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  1. - Top - End - #1
    Titan in the Playground
     
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    Default [5e] 14th level module test drive IC

    The disappearances around Eastram started slowly at first. Wild game became more scarce, and skeletal animals with the flesh stripped off their bones occasionally started being sighted, leading some to claim that a necromancer was working in the area. The villagers of Eastram nearby posted a city watch, began repairing the old palisade wall, and sent messages for help.

    One or two low-to-mid level adventuring parties responded, one funded by the local feudal lord, and began hunting the suspected necromancer. They have gone "dark" and are no longer reachable by Sending or other methods. Something has gone wrong.

    If available, the party may have used Scrying or other out-of-battle magics to try to learn more, although you probably won't learn more than what you see when you arrive at the outskirts of Eastram at least two days after the last contact.

    The village is in ruins. It’s surrounded by a rude and apparently recently-built palisade wall, but the wall has several holes in it where the tree trunks and branches that made it up have been knocked down or torn out of the ground.

    Although there appear to be no active fires, over half of the close-set buildings have been reduced to nothing more than blackened timbers standing or leaning against stone chimney-columns. The burnt areas wrap around the middle of town in a “C” shape, with the southeastern quadrant of town most intact. The most intact buildings are also the tallest: In the center of town, a mid-sized temple building (about 40’x60’), a small stone smithy, and a large tavern or inn building all still stand.

    As you approach the town, you smell old smoke, with an undertone of rotting flesh.

    => Party
    What do you do/where do you go?
    Last edited by J-H; 2022-06-26 at 01:20 PM.

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    Troll in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Armariel had come as soon as he had received the call for help. He was quite happy to see his old party had heeded the call as well. Though the reunion had been kept short, seeing as the situation of the villaged seemed dire.

    Looking around he said: "It looks like there's been a real attack, instead of just disappearances. And not that long ago. We can expect some opposition to still remain in there - and by the smell I wouldn't be suprised if it's undead.

    I suggest we do a careful reconnaissance flyby. Abigail, I know you can fly by yourself. Ally, I can carry you with me. Thoradin... well I see you still don't like riding a pegasus or a griffon, so you'll have to follow on foot.
    Let's see to the temple first if it has been desecrated. If not we can use it as a starting point to look for survivors."


    While he spoke, he picked three gold coins from his pocket and put them on the inside rim of his shield.

    Spoiler
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    I use precasted Tiny Servants with a 4th level slot


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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (8 hours), Elemental Gift (10min)
    Concentrating: --

    Abi holds one hand up to block the sunlight from her eyes, as she peers out at the ruins, though the motion turns into something of a mock salute - she'd never been in a military to learn the 'right way' to do it. "Roger dodger!" She taps the ring on her her middle finger. "Wake up buddy, time to go to work." Tagar, her ever-faithful elemental servant appears in the air before her, its form that of an infernal imp, though one crafted from mud and dirt (with the occasional sprout of grass or weeds) instead of flesh. "We're headed to the temple, go give a once over of the other buildings, see if you can spot any survivors or enemies and then meet up with us at the temple for a report. Don't engage or assist, lookie-loo's only." "You got it bawss." The elemental imp drawls back, before his form shifts into that of a perfectly ordinary crow - or was it a raven? She wasn't a bird expert. - and turns invisible, the only notice of his exit the slight sound of wingbeat on air. She taps the ring again, this time calling on the power inside her to make her weightless. "Ready when you are."

    Spoiler: OOC
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    Activate Elemental Gift for 10min of flying.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

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    OotA IC | OOC

    Master Homebrew Index (5e)

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    Firbolg in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Mounted (Steeltusk), Aura of Protection/Courage

    Thoradin shakes his head and frowns at the scene before them. Eastram is nearly all destroyed. His reports indicated the chieftain's son went missing after leaving the town, so he mutters a quick prayer that the boy isn't among the wreckage. Steeltusk snorts at the odor surrounding the town, I know boy, I know, Thoradin says, patting the massive boar on the head, But we have to go take a look.

    Thoradin... well I see you still don't like riding a pegasus or a griffon, so you'll have to follow on foot, Armariel calls out. I aint a bird, Thoradin says to himself before directing Steeltusk to move forward. They cautiously make their way through the town, rubble on either side, heading in the direction of the temple.

