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Chapter 2: Better heroes (IC)


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ReitanPostPic.png.5a41899adcf19eebacf2382c3345fecf.pngReitan Rhuin

Tempest Cleric of Talos


AC: 18  | HP: 15/15 | Speed: 20 ft | Features and Traits

Wrath of the Storm | Spells | Attributes

Responding to Makaria he looked up and around, trying to read the terrain. He tried to remember the layout of the area from the maps. Judging distance from memory and time of day.

"Im thinking 5 and a half hours given the weight and drag from the cart."

Edited by Akwehawk (see edit history)
Name
Survival
19
1d20+5 14
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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 (12) dodging.svg LH (10/10)

invisible.svg Status: Normal
Saves & Abilities
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).

Vala intently listened to Katya and Gilavar as they joined the discussion; when Reitan raised his point, she nodded at him and answered: I agree with you, Reitan, and looking at the others asked, what say you? Regardless of the path taken, Vala also mentioned the threat of the orcs, as Halia had described them. We must stand prepared and if need be, ready to fight them; blood is the currency of the righteous. She concluded.

And once everybody was in agreement, Vala set course to the dwarven mines. But not without saying, all are invited to ride the Speed Wagon! Get in the cart! She made emphasis for Katya and Gilavar.


@Akwehawk Awesome roll!

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You make good progress through the country side south Phandalin, the route you followed might not be the most direct, but with the combined efforts of Gilavar, Katya and Reitan you manage to find your way.

image.png.717f5dce31228c3272caed132ee46a5d.png

 

As the sun is beginning to set you reach a deep canyon at foot of the majestic Sword Mountains, the way is getting to unwieldy to be navigated by cart so you descend and move on by foot.

The canyon's rocky walls rise to a height of eighty feet. At the end of the canyon, а twenty-foot-high wall of black stone has a broken gate carved into it, with one stone door hanging precariously by a hinge and the other door missing. Beyond this open gate, in the shadow of a great mountain to the east, lies a ruined settlement. All is quiet.

 

What do you do now?

 

OOC

This is the link to a map with fog of war, have a look if this is working for you.

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

 

Name
lost time1
15
1d20 15
lost time2
7
1d12 7
Dragon
12
1d20 12
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 spacer.pngGilavar Oakhallow | High Elven Ranger | HP 20/20

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 readies his bow and walks to the canyon wall in the deepest shadow. He parallels his companions prowling next to the cliff looking for and hiding from threats.

 

He would continue to stealthily scout ahead if they stop advancing.

 

Edited by JubalBreakbottle (see edit history)
Name
Stealth
27
1d20+7 20
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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 (12) 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 was surprised with the stillness of the mines; she left her mule to rest and grass, tied next to a tree, and then moved carefully about the place. Vala got closer to the entrance without exposing herself, weapons readied. Careful now, orcs and ruined settlements go hand in hand; but it might be Cryovain, do you find any signs resembling his works? She whispered.

And once standing behind the door, she said: Let us see what lies beyond these walls… “mobiui thricmitne de svaklar wuxconfn de, usvsva svaklar wux regethrisjir”...

… with esoteric gestures, she spoke whilst slithering the words of an ancient tongue, opening her awareness to perceive the forces good and evil.*


* Divine sense.

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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 trip is a peaceful one, and once she finally overcame the urge to transform back into a wolf and roam the countryside, Katya manages to settle in comfortably on the cart as the mule steadily draws them along on their decided path. Even with the cool air, the warm sun and the comfortable ride made the afternoon quite bearable. As the sky darkens, the oranges and purples on the horizon make for pleasant backdrop scenery against the familiar mountains. Though she did not spend much time around them, these peaks had provided her home with defense for centuries, which made the attack all the easier for Cryovain to swoop in and destroy them from their flank. As they walk, she finds herself stumbling and tripping more than she should, unable to keep her eyes from the skies, feeling her heart race with every small bird whose silhouette crosses a darkening cloud. The walls of the canyons rise around them, and their weary feet slow down as the path becomes more difficult until their goal is in sight. Her excitement turns crestfallen when the damage to the gates become obvious on their approach.

Vala takes the lead, and Gilavar prepares himself for anything, while Katya can do little but clutch her hands together and resist turning into something large and fearsome to push away her own fears. Grasping a torch from her pack, she holds it in her hand, though does not yet light it. Unfortunately for her, she does not have the ability to see in the dark like some of the rest of the group. Though it is dark, as they pass through the gates, she investigates the damage to the gates to see if she can determine what was powerful enough to do such damage to such massive and intricately carved stone such as this, and to see how long ago it could have happened. Though she fears she already knows the answer. The familiar comforting whispered words of the Guidance spell help her with the task.

"This is either the work of Cryovain, or there is something else here that is just as large and powerful as a Dragon. We should not enter the town at night, or at least not in a group this size. Would anyone be comfortable scouting ahead?"

She could likely Wild Shape into something small and stealthy enough to get a good view of the town to make sure there was nothing dangerous in there waiting for them, but her stomach roiled in anxiousness, and most of her energy was spent attempting to keep her true feelings hidden.

spacer.png

 

Edited by tyrtaeus (see edit history)
Name
Perception to determine what damaged the gate
13
1d20+5+1d4 5,3
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Teifling3.jpg.1a874fba36e6c8b4d89b8281a0f58b1c.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 8* Speed: 30 ft.

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 having left the relative safety of the mule and cart; immediately begins to survey and investigate the area with caution. "A ruined settlement I wonder what happened to its occupants,"? she ponders taking a closer look trying to look for any clues about the occupants?

