Nixis Posted October 22, 2023 Clone Share Posted October 22, 2023 The Council To Retake Terena Seventy two hours have passed since you escaped Terena on a Circle-affiliated barge and quietly made your way back to the cave that still serves as the 'home base' for those of you who escaped the horrors beneath Terena and managed to make your way back to the city only to find it under the control of an enemy you thought defeated. An hour ago, Ciceron Boma and Deben Bastos, leaders of the Cult of the Blade and the Circle, respectively, managed to follow some instructions Torfinn Sent to them and found you. Soon you all are standing around a smooth stone 'table' on which have been placed many different pieces of paper representing different parts of the city, possible points of entry and places that will be easy - or hard - to defend. "We are all here because we want our city back. Ser Boma, Lady Bastos, would you please start by telling us what the current state of the city is?" The old gnome woman smirks. "A Lady, am I? May this politeness last forever between the Guard and the Guild." She raised her hand to forestall Zaniyah's half-formed protestation. "Peace, Captain. It was a jest. I know we must hammer out exactly what our relationship shall be after this is done. Terena is a powderkeg. We have rallied the Guild and its allies to be ready to act, yet we still lack the numbers to be much more than a distraction - a very painful and annoying distraction - to the Dox. I believe that is the assessment of the Commander as well?" "It is." Ciceron agrees "I have pushed as far into the Blades as I dare without discovery. My best guess is that 75% of us will do the right thing when the time comes, but the remaining 25% have been coerced by money into truly craven forms. We will fight for you, for the City and Council we swore oaths to, but I share Ms. Debos' assessment. Without you and your guards inside the city, we will not be successful. "Which of course, begs a question..." Marie Renaux's voice is thin and reedy, and she leans on Chaston to help her stand, but it is good to see her awake and on her feet again. "How can we get our two hundred and twenty seven guards into the city without being noticed? First Orosia's secret chamber will not be an option - it will be detected quickly if it is used so frequently, so we will require some other ideas. Do you have any thoughts?" She asks, turning to the four of you. Also present: http://i.imgur.com/P7184Pq.jpg Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
pyrrhicPachyderm Posted October 22, 2023 Clone Share Posted October 22, 2023 (edited) Torfinn Ohnstad AC: 16 | HP: 82/82 | Initiative: -1 | Spell Save DC: 16 | Spells: 4/4 3/3 3/3 3/3 2/2 1/1 Fog Cloud: 1/1 | Seaweb: 1/1 | Arcane Recovery: 1/1 | Concentration: None Third Eye: Unopened | Astromancy Archive: 3/3 | Tiny Servants: None Portent: TODO | Hero Points: 4/4 | Spell Ring: Comprehend Languages It's a question Torfinn's been pondering for the last while. The news of Lou's death—and Ksenia's disappearance—has put a distressingly personal edge on the situation in the city. He's lost a lot of sleep recently considering what he can do to help the situation. His dimensional magic has been fine for getting the party into the city, but the only gate he can open for long enough to walk an army through has a pitifully short range for an invasion. They'd been very lucky to get it to work to sneak the guard out of Under-Terena, and it certainly wouldn't work with the clear sight-lines above ground. But he did have one other spell... another one that he'd learned in order to sneak out from that wretched place. "What about the river?" Idea already in mind, Torfinn speaks up with unusual alacrity. "We got in and out by river... by barge... unmolested." He nods to Bastos, grateful for her assistance in the matter. "I know we can't... put hundreds of guards on barges. But... what about the riverbed? Give me"—Torfinn pauses for a moment to do some mental arithmetic—"about four hours... and I can let everyone... breathe water. For a day. Then... ballast everyone down." Torfinn pauses more awkwardly this time, keenly aware of how unpleasant the idea of being ballasted and thrown in the Garrone might sound. "And walk in." "We'd need... somewhere to climb out at the docks? Perhaps a warehouse?" He looks first to Bastos, and then around the room, reckoning someone here probably had something appropriate. "I can't... exactly open a gate out of the water..." He thinks of the result every time he's opened a gate to the elemental plane of water. "But... if we need to skip... a few hundred feet around... where the river enters the city? I can open a gate there... from the riverbed on one side to the other? Does anyone know... how that point's guarded? Upstream or downstream?" Edited April 27 by pyrrhicPachyderm (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Persuasion 6 1d20 6 Link to comment Share on other sites More sharing options...
