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You are here: Home --> Forum Home --> Recent posts by Nomad D2
Topic: Fire and Shadow (Name May Change)
Subject: rough


Wow, what an evil friend. I gotta get me one like that.



Posted on 2022-06-24 at 03:40:54.

Topic: Fire and Shadow (Name May Change)
Subject: Toughness


If we are facing orcs - then level 10 is going to be much too strong.  Since this is free form you do have leeway, and remember you can always adjust things on the fly.  If you consider the Blacktooth Ridge, I think I had you starting at second level and you were beating up on goblins moderately well.  (As long as you didn't call an army down on you.)  Orcs are a bit tougher than goblins but nothing big. 



Posted on 2022-06-22 at 16:55:18.

Topic: Fire and Shadow (Name May Change)
Subject: levels


It is not hard to change levels.  So if you want 10 just say so.  Level 10 characters can start to do some pretty big stuff if that is what you want.



Posted on 2022-06-22 at 10:07:04.

Topic: Blacktooth Ridge Q&A
Subject: Artistic chaos seems to fit.


I thought about numbering the goblins but it would just make the map unreadable.  I should have just used numbers instead of the "G" but didn't think of it until too late so . . . a bit more chaos.  



Posted on 2022-06-22 at 10:05:45.

Topic: Blacktooth Ridge
Subject: When goblins run around like crazy


River Run


Party Members are denoted by a circle around the first letter of their name - or the new 1/2 elf.


If a goblin is moving the direction of their flight is indicated by an arrow.  If there is no arrow that goblin is currently holding their position.  


The three "H" markers indicate the three human prisoners.  (The one to the right should have an arrow indicating he is running right.


Conditions along the river further to the rigth will get tougher and slow down the escape.


You still do not know what, if anything, remains up the gulley towards the Vargolg.  


That seems chaotic enough.  Enjoy!



Posted on 2022-06-21 at 21:31:37.
Edited on 2022-06-21 at 21:32:00 by Nomad D2

Topic: Blacktooth Ridge Q&A
Subject: Sharing is such a nice thing to do.


I would conisder handing him the dagger the item interaction for each - so you could still do something else.  This assumes you move correctly and he wants the dagger.


And to all - be as specific as you can in identifying exactly where you move and which goblin you want to attack.  Ask questions if you need to.  The map is complicated and messy.



Posted on 2022-06-21 at 21:19:07.
Edited on 2022-06-21 at 21:33:12 by Nomad D2

Topic: Blacktooth Ridge
Subject: Complete Chaos


The first to act this round was the little Kender – and her actions seemed likely to have a huge impact on the outcome of this fight.  She crept forward (To the tree at the front of the gulley – it is the only way to move forward and remain hidden.)  Upon arrival Lily started whirling her hoopak in a big circle and the little holes in the stick caught the air and started making a whistling noise.  At least it started as a whistling noise but quickly rose to an ear-splitting shriek.  Anyone within 50’ of her desperately wanted to clutch their ears and everyone looked around for the source of the sound.


(OOC Note:  On a failed wisdom save the hoopak noise can have one of two effects – either a shaken effect that prevents a creature from taking an action (they can still take reactions or bonus actions and may respond to being directly attacked, or they have been taunted – they will have disadvantage on attacks unless they move towards the source of the sound.  These effects last 1d4 rounds.  I may modify this effect in the future if it seems too strong.)


               Amidst the goblins the effect was quick and immediate.  Three of those holding ropes seem impacted in some way, as did 4 of the 5 coming out holding supplies.  It was hard to tell what impact it had on those still in the gulley.  But if the goblins had been confused before there was true chaos now.  All knew they were under attack, but none seemed to have a clue where it came from. 


               But the effects of the hoopak attack were not all beneficial to the party.  Both Hornet and Soledad were staggered by the sound and would be unable to take any actions this turn.  (But luckily for both – only this turn, you will be fine next turn.)  The others fared better as their locations gave them some chance of seeing the Kender and realizing what was going on.  Hornet was still able move stealthily forward but before he could nock the arrow he held in his hand he instead held his hands to his ears.  The noise was shocking and painful.  Soledad had great plans for getting the gnolls to attack each other with a spell, but those plans also came to naught as she hunched behind the rock providing her cover and tried to identify the source of the noise. 


