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Jade Talons: In Character : Chapter 1 - Mosswood


Aspekt

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captainSilasArran.png.5eaef8285c15b21f4eeb1640c0379ea4.pngCaptain Silas Arran


Captain Arran strides down the street towards the Silver Hawk offices, stepping carefully to avoid the occasional horse droppings that make a careful line between well-worn cart tracks. The early morning light leaves half the buildings in shadow, and the air is crisp and fresh with the scent of pine and yesterday's rain.

"So" he says, looking back over the motley crew he's escorting, "You manage to come up with a name for yourselves?"

Edited by Aspekt (see edit history)
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spacer.pngSarah Heart

Variant Human Hunter Ranger 2 | Coins 106 gp
HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft
Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading
Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach
Inspiration 0d6 | Spells 1 ■■

 

A still drunk Sarah acknowledged to the captain. "Of course we have a name. I'm Sarah Heart. And they have their names. Other than that, a name for a recently formed group sounds ... weird. Call us group 102 and after the first mission, the survivors can think about a proper name."

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Tevis Longfellow - Human Warlockimage.png.667add266783b8c689e119208c924c0b.png


AC: 13 | HP: 15/15 | Saves: Str +0, Dex +2, Con +1, Int +2, Wis +1, Cha +5 | Passive Perception: 9 | Passive Insight: 9 | Init: +2 | Spell Slots: 2/2


Tevis looked on the drunken woman with some sympathy, given her recent bout of vomiting, but, after a glance at the Tiefling woman who'd called people over (he really needed to memorize everyone's name), replied, "We worked on it, but we hadn't quite figured out a name. I suppose group 102 would work temporarily, um, sir." 

Walking down the street, Tevis though, Is this what the Being wants me to do? Become a mercenary? How does this advance its goals?

 

OOC

 

 

Edited by Phntm888 (see edit history)
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Belbajak Sweetwater

spacer.pngForest Gnome Abjurer 


AC 12 | HP 14/14 | Ward 5/5 | HD 2/2 | Initiative +2 | Speed 25 ft. Fly 25 ft.
Darkvision 60 ft. | Passive Perception 11, Insight 11, Investigation 15.
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 16 (+3) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Gnomish, Sylvan
Spell-casting: +5 DC 13 | Recovery 1/1 | Cantrips | 1st 3/3 | 2nd 0/0


Belbajak Sweetwater studies the captain and fellow companions. This middle-aged gnome smiles within a trimmed white beard and sparkling octarine-colored eyes, which appear insatiably curious.  His gnomish clothes of wool are clean and oddly stylish. He holds a decorated staff and the reins of mastiff mount which carries a saddle and full rucksack.

He wonders what the captain would have them do and wonders of what they would be capable. His excitement for the possibility of today balances his fatigue for the lack of sleep last night. Not that the bed or room was unsafe or uncomfortable, he just could not settle his mind as it imagined the many possible futures.

A higher pitched voice replies to the captain's question, "it seems group one hundred two would be enough for our first mission. What would you have us accomplish, captain?"

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions

Shocking Grasp . Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 lightning damage, and target can't take reactions until the start of its next turn. Advantage on the attack roll if the target is wearing armor made of metal.

Firebolt . Ranged Spell Attack: +5 to hit, ranged 120 ft., one target. Hit: 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

Magic Missile .

Sleep .

Tasha's Hideous Laughter .

 

Bonus Actions:

-

 

Reactions:

Shield

 

Race & Class Features:

Gnome Cunning . You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Speak with Small Beasts . Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Familiar (fey owl). Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

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Samus brings up the rear as he walks with his newfound 'gang' of mercenaries. Is this really the best option, he wondered. But he was committed now and in truth, he really looked forward to the adventures he hoped to soon face. He was not very good at trusting people, but the thought that at least some of his newfound cohorts might someday turn out to be trustworthy gave him some hope.

