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Team Nameless - IC


scootloops

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D
Medium, Human Fighter


AC 14

HP 16/16

HD 1/1d8, 1/1d10


Second Wind 1/1


Inspiration 0/?
Attuned 0/3

 

Daigneault breathes a sigh of relief after the prospect of facing gnolls has been dispelled.

 

‘Okay okay okay. Marching orders seem simple enough. Survey a route, secure a road. How though? Eh. These people seem to be experienced. Bound to learn about it sooner or later.’

 

“Ma'am,” D raises a hand and waits to be called. “Why can't the garrison leave? Who is this tourist with deep pockets? Are we going to deviate or stray far from the road? Was the road here before the storm or is it by the hands of colonist that it is here?”


Weighing the odds that they'll be ambushed and the effort it would take to march for three days, D finds himself interested in playing bait “I'd also like to volunteer to ride the cart then. Would it be better if we talk loud and the like?”

 

He also finds himself intrigued by the mystery meat. He mulls about going back to town but decides against it since they are leaving at high noon. It would also probably be better to acquire some charcoal and parchment for illustration.

 

As deliberation about work dies down, D brings back the subject of tea. “What makes a tea strong? I'm partial towards mint. Cools you inside and out. And nettles too, the occasional tummy ache notwithstanding. Basically weeds that is easy to identify. I've heard of a bunch of stories about poison hemlock. People have mistaken its parts as a bunch of different things. Its leafage looks like parsley, carrots, or parsnips. Its seedhead can be mistaken for fennel and other spices. Poor souls.”

 

 

 

Mechanics

Main Hand:
Off Hand: 


Action:
Bonus Action:
Move: 

Application

 

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NPC

image.png.93c8c302efa7048da2550321c6cba8e1.png

Taborlin Soothesong

"Three days by cart, even though we 'ave the roads we've gotta go through a rough wood and the roads aren't exactly well kept after that. Roads 'r ancient, sometimes ya can hardly ev'n call it a road, becomes more like a trail. We won't just 'ave Wilover's cart, there's one 'round the back a the farmstead, and an ox we're borrowin' ta pull it. Courtesy of the Gallenti's. It won't be as difficult as the mountain passes by any stretch, but we'll still slow down. The road follows a small river for a while, then breaks off. So we'll make sure to stock up on water and supplies before we break with it if needed."

Brigands'll see us a target regardless of the carts, just do to our size 'n gear. I guarantee they won't be making an obvious assault, they'll follow us 'n try and sneak at night. Good news is bandits don't haunt the southern road as it's not traveled commonly. It's the wilds that're likely to cause issue."

As fer why it's called the mistlands, that's pretty obvious: It's a region that is constantly covered by a mist that near as we can tell, ain't natural. Rumors of ancient towns 'n structures, s'well as nasty beasts. A few fools 'ave tried their luck and found nothing but death. Granted, they were underprepped fools. But we don't know what's in it, and that tourist aims ta find out. Pockets deep enough to 'ave a decent escort and scouting party."
She makes a wide gesture to all of you and smiles broadly.

"Garrison can't leave 'cause it's their job to defend Keri's crossin', after all it's what the townsfolk pay them for. 'Sides, there's only about 5 a them, and they ain't as skilled as they'd 'ave you believe. Captain knows it, n' was more'n willin' to 'ave us scout ahead. Just needed some encouragement with the funding. As to the weather, the clouds heading our way'll probably just make us a little damp. Not dark enough for much else."

With that Taborlin strolls back to the farmstead and disappears for the next hour, presumably doing what she needs to be ready for the excursion later today.

 

 

 

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spacer.pngWilovar Haften

Half Elf Merchant, Waukeener 


AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 | L2 0/0


 

"That's good," Wilovar nodded in response to Tarborlin's explanations, "water's always a pain, and as for the rain I always carry a tent anyway. Can't say I'm looking forward to the midnight raids though, we'll have to make sure we've plenty of torches to hand."

