Coruja Posted February 13 Clone Share Posted February 13 Sarah 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 ■■ There were still a few questions left for Sarah. "This hamlet halfway to Mosswood, any information you can spare us? Size, population, what do they do for a living, do they work the land or tend the castle, should we expect a bunch of beggars or hard working people?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted February 13 Clone Share Posted February 13 Tevis Longfellow - Human Warlock 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 blinked at the prospect of a cart. That might be nice. The scholar said, "I was just thinking of getting a pack animal, not a whole cart or horses. Regardless, Captain, is anything known about the creatures that inhabit the area around Mosswood? Just animals like wolves and bears, or are there other things like gnolls to be cautious of?" OOC @Aspekt anything for my 18 History check in my last post? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Aspekt Posted February 14 Author Clone Share Posted February 14 Captain Silas Arran @Coruja @Phntm888 Arran turns to Sarah. "The hamlet between here and Mosswood doesn't even have a name, it's just a rough collection of a handful of homesteads. The folks there are hard-working, salt of the earth. They've managed to clear a few acres of farmstead, and they graze some livestock in the fallow fields. They're good folk, if a little run down after the winter. They mainly get by from their farming and trading with Keri's Crossing." He then turns to look over Tevis and takes in the once-librarian. Now there's a sorry chap if I've ever seen one. Hope these others can keep an eye on him out there. Must be good at reading books? "People have seen bears and wolves out there, and the occasional mountain lion will take some livestock in the night. There's elk and deer too, good hunting if you can catch them. And we've seen signs of goblin patrols, but we've yet to put sight on any of them in the past few years." OOC - Tevis Sorry, I missed that one! There's not a lot written down about Mosswood, most of what is known is passed around via word-of-mouth. What you've heard in taverns during your days here was mention of "Emberwind's Folly". Someone by the last name of Emberwind sponsored the expedition into the borderlands early on in the years of settlement. Emberwind itself is the name of a powerful banking family over the mountains west in Danzig. The settlement was poorly planned and managed, and then one spring when the first trading caravan made it through the snows, not a soul was left in the settlement. With a mysterious town only four days travel away, you'd be surprised if the right old-timers in town didn't know more, you've gotten people to tell you their secrets before. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Coruja Posted February 14 Clone Share Posted February 14 (edited) Sarah 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 ■■ Farmers who tend the land and the cattle. That's the kind of people Sarah enjoyed saving. "If the people in the hamlet are in need or offer us a job like killing the lion, should we accept our would it go against the contract?" Edited February 14 by Coruja (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
morgan_ Posted February 15 Clone Share Posted February 15 Sherrin — Human Rogue 2 AC: HP: SpeedWalking: 40 ft. Climbing: 40 ft.: 15 17/17 40 ft. StrengthStrength Save: +1 Athletics: +3: DexterityDexterity Save: +5 Acrobatics: +5 Sleight of Hand: +7 Stealth: +5: ConstitutionConstitution Save: +2: 12 16 14 (+1) (+3) (+2) IntelligenceIntelligence Save: +1 Investigation: +1: WisdomWisdom Save: +2 Perception: +6: CharismaCharisma Save: +0 Deception: +2: 8 14 10 (-1) (+2) (+0) LanguagesCommon, Gnomish, Thieves' Cant Combat ProficienciesArmor Proficiencies: Light Armor Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Tool ProficienciesForgery Kit, Playing Card Set, Thieves' Tools "Thank you, Captain; that's good to know." Sherrin listens to the questions of her teammates; she had no more to ask herself. After they seemed to be done, she makes a proposal: "What do you all say to taking the rest of today to gather whatever supplies we need and leaving from here first thing tomorrow?" Actions 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 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Coruja Posted February 15 Clone Share Posted February 15 Sarah 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 ■■ What? Can it a day already? "I don't think it will take us the whole morning to buy barrels, fetch water in the well, and get a cart. We should leave as soon as we have everything covered." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted February 15 Clone Share Posted February 15 Tevis Longfellow - Human Warlock 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 "I concur. With a week's journey to the town, setting out as soon as possible is the better idea. I think we should ensure we have enough provisions for three weeks - one week out, one week back, and up to a week at the site, just in case this takes longer than we anticipate. When we reach the hamlet, we should also ask around and see if any of the old-timers there might know more about Mosswood." OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
