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After the Hunt


BarbarossaLives

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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 enjoyed the evening spent with his fellow Hunters, he shared the mead, vigorously, with Molgaard, though he, by no means, was able to keep up with his Ox Brother's vigor, and, seemingly, inexhaustible tolerance for the drink. Ailerry's antics became increasingly amusing as the night progressed, whether it was the mead influencing the old man's stories, or Garath's mead-touched perception of such tales. Still, it was amusing to hear the man, in one breath, complain of his aches and pain, and then another, dance a jig that left other, more vigorous, dancers gasping for breath. It was, however, Syornmaiden's stories that Garath felt, particularly, excited for. It was not the first time he had heard her recite a ballad, or an epic tale, however, each time was new, some new insight, some new inflection, he was unsure if he was becoming accustomed to the recounting, or if, on each telling, the Song-Singer was weaving in additional layers of meaning, of truths. Or ... perhaps ... Molgaard had bested him and he was drunk. He ended the night dancing amidst the flames, spinning his companions around in graceful circles, even Pakano, if the sullen hunter could be found, but more, enjoyably so, was the walk back to the Musk Ox camp, singing to the moon overhead, unabashedly, and, more than a little, unsteadily.


The next day, prior to meeting with his companions, he spoke with the other Herders, of which, until his recent foray with Wipa, he had shared entire seasons, laboring with the Following's beasts of burden. The Broken Tusk were a migratory peoples, and the coming ceremony was known to him, though he had never before been asked to participate in it, he had witnessed it every spring for his entire life amongst the Following, which, though young by the standards of his elven heritage, was older than some brethren born. "We will need an aurochs with which to transport the sacred waters," the cleansing was a large portion of the ceremony, "and to spill but a drop would bring much dishonor to my companions. And if we are able to perform our part of the ceremony well, much honor and standing is to be earned within the following. Enough, even, that my fellow herders will have a spot beside hunters at the fires, and will be welcomed among their ranks as equals."

Out of Character

Free Action:

Reaction: 


Action 1: Request an Aurochs (or Ox) from the Following's Herders (Gol'garath's background is a Mammoth Herder, so he is likely friendly with them)

Action 2:

Action 3:

Name
Request (Diplomacy vs Difficulty DC (Set by GM))
21
1d20+5 16
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While the Aurochs are all busy for the upcoming cerimony and the jobs they usually do. Gol'gareths brothers remind him that one in the party has a friend that would be under their control and more than capable of carrying the water back to the camp.

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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'
 |


Assuming, then, that we enlist Buttercup to aid with the transport of the water vessels and head out, Qingilac will take a covering position (whether point; flank; or rear-guard as the others might prefer).

Will use Search Activity (for traps, snares etc.) unless we think we need to Cover Tracks (Survival) for one reason or the other, given the evidence we have of other trappers in the vicinity.

 

OOC

Observation: using Cover Tracks sets a DC for Tracking as one's Survival DC ... in Qingalic's case, that would be 15.

So the obvious question is whether there is any point at this level/proficiency to bother with Covering Tracks c.f.  but anyone tracking you must succeed at a Survival check against your Survival DC if it is higher than the normal DC to Track.

There seems no guidance for setting Track DCs other than "The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, and the type of ground."

 

ACTIONS

Search (traps or snares) or Cover Tracks

 


 

 

 

 

Edited by Vedast (see edit history)
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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)


Egan looks around with the cocked head of someone hard of hearing, "Eh? What's that? You want Buttercup to haul it?" He scratches his bristly chin. "Well I reckon that could work. I'm no teamster or expert at setting a load on a beast of burden, but I'm sure we can make do."
 
As they head out he keeps his still-keen eyes peeled for signs of these other trappers who might be out to harm his Buttercup.

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

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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 wasn't particularly thrilled with what she was hearing, but, for the Broken Tusks, she could make do. "We better get going. Come on folks, I am afraid we cannot debate this water to the ceremony site." She winked to the others, made a few steps on the way and turned around to wink. "Come on, let me sing of the mermaid that erm... swam up the River Styx to save her lover..."

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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)


Egan nods along with the song appreciatively, "Ah, the tale of the Undyin' Undine. Like honey in my ears."

OOC/Actions

Other: Scouting as we go

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

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  • 2 weeks later...

Once you have all gathered and Egan has brought Buttercup to join you, the journey begins. About a half hour into you journey you come upon a grove that looks much like the place you found the Tapirs. Buttercup, starts to get restless just before you reach the opening to the grove. You hear sounds coming from somewhere in the grove.

 

You have enough time to stop before turning the corner and enter the grove.

I need the order the group is in. The trail would allow 2 people to be abreast and travel comfortable. Buttercup takes up enough room for two people. Have you attached the vessels to Buttercup for the trip to the get the water? Do any of you have weapons drawn or ready before getting to the entrance? Let me know if there is anything else I should know at this point. You may all relay things retroactive to the beginning of the walk if needed.

 

 

Wow - my typing was awful. Fixing the typos

Edited by BarbarossaLives (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 kept to herself during the celebration and the drinking. Drinking sometimes allowed her to cope, but it sometimes made her more volatile. She'd had enough experiences dealing with fools whose emotions she managed to step on with her sharp tongue that she preferred to be by herself.

 

When the prepared for their new tasks Talyn was quiet. She knew they had tasks to do for the tribe. Much responsibility sat with them. She just hoped they didn't mess it up.

 

When they arrieved at the grove Talyn moved foward shield raised and and drew her scimitar.

"Trouble?" she mused aloud to the others.