    Spoiler: OOC
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    Thoradin has Death Ward cast on himself, and on Steeltusk as per Find Greater Steed.


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    Default Re: [5e] 14th level module test drive IC

    As the party travels through the ruins to the temple, some flying low and others riding, you notice a few dead bodies around, all stripped to skeletal remains. There aren't nearly as many bodies as you'd expect given the number of buildings, however.

    The town square is a large open area (80’x80) centered around a large well. Along the borders of the square are the temple, the smithy, and a two-story inn & tavern, plus some burnt-out houses.

    Paying the most attention to the temple, you see that the exterior is painted with green leaves, colored flowers, and golden sheaves of grain, indicating to all who pay attention to such that it’s a temple to Chauntea, the goddess of fertility and growing things. The temple’s front double doors faces towards the square. The doors have been ripped off their hinges, and a shallow trench in the earth shows where something appears to have been dragged on a route running between the temple's front doors and the north gate of the town.

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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (8 hours), Elemental Gift (10min)
    Concentrating: --

    Hovering a little bit above the ground but still within earshot, she eyes the trail warily. "Either they brought some real big with them or they took something just as big when they left." She calls down, trying to judge which is the correct direction by trail marks. If something big had been dragged in, it would probably still be there, and something that large would probably be a pain to fight. The big ones always were. She doesn't approach any further though, best to let the hardier and better armoured take the lead. She quite enjoys having her organs on the inside, and while her magic was no slouch, thick plate was probably still the superior option.
    DMing:
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    Cyre Red IC | OOC

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    Master Homebrew Index (5e)

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    Firbolg in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Mounted (Steeltusk), Aura of Protection/Courage

    Thoradin frowns, If this is a necromancer, he added the poor lot that was here to his army. Not nearly as many bodies as I would expect, and they're all stripped to the bone...

    Thoradin guides Steeltusk near each pile of rubble. He won't be able to recognize the chieftain's son from a pile of bones, but if some of the skeletons look like dwarves, it may be a clue.

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    Barbarian in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Damian Hoster
    Elf Arcane Trickster Bladesinger
    AC: 19 HP: 126/126
    PP: 22 PIv: 25 PIs: 17
    Conditions:
    Concentrating: --

    Damian greets his friends and colleagues and turns to examining the razed settlement. The view is depressing, but the elf aims primarily on the signs of whatever could have dealt with two prepared and competent adventure groups. When the group gets closer to the temple, he nods to Abigail's words: "Seems so. I guess it was an altar or something alike. We definitely should look closer, but first let's check if there are any surprises left" - finishing his speech, Damian cautiously approaches the temple, examining surroundings. He seeks for possible ambush sites, checks the bodies for possible raising in the form of the dead, and looks for all kind of traps - both mundane and magical.
    Last edited by Xav; 2022-06-27 at 12:00 PM.

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    Ogre in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Alive's smile waned a bit as they came across the ruined town. Death always made things a little less fun... But ever the oddity, they offered a flourishing curtsy and giggled into their hand like a shy maiden as they offered Armariel a hand to carry them aloft for an overhead view of the village.

    Seeing them in the sky, at first glance Ally appears to just be wasting time, starting off attempting a Superman pose. But finding that they don't quite have the core strength for it, they switch to Mary Martin's Peter Pan, commenting to Armariel, "Pfft, Reeves always made it look so easy."

    However, while their body seems to act with a mind of its own, their eyes are trained sharply on the ground, and that trench...

    'Hmm... I'm not sure that's an altar drag; maybe a poorly laid railroad foundation?"
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    "I agree, the altar is most likely the reason for these tracks. Altars often contain relics - bones of dead saints. Maybe that's the reason for the attack - but no, I shouldn't speculate.
    Servants, activate sentry mode.

    I'm going in to have a closer look. Thoradin, I'd appreciate it if you could watch my back."


    With that, Armariel put away the broom in his bag, put three ball bearings on the gold coins, drew his moontouched blade and entered the temple.

    Spoiler: OOC
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    Precasting magic stone and instructing the tiny servants to ready attacks against potential threats. Tiny Servants have blindsight 60ft.
    Last edited by Pyrophilios; 2022-06-27 at 04:25 PM.

