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Taborlin/Narration

The next morning, despite the chaos in the night, you wake up rested and ready to continue the journey south.image.png.93c8c302efa7048da2550321c6cba8e1.png

"You've seen a little bit 'bout whats out 'ere, so keep ya guards up. Probably won't be seein' more 'a them harpies now that we're 'eaded deeper in the wood. With luck, we wont' see anythin', have a nice easy few days. Let's 'ead out."

With little more to say, you all head back up on the road. The clouds from last night stuck around, and throughout the day light drizzles come and go. Clay, with Wilovar's blessing, provides scouting detail for the day. The ranger remains nearly unseen even to his allies throughout the day. Thankfully, he finds no trouble along the road ahead. Just the same boring forest for miles. If it weren't for the road, it would be a tough place to keep from getting lost.

You make camp for the evening without trouble, though you may still need to do some hunting to ensure everyone eats well.

OOC

Travel:
Anyone can make survival or perception rolls for the days travel. Different results for different skills.
(@KingGoblin) Let me know if Elrod is flying above the treeline.

Evening:
Watch order and watch checks (we can keep the same order/pairs if you wish)
Survival Checks for hunting. DC10 (since it's only to cover like, 3 people instead of the whole party)
 

DC 15 Survival - Travel

Your acute sense of the natural world, even in this wholly new land to you, reveals signs of humanoid travel. That of ogres most likely, but you are unsure if that's the case. At least the signs don't show recent travel, but best to keep your guard up.

DC 15 Perception - Travel

Something seems off. Throughout the day you can't help but feel a sense of being...watched? Your not sure, maybe its paranoia of the encroaching wood, maybe it's a curious animal or creature.

DC 15 Perception - Travel, if Elrod above treeline

Elrod gets a decent view of the surrounding area, and for miles just sees nearly endless forest. Though something does catch his eye towards the end of the day: An ancient looking ruin poking up above the trees, bridging what looks like a small valley where some large tree-covered hills have left the mountains to the west and crossed through the forest

 

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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): Stealth Mode


Elrod again flies above, watching, well, trees. He sees tree after tree. Occasionally, there is a bird, or squirrel.

He changes his disguise this time, appearing as a sky-colored cloaked figure, more than anything else, so as to mask his appearance. Mask it from what, he is unsure. Hawks, perhaps. Squirrels.

The Dragonborn comes down to walk occasionally, for a brief bit to stretch his legs, but is otherwise diligent about his flying practice. Near the end of the day, during one of his breaks, he informs the others that there are ruins, and points out the direction.

Edited by KingGoblin (see edit history)
Name
Wisdom(Perception)
17
1d20-1 18
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As they walked, Tseren quietly asked Arden "You are alright? From last night..." The man was as tough as shoe leather, nearly always smiling...

...that didn't mean she still didn't worry.

There was a tender spot on her lip where she bit down last night. That was normal. The dull throb that lingered in her muscles afterwards, not so much. There was a joke (one that Tseren didn't really like) about how there were "no such things!" as old barbarians. And the sigh escaped her throat. More and more, mortality -- and what she hadn't done yet -- was creeping up again in her thoughts. Killing (only) a couple of harpies after all this time wasn't enough.

 

Best to keep herself distracted by foraging what she could for tonight's supper. Not to mention, to try to be aware of more threats...

 

OOC

Wanderer will let her cover for her & 5 others at least.

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.

 

 

Name
Wisdom (Survival)
23
1d20+3 20
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5 hours ago, RedRajah said:

As they walked, Tseren quietly asked Arden "You are alright? From last night..." The man was as tough as shoe leather, nearly always smiling...

...that didn't mean she still didn't worry.

 

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,


Arden smiled and took Tseren's hand into his own. "Fine, love." He took his free hand and rapped it against his forehead. "Nothing up there to hurt." Arden didn't volunteer to forage- he never had Tseren's knack for finding food, and there were others who were more familiar with surviving out in the wilderness than him. He spent his time gathering firewood, helping feed the animals- and keeping an eye out in case there were more harpies. Or something else out in the forest.

 

 

Name
Perception
15
1d20+2 13
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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

 

Wilovar, after harpies

"Ooh! Godly trickery."

 

A beat.

 

"I see." D calls to mind how priests manifest their miracles. He doubts he has the devotion required to dedicate to a lord without slipping. He also doubts he could be lucky enough to get chosen. "It might be more likely for me to obtain an artifact to channel their domains. I appreciate your candor nonetheless."

 


 

Wilovar and Clay, about scouting ahead

"I don't mind wandering further ahead." D adds to Wilovar and Clay. He wouldn't call what he does as scouting. More like exploring alone but with a moving safety net.