He finished up his apple, tossing his core aside to decompose, and stood. "I best get back to town and sort out some storage for my goods if we're leaving at noon, though I suppose Farmer Gallant may have a spare barn we could use for a week? I'll have to leave the tea talk to Tseren Norman, seems she's the expert anyway." He excused himself, and headed off to the farmhouse to inquire about storage. Once arranged, he returned to the group to find out who else fancied a walk back to town to grab the wagon, along with an offer to haggle for any other last minute purchases. He figured the market was as good as a Church for Waukeen.

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage.

Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity (1/1)

  • Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Invoke Duplicity

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

 

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DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
Senses: Passive Perception 9, Insight 11 Investigation 10.
Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
Languages: Common, Draconic, Elven.
Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
Current Appearance (Disguise Self): Old Human Jeweler


"I don’t mind riding, or walking, although I would also like to practice flying, if it would be helpful. I don’t know. To scout ahead. Or just get a different angle to find possible bandit camps? That would be useful, right? I don’t think most people look up when in the forest, or looking around for threats." Elrond comments, apparently unaware of how odd his statements might sound.
 

“Otherwise, um, I have food and such for myself, but a tent and bedroll I do not have; I’ve been staying in towns. I’ll go with you, Wilovar, for a bit of last minute shopping.”

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spacer.pngWilovar Haften

Half Elf Merchant, Waukeener 


AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 | L2 0/0


 

The merchant leaned back, peering exaggeratedly behind Elrod, before facing the disguised dragonkin again. Obviously no wings poked through the illusory disguise, but he didn't recall having seen any yesterday. "Flying?" he questioned with quirked eyebrow.

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage.

Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity (1/1)

  • Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Invoke Duplicity

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

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Arden MacDonald

Human Bartender (retired)/Monk

 


AC: 15 (Unarmored, WIS) | HP: 19/19 (2d8+4) | HD: 2/2 | Speed: 40 ft. | Initiative: +3
Senses: Passive Perception 12, Insight 14 Investigation 9.
Str: 13 (+1) | Dex: 16 (+3) | Con: 14 (+2) | Int: 9 (-1) | Wis: 15 (+2) | Cha: 11 (0)
Languages: Common,


"Night attacks- fantastic." Arden muttered aloud "We'll set up some watches and make sure there's enough light."

Arden tended to travel light- too easy to get bogged down with too many items. They had enough food and other supplies to complete their first mission. He looked over at Tseren to confirm they didn't need to get anything else.

@RedRajah

Arden raised an eyebrow slightly when Elrod mentioned flying. Arden has his own trick to get up in the air- a prize he earned when Arden was younger and more reckless- but it might be better to keep that quiet until it was necessary. Besides, the dragonkin wanted to practice his skill.

Arden looked over at his new teammates. "What made you all join the Silverhawks? It can't just be for the free apples."

 

 

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Narration

NarratorThe time passes as you prepare to leave, the rainclouds in the distance still a ways to the west. For now, the warm sun promises a relatively easy first day of travel. Sgt Lin chats with anyone who will listen, answering questions about her time with the Silver Hawks Company and what she's learned about the surrounding area, though she is guarded about anything before coming out here to the borderlands, deflecting with a simple "We're not that close yet, recruits."

The early part of the journey has you passing by quite a few homesteads outside the town where you catch glimpses of townsfolk living their lives as best they can out here in the frontier. A few fields of wheat, oats and rye, some homesteads with large pastures of livestock, a few with rows and rows of berry bushes and grapevines, and some just plain an unworked. Keri's Crossing, as small as it is, feels like a welcoming place. The folk out here are friendly, dirty, and hardworking, there seems to be no fear of the wild world or trespassers. An odd disposition considering the necessity of the Silver Hawk Company and the local garrison. It only takes about an hour before the homesteads dissipate into the distance behind your small caravan.
Elrod practices with his mystical broom, hovering just ahead and around the caravan, occasionally flying high up to get a glimpse of the world ahead. The clear skies and open grasslands of the journey provide him with an exceptional view of the rough road and the river that it follows for miles.

Later in the afternoon, about an hour before the sun begins to set over the mountains to the west, the clouds have rolled in and hidden the sun behind a thin veil. A few light drops fall before they become a warm summer drizzle, just enough to get everything a little damp with no sign of it becoming anything more than that. The grasslands begin to transform into a sparse forest of birch and oak, scattered with shrubs and a few short conifer trees. The river hides itself from view, but continues to babble and talk so that it can be found. Sgt. Lin orders a halt, and suggests making camp before it gets dark.

