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Forum: Erath 5e Background
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Knocking on the Door
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To Do, Game Hooks, and Lo...
Forum: Erath 5e Background
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  Leiya Level 8
Posted by: Xura - 03-04-2023, 01:50 PM - Forum: Level-Up Information - No Replies

Leiya Tevorova
Cleric
Level 8

Ability point increase: Wisdom, please. I'm (presumably) becoming wiser (as well as sadder), so let's grab that increase in bonus.

I believe that's the only choice-based thing I have; all else is automatic.

I can take the Average in terms of HP increase.

Leiya will be reporting (via magic or in person) to her religious superiors, as well as to Wellborne and, if needed, to anyone else at Jolrael's Guild (for example, the caretakers at the farmhouse safehold). She'll be reporting the events as well as extolling Jolrael's bravery, and imploring aid to see if he can be recalled somehow to the land of the living.

If there are any local shrines or groups devoted to Quendi, she'll visit them too, and pray in Jolrael's honor. (And also see if those followers know of ways to recall Jolrael.)

If able, she'll continue to try a Sending spell periodically to Miri (the little orphan). Also retroactively -- if Miri's stuffed bunny (can't recall its name without my notes, sorry!) was left behind in the temple after Miri's disappearance, Leiya will have taken the bunny for safekeeping (and periodic weeping).

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  Enkili Level 8
Posted by: frenzied67 - 02-19-2023, 10:42 PM - Forum: Level-Up Information - Replies (2)

Enkili Harbhamit Pesar Al Madii
Class:  Fighter, Battlemaster
Hit Dice: 8.  Taking average h.p.= 6+3=9 (Enkili will gain 16 hp points this level due to increasing his Con score and taking the average hit points for the class)72 hit
    points total.
Proficiency Bonus: remains +3
Features:  Ability Score Increase- Strength +1 (20+5), Constitution +1 (16 +3).

On the little off time between training, Enkili would like to enquire about building a house wagon or trading their existing wagon in for one.  This is just for learning purposes, as he is devoting all his funds for trying to revive Jolrael.

As far as off duty activities, other than asking about house wagons, is researching the Sainted Sword. What is a coin made from stone, where can one find a song stolen from dirt (should ask Blalocke about that one, too), and where is this knife from under the hills?

   

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  Enkili Level 7
Posted by: frenzied67 - 09-30-2022, 12:06 AM - Forum: Level-Up Information - No Replies

Enkili Harbhamit Pesar Al Madii Level 7 (Enkili Twicecursed)

Hit Points:  = Take average: 6+2
Proficiency Bonus= remains +3

Features: Martial Archetype Feature=  Archetype bonus- 2 maneuvers 5) Trip Attack, when I hit a creature with a weapon attack, I can expend one superiority die to attempt to knock the target down.  I add the superiority die to the attacks damage roll, and if the target is large or smaller, it must make a strength saving throw.  On a failed save I knock the target prone.  6) Menacing Attack, When I hit a creature with a weapon attack, I can expend one superiority die to attempt to frighten the target.  I add the superiority die to the attack’s damage roll, and the target must make a Wisdom Saving Throw.  On a failed save, it is frightened of me until the end of my next turn.

Know Your Enemy (PHB p74)
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
    • Strength score
    • Dexterity score
    • Constitution score
    • Armor Class
    • Current hit points
    • Total class levels (if any)
    • Fighter class levels (if any) 
(Knowing your Enemies AC and HP is the best use of this ability!)

+1 superiority dice =  5d8’s +1d6

Question, are we going to get Wolf's wagon and mules?  Were the chest and lockboxes found in Murieb's lair in good enough shape to keep, if so Enkili would like to use them on the wagon?
If not Enkili is going to buy a covered wagon and four draft horses (60gp for wagon and 200gp total for draft horses)
4 sets of blinkers to help keep the horses manageable (4gp)[264gp tot.]
While training Enkili attempted to write letters to the High Harbhamit and his beloved Uncle Mardus, as part of the curse his pens kept breaking until Enkili gave up on writing his family.
6ink pens (12cp) {2 pens survive}
4 bedrolls, spares just in case.  (4gp)
box of 200 caltrops and 20 bags (11gp,20cp)
A grooming kit (5sp)
2 fine locks (100gp)
6 mess kits (12sp)
6 bars of soap (12cp)
50' ball of string (1sp)
6 Weaponblack (6gp)
Composite Longbow (125gp) 1d8 piercing + strength mod.  3#.  Ammunition, 180/720, Heavy, special (add strength to damage rolls but use dex to hit),2handed.
2 quivers and 40 arrows (4gp)
2 locks (20gp)
2 barrels (6gp) [542gp, 2sp, 3cp total]

Enkili would like to give 1 quiver and half his shortbow arrows to Blaylocke, the other quiver and other half of the arrows to Riardon.  He will sell his old shortbow as he will now be using the composite longbow for the forseeable future.  I am assuming Enkili spent an hour grocking with the Sainted Sword the first time they camped Wink

Downtime Activity: Since most of the lore was written long after the facts, Enkili will try to research the Sainted Sword. The Sainted Sword may not be the blade's real monicker since his ancestors disdained the art of reading and writing (with a few exceptions) until after Mahkim took the weapon back. All that is known is suspect since a huge veil of secrecy had been placed on the subject, the only facts are 1) Mahkim gave the sword to the Harbhamits to help defend the people. 2) A High Harbhamit broke the covenant with Mahkim by trying to make himself king using the sword, and the blade was taken back after this usurper had been pulled down.