               Uthal luckily saw the little Kender start whirling her noise maker and ignored the noise as best he could.  He cast frostbite on the goblin holding the lead prisoner – the same one he had previously nocked on the head with a sling stone.  The creature was quickly covered with a numbing white frost and looked almost like a tree covered with hoar frost.  Whatever the appearance, the goblin was dead and quickly dropped to the ground like a dutiful corpse and dropping the rope that held the first prisoner.  That prisoner, while clutching his ears and clearly impacted by the noise, saw his chance and took off running – he went 60’ North along the riverbank- away from the party.  (The bank in front of the Vargolg allowed for fairly easy movement – any further movement North in this direction will be slower.)


               Thaoran had started the round right next to the Kender and so identifying the source of the noise was not hard.  It was still ear splitting, but not disconcerting otherwise.  In fact, he smiled at the impact it had on the goblins.  He grabbed his bow and drew an arrow – it was a great disappointment to discover that the last prisoner was a ½ elf and not the desperately sought-after parent, but he would still try to free that one first.  He aimed and fired – and his shot was true.  As the creature was staggered by the sound the elf’s arrow pierced its beady little eye just as he had envisioned.  It fell to the ground, dropping the rope as it went. 


               This left the last prisoner standing there with a chest in his hands and the rope around his neck dangling free.  He had seen the first signs of chaos and hoped this was his chance.  As the noise started, he had switched his grip on the chest and prepared to swing it at the creature holding his rope, but before he could do so an arrow sprouted from its eye, and it dropped dead at his feet.  The time for action had indeed come!  Instead of swinging the chest at the now-dead goblin he simply dropped it on the beast’s head and then reached up and attempted to remove the gag in his mouth.  It took a moment, but he got it free.  (Tann – a slight interpretation since the goblin was already dead.  Instead, you switched to the other action you wanted.  Dropping the chest is an item interaction and you get one of those each turn but swinging it like a weapon would have been an attack – an action.) 


               The five goblins holding bags and other goods all seemed to panic.  As a group they dropped their goods and ran.  But they didn’t seem to know where to run.  One ran straight for the river.  Three ran North along the river away from the party.  And one ran straight at party, going right past Lily directly at Gerdar.  It was impossible to tell which of them had been impacted by the noise, because their panic and confusion had already begun. 


               There were two more prisoners yet to act – the two twins in the middle of the group.  Seeing the chaos and hearing the noise they also seemed to decide that it was time.  Each reached out and grabbed the rope holding them to a goblin and gave it a hard yank, trying to tear it away from the goblin that held it.  The two young men were the quintessential ‘strapping young farm lads’ and the first easily yanked his rope free and sent the goblin stumbling.  The goblin holding the other twin’s rope however in his fear at the horrible loud noise coming from nowhere clutched what he was holding in terror and when the farm lad yanked the rope the goblin instinctively clutched harder and held on.  Goblin and farmer stared at each other still connected by the rope. 


               With two of the guards around the prisoners dead there were three of them left after the various tug-of-wars.  The first, who had lost his grip on the rope of the first farmer, had been tossed forward by the yank on the rope and just kept on running.  He was 50’ out into the water and moving quickly away from the fray.  The one still holding a rope seemed surprised to find himself still holding on and just stood their gaping at the farmer.  (Shaken by the noise maker and unable to take an action.)  The last goblin spun towards the South having correctly identified where the attack was coming from and fired an arrow.  He aimed at Thaoran and might well have hit, but the tree the elf was crouching behind gave him partial cover and took the hit instead.  The goblin then spun and moved to the tree directly away from the party getting some cover of its own. 