 

DC 15 Perception 1 Success

Elrod gets a magnificent view of not only Keri's Crossing but also much of the trail ahead. The Dragonborn's keen sight helps him point out some areas where hunting or gathering food might go rather quickly, such as spotting an area with a rabbit burrow, a small pond off to the side of the river, and some wild berry bushes. (Advantage to anyone making survival checks for hunting/gathering)

DC 15 Perception 2 Success

Towards the end of the day, Elrod gets a glimpse of the forested area ahead, and notices a few meadows and clearings among the forest many miles further south. He also spots what looks like the top of a hut breaking through the treetops not far from where Taborlin suggests making camp. He cannot tell if the hut is near the road that runs through the forest, as there is no visible trails through the treeline from his vantage point above.

OOC

@KingGoblin x2 Perception checks with Advantage. Each check reveals different info.
Anyone trained in Survival can make a DC12 check to hunt/gather food for everyone for the day (or applicable feature/trait can be used too)
 

Though I'm moving us along in the travel, theres no reason you can't continue the IC chats you were starting and fit them into the timeline for today. At some point by Monday, I'd like y'all to decide who's taking the watches. at the least, 3 people covering 3 hours each (total of 9 hours).

Also, feel free to make any checks you might find applicable to travel.

 

 

 

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"We should probably set up some sort of watch for the night then...me, Arden and...? For first watch." said Tseren as she pulled out her snare trap. A chance for some fresh game would be worth setting it up overnight.

 

Or, more importantly, it might snag any potential intruders who came upon the campsite.

OOC

Tseren has the Outlander background, which grants Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

 

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DragonToken.png.435269cd9c3b758b492ecdd9ceb232a8.pngElrod Dragonskin


AC: 12 | HP: 17/17 (2d8+4) | HD: 2/2 | Speed: 30 ft. | Initiative: +1
Senses: Passive Perception 9, Insight 11 Investigation 10.
Str: 15 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 10 (+0) | Wis(p): 8 (-1/+1) | Cha(p): 16 (+3/+5)
Languages: Common, Draconic, Elven.
Spell Slots: 2/2 Spell Level: 1st Save DC: 13 Spell Attack: +5
Current Appearance (Disguise Self): Old Human Jeweler


Before leaving town, Elrod went with Wilovar, and bought a tent, bedroll, and mess kit. On the way, he explained, "Um. Yeah. Flying. I'm on a quest to become a dragon, and my patron gave me an enchanted broom to practice my flying with. So, I can fly above, while I am working on my technique, and look around. It might be helpful, right?" he asked, obviously unsure of himself.


On the trip, Elrod practices his flying, although he seems more clumsy than not. He is able to point out to the others a small pond, and some berry bushes, and a couple of places where he thinks there might be game, but he seemed to be spending more time trying to stretch his wings, as it were, rather than actually looking out effectively. It'll probably come with time.

 

When the Sgt calls for a halt, he wobbled a bit on the landing. "Ok, um, good. I can take any watch, I don't mind staying up if you want me to take the first watch. Or the middle, it might be better if I am flying in the dark, since I can just turn all black. Not sure if I can see much that way, though, so perhaps someone who can see in the dark would be better for the middle of the night. I guess... I should stay on the ground during watch, though," he said, second-guessing himself.

Edited by KingGoblin (see edit history)
Name
Wisom (Perception) 1 (Advantage)
13; 0
1d20-1;1d20-1 [14]; [14,1]
Wisom (Perception) 2 (Advantage)
18; 2
1d20-1;1d20-1 [19]; [19,3]
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3wIkLSC.png

D
Medium, Human Fighter


AC 14

HP 16/16

HD 1/1d8, 1/1d10


Second Wind 1/1


Inspiration 0/?
Attuned 0/3

 

Gallanti Farm, Arden's question

“I, for one, joined for the experience. Nobody has been past the mountains for generations. Sure. There is a nagging feeling at the back of my head that worries about the storm returning, but imagine the ground we could break. Who knows what we'll find? A plain of horses, an archipelago, or maybe a path of enlightenment?”