Listening to a couple of his new companions, they were talking about a name for the group. Sam had never been one to worry about much more than the immediate necessities, so naming the group was not high on his list of things to do. But hearing the option "102" as a name piqued his curiosity.

"I'm sorry, did you say '102' for a name? Where did that come from?"

samus_avitar.png.65f64cf0e7a42f2976c37f70c80422a3.png
Samus Fletcher
Rogue (1) / Sorcerer (1)

AC: 13 | HP: 10/10Init: +3 | PP: 14 | Speed: 25
Spell Slots: 1st 2 | Spell Attack: +4 | Spell DC: 12

Mechanics

ACTION

Action and important info goes here

BONUS ACTION

Bonus action and details go here

MOVE ACTION

Where you going?

MANIPULATION

Free item interaction here

 

Character Sheet

WIP

 

Inventory

Common clothes (3 lbs)
Short Sword (2 lbs)
Shortbow (2 lbs)

Quiver (1 lb)
- 20x arrows (1 lb)

Bandolier (6.5 lbs)
- Pipe & pipeweed (1 lb)
- Thieves' Tools (1 lb)
- 2x Oil flasks (2 lbs)
- 2x Dagger (2 lbs)

Bag of Holding (15 lbs)
- Bedroll (7 lbs)
- 3x Rations (6 lbs)
- Waterskin (5 lbs)
- Fishing tackle (4 lbs)
- Scroll case (1 lb)
- Grappling hook (4 lbs)
- Silk rope (50', 5 lbs)
- Mess kit (1 lb)
- 4x Oil flask (4)
- Deck of cards

Encumbrance
Weight: 30.5 lbs
Status: Unencumbered
Penalty: none

 

Spells

Ability CHA
Save DC 12
Attack +4


0 Cantrips

Mage Hand
Produce Flame
Minor Illusion
Shocking Grasp


1st Level Spells (2/2)

Disguise Self
Mage Armor

 

 

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spacer.pngKagami Saya

Oni-blooded Ronin


AC: 14 (Unarmored, CON) | HP: 25/25 (2d12+6) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
Senses: Passive Perception 9, Insight 9 Investigation 10. Darkvision 60ft.
Str: 19[14] (+4) | Dex: 12 (+1) | Con: 17 (+3) | Int: 10 (+0) | Wis: 8 (-1) | Cha: 14 (+2)
Languages: Common, Infernal, Celestial, Kozakuran


 

The Tiefling Ronin looked at her new compatriots and frowned. “102 will not work. It lacks the aesthetics that appease the Kami of battle and victory….a proper name is required to win their favour, less we face greater hardship without.”

Saya folded her arms in thought for a moment. “We are a unit under the Silver Hawks company…so perhaps something Avian?” She pondered outloud. “Like a bird…or perhaps we name it more directly, after a part of a Hawk, as we are a part of the Silver Hawks…like a beak or a talon.”

She nodded to herself and continued. “But that alone is not enticing enough of a name…we need something…descriptive…like a colour. How about Jade?”

Jade…a precious stone of a colour with the same name, that symbolizes luck and good fortune…that would definitely attract the goodwill of the Gods…

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Unarmed. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 5 bludgeoning damage.

Katana. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d10+4 slashing damage. 2-Handed, Versatile (1-handed 1d8+2 slashing)

Wakizashi. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d6+4 slashing damage. 1-Handed, Light, Finesse

Tanto. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4+4 piercing damage. Light, Finesse, Thrown (20/60ft)

Tetsubo. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 bludgeoning damage. 2-Handed, Heavy

Naginata. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 1d10+4 slashing/piercing damage. 2-Handed, Heavy, Reach

Yumi. Ranged Weapon Attack: +3 to hit, ranged 150/600 ft., one target. Hit: 1d8 + 1 piercing damage. 2-Handed, Ammo (Arrows x20)

Thaumaturgy. Cantrip: Produces various minor effects.

