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Chapter 2: Better heroes (IC)


Shocker

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You take the tunnel leading northwards. Vala leading with her shield held in front of her all the time as she suddenly steps into a brightly lit room, dominated by a long wooden table surrounded with many chairs. At the far wall is a stout wooden cabinet. Multiple lanterns around the room give it the cheery brightness.

 

On the opposite wall there is a doorway leading onto a lit passage.

image.png.65dc888528f8c0346451f685792004cd.png

 

---

OOC:

https://www.owlbear.rodeo/room/fbWgSpD7L8gE/TheDrawnPinch

please be so kind and be specific in where you are going, if you make me chose, you might not always like the results.

 

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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


Arriving in the well-lit, warm dining room, Gilavar feels uncomfortable entering someone's home. "Gnomes!? We have a message from town! They are concerned about your safety! We mean you no harm or inconvenience!" The elf calls out to the room and further down the hallway.

He motions for Vala to continue slowly into their home until they reveal themselves.

OOC

Player assumes that the table and chairs are gnome height, right? I'll change my post if incorrect.

 

Edited by JubalBreakbottle (see edit history)
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Teifling.jpg.669baa87eb769d787544a9ba402b9d06.jpg.f1617c9d4a0702bf4c37e53ed56fdce2.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 13* Speed: 30 ft. Level: 2 Sorcery points: 2* (equal's one 1st level spell slot replenish after long rest)

Draconic ancestry: Brass & Fire resistance. *Draconic resilience trait's. read/write/speak Draconic.

Asmodeous bloodline: *Intelligence increase & Thaumaturgy cantrip. read/write/speak infernal.

https://www.myth-weavers.com/sheets/?id=2814689


Makaria, smiles as she sees what she perceives to be the Gnome dinning room. She takes a walk around the table looking at everything but taking care not to disturb or pilfer anything; that would otherwise belong to the Gnomes.

"Well, this looks like the place," she says then follows after Gilavar, and Vala should they choose to lead the way down the passage.

Looks back towards Katya, "Well we made it and it looks like you may have received a gift from them already,"? she said in reference to the butterfly wings. (unless they have dissipated? in which case her statement becomes past-tense.)

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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

"Looks like it", Vala nodded in agreement with Makaria’s remark. "Let’s take the doorway." The Paladin carefully stepped forward, positioned herself at the door frame, and knocked. "Anybody here? We're here to deliver a message!" She remained cautious of her surroundings, subtly concealing her wariness.

No OOC comments.
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You hear no response to your calls, only the still ever present noise of the Waterfall blanketing out any conversation that isn't shouted.

---

OOC: your slow progress to this point has taken approx. 15 minutes. The Wings on Katya's back are still there

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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

The paladin advanced, meanwhile she also checked on Katya, "How are you feeling?", she wondered if wild magic could have other effects...

No OOC comments.
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image.png.e2197abaa322a9b6106f6b30bb3e60b4.png

Outside of the room that you have dubbed a dinning room, there is a further set of corridors. One to the east running on for a good bit longer without you being able to see an end. The northern Corridor seems to end in a door. The din of the waterfall is still overbearing

 

https://www.owlbear.rodeo/room/fbWgSpD7L8gE/TheDrawnPinch

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Teifling.jpg.669baa87eb769d787544a9ba402b9d06.jpg.f1617c9d4a0702bf4c37e53ed56fdce2.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 13* Speed: 30 ft. Level: 2 Sorcery points: 2* (equal's one 1st level spell slot replenish after long rest)

Draconic ancestry: Brass & Fire resistance. *Draconic resilience trait's. read/write/speak Draconic.

Asmodeous bloodline: *Intelligence increase & Thaumaturgy cantrip. read/write/speak infernal.

https://www.myth-weavers.com/sheets/?id=2814689


 

"Why, don't we try the room at the end of the corridor on the right? hopefully we can meet the Gnomes in that one; they shouldn't be to far away now,"? she said. As usual she will opt not to go first but follow after Vala and or Gilavar?

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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


Following behind Vala, the elf lets her pause at the intersection with the hallway. Gilavar continues into the short passage at what looks to be in a door in the stone. As he passes the shieldmaiden, he says so she can hear over the waterfall, "Let me check this thing for traps or locks." He checks for traps and locks.

OOC

@Shocker Can you confirm the dining room set was sized for gnome-sized folk?

Name
Investigation (for traps & locks)
18
1d20+4 14
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Gillavar you don’t see anything that feels like a trap, but looking the door you spot a very elaborate locking mechanism, which might be a problem if the door wasn’t standing slightly ajar.