 

While he was giddy in the beginning, his features softens into a look of longing, of yearning, until a few rapid blinks snaps him back to reality.

 


 

Gallanti Farm, extra

‘Still no idea who this opulent tourist is and what they intend to do but perhaps neither are pertinent right now.’

 

Daigneault volunteers to drive the borrowed cart and ox, thanking the Gallantis on the way out. It takes him a while to acquaint with what is between him and the road. Squirming about the silence and being watched performing, he opts to fill the air with something, anything, to think of something witty.

 

“They say the apple doesn't fall far from the tree. But when you think about it, in the context that they mean a child is similar or will be similar to their parent or parents, apple trees grown from fruit give quite distinctly different... fruit from their parents. When people want to grow more of the same apples, they graft the old plant onto others.”

 

A beat.

 

“Weird, huh?”

 


 

Afternoon on the road

Although it passes as soon as it came, Daigneault enjoys watching the livestock do there thing while the band passes by, taking in the familiar sights, feeling fuzzy observing all the quaint things about the Crossing.

 

And once the treeline starts getting closer, underneath the grey and gold sky, Daigneault happens upon a 'bright idea'. He adjusts to keep pace beside the cart.

 

“Wilovar, would you mind if I try something with Jimbo?” He produces a straw fishing hat from his pack. Stitched onto the straw with hemp or cotton is a faded design of a sunflower on a field of dirty grey or a sunset on an overcast day. “Is there a way we could make him focus on this thing while it's on him? What focus exactly is can be murky and indeterminate, so I'd like to take notes.” Pausing for a second, he continues with a whisper followed by a pair of strokes to his chin. “What if he learns he likes clothes?”

 

“Perhaps Joe would be more amiable to this exercise. Can't say it'll amount to much but it'll keep our minds away from this slow trickle.”

 


 

Camp preparation

It was fairly tricky to find decent tinder and kindling but the group gets a campfire going in no time. Finding an opportunity to show appreciation for relaying that wonderful view earlier, Daigneault offers his company to the dragon. “I could take watch with you. Don't worry about not seeing well in the dark. We wouldn't want Miir to be haggard by the end of the week. We could hazard keeping a light on. They brought extra torches.”

 

 

 

 

Mechanics

Main Hand:
Off Hand: 


Action: Forage (DC 12 Survival)
Bonus Action:
Move: 

Application

 

@crimsonjoe What made you all join the Silverhawks? It can't just be for the free apples.
@PureChance @scootloops Headband of Intellect donkey business
@KingGoblin Nightwatch

 

Name
Forage (DC 12 Survival)
6
1d20+4 2
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spacer.pngWilovar Haften

Half Elf Merchant, Waukeener 


AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 | L2 0/0


 

Before Leaving

Wilovar returned to the market with gusto, haggling mercilessly with the locals to secure all of Elrod's gear. It was less about saving the dragon kin (as he had to keep reminding himself), some gold - though Elrod did seem remarkably happy about that - and more just the thrill of the deal. "Interesting goal," he replied with obvious surprise as Elrod's explanation. "I mean, I can't see it hurting right? I've never met someone with that kind of ambition before, so I'm not sure I can rightly say the best way to go about it. Should definitely be helpful in scouting ahead though," he reassured the man. "What did you do before, um, trading to be a dragon?" he asked, still a little off stride from the unusual nature of the conversation.

Once they had finished with their purchases - and the other odds and ends Wilovar had volunteered to pick up - he swung by the Gleaming Pot to collect Joe and Jimbob, hitching them up amidst grumbles from the latter. "Oh come on now," he chatted idly, "You've had a whole nights rest, inside too, and plenty of nice hay. No complaining. We're not even going to be on the road for that long this time, and none of those mountains passes neither." The wagon trundled along the main street at a relaxed pace, Wilovar perfectly happy to let the mules stroll, and once back at the farm he swung his various goods off with block and tackle, packing them neatly in a corner. "There we go, hopefully get them sold soon enough. Found a couple of leads at the market today at least," he muttered to himself, "The Haften Empire grows yet!" He made sure to leave the rations, tent, feed, barrel, lantern, and carpenter's tools in case of trouble - as well as his tent, soap and backpack. He had no intention of becoming an outdoorsman just yet!

