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  • Updated Dec 17, 2019

    The ktt adventure gathering!

    So,
    you and your ktt fam have just been strolling around the outskirts of fantasy post-apocalyptic medieval detroit looking for those precious herbs which are said to be growing on a secret farm outside of town.
    You have been warned by the sheriff before leaving, that there have been people disappearing in the ouskirts as of late and that you should be careful.
    Whilest searching around and going deeper into some kind of forest the ground beneath you started crumbeling. And you fell. Everything went dark.

    As you open your eyes you find yourself in a cavern, above you you can still see the hole you fell through, the sunlight dimly shining through it.
    You remember the sheriffs warning. As you look around you spot an upturned wagon to your side and a heavy wooden door at the end of the room.

    What do you do?

    This is a continuation of the original

    ktt Adventure Gathering Story

    KTT Webtoon

    ktt Adventure Gathering Webtoon

  • Nov 27, 2019
    ·
    edited
    Ethic
    · edited
    The ktt adventure gathering!

    So,
    you and your ktt fam have just been strolling around the outskirts of fantasy post-apocalyptic medieval detroit looking for those precious herbs which are said to be growing on a secret farm outside of town.
    You have been warned by the sheriff before leaving, that there have been people disappearing in the ouskirts as of late and that you should be careful.
    Whilest searching around and going deeper into some kind of forest the ground beneath you started crumbeling. And you fell. Everything went dark.

    As you open your eyes you find yourself in a cavern, above you you can still see the hole you fell through, the sunlight dimly shining through it.
    You remember the sheriffs warning. As you look around you spot an upturned wagon to your side and a heavy wooden door at the end of the room.

    What do you do?

    This is a continuation of the original

    ktt Adventure Gathering Story

    KTT Webtoon

    ktt Adventure Gathering Webtoon

    Story Summary

    Act I : The Cave Incident Pages 1 – 6

    Day 1

    Odeon fell into a trap hole in the forests of Detroit while looking for herbs.
    Woke up in a Cavern.
    Summoned the Spirit of 6ix 9ine.
    Found out that 6ix 9ine is trapped in Manhattan Detention Center.
    Conflict with Seven Miles Bloods, appears to be some kind of cult in possession of the cave.
    Used Will, one of the Bloods, as hostage. Had a Stand-Off with two of the other Gang Members.
    Shots being fired, barrel rolls being made. Jack, the Captain of the Gang, dies through Ollys couragous act, Olly gets fried from the other gang members, Odeon shoots and kills him.
    Odeon interrogates Will, kills him, gives Olly the last honour and proceeds to loot all the bodies.
    Enters a discoroom, spots big guy wearing a golden FLOCKA chain and a lot of red wearing guys and girls dancing.
    Stealthily eradicated the guard at the cave entrance and high tails out of there.
    Seven Miles notice something is up, but aren't fast enough to react and catch up to Odeon.

    Act II : New Beginnings Pages 6 - 18

    Odeon travels east, Manhattan being his destination in mind.
    Odeon gets to Chelsea, a small town in the outskirts of detroit that has been run down.
    Reaches the Center Plaza and enters the Su(b)way Bar in order to find means to travel to Detroit.
    Bartender tells him some information which may be relevant.
    Saint Ignance sits down next to Odeon.
    Bartender and visitors laugh as Odeon reveals that he wants to save the world.
    Saint Ignance and Odeon start to have a conversation.
    s***foryodelers is being chased in front of the bar.
    Team barricades itself, trading shots and preparing an explosive plan to get rid of the bloods
    ktt in the end decide to flee the compound, give bloods an object to distract them
    s*** goes home to his family in the west
    Odeon and Elori (formerly known as Saint Ignance) reach Ann Arbor
    Scavenge an abandoned house and sleep in there

    Act III : Ann Arbor Pages 18 - 25

    Day 2

    Party wakes up and go out heading for the train station, following sign posts
    Party dodges vehicle with a mysterious man on a mounted gun
    Crosses street while said man protects them, get to know Mr. Porter
    Head to Trainstation, exchange Info, get to know D12 Squad (Porter, Bizarre, Kuniva, Eye-Kyu, Fuzz) and Barry
    Fam join D12 to get supplies to NY and help people in need there, leaving in two days on the train.
    Eye-Kyu wakes them up at night, he accidentaly snitched their plan to the reds.
    They hastily get on the train and start their journey crossing over Toledo and Cleveland, where D12's allies are stationed and drive off on the steam engine train.

    Act IV : Tracks to NY: Ann Arbor to Cleveland Pages 25 – 55

    Day 3

    Get ambushed by reds on the way out of Ann Arbor, they jump the train, battle ensues
    Party manages to fend them off, takes one of them as prisoners. Barry gets hurt in the fight and Kuniva is badly wounded.
    They search through some bodys find some weapons. Odeon finds an Old Papeyrus Map. Barry finds a Baseball Card in the pockets of Red Nr. 8. They arrive in Toledo, halting in the Amtrak Station.
    Meet a friendly hobo, find out that their allies are not around, but some religious cult is in the south.
    They make haste to get away
    Get surprised by white hooded people, lead by a black cloaked figure, who attack the train by horseback
    Party barely manages to fend off the attackers, lots of casualties and they lose a Cargo Cart
    Ke$ha is revealed as the mysterious black cloak leading the white hoods assault.
    Exhausted party arrives in Cleveland
    Barry has a conversation with Charles, the kidnapped red, who played a vital role in their survival.
    Party falls asleep and gains new powers

  • Nov 27, 2019
    ·
    edited
    Ethic
    · edited
    The ktt adventure gathering!

    So,
    you and your ktt fam have just been strolling around the outskirts of fantasy post-apocalyptic medieval detroit looking for those precious herbs which are said to be growing on a secret farm outside of town.
    You have been warned by the sheriff before leaving, that there have been people disappearing in the ouskirts as of late and that you should be careful.
    Whilest searching around and going deeper into some kind of forest the ground beneath you started crumbeling. And you fell. Everything went dark.

