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scootloops

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Posted (edited)
Tableplop Link
Narration/Taborlin

Elrod's eldritch blast arcs outward and looks as though his aim was off, but at the last minute the dragonkin "bends" the beam right back at Helena, scorching the creatures hair and burning her face.
image.png.93c8c302efa7048da2550321c6cba8e1.png
Taborlin quickly pivots the moment Elrod releases his eldritch attack and sprints around the tent in a mess of wet dirt and loose grass. The sergeant makes a mighty thrust at Helena's soft belly, the spear tip continuing to rumble with a thunderous energy.
Spear AttackPeircing, smite

ROLL EDIT:
"Gods dammnit!"
She curses the moment she fails to predict the harpy's movements missing the creature by a wide margin and nearly embedding her spear in the ground.

OOC

Everyone is immune to their singing now. Give em hell!

Round 1: Those with "‼️" may act!

  Init Name Damage Tracker Concentrating Notes
  21 Tseren     Rage, Blessed, Immune: Luring Song for 24hrs
  18.2 Loxley -4,   Immune: Luring Song for 24hrs
  18.1 Elrod     Blessed, Immune: Luring Song for 24hrs
  16.3 Norman Dee     Blessed, Immune: Luring Song for 24hrs
  16.2 Wilovar   Bless Immune: Luring Song for 24hrs
  15 Hilla (Harpy 1) -5, -7, -14, -7, -7, -5   DEAD
  12 Taborlin   Thunderous Smite Immune: Luring Song for 24hrs
‼️ 11 Clay     Immune: Luring Song for 24hrs
  8 Hester -7, -6, -6, -23   DEAD
‼️ 6 Arden     Immune: Luring Song for 24hrs
  4 Helena -9 Luring Song  


 

 

 

Edited by scootloops (see edit history)
Name
Spear Attack
6
1d20+4 2
Peircing, smite
17
1d6+2+2d6 5,5,5
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spacer.png

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,


The fighting brought back memories- or Arden's time as a soldier, of battles in the past, of brawls that got out of control and required him to step in. He felt himself get back into old patterns, watching the harpy, finding a small opening, striking with precision. Arden had spent far too many years- and been in far too many fights- learning what to look for and how to strike. The trio of strikes had left the one harpy wounded, unfocussed. Arden started looking for the followu...

 

A flash of steel, a familiar howl. Tseren's axe slashed through the harpy in half, getting feathers, blood, and viscera on Arden...

 

...

 

...

 

... Arden and his wife had different ways of handling things.

 

 

Arden wiped the harpy's blood off his forehead and looked around. One harpy left. Sergeant Tablorin was already engaged, and Elrond was also attacking. Nodding at Tseren, Arden headed down to join the fray, lashing out with his spear; the sooner this was over, the better.

Edited by crimsonjoe (see edit history)
Name
Attack (Spear)
15
1d20+5 10
Damage (Spear)
7
1d6+3 4
Bonus Action (Martial Arts)
22
1d20+5 17
Damage (Martial Arts)
4
1d4+3 1
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Posted (edited)
Tableplop Link
GM BOT: Clay

Clay reaches into the ether and places a new hunters mark onto Helena, moves a ew feet back and looses and arrow at the last harpy. His shot connects, the arrow embedding itself in the harpy's left wing.
ShortbowPeircing, Hunters Mark

Helena

Helena recoils from the blows she suffers, and strikes back at Arden with all her might. Slashing the old soldier across the face and then beating him hard in the abdomen with her club as she shrieks wildly. (3 slashing, 3 Bludgeoning)Harpy-token.png.c827d552d90b4b58790865c0d12de26a.png
ClawsClaws damage(S) ClubClub damage(B)

Round 1: Those with "‼️" may act!

  Init Name Damage Tracker Concentrating Notes
‼️ 21 Tseren     Rage, Blessed, Immune: Luring Song for 24hrs
‼️ 18.2 Loxley -4,   Immune: Luring Song for 24hrs
‼️ 18.1 Elrod     Blessed, Immune: Luring Song for 24hrs
‼️ 16.3 Norman Dee     Blessed, Immune: Luring Song for 24hrs
‼️ 16.2 Wilovar   Bless Immune: Luring Song for 24hrs
  15 Hilla (Harpy 1) -5, -7, -14, -7, -7, -5   DEAD
‼️ 12 Taborlin   Thunderous Smite Immune: Luring Song for 24hrs
‼️ 11 Clay     Immune: Luring Song for 24hrs
  8 Hester -7, -6, -6, -23   DEAD
‼️ 6 Arden -3, -3   Immune: Luring Song for 24hrs
  4 Helena -9, -11, -10    