 


 

On the Road

The wagon rolled along at a sedate pace, the two mules easily pulling the weight between them. Jimbob's early flicked away flies, and he occasionally neighed his displeasure; clearly it was more of a Bob day, whereas Joe walked placidly beside, only moving to nudge his pal when he decided there was too much grumbling and not enough pulling. When Norman pulled up besides and leans over with a hat towards Jimbob, Wilovhar hastily intervened. "I'd, ah, probably not try that with Jimbob if you want to see the hat again, he can be a bit of a grouch about things." Indeed to Wilovar's familiar eye he could see the edge of a tooth showing, the sod looked practically eager to draw blood! "Joe's not likely to object though, very reliable. Happy come snow, rain or gloom of night. I wonder sometimes if he just doesn't have much going on up there, or if he's just past caring." Wilovar spoke easily. "What's the object?" he asked, idly curious.


 

Camp

As they set up camp, Wilovar busied himself being useful throughout. He was well used to offloading the wagon, setting the animals to graze, and putting up his tent, so once he'd seen to his own business he took on sorting the ox as well along with anyone still needing a hand with their own gear. Tseren seemed to be busing herself sorting dinner, having been equally busy gathering it throughout the journey, and he went to fetch water if she'd need. When the subject of watches came up he volunteered "if Tseren and Arden are on the first watch, I don't think we need much more than one more. How's your night vision Elrod?" he inquired, having not known any dragonkin prior to this. "Most people keep an eye on the sky it's true, but if you can't see any better than they staying by the fire would probably be best. Or even the morning watch, that way you've the sun on your side as well."

He glanced quickly round the group, judging aptitudes. "I'm happy to take the middle watch with Loxley, I'm sure he's enough stories to keep me awake," he adds without further explanation of his own night vision. Looking towards those yet to volunteer he asked "What about you Clay? Would you prefer the morning with Elrod and Norman if those two are sticking together, or the evening with Tseren and Arden? No point more of us having broken sleep."

Once watch was sorted he shuffled closer to the campfire, setting his back up agains the wagon to be sheltered from one side at least. "What do you have for us tonight then, Tseren?" he asked eagerly, rubbing his hands. "Potato stew?" he winked, recalling everyone experience the previous day...

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage.

Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity (1/1)

  • Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Invoke Duplicity

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

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Wilovar came across Tseren separating bunches of green leaves from their stems. "Lamb's quarters. Like spinach. And wild onion. Mix that with apple. Some crayfish too from a brook. Boil those in the liquor after the greens are cooked."

Satisfied with her cleaning of the greens, Tseren nodded to herself and placed them in her nearby pot of water. She drew one of the hand axes at her side. She then rummaged in her backpack for a few moments, pulling out three pouches. A couple pinches of salt, a pinch of whole peppercorns and what appeared to be a piece of dehydrated root of some sort. She set out one of the platters from her mess kit, poured the peppercorns in and started to carefully crush them with the butt of her handaxe. There was a rhythm to the pounding, one born to not waste effort or food.

There was nothing delicate about her chopping of the apple, but all her cuts were even. She placed a meaty palm on the hand axe's head, pressing down on it to crush the bulbs of wild onion, separating them from their papery sheathes. One pinch of salt entered the pot as well as the chunks of apple. The crushed onion, however, stayed on the axe head. Tseren placed it close to the campfire, but not on it. It just needed to be kissed by the flame for a spell to help tame the rawness. That would pair well with the crayfish -- not to mention add the piece of dried ginger to the pot liquor while the crayfish quickly cooked.

Toss all with the freshly crushed black pepper and add extra salt to taste if needed.

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spacer.pngLoxley

Half Elf Bard


AC: 14 (Studded Leather ) | HP: 13/13 | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 11, Perception 14, Darkvision 60ft.
Str: 9 (-1) | Dex: 14 (+2) | Con: 10 (+0) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 | L2 0/0


 

“Fresh leaves, plenteous in number, and brewed for a good long while. These are the things that make for a strong tea.” Loxley explained to Daigneault. “Mint teas are fine and can be quite refreshing, but I prefer a good, rich, dark tea. Something like a Sembian Black.”