    As you open your eyes you find yourself in a cavern, above you you can still see the hole you fell through, the sunlight dimly shining through it.
    You remember the sheriffs warning. As you look around you spot an upturned wagon to your side and a heavy wooden door at the end of the room.

    What do you do?

    This is a continuation of the original

    ktt Adventure Gathering Story

    KTT Webtoon

    ktt Adventure Gathering Webtoon

    Act V: Cleveland Pages 55-109

    Day 4 & 5

    Elori decides to play thief in the night and goes on to rob the tool shop, plan fails
    Party gets a briefing next morning on the situation and the camp
    Gets interrupted, security found out something strange happened in the supply hall
    Party investigates the crime
    Odeon goes on to healing D12
    Barry and Elori help Charles get to his house, search it for clues on his familys whereabouts, dont find much
    Meet Odeon on the way back, get ambushed by wolfs, fight ensues, Elori manages to talk them off mid-battle
    Barry brews some Vials in the night, Odeon heals people, Elori stays in the forest to meditate
    Elori acquires Aspect of the Mountain, senses a strange mineral
    Finds secret grave, enters it, is dragged beneath the ground, get's almost killed, deepens his bond with the embodiment of nature itself, manages to get out alive, plays advocat for animal rights
    Barry and Odeon hold conversations with various people, Barry finds out where Charles Brother Aly could be
    Barry reunites Charles with his Brother Alistair
    The Crew discusses their departure to Mt Pocono, Barry finds out some hints that point to the Loonies chasing Odeon and Elori

    Day 6
    Porter, Biz, Kuniva, Eye-Kyu, Juss, Elori, Odeon and Barry meet up early in the morning to depart for Mt Pocono.
    Gang says their goodbyes to Charles, who gifts Barry a Compass.

    Act VI: Mt Pocono Pages 110 – 165

    The group spot the burning city of Lock Haven on their way.
    They see signs of the Reds being near the Camp on Mt Pocono
    Group arrives at the base and meets the Free People of the North (Greys), Ahmir and Tariq leading them.
    Base gets attacked by reds, battle ensues, Ktt Fam defends west side of the base.
    A black male wearing a Red Scarf appears and attacks Barry, using Ice Magic.
    Fam barely managed to defeat the assailant.
    The party takes a break inside the base.
    Elori sneaks out and goes wandering in the wild, discovers the loonies and a black cloaked figure, who are doing a ritual with a blue bonfire.
    Elori returns to base safely without anyone noticing him. Tells the group about whats going on.
    Group discusses the situation and decides to launch a preemptive attack on the loonies.
    Party prepares a plan and starts heading out. They split up, Barry heads for Camp Lindemere, Elori and Odeon try to disrupt the ritual.
    Plan succeeds, they go full arsonist on the Loonies.
    Elori and Odeon manage to stop the ritual, but their forces get dwindled in the process by the black cloak, who turns out to be Taylor Swift. They flee to Camp Lindenmere.
    Barry runs down to the forest with the remaining Grey Squad to aid them.
    Party returns to Camp Lindemere, they hide the wounded and get ready for the approaching confrontation.
    Loonies and Taylor catch up to the party, the battle continues.
    Taylor tries to extort Odeon and Elori, seems interested in the mysterious ore he found.
    Fam tricks Taylor into letting her guard down and manages to take her down amidst the ensueing chaos, although lose some of their possessions in the process.
    Squad returns to Base with the remaining Greys and the wounded D12, they fall asleep and gain new powers.

  • Nov 27, 2019
    ·
    edited
    ·
    1 reply
    Ethic
    · edited
    The ktt adventure gathering!

    So,
    you and your ktt fam have just been strolling around the outskirts of fantasy post-apocalyptic medieval detroit looking for those precious herbs which are said to be growing on a secret farm outside of town.
    You have been warned by the sheriff before leaving, that there have been people disappearing in the ouskirts as of late and that you should be careful.
    Whilest searching around and going deeper into some kind of forest the ground beneath you started crumbeling. And you fell. Everything went dark.

    As you open your eyes you find yourself in a cavern, above you you can still see the hole you fell through, the sunlight dimly shining through it.
    You remember the sheriffs warning. As you look around you spot an upturned wagon to your side and a heavy wooden door at the end of the room.

    What do you do?

    This is a continuation of the original

    ktt Adventure Gathering Story

    KTT Webtoon

    ktt Adventure Gathering Webtoon

    Day 7 Page 165-211

    Party wakes up at 8am and heads to the meeting to find out about the aftermath of the battle.
    Porter is heavily injured and wont survive without surgery, but the camp hasnt gotten the means and tools.
    Crew heads to an abandoned military camp together with Dr. Flemming in hopes of finding the tools needed to do the surgery.
    They find them and an underground lab supposedly used by the reds to perform experiments as the gruesome looking dead creature there implies.
    They return and start preparing the surgery. Elori finds an assistant for Dr. Flemming.
    Some complications happen and Barry needs to fill in the Docs spot for the last stretch of the surgery.
    Surgery succeeds, Porter stabilizes.
    Barry, Odeon and Elori go out into the forest to gather herbs and meditate.
    They return, Barry produces some potions together with Ana.
    Elori heads out to the woods once again, at first trying to find the fox he's seen at the abandoned military base and afterwards in the camp.
    Renews his connection with nature and senses several strange energy signatures in the area.
    Heads back to the place he was last meditating with Odeon and Barry.
    Battle with a hybrid-eagle-human-creature ensues, Elori just barely flees the scene after getting pummeled.
    Party discuss the happenings and arrange a meeting to find more clues about the person listed on the research paper.
    Barry convinces the Free People of the North to look into the matters regarding the experiment and the locked data.

    Day 8

    Act VII: Tracks to NY- Last stretch!