Nixis Posted October 27, 2023 Author Clone Share Posted October 27, 2023 There is a moment of stunned silence as everyone considers Torfinn's idea, eventually broken by Deben Bastos, who, more to fill the space than anything else says "There is a warehouse we own that opens out onto the water. The Dox watch the River itself carefully - Conveyer, the gnome who took you across before is our best river-smuggler, but even he will eventually be seen across multiple crossings. Yet... if we could get to that warehouse, there are ladders out of the River there - in case someone falls in, of course. Still..." ((More to come after we see the result of Torfinn's persuasion roll)) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
pyrrhicPachyderm Posted October 27, 2023 Clone Share Posted October 27, 2023 Torfinn Ohnstad AC: 16 | HP: 82/82 | Initiative: -1 | Spell Save DC: 16 | Spells: 4/4 3/3 3/3 3/3 2/2 1/1 Fog Cloud: 1/1 | Seaweb: 1/1 | Arcane Recovery: 1/1 | Concentration: None Third Eye: Unopened | Astromancy Archive: 3/3 | Tiny Servants: None Portent: TODO | Hero Points: 4/4 | Spell Ring: Comprehend Languages Torfinn looks around at faces in the room, not seeing much keenness for the idea. "I... I know it sounds unpleasant. Honestly... I'm not keen to... throw myself back in the Garrone either... Last time I did... I nearly died." Torfinn's fingers trace one large scar across his plastron—one of many on his shell from that fateful day. "But that was up... up at the Source. And I was... unprepared. It flows slower here on the plains. And if we ballast ourselves to the bottom... and just walk... it should be quite safe? Perhaps tie ourselves together? So nobody gets lost?" It's clear that Torfinn's getting a little desperate in his efforts to convince people, and he gives a deep sigh as he realises that himself. "We need some way into the city..." OOC Just wanted to RP Torfinn's persuasion attempt. He's got an applicable personal anecdote to deploy, though it may not be helpful. 🙂 Hopefully this is fairly representative of a 6. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
daltar Posted October 28, 2023 Clone Share Posted October 28, 2023 (edited) [fieldset=Anneliese Svanhild of Riverkeep][table=2,1] [r=1,1][img2=150]http://i.imgur.com/gsIkGfF.jpg[/img2] [r=2,1][center][b][url=/sheets/?id=986289][font=palatino linotype][size=4][color=SlateGrey]Anneliese Svanhild of Riverkeep[/color][/size][/font][/url][/b] [I]Taldar Human Barbarian 10[/I] [b]HP:[/b] 105/105 [b]HD:[/b] 3/10d12z [b]Hero Points:[/b] 4/4 [b]AC:[/b] 18 [b]Relentless Endurance:[/b] 1/1 [b]Rages:[/b] 1/4 [b]Status:[/b] Normal and Healthy [/center][/table] [spoiler=Statblock] [CENTER][table=3,1][r=1,1][URL="/sheets/?id=986289"][size="4"][b]Anneliese Svanhild of Riverkeep[/b][/size][/URL] [r=2,1] [B]Female Taldar Human Barbarian 4[/B] [r=3,1] [B]Lawful Good Noble[/B] [/table] [/CENTER] [table=2,1][r=1,1][B]STR:[/B] 20/+5 [B]DEX:[/B] 14/+2 [B]CON:[/B] 16/+3 [B]INT:[/B] 8/-1 [B]WIS:[/B] 10/0 [B]CHA:[/B] 10/0 [B]Proficiency Bonus:[/B] 4 [B]Saves:[/B] Strength, Constitution [r=2,1] [B]INIT:[/B] 2 [B]Speed:[/B] 40 [B]AC:[/B] 18 [B]HD:[/B] 10d12 [B]Passive Perception:[/B] 14 [B]Languages:[/B] Common, Taldar, Sylvan [B]Background Feature:[/B] [OOC=Position of Privilege]Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.[/OOC][/table][/spoiler] [spoiler=Abilities and Features][OOC=Rage]In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.[/OOC] [OOC=Unarmored Defense]While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.[/OOC] [OOC=Reckless Attack]Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.[/OOC] [OOC=Danger Sense]At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.[/OOC] [OOC= Path of the Totem Warrior]The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. It is unusual for an individual to have more than one totem animal spirit, though exceptions exist.