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token_1(5).png.2b95751388080bca58e2ac5ed304bf2d.pngKatya Evermoon | Circle of the Moon Druid | Human


AC: 12  | HP: 11/11 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 20, Insight 15, Investigation 19
STR: Score: -1
Athletics: -1
| DEXScore: +2
Acrobatics: +2
Stealth: +2
Sleight of Hand: +2
:
 14 | CONScore: -19 | INTScore: +2
Arcana: +2
History: +4
Investigation: +2
Nature: +4
Religion: +2
:
 14 | WISScore: +3

Animal Handling: +3
Insight: +3
Medicine: +5
Perception: +5
Survival: +3
:
 16 | CHAScore: +2

Deception: +2
Intimidation: +2
Performance: +2
Persuasion: +4
:
 14 

Languages: Common, Elvish, Draconic, Druidic


FeatsObservantQuick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


















 
 | FeaturesRitual CastingYou can cast a Druid spell as a ritual if that spell has the ritual tag and you have the spell prepared
Wild ShapeStarting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Circle Form: MoonThe rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Combat Wild ShapeWhen you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
<1/2>
Wild CompanionAt 2nd level, you gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.



















 
 | ActionsWeaponATTACK: -
RANGE: -
MAGIC BONUS: -
CRIT RANGE: -
DAMAGE: -
TYPE: -
DESCRIPTION: -













 
 | SpellsCantrips
GuidanceGuidance
Divination Cantrip
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S
Duration: Concentration, up to 1 minute
Description:You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

DruidcraftDruidcraft
Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Target: See text
Components: V,S
Duration: Instantaneous
Description: Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. You instantly light or snuff out a candle, a torch, or a small campfire.

Level 1 <3/3>
Speak with Animals
Cure Wounds
Entangle
Detect Magic



 

 

The dining room looks quite inviting considering they currently found themself in a cave, though the Druid was quite happy to note that the cavern was much cleaner than the ancient ruins the Dwarves had requested they spelunk through. Makaria comments on her wings, which flutter whimsically as she smiles in return, having a feeling they were akin to a dogs tail moreso than extremities. As they investigate the cabinet, Katya wanders further up the pathway leading from the dining room, a small voice in the back of her mind reprimanding her for being so casual about such a place, but the euphoria of exploration in such a marvelously magic place overtakes her rational mind. Gilavar is ahead up the short path, and Katya begins to wander down the other, hands clasped behind her back, soft brown eyes hoping to see more interesting Gnomish things. Maybe she should try and cast a spell to see what other things the strange magical grotto would do. This idea was too irrational, even for her piqued curiosity.

"I do not think if anyone lives here, there would be traps, though I must say, I imagined their furniture to be much more... Delightful? Such heavy wood seems so Dwarvish"

She pouts slightly at the thought, though recognizes her childish hopes of the Gnomes having a completely fantastical and alien lifestyle would be quite impractical.

 

spacer.png

Movement:

Attack:

Bonus:

OOC: Observant feat

 

Edited by tyrtaeus (see edit history)
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 spacer.pngGilavar Oakhallow | High Elven Hunter | HP 20/20 | HD 2/2

Saves & Abilities

AC (Leather) 14 | Initiative +3 | Darkvision 60 ft | Perception +5 | Investigation +4 | Insight +1

Speed: 30 ft | Saves: Str +0 | Dex +5 | Con +2 | Int +4 | Wis +1 | Cha +0

Attacks: Shortsword +5, Piercing 1d6+3 | Shortbow +5, (80/320) Piercing 1d6+3 | Sneak Attack +1d6

Stealth +7 | Acrobatics +5 | Sleight of Hand +5 | Survival +3 | Athletics +2


Gilavar slowly pushes the ajar door open to avoid startling anyone and prepares to wedge something in the doorjam to avoid it locking if someone tries to slam it shut.

When it gets half way open, he repeats, "Hello? Anyone home?"

OOC

@Shocker Can you confirm the dining room set was sized for gnome-sized folk?

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Sviga lævi - Vala Hel | ᚢᚨᛚᚨ∶ᚺᛖᛚ spacer.png

token_1b.png.4530f4bc21e540d5ea426dbf32b613bc.png
ᚺᛖᛚ - Paladin II (Vengeance)
"The starving raven tells of Hel"
checked-shield.svg AC (18) sprint.svg Initiative (+2) Speed (30 ft.)
health-normal.svg HP (22/22) awareness.svg PP (9) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
Vala
Saving throws: Str
(3) Dex (-1) Con (2) Int (-1) Wis (1) Cha (5).
Unarmed attack: 1d20+5, (4).
Abilities: Divine sense, divine smite, dueling fighting style (+2 to damage), lay on hands, spell-casting (DC 15) or (+7), spell-casting focus (decade/valknut).

Mule & Cart
Saving throws: AC (10) HP (11) Str (2) Dex (0) Con (1) Int (-4) Wis (0) Cha (-3).
Attack (hooves): 1d20+2, (1d4+2).
Abilities: Speed (40 ft. | 4.5 mph | 7.2 kph) Capacity (300 lbs. + 1900 lbs.)

Vala spoke to the girls: I'm just surprised to find a well-kept ghost town; the orcs should have approached this location instead. After Gilavar done was inspecting the door, the Paladin approached him; she nodded at the elf with her shield up and her spear ready.

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You step into a room that is immediately recognizable as a kitchen, albeit one designed for shorter folk. All the cabinets reach just your knees. There is a further success as there are apparently a group of five gnomes, both male and female busy with a variety in domestic activities.

One of the closest gnomes buy with stuffing purple pieces of mushroom into a barrel turns to you and puts the hand to the ear. Before shouting in a shrill voice to you "Come closer strangers, but close the door behind you Auros' Whisper is a bit loud today."

 

image.png.28684f72818b174c40ea292a18ad5025.pnghttps://www.owlbear.rodeo/room/fbWgSpD7L8gE/TheDrawnPinch

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