    The crew gets ready to depart to NY, only the Delaware National Park Area left between them and Teterboro Airport, they board the train.
    On the way they get ambushed by two Wolf-Hybrids, who've presumably killed another party as the corpses they see next to the track suggest.
    Tariq who has been following the now deceased group jumps on the train to flee the wolves.
    A fight ensues, and although the Hybrids seems invurlnerable at first the Party manages to kill one Hybrid-Wolf, Barry sedates the other, he transforms back into a human belonging to the reds.
    They arrive at the Grey Outpost in Portland, Pennsylvania, the squad there is willing to help.
    Barry interrogates the red, but they get distracted by the Eagle-Hybrid who's assaulted Tariq and nearly killed him.
    Red transforms back into a wolf, seemingly not able to control himself and tries to attack Barry again.
    Elori and Odeon are left heavily wounded, Elori saves Tariqs life almost dying himself.
    Fam manages to defeat the Wolf and Eagle-Hybrid, also thanks to the help of Coochiemane, who's joined the fray.
    Elori, Odeon and Tariq recover from the battle, meanwhile Barry checks out the Antique Store with Kuniva and Biz in hopes of finding items that could be useful or are able to hurt the Hybrids.
    Coochiemane starts a commotion outside, Odeon, Porter and Marcus go outside.
    Coochiemane fails to give a concert, Elori and Tariq have a conversation, the scavenging group returns.
    Elori a***yzes the items, seems like they're made out of a material with special propertys.
    Party has a meal and rests to recover, Odeon smokes a Sticky with Biz and Barry, heals everyone and then falls asleep after the others.
    Fam gains new abilities.

  • Nov 27, 2019
    ·
    edited
    ·
    1 reply
    Ethic
    · edited
    Day 7 Page 165-211

    Party wakes up at 8am and heads to the meeting to find out about the aftermath of the battle.
    Porter is heavily injured and wont survive without surgery, but the camp hasnt gotten the means and tools.
    Crew heads to an abandoned military camp together with Dr. Flemming in hopes of finding the tools needed to do the surgery.
    They find them and an underground lab supposedly used by the reds to perform experiments as the gruesome looking dead creature there implies.
    They return and start preparing the surgery. Elori finds an assistant for Dr. Flemming.
    Some complications happen and Barry needs to fill in the Docs spot for the last stretch of the surgery.
    Surgery succeeds, Porter stabilizes.
    Barry, Odeon and Elori go out into the forest to gather herbs and meditate.
    They return, Barry produces some potions together with Ana.
    Elori heads out to the woods once again, at first trying to find the fox he's seen at the abandoned military base and afterwards in the camp.
    Renews his connection with nature and senses several strange energy signatures in the area.
    Heads back to the place he was last meditating with Odeon and Barry.
    Battle with a hybrid-eagle-human-creature ensues, Elori just barely flees the scene after getting pummeled.
    Party discuss the happenings and arrange a meeting to find more clues about the person listed on the research paper.
    Barry convinces the Free People of the North to look into the matters regarding the experiment and the locked data.

    Day 8

    Act VII: Tracks to NY- Last stretch! Pages 211 - 259

    The crew gets ready to depart to NY, only the Delaware National Park Area left between them and Teterboro Airport, they board the train.
    On the way they get ambushed by two Wolf-Hybrids, who've presumably killed another party as the corpses they see next to the track suggest.
    Tariq who has been following the now deceased group jumps on the train to flee the wolves.
    A fight ensues, and although the Hybrids seems invurlnerable at first the Party manages to kill one Hybrid-Wolf, Barry sedates the other, he transforms back into a human belonging to the reds.
    They arrive at the Grey Outpost in Portland, Pennsylvania, the squad there is willing to help.
    Barry interrogates the red, but they get distracted by the Eagle-Hybrid who's assaulted Tariq and nearly killed him.
    Red transforms back into a wolf, seemingly not able to control himself and tries to attack Barry again.
    Elori and Odeon are left heavily wounded, Elori saves Tariqs life almost dying himself.
    Fam manages to defeat the Wolf and Eagle-Hybrid, also thanks to the help of Coochiemane, who's joined the fray.
    Elori, Odeon and Tariq recover from the battle, meanwhile Barry checks out the Antique Store with Kuniva and Biz in hopes of finding items that could be useful or are able to hurt the Hybrids.
    Coochiemane starts a commotion outside, Odeon, Porter and Marcus go outside.
    Coochiemane fails to give a concert, Elori and Tariq have a conversation, the scavenging group returns.
    Elori a***yzes the items, seems like they're made out of a material with special propertys.
    Party has a meal and rests to recover, Odeon smokes a Sticky with Biz and Barry, heals everyone and then falls asleep after the others.
    Fam gains new abilities.

    Day 9Pages 259-296

    Party wakes up, Tariq fools Elori with his newly developed powers. Elori a***yzes Peter Minuit's pearls, they seem similar to the ore he's got.
    Barry brews some potions, Elori meditates and a***yzes the mysterious ore, Odeon spends some time playing the flute until they leave.
    They say goodbye to everyone and board the train, Coochiemane insists on coming along, he tells them his reasons. He's allowed to join.
    The fox that has been tailing them has also jumped onto the train, Odeon throws it out of the back Cart, it's not able to keep up with the speed of the train.
    The party arrives at the Blues Border Control, they meet Captain Baker who seemingly has a grudge against D12. A lot of their cargo get's taken, but Fat Joe who's also with the Blues intervenes. Tariq is hiding invisible during all of this, using his powers to cover safe the medicine they've been transporting. They are allowed to continue and after departing see the fox arrive at the border controls site.
    The train drives through and endless suburban wasteland before it finally reaches the Teterboro Supply Base.
    Government Military people welcome them, the safety regulations seem to be tighter than before, they escort everyone to a Inn nearby where they can stay for the night. After D12 had a meeting with the government the party doesn't really trust the situation and decides to investigate. Barry has a conversation with the soldiers at night, trying to distract them from the spy endeavours. Thanks to Tariqs help, Kuniva manages to uncover some worrying developments which leads to D12 deciding not to return to Detroit for the moment and stay in NY, delivering the medicine they transported to Brooklyn by themselves. Juss is ordered to get the train back to Detroit and tell Em about the developments.