Bonus Actions:

Rage (2/LR). Lasts up to 1 minute, during which Saya gains resistance to all physical (bludgeoning, piercing, slashing) damage, +2 to damage with Strength-based melee weapons, and advantage on Strength Saves and Ability Checks.

Reactions:

-

Class Features:

Danger Sense. Saya has advantage on Dexterity saving throws against effects that she can see, such as traps and spells. To gain this benefit, Saya can't be blinded, deafened, or incapacitated.

Reckless Attack. When Saya makes her first attack on her turn, she can decide to attack recklessly. Doing so gives her advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against her have advantage until her next turn.

Attunement: 1/3 Slots

Tekkō of Oni Power. While attuned to these gauntlets, Saya’s strength score is set at 19 instead of 14. (Included in stats).

 

 

Edited by ResidualRose (see edit history)
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spacer.pngEira Fjelldis Human Druid 2

Hp: 17/17 | Ac: 15 | Init: +2 | Perception: 15 | Insight: 15 | Investigation: 11
STRSave: -1
Athletics: -1
8, DEXSave: +2
Acrobatics +2
Slight of Hand +2
Stealth +2
14, CONSave: +2 14, INTSave: +3
Arcane +1
History +1
Investigation +1
Nature +1
Religion +1
12, WISSave: +5
Animal Handling +5
Insight +5
Perception +5
Medicine +3
Survival +5
16, CHASave: +0
Deception +0
Intimidation +0
Performance +0
Persuasion +0
10


 

Eira looked down at her own Jade pendant, gifted to her by the hamlet she had provided for in the cold winter months, it was a small piece of greenstone, the outsiders called it jade, fastened by fish gut twine, and it was carved into the shape of a single bear claw or talon.

"Jade Talons?" she remarked, looking at the others, seeing it they heard her.

Edited by 8w_gremlin (see edit history)
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spacer.pngSarah Heart

Variant Human Hunter Ranger 2 | Coins 106 gp
HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft
Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading
Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach
Inspiration 0d6 | Spells 1 ■■

 

Sarah rolled her eyes. "I like talons. I don't like talons. I like jade. I don't like jade." After that awful performance of her making voices, she looked serious again. "That sort of discussion is something I wanted to avoid. Before we come with a name for the group, we must make it a group. I particularly prefer it to be blood talons, heck even drunken talons. Yet, I'm sure it won't make do with many of you, much less half. For that reason I proposed a temporary name. We go in a mission, get a sense of group, and get a real name. It may even be Jade Talons in the end, who am I to say otherwise?" She just didn't want to spend several hours on something that definitely wouldn't appease every one. She was eager to either go back to the tavern, or go down on a mission.

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spacer.pngEira Fjelldis Human Druid 2

Hp: 17/17 | Ac: 15 | Init: +2 | Perception: 15 | Insight: 15 | Investigation: 11
STRSave: -1
Athletics: -1
8, DEXSave: +2
Acrobatics +2
Slight of Hand +2
Stealth +2
14, CONSave: +2 14, INTSave: +3
Arcane +1
History +1
Investigation +1
Nature +1
Religion +1
12, WISSave: +5
Animal Handling +5
Insight +5
Perception +5
Medicine +3
Survival +5
16, CHASave: +0
Deception +0
Intimidation +0
Performance +0
Persuasion +0
10


 

"Oh no, bloody talons make us out to be a bloodthirsty gang of killers and drunken talons sounds like we're incompetent, and only in for the booze, I'd much rather have something we can have honour in, and be true to"
She looks a little sheepish for this outburst, but straightens up and folds her arms.

"I understand the need for us to become a pack, one that can handle anything that our mission throws at us, and perhaps then we can have a new name, but having one now, even if it's not quite what we are, is still a north star to guild us."

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sherrin_token.png.6e2c433d1ef85e747c8483af0cfbd733.pngSherrin — Human Rogue 2 

AC:
HP:
Speed:

15
17/17
40 ft.

