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After the Hunt


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Myriawen Portrait

Appearance

MyriawenAppearanceIn-Post.jpg.377796d7cb8e8855652ffae8a62e6b50.jpg

Ancestry: Arctic Elf | Sex: Female | Ethnicity: Ilverani | Age: 172 | Height: 5' 8" | Weight: 118 lbs.

Like any arctic elf Myriawen is frosty on the surface, yet there is a quality to her that makes it appear like her vains were burning with the fire of barely tamed passion. It is impossible to tell how old she is; her skin is flawless, yet her bright blue eyes reflect memories of ages.

She is always calm and soft; she easily shys away from loud noises, yet her voice has, in its softness, an irresistible quality to it. Sometimes she doesn't even need to use her voice, a faint knowing smile of hers alone can settle a fight between two Broken Tusks.

It is common knowledge that she can commune with other half-elves and elves without using words.

Statblock

Myriawen Syornmaiden, Bard 1


NG
Medium
Elf
Arctic Elf
Humanoid

Perception +5; Low-Light Vision
Languages Common, Elven
Skills Acrobatics +5, Athletics -1, Crafting +5, Deception +7, Diplomacy +7, Intimidation +7, Lore: Bardic +5, Lore: Genealogy +5, Occultism +5, Performance +7, Stealth +5, Survival +3
Str +0, Dex +3, Con +0, Int +2, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Clothing (Winter)


AC 18; Fort +3, Ref +6, Will +5
HP 14; Resistances cold 1


Speed 30 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Ranged Sling +6 (Propulsive), Damage 1d6 B
Occult Known Spells DC 17, attack +7; 1st Charm, Soothe, True Strike (2 slots); Cantrips Light, Daze, Prestidigitation, Shield, Haunting Hymn
Occult Innate Spells DC 17, attack +7; 1st Mindlink; Cantrips
Focus Spells (1 points) Counter Performance action_reaction_black.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single_black.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Additional Feats Arctic Elf, Bardic Lore, Impressive Performance, Share Thoughts
Additional Specials Muses (Enigma)

Myriawen Syornmaiden, True Good Arctic Elf Enigma Bard

There was a hint of frustration in Myriawen's eyes when she failed to approach and befriend the tapir that she had picked again. However, the impression was fleeting, the elf maiden was timeless. The frustration was replaced with patience.

"I am afraid I cannot say," she returned to Qingalic. She wasn't quite singing, but there was a charming melody to her voice and genuine affection for the bearded man. "It takes a spell to detect magic. A spell which I am yet unable to speak. On first glance, the trap doesn't seem particularly occult to me." She took a moment to examine the hooks just to make sure.

OOC

Myriawen looks around to see whether the trap hooks, or anything else in the environment, seem like occult items - she doesn't have detect magic, so she cannot see any magic, per se.

 

Name
Recall Knowledge - Occultism
18
1d20+5 13
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Talyn of Mendevia - Cleric 1 (MW Sheet)image.png.7e5916194bd6265be6c18eeeb689bdda.png

HP 18/18 | AC 17 (+19 with shield raised)

Perception +4 | Fort +7 | Ref +4 | Will +6

Resistances cold 1 | Speed 25 feet

Statblock

Languages Common
Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4
Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2
Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6)

Shield Block action_reaction.png
Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S
Reach Spell action_single.png
Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips
Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn
Additional Feats Pilgrim's Token, Wintertouched Human
Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest)

Talyn kept a watch out as the others worked with the Tapir and studied the traps.

"Fools wouldn't see the arrow coming if whoever made these traps is still around," she muttered in a low voice to herself.

OOC:

Exploration Activity: Scout

Reaction:

Action 1:

Action 2:

Action 3:

 

 

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Golgarath.png.0d33894989c69ed2848d20d79da42ea5.pngGol'garath, Ox House Spear-bearer

AC: 18 | HIT POINTS: 16 | CURRENT: 16 | HERO POINTS: 1

FORTITUDE: +3 | REFLEX: +9 | WILL: +6 | PERCEPTION: +6

ACTIVE EFFECTS: Avoid Notice

CONDITIONS: None


Gol'garath quietly circled the clearing, if Talyn, in her, typical, rancorous mood, wished to keep an eye on the clearing, the young herder would be able to conceal himself along the edge of the clearing. This would allow him to observe the entirety of the clearing, while ensuring he was out of sight of both the tapirs, the group was trying to wrange, and any, other, unobserved stalkers ... like the ones who had lain the traps in the first place.