    Act VIII: New York City - Outskirts Pages 296 – -321 - Page 1 Ktt2

    Day 10 Pages 297-

    Party wakes up, everyone gathers. The plan is to drop off Rutherford unseen by the military and continue from there on.
    Kuniva, Biz and Tariq manage to steal the medicine boxes, whilest Odeon f***s around with the in staff.
    Everyone gets on the train and they ride off to Rutherford, Tariq explains that he's decided differently and would like to join the operation.
    The party says their goodbyes to Juss and drop off.
    They choose to take a longer route, leading along the outskirts, before heading towards the center, the Liberty Harbor being their next destination.
    After 1 1/2 hours of travel the squad get's discovered by some soliders.

  • Nov 27, 2019
    ·
    1 reply
    Ethic
    · edited
    Day 9Pages 259-296

    Party wakes up, Tariq fools Elori with his newly developed powers. Elori a***yzes Peter Minuit's pearls, they seem similar to the ore he's got.
    Barry brews some potions, Elori meditates and a***yzes the mysterious ore, Odeon spends some time playing the flute until they leave.
    They say goodbye to everyone and board the train, Coochiemane insists on coming along, he tells them his reasons. He's allowed to join.
    The fox that has been tailing them has also jumped onto the train, Odeon throws it out of the back Cart, it's not able to keep up with the speed of the train.
    The party arrives at the Blues Border Control, they meet Captain Baker who seemingly has a grudge against D12. A lot of their cargo get's taken, but Fat Joe who's also with the Blues intervenes. Tariq is hiding invisible during all of this, using his powers to cover safe the medicine they've been transporting. They are allowed to continue and after departing see the fox arrive at the border controls site.
    The train drives through and endless suburban wasteland before it finally reaches the Teterboro Supply Base.
    Government Military people welcome them, the safety regulations seem to be tighter than before, they escort everyone to a Inn nearby where they can stay for the night. After D12 had a meeting with the government the party doesn't really trust the situation and decides to investigate. Barry has a conversation with the soldiers at night, trying to distract them from the spy endeavours. Thanks to Tariqs help, Kuniva manages to uncover some worrying developments which leads to D12 deciding not to return to Detroit for the moment and stay in NY, delivering the medicine they transported to Brooklyn by themselves. Juss is ordered to get the train back to Detroit and tell Em about the developments.

    Act VIII: New York City - Outskirts Pages 296 – -321 - Page 1 Ktt2

    Day 10 Pages 297-

    Party wakes up, everyone gathers. The plan is to drop off Rutherford unseen by the military and continue from there on.
    Kuniva, Biz and Tariq manage to steal the medicine boxes, whilest Odeon f***s around with the in staff.
    Everyone gets on the train and they ride off to Rutherford, Tariq explains that he's decided differently and would like to join the operation.
    The party says their goodbyes to Juss and drop off.
    They choose to take a longer route, leading along the outskirts, before heading towards the center, the Liberty Harbor being their next destination.
    After 1 1/2 hours of travel the squad get's discovered by some soliders.

    Empty Post for Further Progress

  • Nov 27, 2019
    Ethic

    Empty Post for Further Progress

    Empty Post for Further Progress

  • Nov 27, 2019
    ·
    edited

    Players in so far:

    Odeon as a wizard who has an intricate connection with the lesser spirit of 6ix 9ine - He wears typical dark green hunting clothes cause of his time in the forest

    Stats: Health Points: 15/45 Armor Class: 13 (+2) = 15 / - +1 CHA ; +5 DEX

    Spell Casting Modifier: +1 (+1 CHA) =+2
    Proficiency: +1 Performance

    Inventory:
    A brand-new Glock 34, 9mm Ammo, +4 to Hit Roll and 1d6 Dmg per Shot

    Fortified Rapier, Meele Weapon (Finesse), +7 to Hit Roll, 1d8+3 Piercing Dmg per attack

    2x Military Knife, Meele Weapon (Finesse), +2 to Hit Roll, 1d6+1 Dmg per attack

    Toledo Rapier, Meele Weapon (Finesse), +3 to Hit Roll, 1d4 Dmg per Attack, when you hit a person with a weapon attack, the person must make a DC 13 Constitution saving throw or have their movement speed reduced by half until the end of their next turn. You have to wait a turn before you can use the effect on the same target again, but you can target others.

    Kevlar Armor (Light Weight), +1 to AC, +1 to Dex Saving Throws and Acrobatic Rolls
    Equipped Chain Shirt (Unidentified), +2 AC

    Ammo: 52 9mm Shots

    Various Items:1 Pan Flute (looks high quality, with a colorful design showing some flowers), Silver Ring (worn), 1x Healing Draft (Barry), Hemp Rope (50ft), Leather Bag (Rips rolling papers box, about 3-4grams of Biz's Special, some filters and a half-used small box of rips rolling papers.)

    1x Food Ration (1 Day)

    1x Henbane Coating Oil - This very potent oil can be dripped over the tip of a sharp weapon. Roll a 1d4, the coating stays for that many rounds of combat until it evaporates. When a creature gets hit by a weapon coated with this poison it becomes poisoned for 1d4 rounds if it doesnt succeed a DC15 Con Saving Throw. If you want you can storage this Oil in a vial inside your chemistry inventory and summon it at will.

    Skills: Fire Bolt (Upgrade Thread Page 165), Mending, Aurora Flame Touch (Thread page 58/59), Extra Attack Melee (Passive) (Thread page 58/59), Song of Rest (Thread Page 100), Cunning Action, Heat Metal (Page 123), Blur (Page 123), Fire Ball Page 258, Flame Sphere (Thread Page 258), Warp Sight (Thread Page 258), Uncanny Dodge (Thread Page 27), Mage Hand (Thread Page 27)
    Origin: Assassin
    Feats: Assassinate (Thread Page 165), Assassin Tools (Disguise Kit, Poisoners Kit) (Thread Page 165)

  • Nov 27, 2019
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    edited

    Elori aka. Saint Ignance as a lowly priest with a simple wooden staff and a tome, paired with an feverish belief in an unknown deity, clothed in a fine red & white robe, embellished w a strange symbol on the front.