Enkili Twicecursed is still figuring out what to tell Al'marihm, the poor skull that chose Enkili as his ticket home.  Ticket revoked due to unforseen Efreet connivance.

   

The Lament of the Twice Cursed
Words shared on the road to Anstarre


“All I have ever wanted since leaving was to return home, to see my much loved Uncle Mardus and his boyfriend Xercesus again.  I wanted to be a part of the grand parties Xercesus throws to force my uncle, the great general, to be social.  Xecesus is easily the premier chef in all of Al Madii.  I would claim that he is one of the best chefs in all Mandagar….  I am having a hard time remembering his face now, and it has not even been a year since my leaving.

“Finding the Sainted Sword was supposed to be the end of my unwanted banishment….  No, the truth is that I was never supposed to be the one to find this blade.  I was never the man of good character that the High Harbhamit and others thought me.  They would have had me stoned in a city square if they had known of my visits to the brothels I used to frequent.  I am sure that this is a trick of Murieb against Mahkim, whom he hates above all others.  My touch upon this blade must be an affront to the god of my people, and a means for that evil efreet to exact revenge on  the Harbhamit clan for being a thorn in his scheming posterior for so many centuries.

“I believe it is fated for me to fail and fall soon.  When that day comes I would have a favor of you.  I know I do not have the right to beg boons, but this is not strictly for me.  The skull of Al’marihm tasked me with delivering his remains to the Sacred Oasis far south of Al Madii in Mandagar.  Could you perform the deed I am no longer able to complete, as this is the second time a curse has stolen choice from my hands?”

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Exclamation February 6 game chat (aka frying pan/fire)
Posted by: Xura - 02-04-2022, 09:04 PM - Forum: Erath Miscellany - Replies (5)

... aka holy crap!, as in actual crap, because we are running for our lives in a sewer. Our Thieves' Guild contact is dead (and we're framed for the murder); the local Melwenite church has been subverted and is running a child-trafficking ring from its basement. (Did anyone see if they served pizza?) None of us know anybody in the city. Some of the guards are corrupted. The Thieves' Guild seems driven underground or expunged/killed. The Wizards' Peak Guild chantries are hidden or non-existent. It looks pretty grim for our heroes.

The question becomes, What are we going to do about it? We came here to stop the Chained Wings, and instead they seem to have stopped us. Various options and ideas are out there, including but not limited to:

  • Find shelter in an abandoned building in the city
  • Approach other organized crime syndicates in the city, and attempt to work with them or get their help
  • Leave the city and take up some other pursuit (Enkili's sword, owlbear blood, etc.)
  • Drink heavily and bemoan our current career choices

One thing that Leiya will do, once she can refresh her spells, is to cast Sending. This spell is basically telepathic Twitter. She can use it once or twice to reach out to allies. I'm thinking Welbourne Huxley; Riardon's Guild contact in Solare; Jolrael's Guild contacts; or similar. I think she will also want to Send to her clergy in the Melwenite temple in Solare. Another idea is our patroness, the Melwenite paladin who sponsored us in the ShieldMeet. I forget her name.

Casting Augury might be beneficial, too, so Leiya might opt to memorize that as well.

Also, speaking of spells: better late than never, I guess, but thanks to some Internet study ("downtime," in game terms, ha ha) I believe I finally understand how 5th ed. cleric spellcasting works! I'd been pretty lost in the weeds, till now. I've also read some guidance on the spells themselves. I believe I'll be better equipped to be of slightly more use to the party, or I hope so. To quote my Dad's old joke, "I may not be good, but at least I'm slow." Big Grin

What about leaving the city temporarily, to obtain help/allies? Maybe we could get help in this Chained Wings caper.

Note also: Leiya is furious, incensed, outraged about the Freehold church subversion. She may even start ... writing strongly worded letters to the editor, or something! No but srsly, that reveal is serious stuff. One day, that fake "priest" guy is going to regret his life decisions.