Strength:
Dexterity:
Constitution:

12
16
14

(+1)
(+3)
(+2)

Intelligence:
Wisdom:
Charisma:

8
14
10

(-1)
(+2)
(+0)

Languages
Combat Proficiencies
Tool Proficiencies

Sherrin walked with the group through the streets of Keri's crossing. She didn't understand why the group wasn't just assigned a name. Is it a test of our teamwork and communication?

She quite liked the sound of Eira's earlier suggestion.

"I agree. We need a name, even if it's only for now. I'd be happy with Jade Talons." 


OOC

 

Action:

 

Bonus Action:

 

Movement:

 

Item Interaction:

 

Stat Block

[b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 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: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 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. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Sherrin
Human (Variant) Rogue 2 CN

AC 15 HP 17 Speed 40ft

Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)

Attacks
Shortsword (Pierce/5 ft.) +5 1d6+3
Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



Rogue Features:
Sneak Attack: 1d6 -- PHB, pg. 96
Once per turn, you can deal an extra 1d6 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: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Expertise -- Sleight of Hand, Perception

Racial Traits:
Feat: Mobile PHB, pg. 168
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.

Background:
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Inventory

Gp: 19 Sp: 3 Cp: 1

Equipped:

Slippers of Spider Climbing
Traveler's Clothes
Crowbar
Dagger (2)
Dart (20)
Shortsword
Signal Whistle
Studded Leather Armor
Thieves' Tools

Backpack:

Acid (1 vial)
Ball Bearings (bag of 1000)
Bedroll
Bell
Caltrops (10 bags of 20)
Candle (5)
Chalk (10 pieces)
Grappling Hook
Hammer
Hooded Lantern
Mess Kit
Oil (2 flasks)
Piton (10)
Rations (5 days)
Sack
Scroll/Map Case
Silk Rope (50 ft.)
String (10 ft.)
Tinderbox
Waterskin

Mule:

Bit and Bridle
Feed (10 days)
Pack Saddle
Portable Ram
Tent

Saddlebags:

Blanket
Common Clothes (dark with hood)
Forgery Kit
Hempen Rope (50 ft.)
Manacles
Perfume (1 vial)
Playing Card Set
Soap
Shovel
Whetstone

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Tevis Longfellow - Human Warlockimage.png.667add266783b8c689e119208c924c0b.png


AC: 13 | HP: 15/15 | Saves: Str +0, Dex +2, Con +1, Int +2, Wis +1, Cha +5 | Passive Perception: 9 | Passive Insight: 9 | Init: +2 | Spell Slots: 2/2


Tevis idly scratched his ear. This talk of needing a proper name from some of my new companions is very interesting. Previous expeditions were not so concerned - although Lord Preston's single-minded pursuit of that treasure was hardly worth the cost.

Aloud, he said, "Jade Talons does not seem a bad name. I would be quite content to use it for now."

 

OOC

 

 

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spacer.pngSarah Heart

Variant Human Hunter Ranger 2 | Coins 106 gp
HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft
Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading
Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach
Inspiration 0d6 | Spells 1 ■■

 

Sarah shrugged. "It's not bad. I just wanted to know you and us better. But Jade Talon, or Talons, it is. Now, Cap, cut to the chase. What's our assignment?"

Off: my picture looks broken to me. Does it show to you?

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captainSilasArran.png.d6cf940a126040d3b462a900b1d6cc08.pngCaptain Silas Arran


"Team 102... that's just too..." he waves vaguely around, "Imperial."

"But the Jade Talons, now THATS a name! Branding is everything. You have to give the people a name that will proceed you. You want to have your story proceed you."

A wide town gate opens out onto the forests beyond the town wall. Just inside the gate is a single-story building made of rough stone and lumber. The sign of the Silver Hawks swings in the early morning breeze over the doorway. Across the street from the Silver Hawks Company is a watchtower that's under construction but nearly completed.