As the others made preparations to get underway, Loxley lent a hand wherever needed. He helped make inventory of the items they had available and sorted them into the wagon accordingly. With fourteen days of rations on hand, he was sure he could help sustain the others should foraging fall a little short. “I’m all for funding any items are felt are needed for the group as a whole.”

As an added gesture, Loxley showed them the magic bag that he had that could store more items on the inside than appeared on the outside. His ears perked up at Elrod’s mention of flying and that he had a magic broom for just such a purpose. It would be interesting to see.

 

”Tseren, the land sounds delightful and I must say, I have never eaten the crayfish. It sounds like a wonderful new treat. Perhaps if things go well and it is not too much of an imposition, I might impose on you for cooking lessons. The pay off being someone to help with the task in the future.”

 

As they continued on, Loxley tried to keep up with the conversations while keeping his eye out for any developments along the way. “I decided to give the Silver Hawks a chance rather the allow myself to be enrolled in my town’s local militia. It didn’t seem like a good fit for me for certain reasons. Plus, more opportunities for adventure this way. Gives me a chance to garner more songs and stories to help keep Wilovar awake during our shift at watch.”

 

Since it seemed no one would object, Loxley produced his lute and began to play a soft and relaxing melody. At which point, he realized that he had forgotten to oil his strings properly, and one broke. About to perish from embarrassment, Loxley profusely apologized and put the lute away and then attempted to play the same tune on his flute instead.
 

(Performance)
 

(Performance 2)

Edited by OneMoreGamer (see edit history)
Name
Performance
25
1d20+5 20
(Performance)
7
(1d20+5) 2
(Performance 2)
22
(1d20+5) 17
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token_12.png.fc923c5f4144325d976c83c4f5753d9c.png.cf9a7c2130e10691cc83b1a0d8842c56.pngClay Dust(Claiborne Barleydust)

Human Ranger, Hunter 


AC: 14 (Studded Leather) | HP: 24/24 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 14, Insight 12, Investigation 11.
Str: 10 (0) | Dex: 16 (+3) | Con: 14 (+2) | Int: 12 (+1) | Wis: 14(+2) | Cha: 8 (-1)
Languages: Common, Deep Speech
Spell Slots: L1 2/2 | L2 0/0


 

Clay thought about the strategy all the time group were walking.

"So, we have a pretty questionable location with mysterious mist of unknown origin. I can bet that's something we should avoid yet to be bumped eventually into. Lets skip this part for now, anyway i can do nothing about this.

So, we have a narrow path, forest and potentially ambush. If id were the one among thugs, id probably used something to restrain cart from movement, then, depending on available tools, either blow up the cart with magic or volley of arrows." - thought Clay, while carefully looking at surroundings.

"But what we can do about this? A good question.

Now to the things i can do to prevent this possible scenario.... Since we are in forest, ideally there must be something reliable and tameable enough to be used to increase the body count. In worst case, something to make a good distraction and in this case it doesn't matter if its willing to help or not cause in the middle of the fight it would be hard to identify the bluff. Of course ill do that while hunting.

Probably not the best thing to do, yet worth a shot, but before that, there was other stuff to do. A decision to make.

Evening would be definitely better, yet i want to try something first. Will try to hunt something. Or perhaps make some "extra reinforcements". - said Clay with smile, and then walked into the depths of forest, accompanied by smell of dish and music.

Pretty decent, but time to do my part of the job.

Clay, as usual, kept walking into woods, looking not only for prey or animals to tame, but also for threats and other places of interest, because who knows what opportunities will be provided to him this time....

 

 

OOC

Clay will try to hunt, if he notices something that is suitable for taming and useful as extra guard, he will try to do that or catch it if it fails .

In process, he will look for possible threats, places of interest and etc.

 

In short, he will be hunting wildlife nearby using longbow, and scouting area in the process.

Actions & Resources

 

 

 

 

 

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