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Death by poison.

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122 No. 122 edit hide watch expand quickreply [Reply] [First 100 posts] [Last 50 posts]
The trek through Gray Forest is very slow going. The woods are thick with trees and flora, much to the adventurers' frustration. Worse still is how little daylight breaks through the canopy, making navigation even harder. It would have been outright impossible had nobody brought the flameless everburning torches to guide their way. At least for the few days spent traveling, the journey has been otherwise uneventful. You haven't noticed any signs of pursuit yet.

At some point during the third day of travel, the group emerges into a clearing, the afternoon sunlight fully bearing down on them for the first time in a long time.


You are currently outside of initiative. Rest, take any number of actions you can (within reason), make whatever checks necessary (within reason), look around (within reason, as in don't go too far ahead/back), and equip yourselves if you think you will need to have your equipment out (you are currently not equipped, so this might be important). The game will progress tonight at the latest, so make your preparations before then.

Note : Any space where the fog of war is at this time is too thickly wooded to go through without succeeded a DC 10 strength check. On passing, you may move 1 square. Any squares in the fog of war allow you to only see one square ahead when inside.
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>> No. 445 edit
Rock finally calmes down from his berserker fury, licking his wounds a little as he approaches the others.

"Now that," he says excitedly, "was a good battle." The Barbarian shows zero interest in whatever was looted from the fallen. Nothing he brought with him needs replacing, and the foes weren't that good he'd want to use their stuff.

"So, we leavin'?"

Spend two healing surges to max health.
>> No. 446 edit
Short rest, spend three healing surges
>> No. 451 edit
horse spends surge
>> No. 453 edit
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453
New thread:
>>452


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8 No. 8 edit hide watch expand quickreply [Reply]
====== Created Using Wizards of the Coast D&D Character Builder ======
Rock, level 6
Longtooth Shifter, Barbarian
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor

FINAL ABILITY SCORES
Str 20, Con 12, Dex 15, Int 8, Wis 14, Cha 10.

STARTING ABILITY SCORES
Str 17, Con 12, Dex 15, Int 8, Wis 11, Cha 10.


AC: 20 Fort: 22 Reflex: 19 Will: 17
HP: 57 Surges: 9 Surge Value: 14
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>> No. 31 edit
>>29
But I had that. Shockweave Leather Armour, Sacrificial Gouge, Deep-Pocket Cloak. Three pieces of equipment. I spent my remaining Gold on +2 to MBAs for OA damage.
>> No. 33 edit
>>31
Ah, didn't see that.
>> No. 163 edit
Riri I think your character in the pdf has 1 ability score point left over.
>> No. 174 edit
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174
>>163


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118 No. 118 Locked edit hide watch quickreply [Reply]
A long, long time ago, the region of Impiltur was united as a kingdom, ruled by a monarchy that reigned through peace, and the land flourished under their sovereign rule. However, when the royal line died out, everything fell apart quickly. The new leaders, a council of lords, were inept, and the region was swiftly overrun by rogues. And once the Spellplague shook Faerun, demons and plaguechanged monstrosities roamed the nearby lands, making travel unsafe.

The Fraternity of Tharos, a fanatical cult that worshipped these demons, had somehow grown in size and power recently. Their forces in Lyrabar took control of the city, butchering the council and gaining command of the city watch and the network of thieves. The demon hunters went into hiding, fearing for their lives, and many of the nobles sided with them, if only to keep their titles. All who resisted were swiftly put down.

Some of the nobles, however, plotted to overthrow the cult in secrecy, and rule Impultir themselves. The Yuu clan, a wealthy merchant family, was one such group. So they sent out their messengers to every city outside the clutch of the cultists, looking for recruits to take on a dangerous mission : seize power from the Fraternity of Tharos. A very significant reward was promised in return. It was many weeks before those brave enough to challenge this mission arrived at the designated location : the port city of Yhaunn.

Everyone had different motivations for taking the job, and some traveled much further than others, but four able adventurers of some fame were the ones to answer the call:

Fays, a tiefling who had a brush with the dark side before.

Lia, an elf who sought to atone for her past.

Rock, the longtooth shifter who was in it for the fighting and the glory.

And Kadol Stormbrew, who sought to smite enemies of Moradin.
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27 No. 27 edit hide watch expand quickreply [Reply]
====== Created Using Wizards of the Coast D&D Character Builder ======
Glorious fighter master race, level 6
Human, Knight
Knight Feature: Shield Finesse
Human Power Selection: Heroic Effort
Background: Thay (Thay Benefit)

FINAL ABILITY SCORES
Str 8, Con 14, Dex 10, Int 20, Wis 15, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 14, Dex 10, Int 17, Wis 14, Cha 10.


AC: 25 Fort: 20 Reflex: 23 Will: 20
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>> No. 104 edit
>>99
That works out rather well for me storywise, then.
>> No. 110 edit
Does your character have a gender?
>> No. 116 edit
>>110
It, furniture, etc.

What's this Glor nonsense. I did too have a name in mind, stolen as it may be.
>> No. 117 edit
>>116
Short for "Glorious fighter master race". If you want a name, then you should add it.


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13 No. 13 edit hide watch expand quickreply [Reply]
====== Created Using Wizards of the Coast D&D Character Builder ======
Kadol Stormbrew, level 6
Dwarf, Invoker
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath
Dwarf Subrace: Standard Dwarf Racial Traits
Background: East Rift (East Rift Benefit)

FINAL ABILITY SCORES
Str 12, Con 19, Dex 10, Int 12, Wis 19, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 16, Dex 10, Int 12, Wis 16, Cha 8.


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>> No. 71 edit
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71
====== Created Using Wizards of the Coast D&D Character Builder ======
Kadol Stormbrew, level 6
Dwarf, Invoker
Build: Wrathful Invoker
Divine Covenant: Covenant of Wrath
Dwarf Subrace: Standard Dwarf Racial Traits
Background: East Rift (East Rift Benefit)

FINAL ABILITY SCORES
Str 11, Con 18, Dex 10, Int 12, Wis 20, Cha 8.

STARTING ABILITY SCORES
Str 11, Con 15, Dex 10, Int 12, Wis 17, Cha 8.


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>> No. 72 edit
>>71
east rift represent yo
>> No. 80 edit
http://www.myth-weavers.com/sheetview.php?sheetid=322895
>> No. 91 edit
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91
Suddenly I wish this run was taking place at level 7 instead of 6.

Just look at that power. Beautiful. BEAUTIFUL. Vulnerable 5 AND a big attack bonus. Ally-friendly burst 2. Just gorgeous.


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