"How are things going up there?" Captain Arran hollers up. An older workman leans over the railing, scratching a balding patch with the claw of a hammer. "Oh, hey Captain! We're nearly done, a couple weeks at the most then you'll have the best watchtower this side of the spine!"

Arran opens the door to the Company building and leads you all inside. The smell of the fireplace mingles with inks, paper, and oiled leather. The main hall of the office has a high ceiling, with two grand fireplaces and a long table down the middle. He walks into a side office and opens a drawer, pulling a stack of papers out.

"First, I'm going to need the newcomers to sign a company contract. Standard terms, good wages and a place to stay in return for operating as our agent here in the borderlands. If you can't sign your name, making your mark will do for a signature." Everyone who hasn't worked for the Hawks previously is presented with a contract and a pen and ink.

"But to business. And what I'm about to tell you must not leave this room, at least until you've had time to look into it."

"About a month ago, I sent another team out east to look into an abandoned hamlet. Mosswood it was called. Someone tried to establish a village there about 10 years ago, but after one long winter the villagers all disappeared. A trade caravan went out there but it was a ghost town. Last month's team was contracted to try to find hints of where they had gone, on behalf of a family member of one of the people who disappeared."

He pauses, and looks each of you in the eye.

"Mosswood, or what's left of it, is about a week's ride to the east of here. I can give you a map that shows the bigger roads around here, it might help you find where you're going. Head out there, see if you can find my team, and see if you can help them figure out what happened there in the first place. Any questions?"

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spacer.pngEira Fjelldis Human Druid 2

Hp: 17/17 | Ac: 15 | Init: +2 | Perception: 15 | Insight: 15 | Investigation: 11
STRSave: -1
Athletics: -1
8, DEXSave: +2
Acrobatics +2
Slight of Hand +2
Stealth +2
14, CONSave: +2 14, INTSave: +3
Arcane +1
History +1
Investigation +1
Nature +1
Religion +1
12, WISSave: +5
Animal Handling +5
Insight +5
Perception +5
Medicine +3
Survival +5
16, CHASave: +0
Deception +0
Intimidation +0
Performance +0
Persuasion +0
10


 

"Mosswood," Eira mutters under her breath, there was something about that, or was she misremembering things?
she wracked her brains for anything she had heard about the place, didn't she travel through there with her father about six or seven seasons ago? She makes a small gesture to the spirits of the home and hearth to give her some guidance in this matter.

Nothing came to mind, and it was her turn to step up and sign the register she took the quill and carefully drew the runes she was told were her name runes. She hoped that others would have better luck.
 

OOC

@Aspekt can I make a history roll to know anything more about Mosswood, or its history?
Rolled a 4, can't remember anything about it
 

 

Edited by 8w_gremlin (see edit history)
Name
History, with Guidance
4
1d20+1d4+1 1,2
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spacer.pngSarah Heart

Variant Human Hunter Ranger 2 | Coins 106 gp
HP 20/20 | AC 15 | Init +3 | PP 14 | Speed 30 ft | DV 0 ft
Hand Crossbow A:+7 D:1d6+3 piercing T:ammunition 40 (30/120 ft.), light, loading
Rapier A:+5 D:1d8+3 piercing T:finesse Whip A:+5 D:1d4+3 slashing T:finesse, reach
Inspiration 0d6 | Spells 1 ■■

 

Upon inspecting the papers, Sarah had a question. "What about pillage and treasures? Keepers finders, or will the company want a share?"

Moving on, Arran talked about the abandoned hamlet and the circumstances. Worst, he never said anything about the scouts coming back alive. And considering how obsessed Sarah was with the undead, she tried to establish if there was a link, based on recent information and perhaps something she heard a few years back.

Edited by Coruja (see edit history)
Name
Int w adv 4 undead
9,16
repeat(1d20+1,2) 8,15
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