Lakor, too, gets some shut eye for the evening. Making his way down in the morning for a hot cup of tea and breakfast, he glances over the main room to see who else is awake this early in the morning.
Equipment: Dragon leather armor, rapier, longbow, quiver, 60 arrows, a belt pouch containing 34 gp
and 4 sp, and an adventurer’s kit consisting of a backpack, a healer’s kit, a mess kit, 50 feet of hempen
rope, a tinderbox, ten torches, ten days of rations, and a waterskin
The mayor and the blacksmith meet you in the inn's common room after breakfast. Given the urgency of the problem and the apparent danger of the monsters lurking in the barrow, they've agreed to give you any help they can. To that end, they've brought some items for you.
There's not much in the way of magic items in Barrowtown, but here's what they're able to give you:
One +1 weapon (you choose who gets it and what it is).
One +1 armor (you choose who gets it and what it is that is not plate).
One Scroll of Haste.
Two Potions of Healing.
If there is any mundane equipment you want to purchase you can do so at a 10% discount. Once you're suited up we'll head back to the barrow.
Halath will steal something nice from these people on the way out of town, but for now he'll take one of the Potions of Healing.
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silence1186Character shields down!As a wingmanRegistered Userregular
"Alright lads and lasses, here's what I be thinking..."
Talaasson and Halath both lack the capacity to deal Magic damage. One of them should probably end up with with the +1 weapon, though I'm not sure if they'd prefer a melee weapon or a longbow.
The +1 armor should go to someone who expects to be in melee a lot. Seamus will be, since I can use my reaction to impose disadvantage on an attack on anyone else who is within 5 feet of me. Halath wouldn't need to use Mage Armor to get to 16 AC with +1 armor, and he stands the greatest chance of saving against the creature's Intelligence attack. Lakor does have damaging spells, but Clerics also have been known to hang out in melee.
Jelenneth is the closest among us to 3rd level spells, and has the best chance of passing the Arcana check to use the Scroll of Haste
The potions should probably go to people who can't heal themselves otherwise.
"... so then what about the rest of ye?" @denada As for me I'd like to acquire either fine sand, rose petals, or a cricket, so that I can cast my Sleep spell. Is there a component shop in town? Or somewhere I could grind sand into fine sand?
silence1186Character shields down!As a wingmanRegistered Userregular
Seamus wanders down to the town blacksmith. The generous man lends Seamus some sand and the use of his smithy, and some time later Seamus has ground the sand into a fine powder necessary for his arcane works. Seamus then places the sand in a small leather pouch for later use.
"I fight much better at distance. Rhyna here," Tal pets the great hound at his side, "she is good at keeping the foes at bay, as it were. I have little need for a healing potion. That bow, however, is a finely crafted weapon, indeed. It must be of Elvish make to be so beautiful. And, please, call me Tal."
I am going to take a mastiff-type dog as my animal familiar, if that is ok. I'd like it be more of a hound than anything. Maybe something akin to a bloodhound.
Halath nods to Tal and says, "I need some minor magical components, but other than that I should be fine with one of these healing brews."
I can Poison Spray if needs be for non-mundane damage. I'll just buy a component pouch, since they're cheap and common.
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Seamus speaks up, "If'n it's alright with ye all, +1 Splint armor would fortify me greatly, and in turn allow me cover ye all better."
+1 Splint armor would bump my AC by 2 to 20. If a monster attacks anyone besides me, I can give it disadvantage, so I'm happy to be the tank, even if Devour Intellect ignores AC and is insta-death on a failed save.
The blacksmith and the mayor say their goodbyes, with just a hint of finality in their voices, and with your new equipment in tow you head out into the storm. The path back to the barrow's entrance is dark, wet, and lonely. Your only company on the streets and bridges of Barrowtown is the ever-present howling on the wind. The occasional glow of lamp-light can be seen inside a house, but even those small signs of life are few and far between.
A low growl rumbles from Rhyna's chest as you come to the last bridge before the barrow's entrance.
Tal puts his hand on Rhyna's back. "Everyone stop a moment," he whispers lightly. "Rhyna is rarely wrong about these things. We need to tread carefully; there is danger anear." Tal unslings the bow and knocks an arrow.
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silence1186Character shields down!As a wingmanRegistered Userregular
edited October 2014
Geth roll 1d20+2 for Seamus's Perception
E: Well dang
Seamus pulls out his Warhammer and shield. "Danger eh? Bring it on. Let me see if I spy anythin' from this distance."
Having been ambushed by wolves on his last journey over these bridges, Halath already had his rapier drawn.
"Be wary. As I mentioned, the dream creatures can appear seemingly out of nowhere."
Paused at the stairs leading up to the bridge, Rhyna continues her low growl as the five of you peer through the rain to spot any threats. None reveal themselves, unless you consider puddles of water and wet rocks to be threats.
Weapons drawn and eyes peeled, you move cautiously across the bridge. You notice that Rhyna is taking extra care to avoid the puddles and rocks, and it's that peculiar movement that gives you enough warning to avoid being struck when those puddles and rocks erupt into huge, oozing tentacles.
I have now discovered that there aren't any guidelines for making monster knowledge checks (at least that I can find) but that's a pretty good roll so I'll give you this:
These are grey oozes. They are known (to the kinds of people that know about these things) to be highly corrosive to metal. Being oozes, they are also pretty slow-moving.
With his request heard, {Some Diety} whispers to Lakor. Suddenly aware, Lakor speaks out, "Ack, keep yer shinies away from them beasties! They'll destroy yer metal weapons and armor!"
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Arcane energy crackles from the end of Seamus's shield hand.
"Oh, going after my boys, are ye? Ain't no ooze gonna eat the McGillicutty clan weapons. Not today, and not any other day!"