               There were also 5 goblins dozing in the river.  But dozing in fast flowing rivers is a difficult thing to do and drowning, or even near-drowning, has a tendency to wake people and goblins up.  Two of the sleepers had already been swept past the ford area and as they were swept into deeper waters both struggled awake.  But they were pulled down stream by the current and having just woken were struggling to stay afloat.  The party had already seen one goblin swim the river (Back at the pyre) but in the clutches of the current it was unclear what the fate of these two now awake but desperate goblins would be.  Of the three that were still near the gnolls in the ford two of them woke up as their heads were dunked under water and came up sputtering.  They struggled to their feet and looked around in confusion.  The last sleeper seemed to have achieved by accident a sort of back-float posture and snored his way past the gnolls and into deeper waters past the ford.


               The two remaining lead goblins were already halfway across the river when the noise and the arrows caused them to turn around.  They stood their ground and grabbed bows – firing arrows at the closest target they could see – Hornet.  The tree he was hiding behind gave him partial cover but one of the arrows still found its mark, but it was only a minor scratch.  (-3 hp) 


               It was at this point that the entrance to the Gulley seemed to almost erupt with goblins.  At least 20 of the things suddenly ran out of the opening and scattered.  They were a mixed lot – some few were carrying weapons.  Others were dragging younger goblins with them.  Some still clutched bags of goods.  What they all had in common appeared to be a desire to get as far from the gulley as possible.  Most ran straight towards the river.  A couple ran towards the party and several headed North along the river.  Some looked like they might have been under the influence of the Kender’s hoopak but it was impossible to tell.  They all ran.


               As several goblins ran towards him Gerdar picked out one carrying a sword and swept his axe at it as it ran.  It was hard to tell if it was the dwarf’s strength, the magic already on the axe or the goblin’s speed, but when goblin met axe, it was split cleanly (actually, in truth, very messily) in two.  It was clearly out of the race. 


               This left the gnolls still to act.  Seeing where the goblin archers had targeted the first and closest enemy, they saw Hornet as he crouched near the river.  Uthal also was right there.  They ran forward to engage their foe.  (Far enough they had to use their action to dash – so no attack this round.  But both Hornet and Uthal are now considered engaged in melee.) 


 


Overview


The overview is that the area between the gulley entrance and the river is chaos.  I will get an updated map up soon.  You will need it. 



Posted on 2022-06-21 at 12:27:15.

Topic: Fire and Shadow (Name May Change)
Subject: Magic Items


As a comparison for magic items I had a couple of things that were pretty minimal in terms of their impact on game play (a ring that saves him from going splat if knocked out while flying and a quiver that holds a bunch of arrows.) but flavorful.  Then the arrows are all one use items - again flavorful but since they only impact one shot not that scary.  that leaves a minor weapong (Bow +!) and a kinda cool cloak that can be used once a day.  And as he indciated - Dragon-Soul Ok'd was in on the selections.



Posted on 2022-06-20 at 19:54:33.

Topic: Blacktooth Ridge Q&A
Subject: Calling Hammer


Hammer you out there?



Posted on 2022-06-19 at 19:23:44.

Topic: Fire and Shadow (Name May Change)
Subject: Numbers


Obviously I'm not the one to answer this, but . . . I just made a D&D character based on the rules becaus it was the easiest way for me to visualize what Azax could and could not do.  I don't think he needs them and I know he isn't going by exactly D&D rules.  



Posted on 2022-06-18 at 18:12:48.

Topic: Blacktooth Ridge Q&A
Subject: Ancient Greek Math guy to the rescue.


Oh dang, Nimu, you are making me do math.  


So 30' out into the river, but about 30' to the goblins in front of you.  That means that if we use the Pythagorean Theorem then the hypotenuse is . . . 42.426 feet.  But that is a rough estimate.  


Make it a bit under 50 feet.  



Posted on 2022-06-18 at 12:56:08.
Edited on 2022-06-18 at 12:56:34 by Nomad D2

Topic: Fire & Shadow RPG
Subject: Azax of Clan Strix


Azax OF Clan Strix


Azahandiraximandirkandirax  (The real but rarely used name.)