Out of Character

Free Action:

Reaction: 


Action 1: Will begin taking the Avoid Notice Exploration Activity

Action 2:

Action 3:

Name
Avoid Notice (Stealth vs Perception DC)
22
1d20+7 15
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Egan has a new friend. The tapir is completely calm now and would let any one try to heal it or at least be able to get the hurt paw lifted. The other while not tame is in no pain and would let any of the group close enough to examin it. Egan is free to try to befirend the other Tapir. Myriawen is free to try to heal the first or is any one has a spell that would take away the pain the barbs can be removed from either of the tapiers.

 

On the Trap side. The careful inspection and consulation with the rest of the group brings the following information

1. there are 2 sets of tracks (humanoid) leading out of the grove to the north.

2. No one from the Broken Tusk's have been this way to set the traps or otherwise try to find Mamoths. This is Tapir territory (although the very edge of it, if not just out of it) for the Broken Tusks.

3. While the traps are quit similar to the ones used by the Broken Tusks, the specific plant used for the poison seems to be one that is found higher in the mountains to the eats.

 

At this point, in order to fullfill the task set out to the group they need to bring the Tapirs back to join the other Tapirs of the Broken Tusks.

 

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Egan Ailerry - Half-Elf Rogue 1


HP: 18/18 | AC: 18 | Speed: 25ft | Hero: 0/3 

Perception: +7 | Fort: +5 | Ref: +9 | Will: +7

Consumables | Spells | Skills | Conditions: 

Bonuses and Abilities

Abilities:
-Surprise Attack
-Sneak Attack 1d6
-Darkvision
-Assurance (Athletics)
-Thief Racket

Actions:
-Twin Feint
-Battle Medicine (DC15 2d8)


Having successfully tamed and removed the barbs from Buttercup, Egan pats her on the side and walks over to help with the other tapir. He whistles through a gap in his teeth as he goes, rather oblivious to the larger implications of traps and the foreign folk who may or may not have placed them.
He walks up to the other tapir the same way he approached the first, no sudden motion, walk like you're not actually walking toward it, but somehow always getting closer. Just simple tricks he picked up here and there; tailing a mark, avoiding suspicious guards. Amazing the things that come in handy out here.
Except this tapir is a wily one. Suspicious and skiddish. He can't seem to get close.

OOC/Actions

Other: roll Nature to Tame

Free:

Action 1: 

Action 2: 

Action 3: 

Results:

Reaction: (None)

Exploration Activity: Scout

Gear

Worn

-Leather Armor: +1 AC/4 Dex
-Winter Clothes: Negate Damage from Severe Cold, Reduce Extreme Cold Damage
-Backpack: Ignore first 2 bulk of items in pack
-Belt Pouch
-Theives' Tools
-Quiver: 24x Arrows

Weapons

-Dagger: +7 | 1d4+4P/S | Agile | Finesse | 10'
-Rapier: +7 | 1d6+4P | Deadly D8 | Finesse
-Shortsword: +7 | 1d6+4P/S | Agile | Finesse
-Shortbow: +7 | 1d6P | 60' | Deadly D10

Containers

Backpack
-Bedroll
-2x Rations (1 week)
-Rope (50')-5x Sacks
-Climbing Kit: 50' Rope, 12x Pitons, Hammer, Grappling Hook, Crampons, Pulleys
-Soap
-Basic Crafter's Book
-5x Torches
-Waterskin

Belt Pouch
-Flint and Steel
-10z Chalk
-0gp, 2sp, 2cp

Edited by Kistler (see edit history)
Name
Nature to Tame
8
1d20+5 3
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Myriawen Portrait

Appearance

MyriawenAppearanceIn-Post.jpg.377796d7cb8e8855652ffae8a62e6b50.jpg

Ancestry: Arctic Elf | Sex: Female | Ethnicity: Ilverani | Age: 172 | Height: 5' 8" | Weight: 118 lbs.

Like any arctic elf Myriawen is frosty on the surface, yet there is a quality to her that makes it appear like her vains were burning with the fire of barely tamed passion. It is impossible to tell how old she is; her skin is flawless, yet her bright blue eyes reflect memories of ages.

She is always calm and soft; she easily shys away from loud noises, yet her voice has, in its softness, an irresistible quality to it. Sometimes she doesn't even need to use her voice, a faint knowing smile of hers alone can settle a fight between two Broken Tusks.

It is common knowledge that she can commune with other half-elves and elves without using words.