"Someone should see to buttercup. She likes you more than she should."

OOC:

Exploration Activity: Defend

Reaction:

Talyn is happy to stand in the 2nd row, but not further back unless others push forward (rudlely :P)

 

Action 1:

Action 2:

Action 3:

 

 

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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)


Egan's first instinct when he hears something up ahead is to sneak forward and see what's what, but Talyn's comment makes some sense. At least when it comes to keeping his hide in one piece. Plus she doesn't exactly whisper, subtlety not being her strong suit. He nods and says softly, "Good point, I'll watch our tapir friend." Then he takes his bow in one hand and places the other on the tapir's hide to soothe it.

OOC/Actions

Other:

Free:

Action 1: 

Action 2: 

Action 3: 

Results:

Reaction: (None)

Exploration Activity: None

Hands: Bow and empty

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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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 followed the other water-bearers, moving silently as he did so. The massive tapir was still with them, guided by Ailery's gnarled, but steady hand. The young elf moved swiftly, his footsteps light, he carried the long spear, loosely, in his hands, moving on the balls of his feet, ready to shift his momentum in any direction. However, given the old human's experienced eye the young herder felt safe, moving quietly, avoid overly dry grass, or shifting soil or stone, he made his way quietly, beside the group, stalking like a lithe panther.

As they reached the grove, he ignored Sister Cinder's barbs, she meant well enough she was just, unfamiliar, in how to be a part of something larger than herself. He only nodded, moving low through the grass, approaching the grove, he let his keen elven sight become accustomed to the dim light therein, and crept, silently forward, spear held at the ready.

Out of Character

Free Action:

Reaction: 


Action 1: Take Cover

Action 2: Sneak (Stealth+7; +4 Circumstance)

Action 3:

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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 hunter-fighter watched and listened as the others in the Party went about their business.

He was of two minds: covering one's trail might be useful - they surely had concrete evidence of other trappers in the vicinity. That said, someone needed to focus on avoiding traps and snares. No one else seemed interested in either activity so he had to make a choice.

I'll stay ahead on the trail and watch for snares and traps and such, he announced matter-of-factly. He hefted his guisarme whose shaft conveniently doubled as a general poke & prod utility item. No point in Buttercup coming to harm again ... or any of the rest of us for that matter.

He'd have to rely on the others to keep their eyes and ears farther afield whilst he focused nearer to hand for trip wires or buried traps.

 

OOC

 

 

ACTIONS

Search (traps or snares) Perception Bonus +7

 


 

 

 

 

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

Myriawen had been of good spirits during their journey and played her flute as they travelled along. When they reached the clearing the elf was suddenly quiet and her pointy ears moved as she tried to make sense of the sounds that they heard.

 

Name
Investigate - Perception
21
1d20+5 16
Avoid Notice - Stealth
13
1d20+5 8
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As the group gets close to what looks like the opening to another grove much like the one you found the two Tapirs in yesterday. Qingalic, gets to the edge of the grove staying out of sight behind one of the trees flanking the entrance. Gol'garath is on the other side of the path, slightly hidden but able to be seen if someone is looking. The both see two men laying another trap much like the one you saw yesterday. They are in the far right had corner of the grove. Golgareth can see that in the far left hand corner is one of the same traps already laid. The two girls are just far enough back no not be able to see anything, The Tapir is restless but still under Egan's control. The two men are busy setting the traps and do not here or suspect anything at this time. They are 40 away from the 2 people at the front.

We are now in rounds. Not in combat. What would you like to do.

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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 looked ahead as the two warriors took either side of the trail.

She bit off an acerbic comment to keep them informed - if there was something worth telling, silence may be important.

She knew herself to be foolish at times, she just tried to keep it less foolish than the others. She'd seen all too well what foolishness led to. Destruction and despair.

She reached down and took a quick nip from her hip flask. As the warmth spread through her she took a deep breath forcing herself to relax and be patient.

 

OOC:

Exploration Activity: Defend

Reaction:

 

Talyn is going to try and wait to see what the otheres say or do. In there hands at present given she doesn't see anything.

 

Action 1:

Action 2:

Action 3:

 

 

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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 made hand signals (Point Out) behind his back to indicate to the rest of the Party that they'd spotted something.

Qingalic was unsure how to proceed: specifically, he was fairly newAs per character background story. to the Broken Tusks. As he understoodc.f. GM in Discord. it, these lands were considered as Broken Tusk land - and this was not the season for trapping.

That said, he wasn't confident in his understanding of the traditions of Followings in terms of the proprieties in crossing paths and hunting grounds. His own people were fairly firm about such matters, but wouldn't attack outright unless said intruders were orcs, goblins, or like-ilk.

Left to him, he thought it best to observe. There was no immediate threat and it would be interesting to note in what direction they headed when done. If they moved back up the trail, they'd run into the rest of the group and the two Musk Ox brothers could close behind and encircle them. Based on the previous set of traps, these folk seemed to 'set and return' rather than 'wait-and-watch.'

But still ... maybe these were simple wandering migrants; maybe they were invaders.

He looked over to his House Brother Gol'garath, who was born-and-raised to the Broken Tusks. Qingalic would defer to his greater experience in dealing with such matters.

He pressed himself against the tree and sought the best cover in his square.

 

OOC

 

 

ACTIONS

As per narrative description

1. Point Out (to the others behind)

2. Take Cover => +4 to Stealth (Hide)

3. Hide at +4 (stealth bonus) +4 (taken cover)

 


 

 

 

 

Edited by Vedast (see edit history)
Name
Stealth (Hide)
16
1d20+8 8
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