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Chapter 2: Better heroes (IC)


Shocker

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On 9/24/2023 at 8:07 AM, Shocker said:

"Miss, the snag isn't so much with the altar itself, you say there was this slimy thing hanging from the ceiling. A fellow digger Tengor had a closer look, and well, it took him. We came to his rescue and hit it with an axe, split it in half actually, but well..."

"Both parts then had Tengor for dinner."

Teifling3.jpg.f2e8688d81fe6425a4d0a17123d25c3d.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


"Ooze or slime? cant say I have heard of it myself; however if the best an axe can do is split it into two pieces? Then perhaps it may not be to partial to an electrocution from a witch bolt? or maybe it might be flammable in which case I could see how it reacts to a fiery bolt instead. Count me in also," she said with a mischievous grin.

She would join Vala, Reitan and Gilavar in ridding the area of this peculiar slime creature; she looks back towards the Dwarves.

"Finders keepers then"? she added with a smile.

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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


Vadania hung back from the group as most approached, not wanting to give away her position at first. But once the identity of the two dwarves were made known, and verified to be the men they were looking for, she joined the group, even taking a seat near the cook fire. She knew little of religion, but listened contentedly as Reitan and Makaria went over what they knew - perhaps she would even learn something of it herself one day.

Once the issue of the dividing slime came up, her pointed ears perked up, and at the mention of "finders keepers" she was on her feet. A resolute look in her eye, she nodded to the explorers, "I'm in as well." Though internally she worried about what she could do to defend herself from a creature that simply divided when cleaved with an axe. She had no magical ability to help. Perhaps a torch? she hoped fire would keep slime at bay.

 

OOC

Vadania will pull a torch from her pack and light it at the dwarves' fire before heading into the ruins when everyone is ready.

She has 10 in total if others need one as well.

 

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Dazlyn looks at Gilavar "Describe that thing? Hm, let me think. It looked like a big yellow puddle only that it was clinging to the ceiling. Just thinking how it came down in big globs still gives me nightmares. It engulfed Tengor and slowly began dissolving his flesh, that's when I ran" his face is distorted by an expression that is best described as sheer panic "Believe me, nothing will get me back in that temple until those creatures are history. I'm jut no hero material."

"You are certainly not" Norbus agreed

"As if you were any braver."

"I never claimed to be, when there is a problem you go to an expert, and these fine folks look exactly like that to me."

Looking at Vala "You had asked how many of our kin are here, at the moment just Norbus and myself. We didn't feel like share the spoils and glory of this discovery with too many others. I'm sure the sanctuary alone will contain incredible treasure"

"Once we find it" Norbus interjected

"We will, the layout of the temple follows classical principles, so this should be easy, once we can dig more."

 

The dwarves look at you to see what you intend to do next.


 

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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.)

1 hour ago, Shocker said:
The dwarves look at you to see what you intend to do next.
We are called to crusade, the conqueror challenged; our resolve is to keep the flame burning. Said Vala, doing a curtsey with her cloak to show her interest in taking the risk.

Certainly, I could venture there; but if you won’t come with us, then we’ll need something to prove we met with you. I can tell the place is grand, and that stakes are high, but what lies ahead for us if we end lost, like tears in rain?

I offer two options for everyone to consider: You give us an heirloom or a family crest, so we answer for our actions with evidence. Then you can leave somewhere safe, away from this place and the orcs; tells us, where? -OR- We all leave this place and get back to town; we present you to the town’s master, and then you find a cozy place to wait for us. We then learn more about the ooze, and venture into the maze to slay the monster.

What say you? The paladin looked at dwarves and the party, eager to listen to their thoughts.

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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



 

 

Katya smiles at Vala's flair for the dramatic, proclaiming their intent to take on the quest, though requesting the two Dwarves offer collateral before their step foot into the temple. While it is not a bad idea to guarantee some sort of safety for them, it in no way would stop them from walking into a trap. After all, what would stop the two from simply collecting their belonging from their corpses once their roles were fulfilled. The Princess is suspicious. The two Dwarves, true to their kin, admitted they did not like the idea of sharing their wealth, and yet they now stood before them claiming finders keepers and offering the first choice of spoils to the group without hesitation. Her eyes narrow as she watches as the two banter some more [Insight - 21], hoping to glean something of their trustworthiness.

"I'm sure we could find any heirlooms or trinkets within the temple that Wester would find satisfactory, and as for walking all the way back to learn more about the slime creature they speak of..."

She looks down at her feet, which are awfully sore from all the travel from the past three days. Even if most of the days travel had been done by cart, she had certainly tired herself out from in her new canine form.

"I say we haven't let it stop us before""

It felt quite invigorating to be speaking of action for once, maybe the influence of the white haired warrior was for the best. The red haired woman ponders Makarias words, expecting that she might be right, if it could dissolve a whole body and survive the rending of a non-magical weapon, it would likely be best for them to go into this with magic prepared. Though she dislikes the idea of abusing her magical abilities for the sake of combat, she has learned quickly over the course of the last few days that her idealistic principles mean nothing if she is dead.