[/OOC] [OOC=Spirit Seeker] Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals. [/OOC] [OOC=Totem Spirit - Spiritual Shield (Bear)]You choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur, feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Spiritual Shield (Bear): While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. [/OOC] [OOC=Beast Sense (Ritual)]2nd-level divination (ritual) Casting time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. [/OOC] [OOC=Speak with Animals (Ritual)]1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. [/OOC] [OOC=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/OOC] [OOC=Fast Movement]Starting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor.[/OOC] [OOC=Totem Warrior - Aspect of the Beast (Eagle)]Aspect of the Beast At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.[/OOC] [OOC=Feral Instinct]By 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.[/OOC] [OOC=Brutal Critical (1 die)]Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.[/OOC] [OOC=Spirit Walker]At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. Commune with nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.[/ooc] [OOC=Feat - Swift Blade]You learned how to use of the momentum of heavy weapons to deliver fast blows. You gain the following benefits: When you take the Attack action and attack with only a heavy weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the main attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a heavy weapon, other creatures provoke an opportunity attack from you when they enter your reach.[/OOC] [OOC=Blattaria Honey - Savage Attacks x2]When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.[/OOC] [OOC=Blattaria Honey - Reckless Abandon]When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. You may only use Reckless Abandon on a single rage per long rest.[/OOC] [OOC=Darkvision]Thanks to your wild blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.[/OOC] [OOC=Relentless Endurance]When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.[/OOC] [OOC=Savage Attacks]When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.[/OOC] [OOC=Feature: Position of Privilege]Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.[/OOC][/spoiler] [spoiler=Combat] [noparse] [roll=Initiative]1d20+2z[/roll] [roll=Greatsword]1d20+11z 2d6+7z[/roll] [roll=Greatsword (Rage)]1d20+11z 2d6+10z[/roll] [roll=Greatsword (Bash)]1d20+11z 1d4+7z[/roll] [roll=Greatsword (Rage Bash)]1d20+11z 1d4+10z[/roll] [roll=Sentinel Damage]1d6z[/roll] [roll=Shortbow]1d20+6z 1d6+2z[/roll] [roll=Javelin]1d20+9z 1d6+5z[/roll] [roll=Hit Dice]1d12+3z[/roll] [/noparse] [/spoiler] [spoiler=Saves] [noparse] [roll=STR Save]1d20+10z[/roll] [roll=DEX Save]1d20+3z[/roll] [roll=CON Save]1d20+8z[/roll] [roll=INT Save]1d20z[/roll] [roll=WIS Save]1d20+1z[/roll] [roll=CHA Save]1d20+1z[/roll] [/noparse] [/spoiler] [spoiler=Skills] [noparse] [roll=Acrobatics (Dex)]1d20+2z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+9z[/roll] [roll=Deception (Cha)]1d20z[/roll] [roll=History (Int)]1d20+3z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+4z[/roll] [roll=Performance (Cha)]1d20z[/roll] [roll=Persuasion (Cha)]1d20+4z[/roll] [roll=Religion (Int)]1d20-1z[/roll] [roll=Sleight of Hand (Dex)]1d20+2z[/roll] [roll=Stealth (Dex)]1d20+2z[/roll] [roll=Survival (Wis)]1d20z[/roll] [/noparse] [/spoiler] [SPOILER=Equipment]Greatsword +2 Greatsword Shortbow 4 Javelins Half Plate [OOC=Explorer's Pack]Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rope strapped to the side of it.[/OOC] A set of fine clothes Signet Ring Scroll of Pedigree Trinket: A rabbit's foot Potion of Healing. Potion of Cure Disease Amulet of Protection (Attuned) [OOC=Ring of Jumping]Ring, uncommon (requires attunement) Major tier While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.[/OOC] [OOC=Adamantine armor]This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.