 

What is worth noting? What is worth relaying back to the main host? Perhaps it would be better to sit this one out and stay on the sidelines. He lets the more experienced trooper take the lead on this one.

 


 

Camp

"Can't say I can doubt our track record," Norman elbows Elrod's bicep. "Wanna take the night watch with me again?"

 

 

Mechanics

Main Hand: .
Off Hand: .

 


 

Action:

Forage (Survival)

Watch (Survival)


Movement:
Bonus Action:

Application

 

Name
Forage (Survival)
7
1d20+4 3
Watch (Survival)
7
1d20+4 3
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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 |


 

Wilovar finds the gruff rangers classless a little disconcerting, but offers him Waukeen's blessing nonetheless, that eyes may pass over him instead of linger. Hopefully the ex-soldier will put it to use, and hopefully Norman be well without. The group seemed to have settled into a much better rhythm today he thought as he drove the cart through winding woodland, perhaps having been brought together by last nights sudden violence. He still hadn't got over it, and found himself casting double glances at every knotted tree or humanoid bush. Still, the two 'innkeepers' seemed untroubled, and that calmed him. Tseren seemed busy gathering a whole variety of plants, herbs and even a brace of rabbits for tonights dinner, which if last night was anything to judge by was something to look forward too, so instead he spoke with Arden. "The two of you put on a fine showing last night, Tseren damn near cleaved that harpy in two and you landed a good selection of blows yourself. Not the first time either from what you said. Surely inns outside Danzig don't get that rough?" he asks, making sure not to press.

 

Camp

"Ruins you say Elrod? Sounds interesting enough to take a look at. Perhaps that's what this tourist is really here to see," he shares as he sets to work chopping, peeling and grinding at Tseren's instruction once more. "If not, maybe that's where these bandits are holed up. Would be as good a place as any I'd reckon, easy to hide a camp." Dusting the last of his ingredients into the pot he leans back against the wagon to gaze up at the dappled evening sky. "I wonder who or what left ruins west of the storms..." he mused - far too idly for it to be without aim. "Some expedition that predated them, or civilisation grown up here from the get go? Might be some valuable goods to find."

OOC

Action: Perception

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.

 

 

Name
Perception
25
1d20+5 20
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8 hours ago, PureChance said:

"The two of you put on a fine showing last night, Tseren damn near cleaved that harpy in two and you landed a good selection of blows yourself. Not the first time either from what you said. Surely inns outside Danzig don't get that rough?" he asks, making sure not to press.

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,


Arden laughed at the half-elf's comment. "Thanks, Wil. Well, you get a half dozen dwarves that are barely out of childhood. They have a few too many and then try to prove to each other that they have the hardest head- by smashing the bottles. It can get... messy."

Getting more serious, Arden sighed, "I joined the army when I was younger than that lad," nodding in D's direction. "Got into enough battles back then. But it seemed pointless- spillin' my blood for some noble who wouldn't know me if he saw me. Hoping we can do some more good this time."

Arden shrugged, "That was some good work you did too. I'm guessin it's not the first time you had to defend your wares. Traveling merchant ain't the easiest life, either."

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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 |


 

"Not the first time, no," Wilovar replied lightly, "but usually it's bandits rather than monsters. Rather, it's always been bandits - or occasionally some wild beasts that a pretty easily scared off. Mostly I get by with a little trickery and misdirection. Definitely hear you about nobles, though they make good customers. Not that some of those born less well off care any more about regular folk," he continued, "back home in Danzig - huh, guess its not really home any more actually - there were just as many folk from the gutters doing their best to keep others down rather than help them up behind. Kinda why I left really, wouldn't be part of that."

OOC

Action: Perception

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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Narration

GM-Token.png.93f0d150e3ed4b6cafdce51f5b700b58.pngFor the evening, the watches go by without trouble. Everyone gets a good nights sleep and is well fed. Loxley provides decent entertainment. Today was a long boring day of travel, not something you all are unused to, but things could definitely be more interesting.


 

OOC

Watch rolls please!
 

DC 17 Perception - Watch

At the campfire, and throughout your watch, you hear faint laughter and notice that objects are getting moved around. Only slightly though. Like a mug is moved four inches to the left when you go to grab it. It's unnerving, but seems harmless and the faint laughter helps ease your worry. Suddenly a small pile of gold coins dully clatter on the ground near the campfire. You a small dust cloud remains, but you can't tell if it was the coins or something else. Very strange. You check your coin purse and find that 2 gold coins are missing.