 


Owlin Arcane Archer – Fighter              6th Level


 



  • HP:   58                   AC:  16


 



  • Strength: 8

  • Dexterity: 18                    +4

  • Constitution: 16              +3

  • Intelligence: 14                +2

  • Wisdom: 10

  • Charisma: 8


 



  • Movement: 30’ – walking or flying

  • Alignment: Neutral Good

  • Darkvision: 120’

  • Languages: Common, orcish (A racial enemy of Clan Strix), Elvish

  • Background: Far Traveler


 



  • Appearance: Azax is an owl-person most resembling a grey and black screech owl.  He is about 5’8” and is covered on his head, lower arms, and lower legs with soft feathers of grey, black and white.  Like most screech owls he does have distinctive eyebrows that are similar to the “horns of a great horned owl", but aren’t quite as pronounced.  He is thin and light weight.  His wings spread about 6” past the tips of his fingers on either hand.  His clothing is finely sewn and patterned leather and light fabrics – owling communities are known for fine needlework.  His clothing is also grey, black and white to maintain his natural camouflage.  When he wants something a bit fancier he adds a red belt and a red sash across his chest with the emblems of Clan Strix on it. 


 



  • Skills: Stealth, Perception, Acrobatics, Nature, Insight, Survival


 



  • Fighter Based Abilities:

  • Fighting Style: +2 attack on all ranged attacks

  • Second Wind: Use Bonus Action to regain 1d10+level hit points.  Once per short or long rest.

  • Action Surge: Can take one extra action (in addition to all normal actions) on a turn.  Once per long or

    • short rest.



  • Spell: Druidcraft Cantrip

  • Arcane Shot: Use twice per short/long rest.  Decide after a hit. 

    • Bursting Arrow: You imbue your arrow with force energy drawn from the school of evocation.

      • The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.



    • Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping,

      • poisonous brambles, which wrap around the target. The creature hit by the arrow

      • takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6

      • slashing damage the first time on each turn it moves 1 foot or more without

      • The target or any creature that can reach it can use its action to remove

      • the brambles with a successful Strength (Athletics) check against your Arcane Shot

      • save DC. Otherwise, the brambles last for 1 minute or until you use this option again.



    • Two attacks per turn

    • Sharpshooter Feat: No disadvantage for long range shots

      • Ignore ½ or ¾ cover on ranged shots

      • On arranged attacks – can choose to take -5 on attack roll, but add +10 to damage.






 



  • Equipment:

  • Armor:

  • Studded Leather Armor (Ac 12 + dex modifier)


 



  • Weapons:

  • Longbow: 1d8 piercing. 150/600 range

  • Rapier: 1d8 piercing.   

  • Daggers (2): 1d4 piercing.    Light.  Thrown  20/60. 

  • In the Quiver:

    • Quarterstaff

    • Spear

    • Javelins (5)

    • 80 Regular arrows.




 



  • Other Equipment:

  • Explorer’s pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin.  50’ silk

    • (Rope upgraded.)



  • Antitoxin vial (1 dose)

  • Acid Vial (2)

  • Candles (2)

  • Chalk (2 pieces)

  • Clothes – travellers.

  • Signal whistle

  • spyglass


 



  • Magic Items:

  • Ring of Feather Falling

  • Quiver of the Archer – like a quiver bag of holding. Always weighs 2lb.  Has three compartments.

    • *Short Compartment – up to 100 arrows or similar items.

    • *Midsize compartment – up to 10 javelins or similar items.

    • *Long Compartment – Up to six long objects such as bows, quarterstaffs, or spears.



  • Longbow +1

  • Magical Arrows – all arrows are one use – once shot (regardless of hitting or missing) their magic is used and they become ordinary arrows.

    • *Arrow of Light +1: Attack/damage +1 and when they hit (or land on a miss) the arrow lights up

      • with the light cantrip. (bright light for 20’ and dim light for another 20’ radius.) 