[/ooc] (Damaged) Boots of the Sentinel. These boots almost seem to lock themselves to the ground when you swing your weapon, giving you more power to your swing. They're looking a little worse for wear, though. (Requires Attunement) If you melee attack the same target you attacked last round and have not switched zones this round, deal an extra 1d6 damage to the target on a hit. If you roll a 1 on your attack, you suffer disadvantage on your next attack as the boots short-circuit and move of their own volition. Total Funds - 1331 gp[/SPOILER][/fieldset] Anneliese Svanhild of Riverkeep http://i.imgur.com/gsIkGfF.jpg Anneliese Svanhild of Riverkeep Taldar Human Barbarian 10 HP: 105/105 HD: 3/10d12z Hero Points: 4/4 AC: 18 Relentless Endurance: 1/1 Rages: 1/4 Status: Normal and Healthy Statblock Anneliese Svanhild of Riverkeep Female Taldar Human Barbarian 4 Lawful Good Noble STR: 20/+5 DEX: 14/+2 CON: 16/+3 INT: 8/-1 WIS: 10/0 CHA: 10/0 Proficiency Bonus: 4 Saves: Strength, Constitution INIT: 2 Speed: 40 AC: 18 HD: 10d12 Passive Perception: 14 Languages: Common, Taldar, Sylvan Background Feature: Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Abilities and Features RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. Path of the Totem WarriorThe Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. It is unusual for an individual to have more than one totem animal spirit, though exceptions exist. Spirit Seeker Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals. Totem Spirit - Spiritual Shield (Bear)You choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment—that incorporates fur, feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. Spiritual Shield (Bear): While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment. Beast Sense (Ritual)2nd-level divination (ritual) Casting time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. Speak with Animals (Ritual)1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion. Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Fast MovementStarting at 5th level, your speed increases by 10 feet while you aren't wearing heavy armor. Totem Warrior - Aspect of the Beast (Eagle)Aspect of the Beast At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. Feral InstinctBy 7th level, your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn. Brutal Critical (1 die)Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level. Spirit WalkerAt 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek. Commune with nature 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S Duration: Instantaneous You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: terrain and bodies of water prevalent plants, minerals, animals, or peoples powerful celestials, fey, fiends, elementals, or undead influence from other planes of existence buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns. Feat - Swift BladeYou learned how to use of the momentum of heavy weapons to deliver fast blows. You gain the following benefits: When you take the Attack action and attack with only a heavy weapon, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the main attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a heavy weapon, other creatures provoke an opportunity attack from you when they enter your reach. Blattaria Honey - Savage Attacks x2When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Blattaria Honey - Reckless AbandonWhen you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. You may only use Reckless Abandon on a single rage per long rest. DarkvisionThanks to your wild blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Feature: Position of PrivilegeThanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Combat [roll=Initiative]1d20+2z[/roll] [roll=Greatsword]1d20+11z 2d6+7z[/roll] [roll=Greatsword (Rage)]1d20+11z 2d6+10z[/roll] [roll=Greatsword (Bash)]1d20+11z 1d4+7z[/roll] [roll=Greatsword (Rage Bash)]1d20+11z 1d4+10z[/roll] [roll=Sentinel Damage]1d6z[/roll] [roll=Shortbow]1d20+6z 1d6+2z[/roll] [roll=Javelin]1d20+9z 1d6+5z[/roll] [roll=Hit Dice]1d12+3z[/roll] Saves [roll=STR Save]1d20+10z[/roll] [roll=DEX Save]1d20+3z[/roll] [roll=CON Save]1d20+8z[/roll] [roll=INT Save]1d20z[/roll] [roll=WIS Save]1d20+1z[/roll] [roll=CHA Save]1d20+1z[/roll] Skills [roll=Acrobatics (Dex)]1d20+2z[/roll] [roll=Animal Handling (Wis)]1d20z[/roll] [roll=Arcana (Int)]1d20-1z[/roll] [roll=Athletics (Str)]1d20+9z[/roll] [roll=Deception (Cha)]1d20z[/roll] [roll=History (Int)]1d20+3z[/roll] [roll=Insight (Wis)]1d20z[/roll] [roll=Intimidation (Cha)]1d20+4z[/roll] [roll=Investigation (Int)]1d20-1z[/roll] [roll=Medicine (Wis)]1d20z[/roll] [roll=Nature (Int)]1d20-1z[/roll] [roll=Perception (Wis)]1d20+4z[/roll] [roll=Performance (Cha)]1d20z[/roll] [roll=Persuasion (Cha)]1d20+4z[/roll] [roll=Religion (Int)]1d20-1z[/roll] [roll=Sleight of Hand (Dex)]1d20+2z[/roll] [roll=Stealth (Dex)]1d20+2z[/roll] [roll=Survival (Wis)]1d20z[/roll] Equipment Greatsword +2 Greatsword Shortbow 4 Javelins Half Plate