BigLee Posted February 16 Clone Share Posted February 16 (edited) Samus was ready to get going on this new adventure. He never was much for making a bunch of plans, more of a fly by the seat of your breeches kind of guy. But they did need a few things for such a long journey, so he was good with gathering supplies and hitting the road as soon as they could. Sam agreed with the lady hunter, Heart was her name. "Let's all go gather what we need for ourselves, then meet at the stables to get the cart and donkey. We can go from there to fill the barrel and head out of town." Sam hopped off the stool and headed toward the door, glancing back to see if anyone was going to join him. Samus Fletcher Rogue (1) / Sorcerer (1) AC: 13 | HP: 10/10 | Init: +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 HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. Produce FlameConjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Shocking GraspEvocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 1st Level Spells (2/2) Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Edited February 16 by BigLee (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Coruja Posted February 16 Clone Share Posted February 16 (edited) Sarah Heart Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp 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 ■■ Cart cart, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed With that settled, the Jade Talons went shopping before departing. "If anyone can't cover initial expenses, I can lend you the money and you pay me after we are back." She doubted there would be someone without that much money, but it was better to play it safe. OOC: Money deducted. I'll add the cart inventory to my sheet temporarily. Should we make a topic just for the general inventory of the group? Edited February 17 by Coruja (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Phntm888 Posted February 16 Clone Share Posted February 16 Tevis Longfellow - Human Warlock 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 followed Sarah's recommended purchase list accurately - he had a feeling she was much more prepared for this kind of thing than he was, given his relative lack of outdoor experience. I hope I'm not allergic to anything here. Once he'd purchased everything, he contributed his share of coin to the cart and supplies purchase, and was ready to depart. OOC Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Aspekt Posted February 16 Author Clone Share Posted February 16 (edited) As the Talons discuss with Arran and attend to their shopping, early morning gives way to afternoon. The noon sun hangs high overhead, and old dogs warm their bones on front porches heated by the spring sunshine. Arran doesn’t oppose the team taking on additional contracts during their travel, but urges that their greatest responsibility is to attempt the safe return of the previous team sent to Mosswood. Sarah quickly becomes a recognizable figure among the merchants in town, as does anyone who spends more gold in a day than many shops might see in a week. But equally discussed is the fierce-looking horned outlander who travels with her. Most people never even notice Samus and Sherrin since they can slip in behind the others before the door even closes. Tevis is given polite instruction on what all the different outdoor items are, and often told, “you’re holding it backwards”. Some of this advice comes gently from Eira, but most of her time is spent discussing herbs and remedies with the folks in the shops as she points them to the right leaf or bud for their specific ailment. Now, with the shopping done, the open East Gate beckons towards a humble dirt road. Four days ahead a small collection of houses quietly guards the point where the road continues unmaintained into the darker, denser forest. Inside one of those homes, two women dressed in rough woolen dresses and cloaks hold mugs of tea in their hands, warming themselves after finishing the washing. The woman closest to the fire’s warmth places her hand on the other’s shoulder. “We won’t let it happen again”, she whispers firmly. “Not here.” Edited February 16 by Aspekt (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
morgan_ Posted February 17 Clone Share Posted February 17 Sherrin — Human Rogue 2 AC: HP: SpeedWalking: 40 ft. Climbing: 40 ft.: 15 17/17 40 ft. StrengthStrength Save: +1 Athletics: +3: DexterityDexterity Save: +5 Acrobatics: +5 Sleight of Hand: +7 Stealth: +5: ConstitutionConstitution Save: +2: 12 16 14 (+1) (+3) (+2) IntelligenceIntelligence Save: +1 Investigation: +1: WisdomWisdom Save: +2 Perception: +6: CharismaCharisma Save: +0 Deception: +2: 8 14 10 (-1) (+2) (+0) LanguagesCommon, Gnomish, Thieves' Cant Combat ProficienciesArmor Proficiencies: Light Armor Weapon Proficiencies: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Tool ProficienciesForgery Kit, Playing Card Set, Thieves' Tools Having gathered her possessions, purchased additional supplies, and retrieved her mule from Seraphina at the stables, Sherrin is ready to go. She hooks up her mule to the team's newly-purchased cart and dumps several bags in the back. "This is my mule," she says. "His name is Buster. He's very strong; I couldn't made it here over the mountains without him." When the group travels down the road, Sherrin will usually walk in front of the cart, beside her mule. OOC Leaves her backpack and Buster's pack saddle and saddlebags in the cart Actions 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: 14 Sp: 7 Cp: 9 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 (7 