 

 

 

Edited by scootloops
roll results (see edit history)
Name
Shortbow
14
1d20+5 9
Peircing, Hunters Mark
10
1d6+3+1d6 2,5
Claws
18
1d20+3 15
Claws damage(S)
3
2d4+1 1,1
Club
23
1d20+3 20
Club damage(B)
3
1d4+1 2
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The joy of battle...why had Tseren given this up for so long? The feathers of this fallen beast would make a fine trophy this night. The older woman turned, panting and chest heaving. Already Arden was getting involved in another fray--

--and the last harpy dared to draw the blood of her spouse. Tseren let out an unintelligible growl. In a smooth action, she drew out one of her javelins and threw it at the haggard foe. Then Tseren ran towards the battle herself...

Actions

Attack: Javelin (piercing)

Move: 30ft afterwards

Statblock

[b][url=/sheets/?id=2875046]Tseren[/url][/b] [i]Human (variant Tuigan) Barbarian 2 N[/i] [b]AC[/b] 15 [b]HP[/b] 23 [b]Speed[/b] 30ft [b]Str[/b] 16 (3) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Greataxe[/b] +5 1d12+3s [b]Handaxe[/b] +5 1d6+3s [b]Javelin[/b] +5 1d6+3p [b][/b] [b][/b] Great Weapon Master Source: Player's Handbook You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. Class Features As a barbarian, you gain the following class features. Hit Points Hit Dice: 1d12 per barbarian level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a greataxe or (b) any martial melee weapon (a) two handaxes or (b) any simple weapon An explorer's pack and four javelins Rage (2/day) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. Unarmored Defense While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. Reckless Attack Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Tseren
Human (variant Tuigan) Barbarian 2 N

AC 15 HP 23 Speed 30ft

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

Attacks
Greataxe +5 1d12+3s
Handaxe +5 1d6+3s
Javelin +5 1d6+3p



Great Weapon Master

Source: Player's Handbook

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Class Features

As a barbarian, you gain the following class features.
Hit Points

Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st
Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a greataxe or (b) any martial melee weapon
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins

Rage (2/day)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

 

 

Edited by RedRajah (see edit history)
Name
Attack (javelin)
11
1d20+5 6
Bless buff (if needed)
3
1d4 3
Dmg (if hit) Piercing
8
1d6+3 5
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Tableplop Link
Narration

ThouGM-Token.png.93f0d150e3ed4b6cafdce51f5b700b58.pnggh she doesn't have the clearest shot of the creature from her position, she can see it's wings and some of it's upper body above the nearby tent, which is just enough to gauge an accurate throw in the split second after she see's the creature beat on her husband. With a loud exhalation she hurls the javelin and it perfectly flies over the tent with millimeters to spare, and right into the side of the harpy's head. The creature had no idea what was coming. The force of the attack knocks the creature ten feet from where it stands, oily feathers flying in a cloud of chaos. Taborlin, Arden, and Clay stand dumbfounded for a second, unsure of what just happened.

COMBAT OVER. (it had 8 hp left!) Nice work y'all.

 

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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,


*Blink*

The Harpy was faster than Arden imagined- the claws raking his face, and blinding him to be open enough for the club to double him over. Arden struggled to stay on his feet, trying to protect his head, his face, his eyes.

And then it was gone from his sight. Arden stayed in a defensive stance, gathering his wits, wondering if the harpy had flown off. He looked up, down, around... and spotted the corpse on the ground, a familiar javelin sticking out of the skull of the creature. The combat was over, and they'd all survive. He spun back around, facing his wife...

 

... clearly annoyed.

 

"Really, Tser? Tossin' a javelin into close fightin'? After the incident with the hobgoblin?"

 

Arden massaged his left shoulder. Those close by could spot a healed, small, noticeable scar.

 

 

 

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Tseren's nostrils flared at her husband's sniping and her eyes narrowed sharply.

Then the barest trace of a smile quirked across her face.

"You're welcome. Again."

Arden's injuries didn't look too serious, thankfully. She finished walking over to the final harpy corpse and yanked her javelin out of the corpse's head. Then plucked a couple feathers from the creature's still-twitching wing.

"Dead bodies attract live ones. We need to move these corpses."

