The Wandering Archipelago (D&D 5e)

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Tue Jan 01, 2019 3:05 pm

Lizard Group

"You will help him until he is recovered. It is imperative that he survives. Come. This way."

The pair lead Kal through to an area where dried grasses have been piled up on the floor, leaving the others to follow or not, as they see fit. As Kal gets closer, he can see a particularly massive lizardfolk has been bundled on top of large nest of grasses and herbs. Despite that, there is a strong smell of blood and a sweet smell of rot as he approaches, and it is clear that the enormous creature has been badly hurt, and appears to be unconscious. Smaller-sized attendants are bringing round, hot rocks to the nest to keep the man warm. A large leg wound has been bound in a simple poultice, and seems to be oozing nastily. Various runes are painted across the man's body, in the symbols for "life" and "strength" as well as others Kal doesn't recognise. Jewelery made from large animal claws and teeth are worn on his arms and around his neck. Other, older scars mark his hide, and suggest that this man has lived a violent life so far.

Druid Group
Varsk readies his crossbow and aims at the door.

Gwen is up.

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Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Tue Jan 01, 2019 3:48 pm

Gwen is going to slash at the lizardfolk again. Dagger: 1D20+5 = [12]+5 = 17
1D4+3 = [3]+3 = 6

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Re: The Wandering Archipelago (D&D 5e)

Post by WearsHats » Wed Jan 02, 2019 4:06 am

(IIRC, I can cast 2 spells per day and I have Bless, Cure Wounds, and Purify Food and Drink prepared. Does that seem right? I currently have 3/10 in my lay hands pool, and curing poison or disease takes 5.)

"These wounds are severe. What can you tell me? What happened to him, and what have you done to treat him? I'll see what I can do for him, but I fear he needs a powerful cleric. I am a paladin. Pelor grants me favor because I fight in his name, but my magic is limited. My companions and I cannot stay long, either. We are on an important mission and came here seeking your aid."

Kal examines the wounded lizard and the symbols on him. Slowly and thoroughly.
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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Wed Jan 02, 2019 7:44 am

((Korrik would help, to confer advantage on Kal's rolls, if he's able. Not proficient in an of them, but has +2 to wisdom checks.))
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Wed Jan 02, 2019 9:10 am

((Helping is fine, and you have time. This guy is looking rough, but is definitely stable)).

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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Wed Jan 02, 2019 9:23 pm

Druid Group
((Apologies, I just realised I muddled Gwen and Syli. Gwen's turn is coming after the bad guys go - let me know if you want to keep your action burns?))

Syli takes another shot at the lizardfolk running from the shed, but her arrow skims past him as he runs south away from the flames.

Shortbow: 1D20+5 = [4]+5 = 9

At the shed, the snared (and hexed) lizardfolk growls as it tears at the rope around its foot. It's still stuck, but it looks like it'll be free very soon. The lizardfolk fighting Gwen bellows at her again, striking viciously at her with claws and teeth:

Bite; Claws: 1D20+4 = [1]+4 = 5
1D20+4 = [14]+4 = 18

Claw damage: 1D6+2 = [3]+2 = 5


Once again the bite misses, but the claws rake into her flesh, doing 5 damage.

To the south, the lizardfolk running from the shed cries in surprise as Syli's arrow whooshes past it, and it hurls itself in a sprint towards the house and the others who are trying to break down the door...

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Re: The Wandering Archipelago (D&D 5e)

Post by Arch Lich Burns » Wed Jan 02, 2019 10:05 pm

(Yea Gwen will keep that action)

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Re: The Wandering Archipelago (D&D 5e)

Post by spiderwrangler » Wed Jan 02, 2019 10:21 pm

If the lizardmen brought the bag of food we all ignored, Korrik will investigate what it holds after helping Kal.
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Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Thu Jan 03, 2019 2:35 am

I'll take my readied action;
Mehr Fire Bolt: 1D20+3+2 = [9]+3+2 = 14
1D10 = [6] = 6


And now we get our turns before group 3 acts. And so, I will ready a Fire Bolt for the first lizard to present a clear target.
Mehr Fire Bolt: 1D20+3+2 = [4]+3+2 = 9
1D10 = [2] = 2


((That's right, isn't it? Readied action uses the action from last round, so if I trigger it now when my turn rolls around again I can use it fully, but if I don't use the readied action I basically lose my turn?))
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My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Thu Jan 03, 2019 6:32 am

Varsk will turn and put a bolt into the lizardfolk's face.

Readied crossbow attack: 2D20.HIGH(1)+5 = [19, 2]+5 = 24

Readied action crossbow damage, DC16 con or poison damage: 1D8+3 = [6]+3 = 9
1D4 = [4] = 4


((If I can still use the rolls from way back in October :), let me know if I need to re-roll))

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Thu Jan 03, 2019 6:35 am

(not that it really matters, but can you remind me why you have advantage? You still have the Druid blessing for skill checks, but it's not for attack and damage)

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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Thu Jan 03, 2019 7:02 am

((Totally don't, we discussed it back in October and determined I had misunderstood the extent of the blessing.))

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Thu Jan 03, 2019 7:13 am

((cool! No problem!))

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Re: The Wandering Archipelago (D&D 5e)

Post by Rodgeir » Thu Jan 03, 2019 7:16 am

((Debated doctoring the roll result to remove the advantage to avoid confusion but decided against it.))

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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Thu Jan 03, 2019 8:15 am

((that's fine :)

dlover, yes, that's right. You can take this held action now and ready another when your turn comes back (before gp 3).

I'll take a quick arcana check from Mehriv please.

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Re: The Wandering Archipelago (D&D 5e)

Post by Theis2 » Thu Jan 03, 2019 1:29 pm

Didn't we get a long rest?

Either way, Merric will just look around trying to see if this resembles a normal town community or palace of sorts
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thinkslogically
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Re: The Wandering Archipelago (D&D 5e)

Post by thinkslogically » Thu Jan 03, 2019 2:44 pm

((no, but it was enough for a short rest - you had a couple of hours to relax in the cenote))

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Re: The Wandering Archipelago (D&D 5e)

Post by Dlover » Thu Jan 03, 2019 9:25 pm

(Not sure if we've still got the advantage blessing or if setting up at the shack counted as a rest, so I've applied Advantage just in case)... Aaand, doesn't matter, first roll's higher.

Mehr Arcana Advantage: 2D20.HIGH(1)+2 = [18, 15]+2 = 20
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)

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