flasks) Piton (10) Rations (10 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 Saddlebags: Blanket Common Clothes (dark with hood) Forgery Kit Hempen Rope (50 ft.) Manacles Perfume (1 vial) Playing Card Set Soap Shovel Whetstone Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Coruja Posted February 18 Clone Share Posted February 18 Sarah Heart Variant Human Hunter Ranger 2 | Coins 99 gp 5 sp 3 cp 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 ■■ Cart cart, 2 mules, 2 barrels of water, 6 gallons of ale, 1 bottle of common wine, 10 hunk of cheese, 3 two-person tent, 20 day animal feed Once all the shopping was done, they departed. Along the way, they managed to forage and hunt their food, and Sarah would cook delicious meals with a complete cooking set she would retrieve from her backpack. It surely shouldn't fit there. At night they would share a tent in pairs. Four women and two men, and they didn't knew themselves all that well, so the division shouldn't be hard. Finally, they had come to what seemed to be the "hamlet". To call it that was being generous. It was more of a permanent gathering of a handful of people. Inside one of the houses there were people talking and instead of minding her own business, Sarah would peek. Well, not peek, but butt in. She approached awkwardly, because she wasn't a face. "Good day. Forgive the intrusion. We are the Jade Talons, working under the Silver Hawks, from Keri's Crossing. We are here to investigate Mosswood. Would you care to take us in and share any info you might have with us?" She hated doing that. She would rather prefer another person would be the face of the team. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Aspekt Posted February 18 Author Clone Share Posted February 18 (edited) Travel Ambience Travel overland in this more settled portion of the Borderlands was easy. The Jade Talons set out along the path in the late afternoon of the First of Kythorn and setup camp near dusk. They were grateful for their tents, as a late summer rain began on the 2nd, and didn't let up until late on the 3rd. The rain must have had some effect though, since nothing appeared to attack or derail them on their trip. Creating camp in the damp woods would have been a challenge if it wasn't for Eira's familiarity with life in the outdoors. She showed the others how to create fires from the dry dead wood that still hung to the trees. The group was able to enjoy their evenings with warm meals and good drink, thanks to their preparations. On the afternoon of the Fourth of Kythorn the Jade Talons found themselves approaching the small hamlet. On each side of the road well-kept fields soaked in the summer sun. In only a few weeks the grain would be ready for harvesting. The rain had stopped that morning, and the day was becoming almost unbearably hot. The mules sweated under their harness, and the Talons had to open the collars of their jackets to let any small breeze work to cool them off. OOC: Mechanics: +50 experience per player (+300 exp to the party / # characters) for making the trek to this hamlet OOC: Request: What is one story your character shared with the others during the 4 days of travel? Aim for 1-2 paragraphs. Then we can move on with exploring the hamlet. Edits Removed the requirement to spend animal feed Will be doing foraging interactions, and based on that we can adjust the usage of rations It sounds like we decided that Eira is using spells to provide necessary food and water, and that the rangers are scouting and foraging separately from the party. That will remove the need to use rations for this trip. Edited February 19 by Aspekt (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
8w_gremlin Posted February 18 Clone Share Posted February 18 (edited) Eira 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 Under the veil of twilight, as others had done some on previous nights, Eira ventured into the heart of a tale, her voice a soft murmur blending with the evening's breath. "There was a day," she began, her gaze lost to the flames, "when the shadow of a great stag cast its mystery upon our lands. A creature of legend, it danced with the wind, its antlers a crown woven from the whispers of the forest. Many sought its trail, yet it remained a ghost, seen by few, touched by none." With a hunter's grace, she recounted her solitary quest into the deep woods, where silence was a language, and the earth spoke in scents and signs. Eira, moving with the careful deliberation of one who knows the wild's gaze is ever upon them, found herself not the pursuer, but a guest in the stag's domain. "In the clearing, where moonlight kissed the earth, our paths crossed," she whispered, the scene unfolding in her words. "For a heartbeat, we stood, the hunter and the hunted, bound by an unspoken accord." In that moment, Eira chose to let her arrow fly not toward the stag, but into the earth, an offering to the dance of life and freedom. The stag, as if acknowledging her choice, bowed its great head before vanishing like a wisp of fog at dawn. OOC Can Eira sling her backpack and ration sack in the cart, as under the variant rules she would be encumbered (I think) Backpack: 27 lbs Sack full of rations: 16.5lb Oh and Eira would cast 'Goodberry' every night, with any spell slots she didn't use, and would probably just eat them. Edited February 18 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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