Jump to content

Day 5 - Kalaman


emotionaut

Recommended Posts

Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Dragonrune Fighter (3) | Conditions: None


 

checked-shield.svgAC: 16 | health-normal.svg HP: 30/30 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp | Languages: Common, Draconic, Elvish


The goblin crumples beneath Jaqi’s giant weapon and a trail of wet viscera follows the arc of the blade as the Elf lifts it once more, ready to move across the battlefield. If the Squire was imposing before her change, now she is a terror to behold. Her slitted pupils focus on another target, the one nearest the workshop still grappling with one of the odd defense mechanisms. 

 

With a feral snarl she stomps over towards the creature and raises her blade again, preparing a strike. She lets out a grunt of effort that sounds guttural and backed by an underlying animalistic growl. The downward cleave is a devastating blow and Jaqi’s nostrils flare, either from anger or as a reaction to the smell of blood. There is a twinkle of violent delight in her draconic eyes.

OoC

Movement: Running to O/P14

Action: Attack Gob 8 with Greatsword

Bonus Action: None

 

Edited by Spektor (see edit history)
Name
Greatsword Attack Gob 8
21
1d20+5 16
Giant Greatsword dmg
12
3d6+3 5,1,3
Link to comment
Share on other sites

***

Location:  Rookledust's Workshop

Day:  5

Round:  3


Jonas may not know the intricacies of battlefield tactics like the squires among their number, but he knows magic. And more specifically, he knows a spell that never fails to find the mark. To a magic missile, the goblins can run but they cannot hide. He sends one magical dart to finish off the goblin barely staying on its feet, and he sends two others down into the bushes below. He hears a satisfying yelp as the missiles hit home, though their target still stirs.

On the other side of the workshop, Kora engages with the one goblin assaulting that side of the structure. Her chosen spell is a fine choice for the normally weak-minded goblins. Unfortunately, the noise and general chaos of the clockwork contraptions running amok around them seem to distract her target from her fel whispers just enough to spare him the worst of it. The goblin still grips his head in pain, but it's not enough to put him down for the count. What's worse, his eyes shift about in search of his assailant, and he spots Kora at the corner of the building.

The goblin brandishes its scimitar and charges at Kora with a manic war cry. She's confident her arcane armor will protect her, but it proves inadequate to fully deflect the blow. She feels the dark metal cut through shield, fabric, and flesh, and then a stream of blood begins to run down her side.

By the front door, a gigantic Jaqi strides forward and obliterates another hale and hearty goblin with a single swing. She might as well be swatting flies. The blood splatters the front doors of the workshop as Jaqi shakes the goblin's body from her blade and sends it tumbling into the brush.

Down below, Heather and Bastion release another pair of arrows in flight toward the remaining goblins. Heather's once again finds its mark and drops her target in a single go. Bastion's errant arrow sails harmlessly through the trees, however. Perhaps the would-be kender knight has a thing or two she can teach him, if they live long enough.

But they are not the only archers in this engagement. The three goblins in hiding all pop from the bushes and take aim at the three figures perched on the bluff above them. Not only are they the easiest targets, in the open as they are, but two of them have also revealed themselves to be mages. And even a goblin knows to drop the mages first.

All three goblins fire, and all three hit their targets, with Jonas, Andir, and Eirik all being skewered by black arrows fletched with red feathers. After the goblins fire, they cackle gleefully before diving back into the cover of the underbrush. Two disappear almost completely, but the third gets his bowstring caught on a branch and struggles to free it, causing his hiding place to rustle.

Meanwhile, Rookledust's clockwork machines continue to bounce, spin, pop, and gurgle. One such device rolls forward to Jonas's feet, whirls about, but then simply emits a small shower of sparks and a tendril of smoke. Whatever it was meant to do, it seems to have malfunctioned.
 

OOC

Kills for Jonas, Jaqi, and Heather. Goblin 8 made his save on Dissonant Whispers and took half damage. Goblin 6 got hit by magic missiles and is looking rough, for the split second you all saw him. Goblins 9 and 10 still at full health.

Kora takes 5 damage. Jonas takes 3. Eirik took 8. And Andir took 7.

Goblins 6, 9, and 10 again use bonus actions to hide. Attacks against them have disadvantage unless your Perception roll beats 21, 20, or 13 (for goblins 6, 9, and 10 respectively).