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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): None


As the combat ends, Elrod relaxes, satisfied then, suddenly, he stiffens. “Oh! I forgot! I didn’t think to hex one of them, or cast my armor spell, or anything… Sorry, sorry, I messed up, I’ll try to do better next time,” the Dragonborn apologizes, wringing his hands together.

 

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Posted (edited)
Taborlin

Timage.png.93c8c302efa7048da2550321c6cba8e1.pngaborlin stares at the downed harpy for a moment before just busting up laughing. She plants her spear in the ground, releasing the cacophonous energy that never got used. A small ripple in the earth shoots outwards and the sound of muffled thunder fade out into the distance. "Beautiful, recruits! Hardly a scratch on us! Wasn't expectin' bloody harpy's 'round 'ere. 'Specially at night, not their normal 'untin' hour." She brushes some of the blood spatter off her armor and clasps Arden on the shoulder, releasing a wave of healing energy (5pts HP if it matters to Arden). Arden feels the spot where the impact from the harpy's club mend itself and relieve the splitting headache. "Feel better? Got some fast 'ands on you." Without waiting for a response she strides over to Loxley and does the same, healing up his minor wounds from the harpy's claws. "Well done, mate." (4pts HP if it matters to Loxley)

"I'm truely impressed. No one died, and no one ran. All 'a ya stuck it to 'em and tried to work together. Far better than most I've seen. Give's me 'ope that you'll succeed. Maybe bring a little much needed strength to the borderlands out 'ere." She leans down at the harpy corpse in front of her and Loxley.

OOC

Everyone still gets the benefits of a long rest, feel free to pick things off the harpies if you'd like. Moving the corpses should only take 30 minutes out of the evening if everyone helps. I'm not going to send a second attack at you on the third watch, so feel free to RP a bit before we officially start the next day of travel.

Also, as we go along let me know if things are too easy, too hard, or just right so I can make sure I stick with that in the future. I figured the harpies wouldn't be much trouble, but i didn't expect you to slice and dice them in 3 rounds either.

searching the harpies for anything unusual (read: not obvious from their descriptions) is an investigation check. no guarantee that a good check reveals anything.

 

Edited by scootloops (see edit history)
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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

 

"It just works? Neat. Unfortunate for me, but neat." Deflated, D does not celebrate as much as the others. It takes him a moment to catch his breath. With a swig of water, he lets the tension go, mindful of how he is cooled from within.

 

"Thank you ma'am. 'Appreciate the compliments. Would it be prudent to look for their lair? They could fly, so I'm afraid their range may be vast. Do harpies migrate? …" Dee stop himself before he blurts out a comparison of the harpies to geese or chickens.

 

Dee lends a hand with taking care of the bodies. It was too dark to sketch, too much adrenaline to ponder the women.

 

A trophy might help. A tooth, nail, or ear seem manageable, if but simple curios. Feather and scales seem indistinguishable from his perspective. It used tools, so it must be intelligent. Is it magical by nature or is the song taught and learned? For their motives, he thinks it is safe to say they were supposed to be food.

 

He mulls how to commit the monster to memory. The curious things got to his head before he could observe what he considers to be the most unique thing about them. Perhaps he could quiz the others while they settle back down to sleep? Or perhaps it's better not to bother them more?

 

 

 

Mechanics

Main Hand: Shovel
Off Hand: Torch

 


 

Action: Searching the harpies (Investigation)
Movement:
Bonus Action:

Application

 

Name
Searching the harpies (Investigation)
25
1d20+6 19
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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 |


 

It doesn't take long for the retired innkeepers to deal with the last harpy, and by now Wilovar is beginning to think there's quite a bit more they've retired from as well! Still, it's the middle of the night yet, and not really the time to talk about it. At least the adrenaline running through his system will keep him awake for the rest of his watch. He stands from behind the cart, letting the golden blessing on Tseren, Elrod and Nroman's shoulder fall - happy it seemed to have made quite the difference.

"Well, I wouldn't say it just happens," he replies to Norman, "I have to invoke Waukeen to power most of it, and knowing her there's a cost waiting somewhere! Perhaps if you offered her a good enough deal she'd send a little divinity your way? You'd have to bargain on your own though, not sure she'd respect it as much from someone else."

As Norman takes up conversation with the sergeant, Wilovar heads over to console the Dragonkin - for once not dressed in his usual disguise. "Ah not to worry, I think you did just fine. Got more hits on them than I did for sure. Not like any of us are used to this." He glances over to Tseren quickly dealing with the bodies. "Except perhaps those two. They seemed pretty handy. You best get some more sleep before your watch though. We clearly need them." He moved round the cart to check on the mules, hoping the old woman wouldn't ask his help in moving the bodies of the foul creatures. Even the thought of those bloodied feathers corpses, smelling of carrion and sweet lures makes him shudder. He can't fathom how Sargent Taborlin is so comfortable leaning on one like that.