Also, twice in that session ignored my intuition and tendency to ask about every. tiniest. detail. and it bit our party in the butt, soooo ... I hope our DM will enjoy my renewed interest in Constant Questioning of Everything and I Mean Everything. Tongue

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  Blaylocke level to 5
Posted by: Long John - 11-28-2021, 02:02 PM - Forum: Level-Up Information - No Replies

Character/ Class Archetype: Blaylocke Anvilarm / Bard
5th Level-  Hit Dice/ Hit Die Type- 5 / 1d8 take average
Proficiency Bonus=  +3
Features:  Bardic Insp (d8), Font of Insp
+1 spell known - 3rd Lvl - Dispell Magic

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  Water Rovers
Posted by: frenzied67 - 11-18-2021, 02:08 PM - Forum: Erath Miscellany - No Replies

I have a character concept whose background has him having survival on sea, lake and river.  I was wondering if I could invent a Quantanese clan of water bound nomads who have tie-together boats and rafts?  I envision them as a cultural group who fish and dive for treasures as they bob around the coast, paddle up large rivers, and winter in adjoining lakes.  They are distrusted by the shore people, but their trade is welcome.  During storms they dart their boats up the rivers to get inland as best they can.  In the Japanese language they would call these people Horo-sha Kaiyo (Kaiyo= ocean, Horo-sha= Wanderer and pronounced with long "O" sound).  If you want a Chinese name it would be Jipu sai ren Shui (Jipu Sai Ren= Gypsy, Shui= water).

   

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  Enkili Level 5 and 6
Posted by: frenzied67 - 11-14-2021, 08:10 PM - Forum: Level-Up Information - Replies (2)

Character/ Class Archetype: Enkili / Battle Master
5th Level-  Hit Dice/ Hit Die Type- 5 / 1d10+2 take average ( isn't it odd that I consistently roll maximum HP under this honor system? )
Proficiency Bonus=  +3
Features:  Extra attack- 2 a round.

Enkili will choose to take 6 HP(+2 Constitution =8HP) rather than roll.  In the downtime between training sessions, he would like to research the Chained Heart Slavers (Chained Wings). That was a dead end last time, so part of the time Enkili will seek word of a great curved blade, that has seven winged bulls engraved upon it, with full moons between the bulls horns, and pentagrams within each of the moons.  He will seek out private libraries or learned sages on the subjects.

Two attacks a round and a +1 to hit!!!  Beware Erath!

   
This is an actual picture of the S&W M&P revolver in .38 SPL my CoC character has; I had forgotten that this picture was in my demotivational posters.

   

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  Disarm
Posted by: frenzied67 - 08-14-2021, 12:31 AM - Forum: The Judge's Podium - Replies (1)

Still mulling over an Astral Self Monk build who get to use wisdom in place of strength when they manifest their abilities.  While trying to determine uses for such a character, the idea of disarming an opponent popped up.  I discovered in the Dungeon Master's Guide the rules for disarming an opponent on page 271, under Combat Options.  I was wondering if you would allow this rule into our game as it seems to be optional?  I know the Battlemaster fighter has a maneuver that allows a simplified way to knock items out of foes hands, but no other character seems to have that ability; unless this rule is viable.  As a note, the optional rule says that a disarm is initiated by a weapon attack.  For all intensive purposes the monks unarmed strike is the equivalent of a weapon attack, but is not considered a weapon as far as placing enchantments on your fists; so no Elemental Weapon spells for unarmed strikes.

   

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  5ETool Warning
Posted by: frenzied67 - 08-07-2021, 04:29 PM - Forum: Erath Miscellany - Replies (1)

Irik turned all of us on to the suite of resources called 5ETools, a wonderful collection of rules to manage our D&D characters.  It is such a great font of information that I took to copying and pasting from the tool suite into my home character sheet.  However, though the information seems to be thorough there are some mistakes.  I discovered a discrepancy in one feat so far, where the information was copied from a fighting style in Tasha's Cauldron of Everything rather than the feat in the Player's Handbook.  Fortunately, every bit of information in 5ETools names the resource material and gives the page number in that book.  I recommend you confirm that the wording of the 5ETool information with that of the resource it comes from before copying it down.  I hope this will help prevent confusion in your character features in our adventuring future.
   

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  Two Iterations of A Cantrip Confusion
Posted by: frenzied67 - 07-06-2021, 10:36 AM - Forum: The Judge's Podium - Replies (2)

In Sword Coast Adventurers guide the cantrips Green Flame Blade and Booming Blade were introduced. At the time there was no special requirement to use those cantrips, so those cantrips could be used in conjunction with the spell Shadow Blade. In Tasha's Cauldron of everything, they rewrote both cantrips, proclaiming that only a weapon with 5 sp cost or higher were necessary in casting either Booming Blade or Green Flame Blade. Bladesingers, Eldritch Knights, and certain Bardic Colleges use these cantrips with great abandon, however, it now seems that the dunces at WOTC have found yet another way to neuter our characters.

Booming Blade
TCE
p106
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Sorcerer, Warlock, Wizard
Races: Elf (High)
Source: TCE, page 106. Also found in SCAG, page 142.

Green-Flame Blade
TCE
p107
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Classes: Artificer, Sorcerer, Warlock, Wizard
Subclasses: Arcana Cleric, Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Sorcerer, Warlock, Wizard
Races: Elf (High)
Source: TCE, page 107. Also found in SCAG, page 143.

Shadow Blade
XGE
p164
2nd-level illusion
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Classes: Sorcerer, Warlock, Wizard
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Source: XGE, page 164

Oh Great Dungeon Master, what way will you judge how these spells and cantrips interact?

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