Statblock

Myriawen Syornmaiden, Bard 1


NG
Medium
Elf
Arctic Elf
Humanoid

Perception +5; Low-Light Vision
Languages Common, Elven
Skills Acrobatics +5, Athletics -1, Crafting +5, Deception +7, Diplomacy +7, Intimidation +7, Lore: Bardic +5, Lore: Genealogy +5, Occultism +5, Performance +7, Stealth +5, Survival +3
Str +0, Dex +3, Con +0, Int +2, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Clothing (Winter)


AC 18; Fort +3, Ref +6, Will +5
HP 14; Resistances cold 1


Speed 30 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Ranged Sling +6 (Propulsive), Damage 1d6 B
Occult Known Spells DC 17, attack +7; 1st Charm, Soothe, True Strike (2 slots); Cantrips Light, Daze, Prestidigitation, Shield, Haunting Hymn
Occult Innate Spells DC 17, attack +7; 1st Mindlink; Cantrips
Focus Spells (1 points) Counter Performance action_reaction_black.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single_black.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Additional Feats Arctic Elf, Bardic Lore, Impressive Performance, Share Thoughts
Additional Specials Muses (Enigma)

Myriawen Syornmaiden, True Good Arctic Elf Enigma Bard

Myriawen was slowly getting a little frustrated. She took a deep breath, listened to the song of the wind in the plains. "Give me a moment," she merely asked before she strolled off. It wasn't all that long before she returned with an assortment of fruits and leaves that she she hoped the tapir's might like.

Thus, she tried to befriend them once more, hoping to come close enough to help them with the hooks in the legs.

Name
Tame - Nature
14
1d20 14
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Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


The dwarf, having completed his inspection of the trap, attached it to his pack for transport back to the Broken Tusk camp.

I can assist with the healing of the tapir's wound, if needed, he said to Myriawen and Egan. I have a kit, he added, patting the Healer's Tools arranged on a bandolier.

I'll join the Watch until you need me. With that, he moved in a direction to supplement Gol'garath and Talyn.

 

OOC

To speed things along ... I'll just have Q act. If Allefgib shows up and wants to cast a Heal, that can preempt the following.

Seeing Myriawen make another attempt at gaining the tapir's trust and noting the animal seems somewhat calm, Qingalic gets out various balms and ointments from his Healing Kit. With both his hands holding such items, hoping that the animal recognizes that with his hands full he cannot make to grab it, the dwarf make a slow confident approach, trying to avoid the extremes of a slow stalking pace or an attack dash: steady and calm.

Assuming he can actually approach and treat the animal, he makes a Medicine check attempting to numb the hoof and extract the dart or metal tooth or whatever is causing the pain.

 

ACTIONS

Medicine Check (Treat Wounds). The Medicine check DC is usually 15, though the GM might adjust it based on the circumstances.

So ... maybe it worked?

 


 

 

 

Edited by Vedast
add Medicine Check (see edit history)
Name
Medicine Check (+5)
17
1d20+5 12
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image.png

Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


The dwarf, satisfied that his ministrations will allow the tapir's hoof to heal fully given time, added a last packing of an herbal balm to the wound to help resist any festering.

He nodded to Myriawen suggesting that she could guide Windhoof in following Egan and Buttercup. Walking on it gently should be fine, now, he said encouragingly. And the journey will give you more time to bond.

He stretched for a couple of moments before scanning the surrounds; securing his Healers Tools; arranging his pack with the trap attached; and moved off (with his guisarme to hand) to take a guard position supporting his two other Musk Ox brethren whilst (presumably) Egan and Myriawen guide the two tapir.

 

OOC

 

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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image.png.8d61135b28285a22c9772db37846d8f1.png

Egan Ailerry - Half-Elf Rogue 1


HP: 18/18 | AC: 18 | Speed: 25ft | Hero: 0/3 

Perception: +7 | Fort: +5 | Ref: +9 | Will: +7

Consumables | Spells | Skills | Conditions: 

Bonuses and Abilities

Abilities:
-Surprise Attack
-Sneak Attack 1d6
-Darkvision
-Assurance (Athletics)
-Thief Racket

Actions:
-Twin Feint
-Battle Medicine (DC15 2d8)


Egan sees that the second tapir seems willing to follow Buttercup, so he starts on his way slowly leading the docile creature and relting on the others as scouts and lookouts.

