This thread is kinda like a "bookmark" for my notes.
Some may be relevant, some may be simply ideas and castoffs. A lot will be reminders so I won't forget.
So, for now, I will be the only one posting in this thread.
Holen's intro...
You have been a hermit in the Cloakwood for many years, preferring the solitude and the depths of the natural world over that of a community of humans...humans who never understood your Elven background. In the Cloakwood, you found solitude and peace...and forged friendships with the strange creatures within the forest.
Despite your solitude, you realize you need certain things from the humans in the city...and so, once or twice a year, you venture forth to the cesspool that is Baldur's Gate. But...before you go...there are those in the forest who ask favors:
- Strombo Goldenbeard, a Korred who visits your cottage frequently, asks you to take the mushrooms he's picked and trade for a silver dagger. He believes he might need one since he is convinced there is to be an incursion of werewolves in the forest.
- Comet Winterstone, a Satyr whom you know and have drank and danced with, gives you a small pouch of gold and asks, "Would thou please seek a tailor for me and ask him to use what I have given thee to fashion a baldric from which I can carry my possessions? And bring me back a jug of sweet wine if thou pleases?"
Hedge's Notes to Self
- hedgeknight
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Hedge's Notes to Self
Winter is coming...
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Re: Hedge's Notes to Self
As of the late 15th century DR, the Flaming Fist comprised six hierarchical ranks. In descending order of authority they were:
Marshal, the Fist's general
Blaze, equivalent to a major
Flame, an officer that served as lieutenant
Manip, a Flaming Fist sergeant
Gauntlet, comparable to a corporal
Fist, the rank given to private soldiers
The Flaming Fist largely patrols the Lower City, though it holds nominal authority over the Outer City as well. The company has enough to do maintaining order within the city walls without straying too far from its gates, though the Fist has been known to hire independent agents when its ranks are spread thin.
Thousands of soldiers currently serve in the Flaming Fist: in Baldur’s Gate proper, at the fortress of Wyrm’s Rock on the Chionthar River, and at remote outposts such as Fort Beluarian in Chult. The Flaming Fist offers employment and a sense of belonging to any who can lift a sword and follow orders. Native Baldurians, immigrants, former criminals, and retired adventurers can all be found within the company’s ranks.
Marshal, the Fist's general
Blaze, equivalent to a major
Flame, an officer that served as lieutenant
Manip, a Flaming Fist sergeant
Gauntlet, comparable to a corporal
Fist, the rank given to private soldiers
The Flaming Fist largely patrols the Lower City, though it holds nominal authority over the Outer City as well. The company has enough to do maintaining order within the city walls without straying too far from its gates, though the Fist has been known to hire independent agents when its ranks are spread thin.
Thousands of soldiers currently serve in the Flaming Fist: in Baldur’s Gate proper, at the fortress of Wyrm’s Rock on the Chionthar River, and at remote outposts such as Fort Beluarian in Chult. The Flaming Fist offers employment and a sense of belonging to any who can lift a sword and follow orders. Native Baldurians, immigrants, former criminals, and retired adventurers can all be found within the company’s ranks.
Winter is coming...
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Re: Hedge's Notes to Self
Sar kar col kerradun alusfaen shed aul bren shesh.
Bren nha Al' house Ath Adon.
Control viaren Talas.
Khaor viaren anger.
Neh Akh lor rage.
Translation from Elvish:
There is no need for blood shed.
This is a house of peace.
Control yourselves.
Banish your anger.
No place for rage.
Bren nha Al' house Ath Adon.
Control viaren Talas.
Khaor viaren anger.
Neh Akh lor rage.
Translation from Elvish:
There is no need for blood shed.
This is a house of peace.
Control yourselves.
Banish your anger.
No place for rage.
Winter is coming...
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Re: Hedge's Notes to Self
Essence of Ether (Inhaled). A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Winter is coming...
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Re: Hedge's Notes to Self
hedgeknight wrote: ↑Thu Dec 16, 2021 5:45 pm Necromites!
Ambergris bends down to frisk one of the bodies, and as Tommy cries out a warning, the "dead" body rolls and rises up with a flail in hand! The skull head on the flail whistles slightly as the figure brings it around and down on the top of Ambergris' balding pate!
The other two bodies rise up, one moving toward the doorway and the other invoking an Abyssmal incantation. Black grave-like claws appear and rake Tommy down the face and chest, and he can feel the taint of evil as they rip his flesh!
Necromite of Myrkul.jpg
Initiative!!
Actions!!
Spearmint wrote: ↑Thu Dec 16, 2021 8:52 pm Ambergris
Surprised by the sudden awakening of the sleeping figure, the bludgeon to his head causes him to emit a few expletives which result in his attacker being immolated in a fiery ignition of warlockian curses.
