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Chapter 2: Better heroes (IC)


Shocker

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Tervaround turns around and walks to a table where some of the green loaves are cooling, trying a few until he finds one he is willing to lift. Returning to Katya he hands over the still warm loaf, the green color having subsided to a light mint green, smelling like no bread you had before. „It‘s a mushroom sourdough, tastes best with just some butter, if you ask me. I hope you will enjoy it.“

you get the impression he isn’t gruff on purpose, but that the gnome‘s don’t have much interaction with the outside world, and enjoy it like that.

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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 looked at Katya with surprise as she continued talking to the gnomes. She couldn't help but feel a pang of frustration when the redhead kept the conversation going… yet she admired her determination. "Katya," she said softly, patting her back as to give her companion some solace. Her eyes widened as she caught a whiff of the freshly baked bread. "That bread looks delicious mind if I have a piece?"
 
Vala turned to the gnomes and raised an eyebrow in disbelief, "So, you think a bit of water and a few trinkets can stop a dragon's cunning and his might? We easily got here, sound and safe. Dragon aside, other creatures could find your disposition alluring, for you make interesting prey for things like manticores and whatever had to flee the dragon to stay alive; what would you do if they get here?"

Then she sighed and shook her head. "You're not taking this seriously enough. I understand that you feel safe, but dragons aren't predictable creatures. You should be ready to face any danger at a moment's notice."
 
"Should we expect any traps in our way to Fibblestib and Dabbledob?" Concluded Vala, trying to refocus their conversation on the path ahead whilst glancing at the gnomes and her companions.

When this conversation is over, Vala advances with her companions to the next area.
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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 Princess smiles warmly and accepts the bread with curiosity, inhaling the strange but alluring scent, and admiring the intriguing color before breaking a piece off of the end and readying herself to take a bite when Vala interjects. Gladly handing the piece over, she breaks off another small handful and begins to frown at her companion who chastises the Chef for their lax attitude towards their home security.

"Vala I hardly think this is appropriate, we are guests and they have shared their food, any issues we may have should be settled at court, not over broken bread, to accuse them of leading us into traps, I should hope your concern is outweighing sense"

The stern look upon her face is unfamiliar, and she does not like the feeling of reprimanding her friend, but guests right was tantamount in her Kingdom, and she could not help herself, even if it meant standing up to her comrades.

"We mean no disrespect Tervaround; Cryovain has tensions high, hence the haste in our warning"

While some part of Katya squirms in the face of conflict, the royal blood boils in her veins as even for one moment, she feels as though she reached into the world her father had lived in as a king.

 

spacer.png

Movement:

Attack:

Bonus:

OOC: Observant feat

 

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The gnome looks at you, thinking for a moment before answering “your companion does have a point. Gnomengarde’s corridors does have many defensive positions, and they are constantly updated and improved. As for traps, I don’t think we have any of those, but there are some spinning blades on the other side of the bridge. You might have to wait for somebody to flip the switch for you, in case they are switched on.

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Teifling.jpg.669baa87eb769d787544a9ba402b9d06.jpg.2b3774a7be9b6b48d64618990fd96e07.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


"Spinning blades on the bridge doesn't sound to inciting to me; I think we will need someone to flip the switch for us please," ? Makaria perked up at the mention of traps on the way over the bridge.

"I also agree with the others in this regard and plead with you to take this dragon Cryovin a bit more seriously please,"? she added then waited for Vala and Gilavar to lead the way, as his trap-finding skill will come in handy here.

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Tervarounds nods to Makaria "Yes Miss, I can see how you would prefer that. But I can't help you with that. The switch needs to be pressed on the other side. You will need to call out for somebody to do it. As for the dragon, he has come knocking at our doors four times now, and had to leave without making any impact. As long as we stay inside the mountain and don't lean out of the cave openings , we are perfectly safe here"

The gnome speaks with utter sincerity, he is at least 100% convinced of what he is saying

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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.)

As it seemed there was nothing left to do, Vala added. "Perhaps we should get going?"

No OOC comments.
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I need to apologize, I had not seen that somebody had a path sketched out on owlbear rodeo, so I was waiting for a plan IC

image.png.879116a8a5d0c1b8469834558376ac0f.png

Is this how you want to proceed?

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Posted (edited)

You retread your steps and just as you are arriving another T section you hear a plop and Katya's wings have vanished. Looking around you see a corridor leading North and the southern door leading into a larger cave. in it's center there is a wooden cruciform platform with a chair rising six feet into the air from it's center. A gnome with wild tufts of hair is tinkering with a set of pedals and cranks. Muttering all the time, but to softly for you to hear. The contraption underneath it moves to the left and right following the frantic movements with the pedals. The ends of the wooden beams do resemble strongly loaded crossbows.

The gnome doesn't appear to have seen you yet. How do you want to proceed?

image.png.a2411143b4232e9c128da5f87ecd340b.pnghttps://www.owlbear.rodeo/room/fbWgSpD7L8gE/TheDrawnPinch

Edited by Shocker (see edit history)
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OOC: Cool!!!! How many crossbows? Is this the trap that was mentioned earlier? Can Vala hijack the vehicle? (jump and kick the gnome out of it)

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There is a deadly tip of a cross bow bolt pointing out from each of the four beams attached to the platform covering the whole room. You spot a contraption above holding further bolts ready.
 

As for what Vala can or not can do, the ceiling hight of the corridor is the same as inside the cave. The gnome is sitting on a chair 6 ft above ground. But as always in DnD you can try whatever you want, but actions have consequences.

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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 at the unusual room, Gilavar spots a gnome focused on his work. From the hallway, he calls into the room, “Hello, the room! We're messengers. Could we talk with you?” He watches for their reaction hoping for the best.

OOC

Move and talk

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