    • *Arrow of Exploding Ice +1: Attack/damage+1.  In addition to normal arrow damage when this

      • arrow hits it explodes and causes an additional 2d8 cold damage to anyone within a 10’

      • (1/2 with a successful dc 13 dex. Save.) (2)



    • *Arrow of Thunder +1: Attack/damage +1.  In addition to normal arrow damage when it hits it

      • creates a loud thunderous boom doing an extra 2d8 thunder damage to anyone within

      • 10’. (1/2 on a failed constitution save.)  On a failed save they are pushed 10’ away from

      • the arrow’s location. (2)



    • *Arrow of Lightning +1: Attack/damage +1.  When fired this arrow turns into a lightning bolt

      • (the arrow is destroyed) that does 2d8 lightning damage.  (2)



    • *Arrow of the Net +1: Attack/damage +1.  When it hits this arrow creates a large net that

      • restrains and medium or smaller creature. A creature may use its action to make a

      • strength check to break itself or someone else out of the net. On a successful check

      • (dc 13) the net is destroyed.  (2)



    • *Arrow of the Living +1: This arrow is a normal +1 arrow against any creature that is not

      • If an undead creature is hit, however, the arrow explodes with in radiant light

      • and does an extra 2d8 radiant damage to that creature.  (2)



    • Potion of healing (2 doses)

    • Cape of the Mountebank: This cape smells faintly of  While wearing it, you can use it to cast

      • the Dimension Door spell as an  This property of the cape can't be used again until the

      • next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar

      • cloud of smoke at your destination. The smoke lightly obscures the space you left and the space

      • you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses

      • the smoke.






 


Concerning Owlin: 


*Because there is no information on the culture of Owlin anywhere, I just made it all up.  


 


In a nest in the trees there lived an Owlin.  Not a twiggy, damp, tipsy mess filled with old mouse bones, nor yet a hole in a tree with nothing in it to sit down on or to eat:  tI was an Owlin-nest, and that means comfort. 


 


Owlin are owl-folk.  They do not live in flocks and congregate in large numbers as some other birds types do.  Instead, they tend to live singly or in pairs or small family units.  These units are part of a larger clan, a grouping of a large network of nests into a large colony.  But this colony is spread out over a large area and does not contain anything that other races would view as a city or even a town.  Trading posts do exist – areas where Owlin will come to buy and sell goods and congregate for purposes of government or other group activities, but these public areas are a permanent home to very few.  Instead Owlin will come and go making use of the public facilities as needed.  Still, their ties to their clans are extremely strong and Owlin will fiercely defend their territory.  It just isn’t common for non-Owlin to see a large number of them together.


               Owlin are a very skilled people with many craftsmen and wise elders.  Their homes are called nests and are built in the largest of trees or on the edges of rocky crags.  But they are finely wrought wooden constructions that provide both shelter and comfort.  Owlin homes are very hard for most other races to enter, but when they do they are often amazed at the comfort and hospitality found therein.  Owlin can spend many hours in their nests comfortably contemplating the world. 


               To the other races Owlin are known as skilled craftsmen (In wood and other natural substances), philosophers and archers.  As soldiers they are usually arcane archers, rangers or monks.  Owlin territories are well defended from the sky.  But these flyers also enjoy a great relationship with others who like a simple life and live closely with nature.  Of the major races, gnomes and elves are the closest to Owlin and are often trading partners.  Halflings are well liked but their fondness for meadows leaves them often only on the edges of Owlin territory.  The same is true with dwarves who are frequently found in areas where Owlin live above and the dwarves below.  Their reaction to humans is as varied as the nature of humanity.   



Posted on 2022-06-17 at 21:51:44.
Edited on 2022-06-18 at 13:02:37 by Nomad D2

Topic: Blacktooth Ridge Q&A
Subject: Goblins with ropes


Just to be clear - there are 4 goblins holding prisoner ropes.  Each prisoner has a goblin with a rope.  


And to all - the more precise you can be about which goblin or gnoll you attack or what bush or rock you move to the better.  It leaves less up to my guesswork or dice rolls.  My guessing or dicing may not be what you wanted.  



