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Jade Talons: In Character : Chapter 1 - Mosswood


Aspekt

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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 ■■

 

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?"

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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?

 

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Captain Silas Arran @Coruja @Phntm888captainSilasArran.png.42cdf39afcb7c31bac4fba1fc3ff12cb.png


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.

 

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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 ■■

 

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 by Coruja (see edit history)
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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

"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

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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 ■■

 

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."

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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

 

 

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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_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

Edited by BigLee (see edit history)
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spacer.pngSarah 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 by Coruja (see edit history)
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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

 

 

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token_1.png.514cd2290c4ca7984ac9062f6f59c250.pngAs 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 by Aspekt (see edit history)
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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

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

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spacer.pngSarah 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.

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token_2.png.3218d28a1846c57a8b42273b51b77fd9.pngTravel 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 by Aspekt (see edit history)
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hunter-small.png.0b79cc2c82e1a9ee0a013cb005c59b93.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


 

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 by 8w_gremlin (see edit history)
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