post
    Granted, it has been quite a while since he's been on, but do we know this for certain?
    He's been on every day for all his games. Its unlike him to leave without warning.

  27. - Top - End - #267
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    SamuraiGuy

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    Default Re: Hell's rebels - In Hell's bright shadow [ dnd 5e OOC ]

    Damn, I hope everything is okay. I'll continue to monitor this thread in case he comes back on.

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