Explorer's PackIncludes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feel of hempen rope strapped to the side of it. A set of fine clothes Signet Ring Scroll of Pedigree Trinket: A rabbit's foot Potion of Healing. Potion of Cure Disease Amulet of Protection (Attuned) Ring of JumpingRing, uncommon (requires attunement) Major tier While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. Adamantine armorThis suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. (Damaged) Boots of the Sentinel. These boots almost seem to lock themselves to the ground when you swing your weapon, giving you more power to your swing. They're looking a little worse for wear, though. (Requires Attunement) If you melee attack the same target you attacked last round and have not switched zones this round, deal an extra 1d6 damage to the target on a hit. If you roll a 1 on your attack, you suffer disadvantage on your next attack as the boots short-circuit and move of their own volition. Total Funds - 1331 gp "Look, if he says it will work, it will. Torfinn is our miracle worker and if anyone needs an example I'll be first in line at the crossing, dragging everyone swimming if need be" says Liese, stepping forward to support her friend... though then again, being the supernaturally strong and resilient monster than she is, her just saying that she can do the crossing is likely little comfort to anyone else. Persuasion Edited October 28, 2023 by daltar (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Persuasion 6 1d20+4 2 Link to comment Share on other sites More sharing options...
Peacemonger Posted October 30, 2023 Clone Share Posted October 30, 2023 Eclair Mornfell Human Undying Warlock Sage AC: 14 | HP: 106/106 | Speed: 30 ft. Senses: passive Perception 11, Insight 11, Investigation 20 Str:Save: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +6 14 (+2) | Con:Save: +4 19 (+4) | Int:Save: +2 Arcana: +6 History: +6 Investigation: +10 Nature: +2 Religion: +6 15 (+2) | Wis:Save: +5 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 12 (+1) | Cha:Save: +9 Deception: +9 Intimidation: +9 Performance: +5 Persuasion: +9 20 (+5) Languages: You can speak, read, and write Common, Dwarvish, Infernal, Sylvan, Undeath Spell Slots: 3/3 | Mystic Arcanum: 6th: 1/1 | Defy Death: 1/1 | Shadow Step: 1/1 | Gift of the Protectors: 1/1 Eclair arrives into the room again, having excused herself, wiping away a pitch black tear. The others know it's a sign of some sort of newly granted power as it's happened several times now. "I can communicate directly to four people, four taking lead in different parts of Terena to help coordinate our attack in real time, as many times as we need." She looks around, gauging that the last words said by Liese as she walked in are not quite landing. "We also have our arcane gate, though that is one of your more potent spells. It's less... startling to those who need to breathe air though." It's not just Torfinn, but herself she exempts from that category, now fully used to not breathing except as part of speaking. "Whatever we decide, I want one thing clear. The four of us are going after the Sunbringer." She looks to Marut as if to suggest even more that she know it's his mission to do what he needs to for his own faith. She weighs how she's let him and the others kill so many enemies, including the Dox, whil she's only killed one... as magical backlash from the man's own attack. She knows deep down now there's no escaping it this time. There's simply no situation she can conceive where she won't finally be killing living, sentient beings. She accepts this truth. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted November 1, 2023 Clone Share Posted November 1, 2023 Marut Karan AC: 18 | Hit Points: 92/92 | Passive Perception: 15 | Init: +2 (adv) Hero Points: 4 | Stone's Endurance: 1/1 | Spirit Shield: 1/1 | Spells: 4/4; 3/3 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Marut is not much known for his quick thinking, but he knows how to crush stuff. So he usually leaves the thinking things to Torfinn. But even then, it doesn't sound like a great plan. He looks to Torfinn and says, "Yo, I dunno. Walkin' in the riva sounds a bit rough. Maybes there's a way ta put in somethin' like them bag of holdin' and then we just gotta sneak a fews of us in and then just...let 'em out. I mean, if we gots ta use the riva, okays. But just thinkin' of other stuff." The naga shrugs not