Posts
Name: Talaasson Sharondalan
Race: High Elf
Class: Ranger (Beastmaster)
Level: 4
Favored Enemy: Ogre
Ability Scores:
STR: 10 (0)
CON: 14 (+2)
DEX: 18 (+4)
INT: 12 (+1)
WIS: 14 (+2)
CHA: 8 (-1)
AC: 16
Initiative: +4
Health:
HP: 40 (Level 1: 12, Level 2: 7, Level 3: 12, Level 4: 9)
Hit Dice: 4 HD (1d10+2)
Proficiencies:
Proficiency Bonus: +2
Saving Throws:
Armor: Light, Medium, Shields
Weapons: All Simple, Martial Weapons
Tools: None
Skills: Climb, jump, recall lore (subterranean lore), sneak, spot, and swim
Resistance: Charm and Immune to Sleep
Senses: Darkvision - 60ft
Keen Senses
Fey Ancestry
Trance
Feats: Track
Racial Proficiencies: long & short swords and bows
Racial Cantrip - True Strike
Languages: Common, Dwarven, Elvish, Giant
Speed: 35 ft.
Known/Prepared Spells:
Cantrips: True Strike
Level 1: Animal Friendship, Cure Wounds, Fog Cloud, Goodberry, Hunter’s Mark, Longstrider
Level 1 Slots: 3
Equipment: Dragon leather armor, rapier, longbow, quiver, 60 arrows, a belt pouch containing 34 gp
and 4 sp, and an adventurer’s kit consisting of a backpack, a healer’s kit, a mess kit, 50 feet of hempen
rope, a tinderbox, ten torches, ten days of rations, and a waterskin
Melee Basic Attack:
Attack: 1d20 +6
Damage: 1d8 +4
Ranged Basic Attack:
Attack: 1d20+8
Damage: 1d6+4
Spell Attacks:
Attack: 1d20
Spell DC Save: 13
The mayor and the blacksmith meet you in the inn's common room after breakfast. Given the urgency of the problem and the apparent danger of the monsters lurking in the barrow, they've agreed to give you any help they can. To that end, they've brought some items for you.
There's not much in the way of magic items in Barrowtown, but here's what they're able to give you:
One +1 weapon (you choose who gets it and what it is).
One +1 armor (you choose who gets it and what it is that is not plate).
One Scroll of Haste.
Two Potions of Healing.
If there is any mundane equipment you want to purchase you can do so at a 10% discount. Once you're suited up we'll head back to the barrow.
Talaasson and Halath both lack the capacity to deal Magic damage. One of them should probably end up with with the +1 weapon, though I'm not sure if they'd prefer a melee weapon or a longbow.
The +1 armor should go to someone who expects to be in melee a lot. Seamus will be, since I can use my reaction to impose disadvantage on an attack on anyone else who is within 5 feet of me. Halath wouldn't need to use Mage Armor to get to 16 AC with +1 armor, and he stands the greatest chance of saving against the creature's Intelligence attack. Lakor does have damaging spells, but Clerics also have been known to hang out in melee.
Jelenneth is the closest among us to 3rd level spells, and has the best chance of passing the Arcana check to use the Scroll of Haste
The potions should probably go to people who can't heal themselves otherwise.
"... so then what about the rest of ye?"
@denada As for me I'd like to acquire either fine sand, rose petals, or a cricket, so that I can cast my Sleep spell. Is there a component shop in town? Or somewhere I could grind sand into fine sand?
Hooray! Seamus acquires fine sand.
"It's a good idea, and it makes my choice so much easier. I'm ready to leave when the rest of you are, then."
I am going to take a mastiff-type dog as my animal familiar, if that is ok. I'd like it be more of a hound than anything. Maybe something akin to a bloodhound.
I can Poison Spray if needs be for non-mundane damage. I'll just buy a component pouch, since they're cheap and common.
+1 Splint armor would bump my AC by 2 to 20. If a monster attacks anyone besides me, I can give it disadvantage, so I'm happy to be the tank, even if Devour Intellect ignores AC and is insta-death on a failed save.
Lakor nods. "Seems like we be ready." He looks towards Halath, "Lead on when ye are ready, me friend."
"Let's send those foul little monsters back to whatever cesspool they came from."
Seeing as you have the best Intelligence save and are nearly immune to its secondary effect, if that's the case, we probably have bigger problems.
Seamus's AC goes up to 20 (17 splint + 1 magic + 2 shield)
"Alright then, let's go rid the world of the wee devils."
A low growl rumbles from Rhyna's chest as you come to the last bridge before the barrow's entrance.
E: Well dang
Seamus pulls out his Warhammer and shield. "Danger eh? Bring it on. Let me see if I spy anythin' from this distance."
"Be wary. As I mentioned, the dream creatures can appear seemingly out of nowhere."
Geth roll 1d20+2 for Perception
Do you proceed across the bridge?
Roll Initiative!
"Ach, this be just like Intermediate Summoning 201 at the college!"
I swear when this is over, I'm going somewhere dry."
Geth roll 1d20+3 for Halath's Initiative
Would there be an appropriate skill for a Monster Knowledge check on these guys?
Geth roll 1d20+1 for Initiative
Geth roll 1d20+4 for initiative
Damnit, Jim. I'm a Cleric, not a Wizard!
Geth roll 1d20+1 for Pick Your Poison (Both are INT based)
These are grey oozes. They are known (to the kinds of people that know about these things) to be highly corrosive to metal. Being oozes, they are also pretty slow-moving.
"Oh, going after my boys, are ye? Ain't no ooze gonna eat the McGillicutty clan weapons. Not today, and not any other day!"