    Stats: Health Points: 30/47 Armor Class: 12 + 1 (+1 AC Robe) +1 (Aspect of the Bear) = 14 - +4 INT, +2 WIS, +5 STR (Aspect of the Bear)
    Spell Casting Modifier: +1 (+4 INT)= +5
    Proficiency: +1 Nature

    Active Nature Aspect
    Aspect of the Bear - +5 Str, +1 AC

    Inventory:

    A wooden Staff - +2 to Hit Roll and 1d6 Damage per Hit -(Has Reach : Can hit multiple enemies around you, you must make a Hit throw separately)
    Mysterious Robe, +1 to AC, Has a mysterious patch inside one could pull off
    Ring of Jumping (Thread Page 126)

    Ammo: -
    Various Items:
    1x Food Ration (1 Day)
    Mysterious Mineral, D&G Vintage Leather Pouch (2 Small Emerald Gems), Violet Ribbon (formerly Elia, Sheilas Mother)
    Metoac Deal Glass Jar containing Peter Minuit's Pearls

    ~~Tome, 1 gallon water bottle, Tome "Toledo Indiginous History - The Chantings of the Iroquoian Erie Tribe", Tool Box (10 Ropes 30ft, hammer, wrench, ball of wool, needle, 2x Duct tape, Tiny Saw, File), 1x Medium Sized Iron Ore, 1x Medium Sized Gold Ore, ~~

    Skills: Thaumaturgy - Cantrip, url=https://5thsrd.org/spellcasting/spells/sacred_flame/Sacred Flame/url - Cantrip, Spare the Dying - Cantrip, Gust, Speak with Animals - (Ritual), Nature Proficency - (Basic) (Thread page 58/59), Wind Wall - (Thread page 58/59), Commune with Nature - (Thread page 100), Stone Shape - (Thread page 100), Moon Beam - (Thread Page 123), Gust of Wind (Thread Page 123), Warding Wind - (Origin)(Thread Page 165), Identify Page 258, Arcing Strikes (Page 258), Fear (Page 258), A call beyond (Thread Page 27), Cure Wounds (Thread Page 27)
    Origin: Storm Bloodline (Thread Page 165)
    Feats: Windspeaker (Thread Page 165), Tempestuous Magic (Thread Page 165)

  • Nov 27, 2019
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    edited
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    1 reply

    Barry aka. bmc as a traveling crelic wearing along tan parka which hangs below his kneesand has the letter V tattooed in red ink on the side of his neck. Rows of pockets line the parka, containing various herbs, powders, and vials. Barry also carries a large backpack full of camping equipment, which he makes frequent use of during the long trips between towns.

    Stats: Health Points:37/47*Armor Class: 13 +2 = 15 - +3 CHA, +3 WIS
    Spell Casting Modifier: +1 (+3) = +4
    Proficiency:* +1 Medicine, +2 Survival, +2 to Medicine or Chemistry Rolls when Brewing Potions

    Inventory:
    Large Backpack

    Equipped
    Arrow-Catching Shield, +2 Base AC
    You gain an additional +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

    Colt 45, Ammo .45 Rounds, +0 to Hit Roll and 1d4 Dmg per Shot
    Borrowed to Porter Colt 45, (20 bullets total) (.45 Rounds), +0 to Hit Roll and 1d4 Dmg per Shot
    Short Sword, Meele (One-handed), +0 to Hit Roll and 1d6 Dmg per Hit
    SAN 511 (Sniper Rifle), 5 Shots per Magazine (Caliber 12) , +6 to Hit Roll and 1d12 +3 Dmg per Shot, Can only fire once per round, Silencer and a Scope
    Kevlar Armor (Heavy Weight), +2 to AC
    Ring (Blue Shining)

    Compass of Vincula[ (5 Charges) Source(dndbeyond.com/magic-items/20816-compass-of-vincula), +2 to Survival Rolls
    1x M4A1 (Factory new), 30 Shots per Magazine (0,45 Rounds) , +3 to Hit Roll and 1d6 Piercing Dmg per Shot, Can fire a max of 5 Bullets per Round (5d6 Burst Shot)
    1x M4A1 (Broken Foregrip & Scope), 30 Shots per Magazine (0,45 Rounds) , -1 to Hit Roll and 1d6 Piercing Dmg per Shot, Can fire a max of 5 Bullets per Round (5d6 Burst Shot)

    Ammo:
    182x 0,45 Rounds,
    48x Caliber 12 Rounds,

    Potions & Vials

    4x Minor Health Potion (1d4+Wis)
    4x Moonshine Vial
    6x Mystery Powder Vial
    8x Smoke Bomb Vial
    1x Minor Evil repeling Potion - Wards off any otherworldly evil spirits and curses for the duration (30 Minutes)
    1x Greater Evil Repeling Potion - Wards off any otherworldly evil spirits and curses for the duration and gives you Advantage on Saving Throws relying on Charisma (f.e. Spells that would charm you) (Duration 2 hours)
    1x Supreme Henbane Coating Oil- This extremely potent oil can be dripped over the tip of a sharp weapon. Roll a 1d12+WIS Brewer, the coating stays for that many rounds of combat until it evaporates. When a creature gets hit by a weapon coated with this poison it becomes poisoned for 1d8 rounds if it doesnt succeed a DC15 Con Saving Throw (This can only apply once per enemy). Attacks made with the coated weapon deal an additional 1d4 Poision Damage on contact with the blade.