Posted on 2022-06-16 at 16:08:27.

Topic: Blacktooth Ridge
Subject: The River


 


river


Most of the information is the same as for the previous map. 


Note how far out the front tow goblins are.  


Lily and Thaoran are only about 20' from the goblins.  The others are about 25-30'.


The front goblin on land (with an *) is injured from Uthal's sling.


The back goblins with a little box by the G are the ones carrying supplies and don't look like combatants.  


The 5 goblins in the river with an S by the G are sleeping for now.  


The top half of the map with the attempt at water lines is the Hreusen River.  


You still can not see into the gulley leading up to the Vargolg to know what remains there.  Right now the procession stopped when the guards halted when they thought there might be an attack.  Chaos reigns amidst the goblins.


 


 



Posted on 2022-06-15 at 22:35:01.

Topic: Blacktooth Ridge
Subject: What happens when you fall asleep in midstream?


As the group approached the entrance to the Vargolg it appeared that the residents of the caves had decided to vacate.  A large group was moving out to cross the river, including four prisoners. 


Without most of the rest of the party even realizing it, the first to act was Lily who didn’t like the idea of prisoners or slaves.  She didn’t immediately launch an attack but moved up 30’ to get to within 20’ of the prisoners.  She hid behind a tree and got a closer look.  She was ready to free anyone she could reach when things got crazy.  She noticed that the prisoner’s hands and feet were not tied – clearly the goblins were more worried about speed than safety and the prisoners couldn’t walk quickly with bound feet and couldn’t carry goods with bound hands.  So neither were bound.  Two things seemed to keep them prisoner.  First, there were goblin guards prodding them along with spears and second, for each of the prisoners those same guards held a rope tied around the prisoner’s neck.  It wasn’t the most secure chain gang ever, but in the midst of a crowd of goblins it seemed to be effective enough.


Hornet moved quickly up and found a spot behind a tree from which to first a shot – but he held his shot to see what would happen with Soledad’s spell.  Soledad also moved up a bit so that she could cast her hex on the goblins.  She looked for a big group together near the front – a little ways into the water were 5 goblins and two gnolls – not the true vanguard, but the fighters leading the way before the prisoners.  She was the first to launch an attack as her spell descended on the unsuspecting creatures.  All five of the goblins with the gnolls suddenly stumbled and fell into the water.  With hardly a sound they started to float/sink downstream.  The two gnolls who had been with them looked around in bewilderment.  Hornet, seeing all of those goblins go down fired a shot at the goblin that was furthest downstream – one of the leading scouts.  The creature fell with an arrow through its throat before it even knew that an attack was underway. 


Uthal had also moved up and sent a stone winging from his sling at the goblin holding the first prisoner.  It hit the creature in the side of the head (-5hp) but did not take it down.  It staggered and almost dropped the rope as it looked around for its attacker. 


Perhaps the most eager of all of the party members at the sight of the prisoners was Tharoan who saw the last prisoner and thought it might be an elf.  He moved up quickly to see more clearly and find a spot to both get a better view and from which to launch an attack to save the prisoner.  He got about 20’ away and could see clearly.  The man in front was dressed a bit nicer than the others and seemed angry.  His nice clothes were torn, and he seemed to be trying to say something to his guard.  The next two were dressed much more simply than the first and looked like peasants – they also looked a lot alike.  The last was . . . not an elf.  Clearly he had some elf blood, a half-elf perhaps, but not an elf and not the father Thaoran was so desperately looking for. 


The dwarves, meanwhile, prepared for battle.  Gerdar cast divine favor on his axe and moved forward.  Dok also moved up while also faithfully maintaining his self-appointed task of making sure that the group was never attacked by surprise from the rear. 


               As the attack was launched the monsters didn’t seem to be exactly sure what to make of it.  Most saw five goblins suddenly fall into the river and start to move down stream.  Was that an attack? The one goblin hit by an arrow was forward and down-stream.  One of the gnolls saw the arrow and gave the usual gnoll howl.  But the other just looked at the goblins in confusion.  The forward two goblins didn’t seem to even realize anything had happened until the gnoll howled.  Those with the prisoners all reacted as if the group was under attack but didn’t seem to know where the attack had come from.  (They didn’t see the arrow and didn’t see where the sling stone came from – and the falling goblins were unexplained.) 