OOC/Actions

Other:

Free:

Action 1: 

Action 2: 

Action 3: 

Results:

Reaction: (None)

Exploration Activity: Scout

Gear

Worn

-Leather Armor: +1 AC/4 Dex
-Winter Clothes: Negate Damage from Severe Cold, Reduce Extreme Cold Damage
-Backpack: Ignore first 2 bulk of items in pack
-Belt Pouch
-Theives' Tools
-Quiver: 24x Arrows

Weapons

-Dagger: +7 | 1d4+4P/S | Agile | Finesse | 10'
-Rapier: +7 | 1d6+4P | Deadly D8 | Finesse
-Shortsword: +7 | 1d6+4P/S | Agile | Finesse
-Shortbow: +7 | 1d6P | 60' | Deadly D10

Containers

Backpack
-Bedroll
-2x Rations (1 week)
-Rope (50')-5x Sacks
-Climbing Kit: 50' Rope, 12x Pitons, Hammer, Grappling Hook, Crampons, Pulleys
-Soap
-Basic Crafter's Book
-5x Torches
-Waterskin

Belt Pouch
-Flint and Steel
-10z Chalk
-0gp, 2sp, 2cp

Edited by Kistler (see edit history)
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Talyn of Mendevia - Cleric 1 (MW Sheet)image.png.7e5916194bd6265be6c18eeeb689bdda.png

HP 18/18 | AC 17 (+19 with shield raised)

Perception +4 | Fort +7 | Ref +4 | Will +6

Resistances cold 1 | Speed 25 feet

Statblock

Languages Common
Skills Acrobatics +1, Athletics +6, Diplomacy +5, Intimidation +5, Lore: Demon +3, Medicine +4, Religion +4
Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +2
Items Hide, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Religious Symbol (Silver), Healer's Tools, Crowbar, Alcohol (5), Signal Whistle, Clothing (Winter), Air Bladder, Climbing Kit, Wooden Shield (Hardness 3, HP 12, BT 6)

Shield Block action_reaction.png
Melee Scimitar +6 (Forceful, Sweep), Damage 1d6+3 S
Reach Spell action_single.png
Divine Prepared Spells DC 14, attack +4; 1st Heal, Heal, Heal; Cantrips
Divine Prepared Spells DC 14, attack +4; 1st Magic Weapon, Bless; Cantrips Guidance, Stabilize, Light, Forbidding Ward, Bullhorn
Additional Feats Pilgrim's Token, Wintertouched Human
Additional Specials Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest)

Talyn catiously approahed the others who were caring for the tapirs.

"Do any of them need healing? I can lend Sister Cinder's blessings if needed."

OOC:

Exploration Activity: Scout

Reaction:

Action 1:

Action 2:

Action 3:

 

 

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Both of the Tapers are fully healed and have the thorns out. While the 2nd one (not Buttercup) is not befriended, Buttercup is a friend to it.

I was waiting for all of you to respond before starting the journey back to the camp. If I don't have any response by Jan 4th, we will move on. I hope you all had a good Christmas or Holidays and a Happy lNew year.

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You return to the camp without issue. You drop the Tapirs with Imek and return to talk to Grandfather Eiwa to anouce you have finished the first of the tasks. He thanks you and ask which of the other two tasks you would like to take on the next day, Scouting Rockloom ( the site of the cerimory) or Gathering water for the cerimony.

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image.png

Qingalic Mølgaard

Qingalic MolgaardFighter 1


N
Medium
Dwarf
Strong-Blooded Dwarf
Humanoid

Perception +7; Darkvision
Languages None selected
Skills Acrobatics +4, Athletics +7, Lore: Hunting +3, Medicine +5, Stealth +4, Survival +5
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha -1
Items Hide, Healer's Tools, Backpack (2), Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Wooden Shield (Hardness 3, HP 12, BT 6)


AC 17 (+19 with shield raised); Fort +8, Ref +6, Will +5
HP 23
Shield Block action_reaction_black.pngTrigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Attack of Opportunity action_reaction_black.pngTrigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.


Speed 20 feet
Melee Guisarme +9 (Reach, Trip), Damage 1d10+4 S
Melee Clan Dagger +9 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Melee Light Hammer +9 (Agile, Thrown 20 ft.), Damage 1d6+4 B
Melee Fist +9 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Javelin +6 (Thrown), Damage 1d6+4 P
Sudden Charge action_double_black.png (Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Additional Feats Strong-Blooded Dwarf, Titan Wrestler, Unburdened Iron

House of the Musk Ox (Totem: Bighorn Sheep) image.png.dd97adbbe0fc3dec71d57107d2ce6d3f.png