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https://i.pinimg.com/originals/22/e6/9d/22e69da9d9b6723a1bab25ac3f300a4f.jpgVadania Holimion

Wood Elf | Monk


AC: 15  | HP: 19/19 | Speed: 45 ft | Features and Traits

Martial Arts | Ki Points 2 / 2


After dismounting from the cart, Vadania continued on foot, following along with the others, while keeping an eye toward Gilavar as he scouted ahead in the shadows. Only knowing where he was allowed her to find him, and she was impressed by his stealth. Katya and Makaria both expressed concern for what happened to the ruined gate as they approached, and Vadania decides to put her previous life's scouting abilities to work.

She stepped forward and around the druid, placing a gentle hand on her shoulder as she passed. "I will check beyond."

Cautiously, she drew her sword and stepped through the gate to try to determine what had happened.

 

OOC

 

 

Edited by CraterShip (see edit history)
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The longer you look at the ruined settlement, the more you come to the conclusion, that the devastation you see is not recent at all. There are no remains of the inhabitants or any smoldering wooden parts. There was very little evidence of any wood anyhow. The low remaining walls were all of stone, hewn stone carefully placed to form the foundation of houses, that were long gone.
inside of the ruined gate you see an extensive growth of moss and lichen.
towards the east you see another stone all with an opening before the entrance of an impressive structure. Columns flanking the entrance to the legt and right. But there are also piles of rubble all over the place.
 

whatever this place is this is no mine.

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 spacer.pngGilavar Oakhallow | High Elven Ranger | HP 20/20

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 continues prowling in the shadows passed the gate around the ruined settlement. He looks for hidden caves or caches in the wall or piles of rumble.

They would camp here but need to secure the area first.

 

 

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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 (12) 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 had expected a scenario where the faint smell of smoke would hang on the air as the party ventured deeper into the site. But the situation was different, the conclusions drawn from the initial inspection raised several questions in Vala’s head, some of which she discretely exposed to those nearby... Well, if this isn’t the mines, where are we? If this place is already ruined and abandoned, then it wouldn’t be wise staying here at night. She looked at Makaria, expecting a share of her wisdom. Is this place did we uncover some ruins forgotten in time? Vala's eyes widened at the thought of it. And after listening to any potential comments, she advanced. The paladin moved without standing around in the open, instead assuming a posture for lowered silhouette, under cover.

@Shocker Did I detect anything with divine sense?
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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



 

 

With it being unlikely that the fearsome Dragon was behind the ruins they found themselves in, Katya looks closely at the lichen on the stone, and tries to imagine what these homesteads may once have looked like. The lack of presence of wood was a strong indicator that they had come across some sort of evidence of Dwarves at least.

"Whatever this is, it does look as though the inhabitants were stonemasons of some skill. Adabra did mention the two Dwarves had been excited to uncover a Dwarven settlement, what were their names?"

She ponders for a moment, trying to think back to their meeting in the old mill the night prior. Norbin and Dazlyn? Maybe one of the others could confirm. Either way, heading too far into an abandoned ruin without foreknowledge in the dark where half of the group was unable to see in the dark without lighting a torch and revealing their positions seemed like a bad idea to her.

"We should double back and find a place to fortify and camp out until the morning, it would be unwise to explore unprepared"

 

 

spacer.png

 

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Teifling3.jpg.1a874fba36e6c8b4d89b8281a0f58b1c.jpg


MAKARIA : 

The Sorceress of Hlal

AC: 13* | Hp: 8* Speed: 30 ft.

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 after seeing three of her companions move on in; also move's on up past the gates or what was once a gate? to take a better look at the ruins.

"No wood remaining, nor inhabitants, nor smouldering remains a sure sign from a dragons breath, or invading Orcs. However someone lived here but when,"? she asked. Now investigating with an eye out for any magical symbols, or aura left behind? Perhaps some religious symbolism somewhere to be seen?

Name
Arcana
20
1d20+6 14
Religion
13
1d20+3 10
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ReitanPostPic.png.5a41899adcf19eebacf2382c3345fecf.pngReitan Rhuin

Tempest Cleric of Talos


AC: 18  | HP: 15/15 | Speed: 20 ft | Features and Traits

Wrath of the Storm | Spells | Attributes | Channel DivinityOne use per short or long rest

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Reitan sat in silence during most of the cart ride. After the excitement of watching the druid change into the wolf, he settled back and meditated. Not because he needed to, but because he wanted to see if he could speak to Talos like he did after the dragon attack. It didn't work. Or maybe he had nothing to do with it at all, and it truly was all Talos doing. Or a dream. The mind can play tricks on you, especially after what he witnessed.

When they arrived at the mining settlement he still said nothing, but got out, stretched his legs and approached the dilapidated gate.

Someone mentioned religious symbols. He looked around but he didn't see anything that stood out to him. Just a crumbling ruin that once belonged to beings that were apparently too weak to survive. At least that was his initial impression. Nothing told him that, he just assumed.

He watched some of the others slinking and moving tactically around the gate and ruins, while he just stood near the center of the doorway, taking it all in.

Weren't there supposed to be dwarves here? Maybe in the mines. He continued to stand in the doorway and watch.

Edited by Akwehawk (see edit history)
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Vala Hel, your divine sense isn't telling you anything, that your eyes haven't already told you

 

Makaria: there is nothing overtly magical to the ruins, but upon closer search you see at the pinnacle of the gateway leading into the structure three lightning bolts carved into the structure. Reitan might spot those as well.

 

Those with elven hearing, begin to detect a quiet but increasingly heated debate in a language you don't speak. Upon rounding a pile of rubble, you find two dwarves relaxing with some rations, and apparently going over an old debate.

 

What do you want to do?

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