               The goblins with the prisoners stopped and looked around bringing the procession to a halt.  Meanwhile the two goblins carrying things bumped into them from the rear – unaware that anything had happened.  Several others carrying heavy burdens followed who also pushed into those in front.  When the gnoll howled they stared around in fear.  A yell could be heard coming from the gulley as the marching line stacked up. 


 


Overview


*5 sleeping goblins have begun to move downriver.  The ford is shallow and so they haven’t moved that far yet – except for two that clearly got swept off of the shallower water of the ford and are moving down stream quickly. 


*Currently in the river are two goblins about 60’ out.  (They kept moving unaware of the problem.)


*Also in the river 30’ out are two gnolls.


*5 goblins guards surround the prisoners – one without a rope holding a prisoner.  One is injured. 


*4 goblins carrying goods have bumped up against them.


 


There is a lot of confusion amongst the goblins as they don’t really seem to know what has happened.  But clearly they think they are under attack from somewhere.



Posted on 2022-06-15 at 22:13:41.

Topic: Blacktooth Ridge Q&A
Subject: Post forthcoming


I will be posting tomorrow - Wednesday 6/15



Posted on 2022-06-14 at 21:52:34.

Topic: Blacktooth Ridge Q&A
Subject: Nimu - Web vs. Sleep


Nimu - Just a note about web before you cast it.  The description of web says:


If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

 

If you are going after the same ones that Hornet is - that means that they are in the river already.  In this case there would be nothing to anchor the web to.  So I'm thinking you would prefer sleep in that case.  But you sort of left it open - I'm not quite sure when/if I should switch it to sleep.  So please clarify.  


Posted on 2022-06-12 at 15:03:17.

Topic: Blacktooth Ridge Q&A
Subject: Teeth and such


No idea on the teeth.


5 posts for the game . . .



Posted on 2022-06-11 at 10:01:06.

Topic: Freeform Campaign Loosely Based on Corwyn
Subject: Levels


FYI - Level 6 is not high level, but by that time characters can do some pretty significant things - like throw fireballs around.  (In limited quntities, but they can.)


Leveling up in such a campaign happens however you want it to.  In Blacktooth Ridge I have been using the "milestone" concept.  Essentially whenever it seems like the characters have finished an adventure or accomplished enough they might level up.  But it is sort of at my discretion.  Fore example, if you finish clearing out the Vargolg you will likely level up.  


It might take a few days, but I will work up something for a character.  



Posted on 2022-06-06 at 08:28:25.

Topic: Blacktooth Ridge
Subject: The scene at the Ford


Hreusen River


The arrows indicate the current direction.


You are not sure exactly how far North or South of where the goblins are that the ford extends.  Probably the river where you are is much deeper.  The river is about 100' across or so - a bit narrower as it gets past the ford area.  The map only shows the first 30' of width.  The far side is filled with trees - the Barrenwood.  


Distances - it is abotu 30' from the opening to the gulley and the river.  The lead goblin is about 30' into the water.  The leaders in the party are about 50' from the goblins.  Dok at the back (He usually says he is watching for a rear attack) is about 70'.  


The goblins had started coming out before you were close enough to see them through the trees and rocks which explains why some are more than 30' beyond the entrance.


In the image:


Cloudy like shapes are trees or brush.


Geometric shapes with lines in them are rocks/boulders.


verticles slash lines are grasses and mucky areas along the river.  


The ridgeline is where the ridge starts to go upwards quickly.  It isn't a verticle ridge like at the Pyre location - you could climb around on this space as it goes up at a roughly 45 degree angle.  But it is difficult terrain.  


You don't think they know you are there.  If that is true, you would get one turn to do something before they do whatever it is that they will do.  