Ambergris invokes Hellish Rebuke (Dex save halves dam) [2d10]=17
The spell is an instant reaction.Ambergris initiative [1d20+2]=3+2=5
For his action, Ambergris, levels his spear at a prone figure rising and attempts to run the chanting one through.
Ambergris to hit melee two handed spear [1d20+3]=8+3=11 damage [1d8+3]=4+3=7
Belkregos wrote: ↑Thu Dec 16, 2021 11:00 pm Tommy takes a step back and call forth an eldritch blast to hurl at the robed figure (the one closest to him)
By Bell's Bald Balls!!
Initiative: [1d20+3]=8+3=11
Eldritch Blast- to hit:[1d20+7]=19+7=26 damage:[1d10+4]=6+4=10
Tell wrote: ↑Fri Dec 17, 2021 12:12 am Hearing something about balls and a spell go off, Lesh rushes forward past Tommy and through the door. He expression gleeful, showing a lot of teeth, he emits a threatening growl/click "kaa-kaa-kaa, Holy fire!" and casts Scared Flame at the one to Ambergris' left. Flame-like radiance descends on it...
Initiative: [1d20+3]=8+3=11
Sacred Flame: [1d20+6]=12+6=18, damage: [1d8]=5 (1/2 damage for DEX save > 13)
Cantrip form PHB pg. 272
Winter is coming...
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Re: Hedge's Notes to Self
Why indeed...He flushes as he knows that he has been a shit leader. Kingpin? Looks like Slymorn was right to not trust Sticks for a second but not trusting Yarl? Why did he push him into that fight??
Winter is coming...
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Re: Hedge's Notes to Self
How long has it been since the last adventure?
One month? Two? Longer?
What's going on in Baldur's Gate?
Has there been any fall out with the death of a Vanthampur?
Are the crypts below the church clear and safe?
One month? Two? Longer?
What's going on in Baldur's Gate?
Has there been any fall out with the death of a Vanthampur?
Are the crypts below the church clear and safe?
Winter is coming...
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Re: Hedge's Notes to Self
The village of Ulgoth's Beard lies on the banks of the River Chionthar, just upstream from Baldur's Gate and the open sea beyond. This farm-dotted countryside is usually a peaceful haven from the turmoil of the Sword Coast, although as of late the same can not be said of Ulgoth's Beard itself. The simple fishing village has become the source of many a rumour in recent days. Rumours of an ancient cult risen again, unsubstantiated tales of a murderous creature stalking the night, and talk of strange goings on in the house of Shandalar, the powerful and eccentric mage who makes his home in the normally sleepy village. You have also heard with certainty that tours of the fabled Tower of Durlag operate from Ulgoth's Beard, and that it is truly a place where adventurers can test their mettle. Perhaps such a test will better prepare you to fight the darkness that threatens to destroy the Sword Coast and you with it.
Hmmm...interesting. Might need some changing but I like the bones of this.
Hmmm...interesting. Might need some changing but I like the bones of this.
Winter is coming...
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Re: Hedge's Notes to Self
Vier'zt is comfortable in the shadows of the streets of Baldur's Gate. Since he "rose to the surface" he has not yet adjusted to the brightness of the sun...maybe never, but he knows he isn't going back to the Underdark any time soon...if ever; a story for another time. The fog helps him too, plus, it seems Baldurians are not surprised to see a dark elf on the surface...especially since he is on his way to meet two of his fellow Drow at the Low Lantern.
He met up with Aerith and Beldan just by chance, as he had just arrived in the city on the barge from upriver. Like today, the fog was so thick, it was easy to blend in and hide his skin color and silvery hair. He ducked into the first place he could, looking for something to eat...seeing as it had been three days since his last meal. At a table in a corner, he observed the twins huddled over their mugs...and took a chance...his life has been full of chances...and walked to their table.
At first, the twins almost drew steel, thinking he was an assassin to seek them out for leaving Lolth's embrace in the Underdark. Once he convinced them he was a refugee too, they took him under their wing, and he has been "running errands" for them since. Today, Vier'zt feels an extra bit of energy in the air as if something big is about to happen; that this may not be an ordinary meeting.
He met up with Aerith and Beldan just by chance, as he had just arrived in the city on the barge from upriver. Like today, the fog was so thick, it was easy to blend in and hide his skin color and silvery hair. He ducked into the first place he could, looking for something to eat...seeing as it had been three days since his last meal. At a table in a corner, he observed the twins huddled over their mugs...and took a chance...his life has been full of chances...and walked to their table.
At first, the twins almost drew steel, thinking he was an assassin to seek them out for leaving Lolth's embrace in the Underdark. Once he convinced them he was a refugee too, they took him under their wing, and he has been "running errands" for them since. Today, Vier'zt feels an extra bit of energy in the air as if something big is about to happen; that this may not be an ordinary meeting.
Winter is coming...