    1x Vial with a yellow-greenish substance
    1x Vial containing Eagle-Hybrid Blood (Eagle-Hybrid from the Portland, Pennsylvania Battle)
    1x Vial containing Wolf-Hybrid Blood (Wolf-Hybrid 2 from the Portland, Pennsylvania Battle)

    Various Items:

    Camping Equipment
    1x Food Ration (1 Day)
    Various Herbs & Vials
    Swiss Army Knife (Victorinox Evolution S54 Edition)
    8 Cans of Cleaning Spray
    3x Silvery Dollar Sign Insignia
    1x T Shapes Insignia (Unidentified)
    99x Acid Vial
    9x Ana's Date Rolls
    "The Alchemist" Book by Paulo Coelho
    1x Plastic piece with copper on it
    1x Unknown Scientifical Device (Mixer)
    1x Tobyhanna Research Letter
    USB 5.0 external Harddrive containing encrypted Data from the Tobyhanna Research.
    Nanticoke Arrowhead
    Took-seat Amulet
    1x Old Enfield 3-Band Rifle (Lead Bullets 0.577, Two-Handed Rifle, 1d8 Damage, -3 to Hit Rolls, Lead Bullets can cause Poison Status ,300/3000 feet range
    1x Morning Star (1d8 Piercing Damage, +0 to Hit Rolls, One-Handed, Meele Range)
    First AId Kit (Thread Page 42)

  • Nov 27, 2019
    ·
    edited
    Ethic
    · edited

    Barry aka. bmc as a traveling crelic wearing along tan parka which hangs below his kneesand has the letter V tattooed in red ink on the side of his neck. Rows of pockets line the parka, containing various herbs, powders, and vials. Barry also carries a large backpack full of camping equipment, which he makes frequent use of during the long trips between towns.

    Stats: Health Points:37/47*Armor Class: 13 +2 = 15 - +3 CHA, +3 WIS
    Spell Casting Modifier: +1 (+3) = +4
    Proficiency:* +1 Medicine, +2 Survival, +2 to Medicine or Chemistry Rolls when Brewing Potions

    Inventory:
    Large Backpack

    Equipped
    Arrow-Catching Shield, +2 Base AC
    You gain an additional +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

    Colt 45, Ammo .45 Rounds, +0 to Hit Roll and 1d4 Dmg per Shot
    Borrowed to Porter Colt 45, (20 bullets total) (.45 Rounds), +0 to Hit Roll and 1d4 Dmg per Shot
    Short Sword, Meele (One-handed), +0 to Hit Roll and 1d6 Dmg per Hit
    SAN 511 (Sniper Rifle), 5 Shots per Magazine (Caliber 12) , +6 to Hit Roll and 1d12 +3 Dmg per Shot, Can only fire once per round, Silencer and a Scope
    Kevlar Armor (Heavy Weight), +2 to AC
    Ring (Blue Shining)

    Compass of Vincula[ (5 Charges) Source(https://www.dndbeyond.com/magic-items/20816-compass-of-vincula), +2 to Survival Rolls
    1x M4A1 (Factory new), 30 Shots per Magazine (0,45 Rounds) , +3 to Hit Roll and 1d6 Piercing Dmg per Shot, Can fire a max of 5 Bullets per Round (5d6 Burst Shot)
    1x M4A1 (Broken Foregrip & Scope), 30 Shots per Magazine (0,45 Rounds) , -1 to Hit Roll and 1d6 Piercing Dmg per Shot, Can fire a max of 5 Bullets per Round (5d6 Burst Shot)

    Ammo:
    182x 0,45 Rounds,
    48x Caliber 12 Rounds,

    Potions & Vials

    4x Minor Health Potion (1d4+Wis)
    4x Moonshine Vial
    6x Mystery Powder Vial
    8x Smoke Bomb Vial
    1x Minor Evil repeling Potion - Wards off any otherworldly evil spirits and curses for the duration (30 Minutes)
    1x Greater Evil Repeling Potion - Wards off any otherworldly evil spirits and curses for the duration and gives you Advantage on Saving Throws relying on Charisma (f.e. Spells that would charm you) (Duration 2 hours)
    1x Supreme Henbane Coating Oil- This extremely potent oil can be dripped over the tip of a sharp weapon. Roll a 1d12+WIS Brewer, the coating stays for that many rounds of combat until it evaporates. When a creature gets hit by a weapon coated with this poison it becomes poisoned for 1d8 rounds if it doesnt succeed a DC15 Con Saving Throw (This can only apply once per enemy). Attacks made with the coated weapon deal an additional 1d4 Poision Damage on contact with the blade.

    1x Vial with a yellow-greenish substance
    1x Vial containing Eagle-Hybrid Blood (Eagle-Hybrid from the Portland, Pennsylvania Battle)
    1x Vial containing Wolf-Hybrid Blood (Wolf-Hybrid 2 from the Portland, Pennsylvania Battle)

    Various Items:

    Camping Equipment
    1x Food Ration (1 Day)
    Various Herbs & Vials
    Swiss Army Knife (Victorinox Evolution S54 Edition)
    8 Cans of Cleaning Spray
    3x Silvery Dollar Sign Insignia
    1x T Shapes Insignia (Unidentified)
    99x Acid Vial
    9x Ana's Date Rolls
    "The Alchemist" Book by Paulo Coelho
    1x Plastic piece with copper on it
    1x Unknown Scientifical Device (Mixer)
    1x Tobyhanna Research Letter
    USB 5.0 external Harddrive containing encrypted Data from the Tobyhanna Research.
    Nanticoke Arrowhead
    Took-seat Amulet
    1x Old Enfield 3-Band Rifle (Lead Bullets 0.577, Two-Handed Rifle, 1d8 Damage, -3 to Hit Rolls, Lead Bullets can cause Poison Status ,300/3000 feet range
    1x Morning Star (1d8 Piercing Damage, +0 to Hit Rolls, One-Handed, Meele Range)
    First AId Kit (Thread Page 42)

