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A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread]
(01-16-2021, 01:32 AM)Melville Wrote: [OoC How m,any days had we been travelling when this encounter occurred? And for Rupert.. how many HP do we heal with rest in 5e?  Remember spelljamming journeys can take weeks if not months, so unless you are critically wounded the best option is probably to wait for the next day when 'renewable' magic can be used and thus save the potions which are not renewable.]

This occurred over roughly 7 or 8 days into the trip.

Rupert summarizes healing accurately.  Between some bandages applied by by Cash and timely healing, within an hour or so Rupert is back up and running a more-or-less full strength.  Some additional clusters of skeletons, tightly curled up into balls were spotted from the crow's nest, but with some small amount of luck and dropping out of spelljammer speed for a while, Anders guides the ship through the undead minefield without further incident.  Within a few hours everything seems clear and the ship quickly pulls back up to speed.  

During the third and fourth meal calls, the captain announces Melville's offer of performing a mind merger with someone else to facilitate better communication if anyone was interested in volunteering for such.  No one immediately jumps on it, although during Melville's spelljamming shift the next day, as Threadvine had predicted, Slick stops by the helm room.  "So Mel," she says with a smile, "What is this merger thing like?"
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Messages In This Thread
S WE COULD SIT DOWN - by Rupert Gladestone - 12-01-2020, 05:47 AM
RE: A Dohwar, a Giff, and a Satyr walk into a bar [IC Thread] - by GM Anthraxus - 01-16-2021, 02:46 AM



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A gaming group started in late 2005 when several members (from all over the world) came together on a long-running forum website called Plothook.net (formally known as Highmoon.net). Several games transformed from a by-the-book format to highly modified versions that became new hybrid systems with completely custom rules and abilities. Ten years later, these faithful players wanted to secure their work and their stories, becoming the basis of these forums.