Strong-Blooded DwarfYou gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.; Megafauna HunterYou have a natural knack for tracking and taking down big game such as moose, saber-toothed tigers, and even wild mammoths.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in the Athletics skill, and the Hunting Lore skill. You gain the Titan Wrestler skill feat.
; Fighter (1)


 

HP: 23/23 AC: 17 (19): hide (shield) | Speed: 20' | Darkvision | Lang: Hallit, Dwarven

Perception (E): +7  Initiative: +7 | Fort (E): +8 | Ref (E): +6| Will (T): +5 | Hero Pts: 1

| SkillsTrained:
Acrobatics (+4); Athletics (+7); Lore/hunting (+3); Medicine (+5); Stealth (+4); Survival (+5)

Untrained:
Acrana (+0); Crafting (+0); Deception (-1); Diplomacy (-1); Intimidation (-1); Nature (+2); Occultism (+0); Performance (-1); Religion (+2); Society (+0); Thievery (+1)
 | AttributesSTR +4
DEX +1
CON +3
INT +0
WIS +2
CHA -1
 | AttacksUnarmed:

Fist +9/+5/+1 • Expert +5 • Str +4 • Item 0 • Damage 1d4+4 B • Agile; Finesse; Nonlethal; Unarmed

Melee:

Guisarme +9/+4/-1 • Expert +5 • STR +4 • Item 0 • Damage 1d10+4 S, Reach, Trip
Clan Dagger +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d4+4 P, Versatile B, Agile, Dwarf, Parry
Light Hammer +9/+5/+1 • Expert +5 • STR +4 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'

Ranged:

Javelin +6/+1/-4 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 P, Thrown 30'
Light Hammer +6/+2/-2 • Expert +5 • DEX +1 • Item 0 • Damage 1d6+4 B, Agile, Thrown 20'
 |


 

If the water gathered will stay sufficiently clean and pure until the ceremony, perhaps we should gather that now? We can then scout and secure Rockloom and be ready to proceed.

 

 

OOC

 

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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Myriawen Portrait

Appearance

MyriawenAppearanceIn-Post.jpg.377796d7cb8e8855652ffae8a62e6b50.jpg

Ancestry: Arctic Elf | Sex: Female | Ethnicity: Ilverani | Age: 172 | Height: 5' 8" | Weight: 118 lbs.

Like any arctic elf Myriawen is frosty on the surface, yet there is a quality to her that makes it appear like her vains were burning with the fire of barely tamed passion. It is impossible to tell how old she is; her skin is flawless, yet her bright blue eyes reflect memories of ages.

She is always calm and soft; she easily shys away from loud noises, yet her voice has, in its softness, an irresistible quality to it. Sometimes she doesn't even need to use her voice, a faint knowing smile of hers alone can settle a fight between two Broken Tusks.

It is common knowledge that she can commune with other half-elves and elves without using words.

Statblock

Myriawen Syornmaiden, Bard 1


NG
Medium
Elf
Arctic Elf
Humanoid

Perception +5; Low-Light Vision
Languages Common, Elven
Skills Acrobatics +5, Athletics -1, Crafting +5, Deception +7, Diplomacy +7, Intimidation +7, Lore: Bardic +5, Lore: Genealogy +5, Occultism +5, Performance +7, Stealth +5, Survival +3
Str +0, Dex +3, Con +0, Int +2, Wis +0, Cha +4
Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Musical Instrument (Handheld), Clothing (Winter)


AC 18; Fort +3, Ref +6, Will +5
HP 14; Resistances cold 1


Speed 30 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Rapier +6 (Deadly d8, Disarm, Finesse), Damage 1d6 P
Ranged Sling +6 (Propulsive), Damage 1d6 B
Occult Known Spells DC 17, attack +7; 1st Charm, Soothe, True Strike (2 slots); Cantrips Light, Daze, Prestidigitation, Shield, Haunting Hymn
Occult Innate Spells DC 17, attack +7; 1st Mindlink; Cantrips
Focus Spells (1 points) Counter Performance action_reaction_black.pngArea 60-foot emanation Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Inspire Courage action_single_black.pngArea 60-foot emanation Duration 1 round You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Additional Feats Arctic Elf, Bardic Lore, Impressive Performance, Share Thoughts
Additional Specials Muses (Enigma)

Myriawen Syornmaiden, True Good Arctic Elf Enigma Bard

"Sounds good to me," Myriawen responded after a moment of thought. On the one hand, if the water was needed at the ceremony site, scouting the site was inevitable. On the other hand, it made sense to scout it last, so that their impression was fresh.

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