    Various Items 2

    Notepaper found on the Cargoship beneath the Point-No-Point Bridge

    Herbs

    1x Mountain Setwall
    1x Dog Rose (Prevents scurvy)
    1x Amuminas Root (Good against tissue damage)
    1x Henbane (Can be used to produce antidotes or poisons)

    Baseball Card (Bob Feller Cleveland Indians)

    Skills: Rending, Proficient in Chemistry (Passive Mastery Skill), Acid Spray (Thread page 58/59), Alter Self (Thread page 58/59), Chemical Inventory (Thread Page 100), Shield (Thread Page 100), Sharpshooter (Thread Page 123), Toxic Drizzle (Thread Page 123), Alchemical Formula Basic (Origin): Alchemical Fire, Alchemical Acid, Healing Draught, Smoke Stick (Thread Page 165), Cobra Shot Page 258, Alchemist's Hand Page 258
    Origin: Artificier (Thread Page 165)
    Perks: Create Alchemists Satchle - (Passive Knowledge), Potion Brewer Basic – Page 258, Primal Savagery (KTT2 Thread Page 26), Web (KTT2 Thread Page 26)

    Inspiration Points: 1

  • Nov 27, 2019
    ·
    edited

    Fougere aka LuJo

    Stats: Health Points: 30/ 30 Armor Class: 12; +1 Wis, +1 Int, +2 Cha
    Spell Casting Modifier: +3 (+1 Int, +2 Cha)
    Proficiency:

    Inventory: Kitchen Knife, 1d4 Damage (Finesse) +0 to Hit

    Ammo: -

    Western/Indigenous looking Mantle, Plain T-Shirts, Blue Jean Pants
    Various Items: A Polaroid picture of his brother, 3 Cans of Beans, A pack of Gummy Bears, Tongs, A compass,
    1x Food Ration (1 Day), 1x Healing Draft (Barry)
    5x Cans of Dried Corn
    5x Cans of Dried Beans
    Sword hilt of Kinich Ahau

    Skills: Light, Thorn whip, Feather fall, Guiding bolt, Spirit Guardian (Thread Page 27)
    Origin: -
    Feats: Spirit Bond Proficiency (Basics)

    Jeffrae
    Stats: Health Points: 25/ 25 Armor Class: 12 (+1 Dex Mod) = 13; +1 Str, +1 Dex
    Size: Medium
    Speed: 20ft
    Skills: Tentacle 1x(1d8 + DEX/STR Bludgeoning Damage, +2 to hit, Range 20ft ) – A tentacle like arm springs out of the slimey mass and tries to slap an enemy.

    Origin: -
    Feats: Double Tentacle (Evolution), Push, Gill Evolution (Thread Page 27)

  • Nov 27, 2019
    ·
    edited

    Coochiemane aka Coochiemane/Juliet

    Stats: Health Points: 26/40 Armor Class: 13 ; +1 Con
    Spell Casting Modifier: +0
    Proficiency:

    Inventory:

    Self-Made Spear - +2 to Hit Roll and 1d6+1 Damage per Hit (One handed) or 1d8+1 (Two handed)

    Ammo:

    Supreme Brown Camo Box Logo Hoodie, Balenciaga Camo Cotton-Cargo Pants (Camo matches), Burberry Union Sneakers (Orange)
    Various Items: Outdoor Solar Power Bank, Macbook Pro (Windows Dual Boot) with Cubase installed, Boss RC 505 Loop Station (5v to 9v usb to dc power cable), Shure KSM8 Dualdyne (with XLR Cable), (?),
    1x Food Ration (1 Day)

    Skills: Charm Female, Vicious Mockery, Unholy Blade, ?
    Origin: ?
    Feats: ?

  • Nov 27, 2019
    ·
    edited

    Tariq aka Electric Feel

    Stats: Health Points: 35/35 Armor Class: 13 +2 CHA
    Spell Casting Modifier: +0(+2 CHA) = 2
    Proficiency:

    Inventory:

    Historical old Short Sword - +2 to Hit Roll and 1d6+2 Piercing Damage per Hit (Looks a museum piece, has a silver-alloy)

    Regular Denim Jeans
    Common T-Shirt

    Ammo:

    Various Items: A bottle of water, A loaf of bread, PEZ Candy Dispenser (Eeyore Version),
    1x Food Ration (1 Day)

    Skills: Invisibility, Eldritch Blast (Force Cantrip)
    Origin:
    Feats:

  • Nov 27, 2019

    ###Hall of Fame

    Players Missing in Action

    slutforyodelers ??? Beautiful Fair Maiden

    Stats:* Health Points: 6 Armor Class: 12 -
    Spell Casting Modifier:* +3
    Inventory:
    Various Items: -

    Whereabouts: Left to the west of Chelsea (On Hold)

    Players Graveyard

    None

  • Nov 27, 2019

    ####Rules Battle

    Initiative is rolled before battles (d20): Actions happen in order of the initiative rolls. If stated otherwise by players (f.e. I'll do my action after player xy, I'll wait for enemy xy to run out of cover (reaction)) or if doing combined actions orders can be exchanged. NPC & Enemy Initiative is rolled for each type of enemy group once only.

    One Turn of Combat = 6 Seconds in Realtime. Only actions which can realisticly happen in 6 seconds can be done per turn of battle.

    In each turn of Combat a player can Move (abour 30ft or 6 squares) and do an Action (Attack, Interaction with objects (move large objects, prepare something, big interactions), Casting Spells).

    They are also allowed one bonus Action (Do minor Actions (opening a door, handing someone an object), Reload Weapons, Cast Spells which are designated as Bonus Action) per turn.

    Speaking is a Free Action, you can do it anytime without it costing anything. (Except if someone tries to hinder you from it, like keeping your hand over their mouth etc.)