knowing if his idea has any merit. As Eclair mentions the Sunbringer, he scoffs and says, "Damn straight, we takin' her out." Tabletop There's a 7th-level spell call Magnificent Mansion that would let us do this. We could conjure the portal on a movable thing (like a wagon) and then walk into the city. A portable hole would let us do something similar. Another thought would be to use the Arcane Gate idea. I'm sure we can come up with a safe place inside the city. The trick would be getting everyone safely outside the wall within 500 feet of it. We would be seen gathering by the wall. The only idea I have there is to use other spells to hide that there are 200+ people lingering outside the walls. We could look at plant growth potentially or maybe an illusion. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Nixis Posted November 2, 2023 Author Clone Share Posted November 2, 2023 Eyes widen at Marut's suggestion to place people within a bag of holding and after a moment Ciceron Boma laughs "While that idea certainly gets points for creativity, I would much rather stride across the bottom of the river in full plate than be crammed into a dark bag with hundreds of my friends, and I very much would not like to do the former! But, perhaps, there is merit in this approach. It would certainly guarantee your ability to enter the city without notice. Perhaps if we choose a particularly misty day, coupled with your unobserved entry into the city and a Message from Eclair to myself and the Circle to start being as distracting as possible, you could take one of the gatehouses and let the rest of the guard inside." "We do not... have to leave it to chance." Marie says quietly. "I am... weak. But I can still support... this. Let me speak with Ksenia... She... has a spell to weave a fog cloud thick... enough to obscure... a large... large area. I... can provide... some assistance..." She stops speaking, clearly exhausted. At her side, Chadston frowns in concern, but then adds "I, too, can help with this spell. It alone is not enough, but combined with a group on the inside and a distraction, it should be enough." "How does this sound then to you four, who will be facing the most danger? Torfinn, you will do your ritual to get your group - and anyone else mad enough to wish to join you - under the river and into the Bastos/Circle warehouse. At that point, you will lay low for a few hours and then Eclair will send messages to myself, the Circle, and the Blades. We will move forward under cover of fog and get as close as possible, at which point the rebellion will begin within the city as you approach the gatehouse from the inside. You will subdue the guards, let us in, and we will retake the city - while you go deal with the Sunbringer herself. Is this amenable to all? What should we add to the plan?" One by one, the others gathered at the table nod, but they are watching all of you as you are the key figures in it. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted November 8, 2023 Clone Share Posted November 8, 2023 Eclair Mornfell Human Undying Warlock Sage AC: 14 | HP: 106/106 | Speed: 30 ft. Senses: passive Perception 11, Insight 11, Investigation 20 Str:Save: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +6 14 (+2) | Con:Save: +4 19 (+4) | Int:Save: +2 Arcana: +6 History: +6 Investigation: +10 Nature: +2 Religion: +6 15 (+2) | Wis:Save: +5 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 12 (+1) | Cha:Save: +9 Deception: +9 Intimidation: +9 Performance: +5 Persuasion: +9 20 (+5) Languages: You can speak, read, and write Common, Dwarvish, Infernal, Sylvan, Undeath Spell Slots: 3/3 | Mystic Arcanum: 6th: 1/1 | Defy Death: 1/1 | Shadow Step: 1/1 | Gift of the Protectors: 1/1 Eclair weighs her options and nods. "The fourth and last link we be with Chadston, who should stand back. You're one of the few people the Dox will take extra effort to target and we cannot lose you. That way, we can coordinate if we need to get you further out to safety." She looks around to the others. "The other things we need to know is where the Sunbringer will be, and how to isolate her. Much of that may have to be worked out once the fighting begins." A sinking feel takes Eclair as she considers her words. No looking back though. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shadeus Posted November 10, 2023 Clone Share Posted November 10, 2023 Marut Karan AC: 18 | Hit Points: 92/92 | Passive Perception: 15 | Init: +2 (adv) Hero Points: 4 | Stone's Endurance: 1/1 | Spirit Shield: 1/1 | Spells: 4/4; 3/3 | Skills+9 Athletics +1 Acrobatics +1 Sleight of Hand +1 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +3 A. Handling +6 Insight +3 Medicine +6 Perception +3 Survival +0 Deception +3 Intimidation +3 Performance +0 Persuasion | SavesStrength: +12 Dexterity: +1 Constitution: +7 Intelligence: -1 Wisdom: +6 Charisma: +0 | FeaturesLanguages: Common Abyssal, Giant, Elven Class Features: - Fighting Style: Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Manifest EchoYou can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated. Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed. You can use the echo in the following ways: - As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. - When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack. - When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space. - Unleash IncarnationYou can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. - Dread AmbusherAt 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type. - Echo AvatarYou can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed. Background Feature: Name DroppingYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability. Marut shrugs, uncaring if his idea was selected. However, the one thing he doesn't like is that he's a watcher. He's having to leave all the fun stuff to the spellcaster, and he...shows up. They have been chasing the Sunbringer for so long now he's unsure how he feels about it coming to a close. Some of them think that worshipping Hykeros is a good thing. But he knows they are being used and have been corrupted. But how can they not see him the same way? The Dox must think him a fool. Although, they did take over Terena, and that's not cool. It's fine. The naga doesn't say anything and gets ready to tag along. Tabletop Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Nixis Posted November 19, 2023 Author Clone Share Posted November 19, 2023 OOC I think Marut is forgetting that once they're in the city they are going to be sneaking all about which is exactly where Marut shines - and what just turned the prison break adventure from something that I was anticipating would involve several fights and a more, uh, kinetic ending to you all just waltzing through the entire facility, freeing people, and then waltzing back out :D Sorry for the delay. Was traveling, dealing with more post-covid complications (reaaaallly not a fan) and designing this capstone to the Sunbringer/Dox portion of the campaign. Basically, this is going to play out in a few parts. 1) Infiltration. You need to get into the city (not a problem with Torfinn's good idea), sneak through the city to one of the gates, subdue the guards as quietly as possible, and open the gate to allow Zaniyah and the guards inside. 2) The battle against the Dox. This is something that you can let go on behind the scenes as you do other things, or take a more active role in. Basically, I've been keeping track of the choices you've been making in both this section and the last and you have an 'army' on your side that consists of the Circle bolstered by a few of the 'regular' thieves in the city, a 2/3rds strength Cult of the Blade, Zaniyah's guards, who you lost a few, but not a ton of to the undead below, and Marie and Ksenia but NOT Chadston, who is being kept behind for his safety. Against them are the Dox, whose strength is known only to me :D The fight between the Dox and the 'Allies' will be happening sort of like the fight for Malbrig's temple in the Forest. A bunch of rolls that will determine how things are working. Once we get there, you will have the opportunity to help one or more of the groups along with the fight, improving their odds, but taking away advantages that you might accrue for the final portion 3) The hunt for and defeat(?) of the Sunbringer. Without her defeat, the Dox will remain in charge, but her current location, her escort strength, etc is currently unknown. You will figure out where she is, work to peel away her escorts, and finally confront and defeat her. The more you help the main army, the less chances you will have to do the rest. Its later than I thought it was going to be by the time I finished writing this, so I'll actually advance the plot IC tomorrow. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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