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5E EB's Storm King's Thunder - OOC (FULL)


First Post
We'll wing it. I thought we would play and have your characters interact with each other a bit, before Veradda offers you all a job.

Odd thing is no one has Gaming Set: Cards as a tool.

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First Post
Ok let's try a round see what happens. Do not have to post in order, see if we will need to.

Crit Queen's Call:
Round 1:
EarlyBird - check, no bluff

Pot Size: 10cp

Going to add check to the actions. As I didn't have anything listed for those who didn't wish to buy a card or ante up.

[sblock=Crit Queen's Call]
Ante in - agreed starting amount which is also minimum buy amount
take three cards from the pile - roll 3d6
-then around the table a player may
-- check: keep your hand for the remainder of the round, may only be done after receiving your first three cards, you can roll a bluff check and anyone rolling an Insight check will gain advantage on their roll (checking is easier to read)
-- buy a card: put in minimum amount to swap a card in hand (reroll on of your dice)
-- up the ante: bet more than minimum and either swap a card or Bluff by not taking a card
-- call: only after someone has upped the ante (must place same amount into pot) character may swap out a card - also known as staying in the game
-- fold: throw your cards back into the pile
--- Queen's call: After everyone else has had a least one turn, you may stop the round by putting the current bet amount into the pot and saying "Queen's Call"
-sleight of hand vs highest passive perception, if successful may slip a card back into the pile and draw new one (i.e. may reroll one die) failure means no reroll, failed by five or more means you got caught
-Roll Deception with advantage and DM will determine if your hand/bet is good enough to keep the better roll.
-vs Insight - Bluffer secertly sets the DC (pm roll to DM), all those wishing to make a check may, and then will let you know how your character has done. Fail by 5 or more and your character automatically folds.

Best Hands -
Highest Three of a Kind
High Straight
Low Straight
All Evens
All Odds
Two of a Kind
High Card[/sblock]


First Post
We'll wing it. I thought we would play and have your characters interact with each other a bit, before Veradda offers you all a job.

Odd thing is no one has Gaming Set: Cards as a tool.
Nope. Fareon will have nothing to do with slips of parchment with weird pictures or sigils. Dice on the other hand! ;)

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First Post
Hmmm.... so the card game may take longer to play out than I would like. But it's best to know this before we start, so that is a plus.

Going to say I'm ready... (5 minutes later) yep I'm ready, but will give everyone another week to finalize anything they wish to.

So let's say that I'll start the IC around this time next week. Still going to have the group sitting around the tavern table, but may put the card game on hold as it may take a bit longer to coordinate.


Work up a different game perhaps? One that works better online. Perhaps, ignore the bluffing parts:

Ante up 2 cp
roll 3d6
Pick one:
a) reroll 1, costs 2 cp
b) reroll 1, and reroll 1 again, costs 4 total cp
c) stand pat, cost 2 cp and forces everyone else to add additional 2 cp to pot (only happens once no matter how many people stand pat)
d) fold

It doesn't rely on seating order. And the only choke points are:
1) wait for everyone to make first roll.
2) wait for everyone to make their choice.
After that, the winner is revealed.

Optional, generate an additional reroll using Sleight of Hand. DC is passive Perception of the marks. :)


First Post
Sounds good, I should have kept it simple. I'll post these rules in the opening post once we get things started.

Again I don't need anyone's info on how they met each other (wish to be surprised just like the group), I just need to know you are ready for me to start with this giant menace of a game. lol


the magical equivalent to the number zero
Ready as well!

Haven't discussed how Wilhelm and Fareon met at length, but I'm sure that'll work out fine.

By the way...
I had some things to work on outside of here. Including facepalming at something unrelated.
Facepalming is work? What kind of job is that? :p


As for Buddy meeting people, I’ve got no clue. Buddy has a small chance of knowing everybody, having dealt with both the criminal underworld and law enforcement, wizard communities and religious ones, and so on and so forth. He is affectionately known around town as “that snot nosed kid”, even though his sinus problem fixed itself years ago.

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I'm rly curious as too see how Buddy is going to react to Searinox. I can already see some interesting dynamics in the Group and wonder if those will actually happen ^^

In other words, I'm pretty much rdy to go ;) still on the fence about His Arcane Focus (the 4 throwing knives or 1 shortsword like focus) but I'll work with either.

So I know I'm not the best Drawer out There, but u do like to give it a shot when i get an idea ;) so i drew
[sblock=Searinox' Spellbook] IMG_20180130_194456.jpg[/sblock]


First Post
I think the only thing I wish to have set before we start is what Fareon can do with Wolf to start.

The goal is to gain the ranger ability Ranger's Companion and then move on to Exceptional Training> So I have been trying to reverse engineer it to have some starting abilities.

Top Tier:
If companion doesn't attack - you can use a bonus action to command it to take the Dash, Disengage, Dodge, or Help action.

First Tier:
Mastiff gains wolf stats.
- plus you add your proficiency bonus to the companion's AC, Attack rolls, and damage rolls as well as to any saving throws and skills it is proficient in
- its hp maximum equals its normal maximum or four times your ranger level - not needed for this game as everyone gets maximum hp per HD
- It obeys your commands as best as it can and takes its turn on your initiative, but doesn't take any action unless you command it to.
- On your turn you an verbally command it to move (no action required on your part).
- Use your action to verbally command it to take the Attack, Dash, Disengage, Dodge or Help action
- Once you have the Extra Attack feature you can make one weapon attack yourself when you command your animal companion to attack
- Moving through favored terrian at normal pace with only your companion.
- If they die you may perform an 8 hour ritual to obtain a new companion- not accalible

So to start we could say that using your action and making a DC 5 Animal handling check would give you the ability to command the wolf to stay or heel
- Action and DC 10 Handle Animal to mount/ride, Dodge, or Disengage
- Action and DC 15 Handle Animal to have it Attack, Help, Dash

Still need to think of the time/gp but that isn't necessary just yet, to bring down the DC, and then eventually gain the abilities.

Halloween Horror For 5E