 


Eventually the watch ends, and he finds rest back in his tent. Sleep is an uneasy mistress, filled with dreams of beautiful women becoming monsters, and morning cannot come soon enough. Eventually dawn does arise, and with it birdsong returns and a little of the nights darkness is banished. It helps that someone has breakfast on the go, and Wil contributes some of the sweet meats he bought from the market. He reckoned they all needed the pick-me-up. If last night was anything to go by this mission seemed to carry more danger than he'd first thought. The Borderlands were much more wild than west of the mountains. Before breakfast he offered his morning prayers to the Mistress of Coin, finding a clump of daffodils near their camp to offer thanks for her aid by burying a gold coin at their base in payment.

Once finished, he returned to the camp rejuvenated. "So after last night, I was thinking we might need to take a slightly more active role in scouting the area out," he began, "if anyone is volunteering to being the vanguard I can call upon a few tricks to hide their passage - it'll last for an hour a time but there's no limit on how often I can do so."

 

OOC

Action: Blessing of the Trickster on whomsoever wishes - advantage on stealth checks for 1 hour.

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Concentration: -

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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Posted (edited)
Clay(bot)

...that sounds like something I should do, hmm...yes, I'll volunteer. I need to practice now over later...the merchant's guidance will be useful..
The quiet, stone-faced ranger treads over to Wilovar as he finishes his thought. "I think I would be a good candidate for scouting. Perhaps with...Dee. I mean separately. Easier to be unseen with only one head to worry about." Clay lingers a little long and little too close to Wilovar before taking a short step back to an appropriate distance for conversation.

Taborlin

"Y'know, I've never 'eard of them migratin'. Don't mean it ain't true though. I doubt their roost is close to 'ere though. Tend to stick to cliffsides 'n caves, simila' to griffons. Griffons don't do well in forests like where we are though. Too big for their long wings." She answers to Dee

OOC

@Passione Dee easily finds an array of intact claws, teeth, or other parts if he would like to take a trophy. A few rough wooden beads and metal rings are woven into their unkempt hair and threaded over a few of their feathers. None of the "jewelry" appears to be anything skillfully crafted, or even in good condition. Best you can guess is they made it themselves from found objects, most likely from victims.

 

Edited by scootloops (see edit history)
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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): None


Elrod nods to Wilovar thankfully. "I could have done better, though. Your blessing made more difference than the hits you made, and I should have been cursing them just as much. But thank you, I appreciate the sentiment," he replies, still obviously kicking himself.

He doesn't transform back into an old jeweler, however. Perhaps he is more comfortable after mortal combat, with his new companions.

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After the corpses were moved far away enough from the campsite, Tseren turned to the task of cleaning up her weapons. The javelin was easy enough -- no nicks on its point from piercing through bone. Tseren then looked over her greataxe carefully as she cleaned off the gore and blood. No chips on the edge, no loosening of the head. Her fingertips trailed down the hickory handle...

 

...and paused.

Seven. No...no, only six...

The notches etched into the axe's hilt had faded with time, causing Tseren to frown. Six notches.

Only six kills.

How many more might there have been if she had chosen another tavern to stay in all those years ago? If she had kept on fighting...

Brow furrowing in thought, Tseren drew out her hand axe. Slowly, carefully, she carved two more notches into the greataxe's handle.

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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,


"Thanks, Sarge." A grateful Arden spoke as the headache disappeared and his teeth stopped rattling. The combat was over, and the noise was likely to scare away any curious creatures for the rest of the night. Tseren was calming down. Arden helped get rid of the bodies before the blood and the smell attracted attention before rejoining the rest of the group.

 

Quote

Elrod nods to Wilovar thankfully. "I could have done better, though. Your blessing made more difference than the hits you made, and I should have been cursing them just as much. But thank you, I appreciate the sentiment," he replies, still obviously kicking himself.

He doesn't transform back into an old jeweler, however. Perhaps he is more comfortable after mortal combat, with his new companions.

"Any fight we all walk away from is a good one, lads." Arden spoke to the half-elf and the dragonkin, wiping his hands on the wet grass to clean them off. "We'll learn teamwork and tactics over time. But we trusted each other to stick together. Ya need that first- the rest we'll get later."

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