You guys are all up in any order. Map updated:

 

image.jpeg.2e8b2919120b1c2ccef732b3619a5ad7.jpeg

Link to comment
Share on other sites

Jonas Clarkspacer.png


3rd Level Wizard | AC 11/14 | health-normal.svg HP: 14/17 | awareness.svg PP: 17 | Spell Slots: 1st: 4/3, 2nd: 2/1 | InspX | Languages: Common, Draconic | Conditions: Mage Armor


From his vantage point on the ridge, Jonas gazes out at the battlefield. I can see everything from up here! As goblin arrows start flying he realizes And they can all see me! He ducks down as he feels a seering pain in his side and looks down to see a black arrow stuck in his side. His vision fuzzes for a moment, but then he hears Andir cry out. The other mage looks to have taken another serious wound. Jonas tightens his grip and a grim expression descends on his face.

Pushing Andir behind him, Jonas stands up again, keen eyes picking out his targets. Force darts seemed to work well so far...

Three more bolts of white magical energy leap from his wand.

He calls out "Jaqui! Little help? There are a few left in the bushes at the base of the hill!"

OOC

Jonas fires another round of Magic Missiles. One more at #6, and two at the most hidden other one.

 

Name
Dart #1
3
1d4+1 2
Darts #2 & 3
6
2d4+2 2,2
Link to comment
Share on other sites

Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 22/22 Speed 40 ft., PP 13
Sneak Attack 2d6 Precise Strike 1/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +6
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +5
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.

Survivalist
You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them.

Bastion was getting frustrated. This could have been infinitely worse, sure, but Jaqi was an open target and these goblins constantly hiding was the absolute worst. With a sigh, he remembered where he had last seen the goblin in the back and decided to take a chance.

"We can't let them get away," he says to no one in particular but loud enough that Heather hears it, and then fires, remaining hidden.

Out of Character

Situational: Perception 8 vs. Goblin Hide DC 13, failure
Move: 
Action: Attack 10, my Hide cancels out the Disadvantage from their Hide
Bonus Action: Hide action via Cunning Action
Reaction:
Ongoing Effects/Conditions:

Name
Attack, Adv+Disadv Canceling Each Other Out
14
1d20+5 9
Damage, Just in Case
4
1d6+3 1
Link to comment
Share on other sites

Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Dragonrune Fighter (3) | Conditions: None


 

checked-shield.svgAC: 16 | health-normal.svg HP: 30/30 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 1/1| Insp | Languages: Common, Draconic, Elvish


Through the pulse of her own heartbeat pounding in her ears Jaqi hears her name called out by a familiarly refined voice. Her head jerks towards Jonas’ direction and she unintentionally snarls at him, bearing her sharp canines in his direction. Her eyes scan the wound in his side and she mentally kicks herself for moving away from them to engage the enemy. 

“Yes. I coming!” She off-handedly slings her blade to the side to rid it of the goblin’s corpse and begins stomping towards the annoying little creatures hiding in the bushes. “No hiding!” She threatens while looming over one of the bushes that she believes one of the goblins to be hiding in. With a sweeping attack, the edge of her blade lops off the top of the bush with ease. It seems they had come to handle the landscaping as well as pest control.

Whether her attack drew blood or not, her eyes shifted to icy blue slits and she exhaled a long breath, coating the area around her in a misty haze. She would ensure none of her allies were injured again.

OoC

Movement: Running to U/V 12/13

Action: Attack Goblin 9. (Using my Squire feat precise Strikes to cancel disadvantage.)

Bonus Action: Perception to see Goblin 9. (Failed)

Reaction: Cloud Rune if an enemy hits an ally within 30 feet of me

 

Edited by Spektor (see edit history)
Name
Perception
19
1d20+3 16
Attack Against Gob9 (Precise Strikes)
14
1d20+5 9
roll
17
1d8+3d6+3 1,4,5,4
Advantage for attack
18
1d20+5 13
Link to comment
Share on other sites

 spacer.pngKora Shadowhawk


AC: 11 (14) |  HP: 17/22 |  PP: 11 | Spell Slots: 1st 3/4, 2nd 1/2 | Sorcery Pts: 3/3
Inspiration:  | Languages: Common, Draconic, Dwarven, Sylvan


Kora swore colorfully as the goblin shook off her spell and charged her. She staggered around the little creature, trying not to become trapped between her foe and the whirling contraptions of the gnome's workshop fortress. For a brief moment, she considered that rushing around one side of the building on her own may not have been the most tactical of decisions - but then she angrily shoved that thought aside, knowing that she can only truly rely on herself and not having time at the moment for self-recriminations.