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    Firbolg in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Mounted (Steeltusk), Aura of Protection/Courage

    Thoradin looks up from the rubble that he and Steeltusk are inspecting, Blasted half-elf has no patience. He clicks his teeth and spurs Steeltusk to trot up to the temple where he dismounts and brings his hammer and shield to bear, I'm right behind you.

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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (8 hours), Elemental Gift (10min)
    Concentrating: --

    "And I'm right behind you!" Abigail adds, decidedly not 'right behind', but instead a short distance away so as not to be in a potential explosion radius. It only needed to happen to you once...twice...maybe three or four times before she finally learned.
    DMing:
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    Default Re: [5e] 14th level module test drive IC

    Abigail studies the trench, but is unable to figure out which way it was going (Survival: rolled 3+2=5).
    Thoradin checks over the skeletons, spotting only one dwarven skeleton. He's pretty sure the town is majority-human, though.

    With no traps or ambushes spotted, Armariel and Thoradin enter the temple of Chauntea. It's daytime, so the clerestory windows give some light; a few magical lamps along the walls are still lit, and don't seem to have been harmed. The pews are knocked askew, with a few tipped over. It looks mostly like they were just shoved aside.
    The area where you think a large altar would have stood is empty, save for a number of scratches and rub marks on the stone floor. Something was there, and now is not.

    A single door in the back corner, carved to blend in with the engravings of growing things, stands partly open.

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    Ogre in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Peering into the temple and seeing the distinct lack of an altar, Ally turns to the rest of the town, attempting to discern anything unusual about the trail leading away from the temple and through the north gate, absentmindedly playing hopscotch along the drag marks for a few yards.

    While waiting for the others, they rummage in their bag for a moment, pulling out a mildewed map of some sort, shrug their shoulders, and attempt to start lining it up with the town's layout.

    They shrug again when it doesn't seem to fit and stuff the map back into the bag.

    "Not a treasure hunt, apparently."
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

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    Firbolg in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Mounted (Steeltusk), Aura of Protection/Courage

    Thoradin's eyes narrow at the missing altar, Armariel, something profane is happening, or perhaps already has. He eyes the door in the back and jerks his head towards it to Amariel before moving to it, still astride the armored boar.

    Holy Earthmother of Bounty and Harvest, Thoradin whispers in prayer as he advances, forgive our trespass. Steeltusk is a celestial spirit of the Mounting Heavens, and we are here as agents of Moradin, the All-Father and the Soul Forger. We seek those that have acted against our own, and have desecrated your House, and will destroy them. He peers around the pews and up at the rafters as they creep forward, hoping not to incur Chauntea's wrath. He looks to Armariel and shrugs, Boars are pests to farmers...


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    Default Re: [5e] 14th level module test drive IC

    As Thoradin moves forward, he sees nothing overtly suspicious until he reaches the back door. The joyful carvings of grain, bunches of grapes, and piles of fruit on the ends of the pews stand in grim contrast to the rest of the scene, and the rest of the town.

    There's a large bloodstain on the stone by the door at the back, which leads to an unlit room. Thoradin's darkvision allows him to see furnishings inside. It looks like the priest or priestess of the temple probably had quarters behind the door.

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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    The moon touched blade dispelled with its light the lingering darkness as Armariel stepped into the darkened room, taking a close look for any traces of who the perpetrators had been and what had happened here.
    "So they did steal the altar. Let's see if anything else noteworthy is missing."

    Spoiler: OOC
    Show

    Investigation

    (1d20+5)[21]
    Last edited by Pyrophilios; 2022-06-28 at 03:02 AM.

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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (8 hours), Elemental Gift (10min)
    Concentrating: --

    Abi keeps her eyes open, but her expertise was in talking to people, not intuiting from bloodstains and drag marks. She glides through the main room slowly, using her flight to look closer at the rafters and ceiling overhead, just in case there might be someone - or something - hiding there. Though from a glance it didn't seem so, and her enhanced vision meant little could hide in the darkness from her. She keeps her spellcasting rod at hand. It did smell of an ambush, a trap left behind in the wake of whatever had come through.
    DMing:
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    BlackDragon

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    Default Re: [5e] 14th level module test drive IC

    Damian Hoster
    Elf Arcane Trickster Bladesinger
    AC: 19 HP: 126/126
    PP: 22 PIv: 25 PIs: 17
    Conditions:
    Concentrating: --

    And now it was time for more thorough examination. Damian heads to the place, where altar was, and to the room behind the opened door, searching for other clues, and trying not to step in the bloodstain.