    Possibility of a physical attack hitting gets calculated as follows: Hit Rolls (D20) + Hit Modifier (On Weapon or Stats) > AC (Armor Class) of Enemy = Hit success

    Damage of an attack hitting gets calculated as follows: Weapon/Object Dmg Roll (Depending on Weapon, 1d4 unarmed) + DmgModifier (On Weapon or Stats) = Dmg

    Possibility of a spell attack hitting gets calculated as follows: Hit Rolls (D20) + Spell Casting Modifier > AC (Armor Class) of Enemy = Hit success

    Damage of spell is listed in each spell separately

    ####Combat Actions

    Attack

    As stated above in the calculations.

    Using Spells

    As stated above in the calculations and depending on the spell that is used the requirements must be met.

    Dodge

    When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

    Reactions

    Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's. The opportunity attack is the most common type of reaction.

    When you take a reaction, you can't take another one until the start of your next turn. If the reaction interrupts another persons turn, that person can continue its turn right after the reaction.

    Dash

    When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
    Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.

  • Nov 27, 2019

    Disengage

    If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn. (So they cant take a reaction to hit back when you step outside the meele range)

    Help

    You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.

    Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
    Hide

    When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding (It must be logical why you can disappear). If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section.

    Ready

    Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.

    First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I'll pull the lever that opens it,” and “If the goblin steps next to me, I move away.”

    When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.

    When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.

    Search

    When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.

  • Nov 27, 2019

    ####Level Up

    After you completed a Milestone or it looks like a good point in the story you get to level up

    • You get 1 Stat Point per Level Up that you can spend
    • You get +5 HP per Level Up
    • I give you 3 Skills and or Perks, of which you can choose two to keep./quote

    Stats Description

    Each Stat correlates to different types of actions revolving around the nature of the Stat.
    To make things easier you wont get many Stat Points, but in return every Stat Point immediatly grants you a + on rolls corresponding to the Stat.

    (f.e. Someone with Charisma 1 may add +1 to their Persuasion Rolls, Someone with a +3 in Dexterity gets a +3 to rolls involving acrobatics /slight of hand/stealth etc.)
    Additionaly the Stats offer passive Perks and you gain + the Level on saving throws with corresponding Stat.

    Strength

    Athletics

    Passive: +1 to Meele Damage per Level

    Dexterity

    Acrobatics
    Sleight of Hand
    Stealth

    Passive: +1 to Hit with Ranged weapons per Level, +1 Dmg with Finesse Weapons (Swift weapons: Daggers,Combs etc.) per Level

    Constitution
    Constitution Checks are uncommon, and no Skills apply to Constitution Checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however.

    The GM might call for a Constitution check when you try to accomplish tasks like the following:

    Hold your breath
    March or labor for hours without rest
    Go without sleep
    Survive without food or water
    Quaff an entire stein of ale in one go[/quote]

    Passive: You gain +5 HP 1 Health Recovery Throw extra per long rest per Level added

    Intelligence

    Arcana
    History
    Investigation
    Nature
    Religion

    Passive: +1 to your Spell Modifier per Level (Wizard and Priests)

    Wisdom

    Animal Handling
    Insight
    Medicine
    Perception
    Survival

    Passive: +1 to Passive Perception (You notice things automatically) per level

    Charisma

    Deception
    Intimidation
    Performance
    Persuasion

    Passive: +1 to your Spell Modifier (Bards)

    Edit: Added Map
    Edit 2: Added Player
    Edit 3: Added Inventory
    Edit 4: Added Story Summary
    Edit 5: Added More Players (Saint Ignance, s***foryodeles)
    Edit 6: Added Act 2
    Edit 7: Added Battle Rules
    Edit 8: Added Battle Actions
    Edit 9: Added Hall of Fame & Graveyard
    Edit 10: Added Act 3
    Edit 11: Added Players (bmc)
    Edit 12: Added Act 4
    Edit 13: Added Act 5, 6
    Edit 14: Added Act 7

  • Nov 27, 2019

    Empty Post for later use

  • Nov 27, 2019

    #The Story continues#

    After 10 days of traveling ktt fam finally reached NYC. They tricked the government into thinking that they’ll return to Cleveland with the supply train they’ve arrived and are now renegading the city together with D12, who wants to deliver aid to the kids of Brooklyn. Odeons final destination in mind is Manhattan, Elori, Barry joined him at the start of the journey and are trusting his decisions. Fougere who’s in NYC because of personal reasons, joins the group. After jumping off the train near Rutherford the party had a run in with a military road block near Kearny, luckily they managed to get away thanks to the Nashville Loonies attacking. They even managed to use the incident to portray themselves as part of the loonies, so they could conceal their real identity. While running away Fougere and Kuniva get shot, the later dropping unconscious. Squad finds a shed a bit farther to the south and is now resting, trying to take care of their wounded.
    NYC Overview

    Local Map

  • Nov 27, 2019
    ·
    1 reply

    Latest GM Post

    You hurry about 2'000 feet to the south, scouting the area for some houses that are still intact.
    Most of them around here only rubble, but after passing an abandoned agricultural field you get to a part of Kearny that still seems to be untouched.

    You look around.
    To your left (east) there's a fence with a whole fleet of school buses behind it. Some of them look pretty rusty, looks like a car maitenance facility can be seen in the background. There's a small shed next to the area.

    (House A)

    You turn right (west) and there's another house a bit farther down the road, it's a building consisting of bricks. It's two storeys tall, the basement mainly consisting of a garage.

    (House B)

    Vis-à-vis there's a building that looks a bit more sophisticated, you can see the American and Portugese Flags blowing in the wind and it even has it's roof painted in the portugese colors. There's a sign that tells you it's the home of the "Portugese Cultural Association of Kearny".

    (House C)

  • Nov 27, 2019
    ·
    2 replies

    @Odeon @Ignance_ @LuJo

    We're back. What's BMC's Username?

  • Nov 27, 2019

    In

  • Nov 27, 2019
    Ethic

    @Odeon @Ignance_ @LuJo

    We're back. What's BMC's Username?

    I think bmc still prolly needs to sign up

  • Nov 27, 2019
    Ethic

    @Odeon @Ignance_ @LuJo

    We're back. What's BMC's Username?

    and we back

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