She brandished one of her knives in front of her, hoping to force the goblin to keep its distance as she drew on her magic. She tapped into the cold void around the Black Moon and motioned at the goblin. Lines of ice and frost began to creep over the goblin's arm, swiftly traveling up past its shoulder and across its back and head.

 

Tabletop

Move: Shift to H19.

Action: Cast frostbite on the goblin. The goblin must succeed a DC 13 Constitution saving throw or suffer the damage rolled below and have disadvantage on its next attack roll.

Bonus Action: none

 

Name
Damage (cold)
3
1d6 3
Link to comment
Share on other sites


Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 15 | HP: 16/20 Hit dice: 3/3d10

LR Abilities:  Taunt: 2/2 | Fearless 1/1 | 1st Level 2/3 | Primal spell 1/1

Attacks | Saves | Spells Sheet


Heather has been hunting her whole life, and it's not hard for her to pick out the wounded goblin in the bushes. The battle is almost over, but this is a dangerous moment: the enemy is desperate, and it is easy to become complacent. Finish the job.

 

OOC

Perception to detect hidden 9

Bonus action : Hunter's mark

Action: attack shortbow (plus hunters mark, plus Colossus slayer)

 

Edited by Knave (see edit history)
Name
Perception
23
1d20+5 18
Attack
23
1d20+7 16
Bow damage
8
1d6+3 5
Hunter's mark
6
1d6 6
Colossus slayer
2
1d8 2
Link to comment
Share on other sites

***

Location:  Rookledust's Workshop

Day:  5

Time:  3:05 P.M.


Jonas and Kora once again prove the power of the Mages of High Sorcery, as each fells a goblin with a simple muttering of words and waving of their hands. Kora's opponent seizes up from the sudden chill of her spell, his heart stopping. The goblin falls back, stiff and quiet dead. Jonas again perforates the goblins below him on the hill with another volley of arcane darts, killing one and severely injuring another.

Bastion and Jaqi do their best to make a good showing for the Knights of Solamnia, but it is actually would-be knight Heather who shows them how it's done. Her expertly aimed arrow somehow weaves its way through the underbrush and finds its mark. The goblin tumbles out of its hiding place with the fletching still quivering, but the goblin itself otherwise does not move.

This leaves only one, and the call goes out to take it alive. Whether the goblin hears and understands this or not is unclear, but it makes to flee regardless. Scrambling from the bushes, it dashes off toward the south, away from the workshop and all the surrounding carnage. There are only moments to stop him...
 

OOC

You all can try to stop him, but Jaqi is the only one close enough to get in melee/grappling range before he gets away. Since ranged attacks can't be nonlethal, I'm not sure if Heather or Bastion have any good options here. Also not sure if Jonas or Kora have any spells that can help. So this may all come down to Jaqi...

Link to comment
Share on other sites


Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 15 | HP: 16/20 Hit dice: 3/3d10

LR Abilities:  Taunt: 2/2 | Fearless 1/1 | 1st Level 1/3 | Primal spell 1/1

Attacks | Saves | Spells Sheet


Seeing their quarry turn to flee, Heather murmurs some words that her grandmother taught her in the old tongue. She lets fly another arrow, but it goes wide. Where it lands, a thorny briar patch explodes from the ground and withers away just as quickly. She scowls, and makes to draw again.

 

OOC

Bonus action : Cast Ensnaring Strike

Action: Attack shortbow

Concentration: Ensnaring Strike

 

Edited by Knave (see edit history)
Name
Attack
7
1d20+5 2
Link to comment
Share on other sites

Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 22/22 Speed 40 ft., PP 13
Sneak Attack 2d6 Precise Strike 1/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +6
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +5
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.

Survivalist
You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them.

As Jaqi cleans house, Bastion lets his irritation rise, but with only one left, it can't be all bad, right?

The one attempts to flee, and as Heather fires, whatever spell she had on it seems to have been meant to ensnare it. He considers, should he fire? Kill the goblin before it can escape and go for reinforcements? Or simply let it live? Mercy is afforded to those who deserve it, and Bastion is not feeling particularly merciful... but duty is higher than feeling.

He notches an arrow, and thinks.

Out of Character

Situational:
Move: 
Action: Attack vs. the gobbo
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Name
Attack vs Gobbo, just in case
12
1d20+5 7
Link to comment
Share on other sites

***

Location:  Rookledust's Workshop

Day:  5

Time:  3:06 P.M.