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    Default Re: [5e] 14th level module test drive IC

    You find no traps or left-behind foes.

    The living quarters contain a slept-in and unmade bed, a wardrobe of clothing, a small kitchen, and other things you’d expect. In addition, there is a a small work table, mortar, pestle, and everything else needed to function as a Herbalist’s Kit. Near the work table is a small cabinet mounted on the wall, marked with a caduceus. Inside is a small stock of potions: 3 potions of healing, 1 antitoxin, 1 elixir of health, 1 potion of greater healing. The cabinet also contains a Healer’s Kit.

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    Firbolg in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Mounted (Steeltusk), Aura of Protection/Courage

    Either no one survived to make use of these, or they're too frightened to leave from hiding. Best to check the inn and the smithy. He helps the others load up the potions and kits before mounting back up and heading to check the inn.

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    Ogre in the Playground
     
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    Default Re: [5e] 14th level module test drive IC

    While the others search through the backroom of the temple, Al walks all around the outside of it, humming a discordant melody to themself, with an eye on the rest of the town, particularly the less ruined area, keeping eyes and ears open for signs of anything resembling life.
    Spoiler: My Homebrew
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    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    Armariel stowed the potions safely within his bag of holding before joining the paladin again outside.
    "Yes, the Inn next. Maybe someone had the good sense to barricade themselves in a cellar room. Though my hopes are not particularly high. If only I could remember..."

    He muttered to himself while keeping a watchful eye on his surroundings, entering the inn with his shield raised.


    Spoiler: OOC
    Show

    History roll to maybe remember something useful about the altar and/or the church

    (1d20+11)[21]

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    Default Re: [5e] 14th level module test drive IC

    Spoiler: History
    Show

    It'd actually be Religion, so +6 instead of +11 on your roll. Most temples have a font or other fixture containing holy water for ceremonies. Some can be quite large. You didn't see one here. Something big and heavy is missing from the altar spot, and you know the two are sometimes combined.


    The tavern is a large two-story building, with a one-story stables adjacent to it. The tavern’s large front door – just tall enough to accommodate a goliath – is partly open beneath a sign showing a two-headed dog baying at the moon.

    As he approaches the inn, Armariel (Passive Perception 17) notices that one of the dormer windows on the second floor is open, and that there’s a greyish lump wedged in between part of the roof and one of the chimneys. The lump appears to be fabric pulled over something, and a boot is sticking out at one end.

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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (8 hours), Elemental Gift (10min)
    Concentrating: --

    The potions were a good and bad sign; good for them, bad for whomever left them. They'd not had chance to use them, which said that whatever had come through this place had crushed them before they'd had any real chance. The small town had clearly not been prepared. She didn't know much about religious stuff beyond a few prayers here and there but she did know that people taking altars from one church to another was probably a bad sign. "See anything that's...anything?" She asks, floating nearby. Her mood wasn't dampened, per se, but that the destruction seemed so overwhelming was weighing on her.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

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    Master Homebrew Index (5e)

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    Default Re: [5e] 14th level module test drive IC

    Armariel
    High Elf Armorer Artificier
    AC: 26 HP: 129/129
    PP: 17 PIv: 16 PIs: 12
    Conditions: Infiltrator Armor, 3 Tiny Servants (8 hours)
    Concentrating: --

    Armariel held up his free hand, indicating for the party to stop:
    "There's something or someone on the roof. Abigail, can you take a quick look? Also, I don't like the look of that open window. Be careful if you are passing...

    Basin! That's what's missing in that church. There should have been a basin of holy water too - maybe combined with the altar."



    Last edited by Pyrophilios; 2022-06-28 at 04:38 PM.