 


 



Posted on 2022-06-05 at 21:12:19.
Edited on 2022-06-05 at 21:21:29 by Nomad D2

Topic: Blacktooth Ridge
Subject: Hey! Where are you going!


The group listened to the bugbear answer questions.  Every time something was put to it the creature promptly answered.  When they ran out of questions, they debated what to do with the creature.  While some seemed to be in favor of killing the creature in the end tying it up and leaving it one the ledge seemed to win out. 


               When they tied its hands and started to tie its feet the bugbear started to howl and beg them to stop.  “No!  I will die!  If you leave me like this, I will die.  I answered!  I told!  I helped!  And now you kill me!”  He didn’t struggle as his bonds were put on him, but as the group left, he struggled against his bindings a bit.  (Nothing specific was said about putting anything in his mouth.) 


               The group moved quickly North along the river towards the Vargolg.  They knew it wasn’t that far and soon they recognized the widening of the river that indicated the ford where the river could be easily crossed on foot.  This was the place where the night before they had fled across in the fog Boris had conjured to cover their escape.  Most of the members of the group knew that directly opposite the ford was the Vargolg.  But not opposite this time – you were already on the same side as the caves.


               As the group paused to survey the situation there was a sudden flurry of activity at the entrance to the gulley.  First you saw several goblins fan out as if scouting the area.   They were followed by several more goblins being ordered around by a couple of gnolls.  Everyone seemed to be moving quickly – as if they were in a rush to get away from the Vargolg.  As the lead goblins headed across the river several more goblins emerged from the gulley – but these were using spears to prod prisoners along!  Four humans – the one in back might actually be an elf, it was hard to tell at this distance – were being prodded along.  Each carried a large sack on their back.  The one in back carried a chest.  Other goblins also carrying things came out. 


               It seemed as if the caves were emptying out in front of you.


Overview:


You are currently about 50’ South of the gulley entrance along the river.  You are on the same side of the river as the gulley – they goblins are headed for the other side.  As far as you can tell at the moment they don’t seem to know that you are there.


All of the goblins and gnolls are moving quickly – not running (dashing in D&D terms) but clearly are in a hurry.  Right now, you can see:


3 scouting goblins in the lead.


4 goblins and two gnolls


4 humans being prodded by another 5 goblins.


2 goblins carrying stuff.


*It seems likely that more might be coming but that is what has emerged this round. 


I will be getting a map out shortly. 



Posted on 2022-06-05 at 20:49:59.

Topic: Blacktooth Ridge Q&A
Subject: Plan


I don't think I have a clear idea of what the plan is.


The best I have is


1.  tie up the bugbear and leave it here.


2.  Head back towards the Vargolg.


I guess I will post based on that shortly if I don't hear anything else soon.  It will be much easier if I can get it done tonight.  But what do you want to do when you get there?  You know what it looks like - the (possibly now burned) wall of brush with an opening leading to a gulley at the end of which is a door and cave entrance. 



Posted on 2022-06-05 at 14:18:45.

Topic: Blacktooth Ridge Q&A
Subject: plans


Do we have a full plan of action?


Head back towards the Vargolg?


More questions?


Run away and hide?


Throw a tea party?



Posted on 2022-06-03 at 09:51:25.

Topic: Blacktooth Ridge
Subject: Binding


Finding the goup binding its hands and feet the bugbear protested but did not resist.  "No!  You can't leave me bound like this!  I will be killed.  You said you wouldn't kill me, but leaving me bound will kill me just as much!  No chance!  Let me go - I will run whatever direction you tell me.  Never return to garrison and redcaps.  Run.  But tied, will die!"  While  he did this he seemed to be pleading with Dok who knew his language but he did not resist the bindings.  



Posted on 2022-05-30 at 10:20:52.

Topic: Blacktooth Ridge Q&A
Subject: Moving on


We need some more posts.  Feel free to ask more questions - I have attempted to answer quickly so we can move on.  Now we need more questions or a plan of action.  


If it matters, it is now late afternoon.



Posted on 2022-05-26 at 13:42:33.

 


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