Jaqi stomps after the fleeing goblin and clamps a gauntlet down on its shoulder. It tries to squirm free, but there is no escaping the iron grip of the oversized squire. She drags him backward, getting her other hand around his waist and hoisting him clear off the ground. Then, with the ease of a mother swaddling a child, she trusses the goblin up tightly.

Throwing the goblin over one shoulder, Jaqi turns and marches back toward the others. As she walks, her size returns to normal, though the goblin still has no hope of escaping her, as her normal is still larger than most. Bastion and Heather emerge from the underbrush, Kora rounds the corner of the workshop, and the group reconvenes on the steps leading up to the front entrance of the workshop.

The clockwork chaos abruptly ends, and the hatch above the main door of the workshop pops open. A small gnomish woman pokes her head out and calls down, "Figure you for friends. But if you prove otherwise, all this can be turned back on in a flash, you hear?

"So if you're not Dragon Army, who sent ya?"

 

OOC

You guys can decide IC or in Discord how you want to handle the captive.

Link to comment
Share on other sites

tZ7ip34.jpgKora Shadowhawk


AC: 11 (14) |  HP: 17/22 |  PP: 11 | Spell Slots: 1st 3/4, 2nd 1/2 | Sorcery Pts: 3/3
Inspiration:  | Languages: Common, Draconic, Dwarven, Sylvan


"Marshall Vendri of Kalaman," Kora replied as she wrapped a stretch of dark cloth around the wound under her ribs. The bite of the goblin's blade continued to throb painfully, but Kora ignored it, trying to focus on the task at hand.

"We were sent to seek your expertise, assuming you are Tatina Rookledust. Our group encountered the Dragon Army at Vogler, where we barely held their forces off long enough for most of the locals to escape. During our battle, we encountered what we initially thought was a dragon of sorts - but it turned out to be some sort of machine or weapon operated by four of the Army's reptilian soldiers. The Marshall thought that your knowledge of such devices could be useful in countering the Dragon Army's use of these weapons in the future."

Gesturing casually to the slain goblinoids around the workshop's front lawn, Kora added, "It appears that the leaders of the Dragon Army agree - if they have made efforts to assault your home as well."

Link to comment
Share on other sites

Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 22/22 Speed 40 ft., PP 13
Sneak Attack 2d6 Precise Strike 1/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +6
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +5
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.

Survivalist
You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them.

The situation handled, Bastion laments his uselessness but doesn't let it get the better of him. Leaving his perch and making sure Heather gets down safe, he moves to join the others. "Hell of a thing, Jaqi. Sir Viharin would be proud." He smiles, informing the sincerity of his notion.

When the gnome appears, Bastion bows. "Bastion Wrencrest, Squire of Solamnia. This is my fellow knight-in-training, Jaqelenna Lanthaloren, and our associates, as our... friend said," he notes, given Kora's refusal to introduce herself properly. He won't get in the way of that, but he doesn't have to resort to subterfuge. "In short of your response to Kalaman's interest in your expertise, what can we do to help you? You seem pretty well defended, all things considered."

Out of Character

Situational:
Move: 
Action: 
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Link to comment
Share on other sites

Jonas Clarkspacer.png


3rd Level Wizard | AC 11/14 | health-normal.svg HP: 14/17 | awareness.svg PP: 17 | Spell Slots: 1st: 4/3, 2nd: 2/1 | InspX | Languages: Common, Draconic | Conditions: Mage Armor


Jonas breathes a sigh of relief as others step up to talk to the Gnome lady. I'd probably just say something wrong and she'd turn on her defenses again.

He looks around for some other way to be useful. As the adrenalin rush of the fight fades, he is suddenly aware of Andir's weight leaning on his arm. He turns to see his sleeve slip with bright red blood.

"Andir!" His friend gives him a weak smile. "Well, that was exciting, wasn't it?"

oJonas eases Andir to a seat, then pulls off his backpack and roots around for his healer's kit. He keeps half an ear on the conversation between Kora, Bastion and the Gnome as he bandages first Andir, and then himself.

Link to comment
Share on other sites


Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 15 | HP: 16/20 Hit dice: 3/3d10

LR Abilities:  Taunt: 2/2 | Fearless 1/1 | 1st Level 1/3 | Primal spell 1/1

Attacks | Saves | Spells Sheet


Heather leaves the talking, good and bad, to the others. She begins to meticulously search the fallen enemies, starting with their oversized leader. They must have some maps or letters or something. "Don't forget to search that one first" she calls to Jaqi.

 

OOC

...

 

Link to comment
Share on other sites

×
×
  • Create New...