"Makaria may be right about us needing magic, I could help, but I would need to take some time to prepare more offensive spells before we face the creature. I could perhaps provide some cold magic, or even simply neutral magical ammunition we could use if it resists our elemental attempts"

 

 

 

spacer.png

 

Edited by tyrtaeus (see edit history)
Name
Insight on the Dwarves [With Guidance]
21
1d20+3+1d4 16,2
Nature [Slimes/Ooze] 
14
1d20+5 9
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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 nods at the description of the slime. He wonders if arrows would be very effective and thinks a torch is not a bad idea watching Vadania. He shrugs and follows her example taking a torch from his pack and igniting it from her torch.

His eyebrows arch at Vala's options to the dwarves and then relax at Katya's comments.

The elf looks at Vadania, Reitan, Makaria, and Katya and says with his bow in one hand and burning torch in the other, "ready? I'd like to get back before supper. Who wants to lead?"

Edited by JubalBreakbottle (see edit history)
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Norbus indicates a little bow to Katya „That sounds like a reasonable approach, as we have nothing except the sending stones to spare to give you“ looking at Vala „Those are of course payment not proof of our identity. If you need a proof that you have met us, go to Elmar Barthen and tell him I want a bottle of wine, Montmorency with our next purchase of goods. He will vouch for you having met us

 

this is the longest speach you have heard the taciturn dwarf made yet.
 

 

2 hours ago, JubalBreakbottle said:

ready? I'd like to get back before supper. Who wants to lead?

occ
You have arrived at sunset, did you spent the night in the dwarves company or are you going off immediately?

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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.)

Fair enough, said Vala in reply to the Dwarves.

Taking the risk deserves something upfront, I believe. Otherwise, it would be too much to bear, for we are strangers to each other. Honor is life, if you vouch with your word and also give us one stone of the pair, then let us go.

Deal?

She then looked at Gilavar; since this isn’t a do or die situation let’s first have the others prepare their spells, and reminisce about the monsters; sounds good? Those with dark-vision should take the front, I suggest we move in pairs, as we paired last night. Then she explains the battle formation should have Vadania in the front, with Reitan; then Makaria and herself, and finally Gilavar and Katya.

Vala walked to the mule and brought it closer, grabbed a torch and then some water and a beef jerky from her rations. She spoke to the dwarves: Want some? As our friends prepare, tell us where to find you should we return from the maze triumphant and by our feet (she winked at them). And please, if any of you (the party) know anything about the creature do let us know.

She sat, and looked at the sunset, chewing her jerky.
nom-nom-nom.


I agree with @JubalBreakbottle, we should fetch and deal with the quest ASAP. @Shocker could you tell us if our rolls provided us with important feedback, as to improve our chances or our decision? Or if you (the party) already have the information, please share it.
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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 Divinity

Reitan listened quietly to the exchange amongst everyone, looking especially perplexed when Vala offered only two options to the dwarves.

"Or, they can do what they want and assume any risk while we do the heavy lifting," he interjected. "They can watch our backs," he said with a wry smile knowing full well they were likely not going to. Both of Vala's suggestions meant the dwarves leave this place, her distrust showing. He personally didnt trust them either, but he didnt trust anyone at first meet.

"If they die, they die. Our obligation ended when we mentioned the dragon." He stood near Gilavar and Vadania.

"I am ready now. No need for me to meditate."

He nodded and agreed with Vala about the order. He was good with being toward the front, despite not being adept with the sword, he had other uses.

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Katya has heard during her education about all kind of creatures, but nothing in the description Dazlyn had given her was specific enough to specifically identify their prey. But she had heard of oozes killing their prey over a long period of time. Some scholars don't consider them particularly intelligent, capable of changing their form and moving through small cracks. As the dwarves had learned, separating parts of the main body may cause both parts to become acting individually, smaller easier to kill, but not less deadly. There preferred environment is darkness, not relying on eyes.

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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



 

 

Since the group appeared to be leaning more towards getting into action as fast as possible, Katya shoulders her pack from her back and digs through it, pulling out a torch before tying the pack back up and setting it back into position. With a quick wave of her hand and a choice word in the secret Druidic language, the torch lights thanks to the minor magical Druidcraft spell. Gilavar and some of the others had the benefit of being able to see in the dark, which she did not share, at least not in her human form. Though they had not taken upon this quest to be heroes, the Princess finds Reitans callous disregard to be unpleasant, but chooses to hold her tongue for the moment.

"It sounds like the consensus is for us to head in, I cannot remember much, but if I recall correctly, we should have no fear of being seen, these creatures do not possess a great intelligence, nor do they have eyes. We should move softly and be wary of any smaller pieces, it is likely they are no less deadly than the progenitor. I have some skill in healing, but my abilities are limited, so we must be careful"

Though she had really only become close to the Elvish Rogue thanks to their late night sentry conversation outside of the mill of Adabra, she had no desire to see any of the others perish here, especially when they had formed at least a small bond through their adventure.

spacer.png

 

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Dazlyn offers “Our camp used to be right in the entrance to the temple, but while this ooze is alive we will camp here, so if you don’t discover a new exit from this temple no reason to search for us. At least one of us is going to be right here.

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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 shook her head as her companions spoke, and said: Alright then; the others seem OK with your terms. So tell me, good men, there are no traps in there right? which way to the "creature's den"? @Shocker
 
And after listening to the dwarves, she left the Mule at a suitable place to grass and rest, picked her gear, lighted her torch and walked towards the entrance. She poked the tiefling with her elbow and asked Makaria @Dorik: Friend would you like to carry this torch? Also, do you like this place for the cart? Once at the entrance she discussed the marching order with the party, as previously suggested.

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