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    Default Re: [5e] 14th level module test drive IC

    Abigail Klisi
    Halfling Genie Warlock
    AC: 16 HP: 104/104
    PP: 12 PIv: 10 PIs: 17
    Conditions: Mage Armour (8 hours), Elemental Gift (10min)
    Concentrating: --

    She glances at the roof, but her X-eyes didn't see whatever Armariel did. Still, she well knew that his eyes saw better than hers, so he was probably right. Another quick mock salute and she rises up in a wide loop, steering well clear of the warned-of window, to take a closer look at the lump. She approaches cautiously, but perhaps with less than she should, getting as close as possible and, if not earning the ire of anything hidden, begins poking and prodding at the fabric and errant boot to see what it is.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  28. - Top - End - #28
    Firbolg in the Playground
     
    Dr.Samurai's Avatar

    Join Date
    Aug 2011
    Location
    ICU, under a cherry tree.
    Gender
    Male

    Default Re: [5e] 14th level module test drive IC

    Thoradin Grimfate
    Dwarf Vengeance Paladin
    AC: 23 HP: 130/130
    PP: 10 PIv: 9 PIs: 15
    Conditions: -
    Resistance: Poison
    Immunity: Diseases, Frightened, Critical Hits (Adamantine Armor)
    Effects: Death Ward (8 hours), Mounted (Steeltusk), Aura of Protection/Courage

    As they made their way to the inn, Gail floated nearby. Thoradin always called her Gail, Gail is a strong name, he'd told her. She asks See anything that's...anything?

    No folks so far, Gail. An' they didn' spare anyone in the church, he says solemnly.

    Armariel holds up his free hand, indicating for the party to stop, There's something or someone on the roof. Abigail, can you take a quick look? Also, I don't like the look of that open window. Be careful if you are passing...

    Thoradin squints his eyes at the window and roof, Aye, good eyes Armariel, something seems amiss up there. With caution, Gail.

    Basin! Armariel calls out, That's what's missing in that church. There should have been a basin of holy water too - maybe combined with the altar.

    What would a necromancer want with holy water? Thoradin muses, It hurts the undead...


  29. - Top - End - #29
    Titan in the Playground
     
    J-H's Avatar

    Join Date
    Feb 2008
    Location
    Texas
    Gender
    Male

    Default Re: [5e] 14th level module test drive IC

    Those down below see Abigail float up to the shape. When she pokes it, the cloak is suddenly tossed aside and you see a humanoid figure twist out from under it and stab at the halfling woman, nearly hitting her in the leg with a short blade.

    Spoiler: Abigail
    Show

    When you poke at the cloak and boot, it suddenly jerks into motion. The cloak is swept aside, and you see a surprised face - but mostly, you see a short sword stabbing out at you, stabbing at your leg! The blade barely misses.

    The blade is quickly withdrawn, and you see a human male, apparently a young adult, with wide eyes as he realizes that the person he just stabbed is a halfling woman, and not whatever he was expecting to have to try to kill. He speaks in a shocked tone, but not above a loud whisper "You're not trying to eat me! Sorry. I, uh... are you okay?"

    The young man is clad in practical tan clothes underneath a set of dark green leather armor that appears to have come from some kind of reptilian beast. He has light brown shoulder-length hair that appears to have been styled in a slightly wavy fashion that would normally be fashionable. However, his hair is sweaty and matted, and his clothes are dirty and bloodstained. He smells of sweat and fear, and there are circles under his eyes.
    Last edited by J-H; 2022-06-28 at 07:50 PM.

  30. - Top - End - #30
    Ogre in the Playground
     
    ClericGuy

    Join Date
    Oct 2013
    Location
    Massachusetts
    Gender
    Male

    Default Re: [5e] 14th level module test drive IC

    Alive
    Tiefling Wild Magic Sorcerer
    AC: 13 HP: 86/86
    PP: 18 PIv: 10 PIs: 18
    Conditions: -
    Resistance: Fire
    Effects: -

    Alive had wandered off again, observing the unruined parts of town closely, hopping from cobblestone to cobblestone, attempting not to step on any cracks. They weren't far from the group, maybe 20 yards or so, but their attention was elsewhere, looking for signs of life among the smithy and the more intact dwellings.

    However, upon the brief kerfuffle, they turn and crick their neck toward the party, pulling out a small copper wire and beginning to floss their teeth with it as they softly speak the words of their cantrip,

    "Abby-gailey, darling? Is everything sweet as a dung beetle's mating ritual over there?"

    Spoiler: OOC
    Show
    Perception around the other intact parts of town (1d20+8)[15]
    Cast Message to Abigail asking if everything is kosher.
    Last edited by Breitheamh; 2022-06-28 at 08:21 PM.
    Spoiler: My Homebrew
    Show


    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Town Square execution.

    Fistful of Fate character: Aereck Tarrinsen

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