Nothing else out of the ordinary happens during your watch

 

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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 soreness in the muscles Arden was expecting. The trepidation, the uneasiness of being on watch, the need to look everywhere in case someone was trying to attack you- those was familiar to Arden when he was first a solider. But he had forgotten about them after decades in an Inn. Now- especially after the fight with the harpies- they returned. During his watch with Tseren on the second night, Arden kept his eyes darting everywhere as he moved a rock off the path.

"Ya did good, Tser. Reminded me of that thief Erdene caught trying to take the lockbox." That had been the thief's first mistake. Drawing a dagger and threatening thier daughter had been the second- and fatal mistake.

Arden stepped forward, looking around, and stumbled on a rock. The same rock he swore he just moved out of the way. Maybe he was getting old.

 

 

 

Edited by crimsonjoe
failed the perception roll (see edit history)
Name
Watch Perception
3
1d20+2 1
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For her part of the watch, Tseren was plagued by damned gnats or midges buzzing by her nose throughout the night. The little bastards apparently moved too fast for her to smack them into squished oblivion as she certainly couldn't see any of them.

Edited by RedRajah
Your bad dice rolls are contagious, crimsonjoe :p (see edit history)
Name
Wisdom (Perception)
4
1d20+3 1
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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, wearing his natural appearance once again. He seems more comfortable, somehow, but really does look younger, at the same time. Perhaps it is his inexperience. "Ruins," he says, his accent causing the sibilant to last a beat too long. "I couldn't see much from this far out, but yes, it should probably be secured eventually. I would probably stay there if I were a bandit."

 

To D, he nods. "I don't mind, I think taking watch together went well last time. Yes, let's try it."

 

During the watch, he notices the giggling, and the objects moving. "Um, do you see what I am seeing? Invisible fairies or something? I mean, I don't see them, but there is something..." He is especially alert when he notices his gold missing and returned. "Hello? Is somebody there? Uh, would you like some food or something?" he asks the air, unsure about hospitality in a situation like this.

OOC

Great, I get a Natural 20 here. :)

 

Edited by KingGoblin (see edit history)
Name
Wisom (Perception)
19
1d20-1 20
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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 |


 

Wilovar reached over to grab his drink, knocking the cup flying. Gods above he was being unusually clumsy this evening. They all were. He hadn't managed to shake that feeling of being watched they'd had all day either, though he'd never caught sight of anything specific. He glanced around the camp again, shoulder blades itching. The same sense that let him know when an urchin was stealing an apple from the cart was going haywire - though if the kid looked scrawny enough he often let it go. He popped his plate down, and pretended to turn away, eyeing it carefully. As soon as he did it shifted. Next he felt a nudge at his waist, and saw briefly a flash of gold at the campfire. "Definitely something running around," he said, narrowing his eyes. "Waukeen doesn't approve of thievery! Perhaps though, there's something to trade here," he added loudly.

 

 

OOC

Action: Perception. A second nat 20. Clearly Wilovar has eyes in the back of his head today. And no doubt won't be able to fight for anything.

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.

 

 

Edited by PureChance (see edit history)
Name
Perception
25
1d20+5 20
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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

 

The kid is starting to find his footing on the excursion. The slight bit of comfort of a quiet day tempts him to let the reins go for a quick sketch of the land. It tempts him so, that he does not notice he is lagging behind.

 

At the end of the day, he acknowledges that it is dangerous to even get his eyes off the road. Nothing to it but to enjoy the moment. He has a sinking feeling about the fog at the end of the road, but so far, he leaves it out of sight and out of mind. He plays with the wrinkles and ridges of the 'foot' he acquired . It would be better if he can hasten it drying.

 


 

Once again, he fails to find sustenance. For a moment, he doubts his contributions. Another day of poor scrounging. Another day of collecting tinder and kindling. At least the old woman always nails dinner. If only he can spend a day in her head.

 


 

"What? What faeries? Where?!" Dee perks up and rouses past the carts to rush to Elrod's side.

 

"Invisible, you say?" he pulls a length of rope out of pack, as well as his whip. Gingerly, he swings them in opposite directions, back-and-forth, while walking towards the general direction that has piqued the young dragon's attention.

 

"Are they talking back? What are they doing? Just standing here? There?" D follows the floppy ends he wields, looking for answers.

 

 

Mechanics

Main Hand: .
Off Hand: .

 


 

Action: 
Movement:
Bonus Action:

 

Application

 

Edited by Passione (see edit history)
Name
Watch (Survival)
8
1d20+4 4
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Narration

GM-Token.png.93f0d150e3ed4b6cafdce51f5b700b58.pngWatch Result
No sooner do Wilovar and Elrod try to speak to whatever is laughing and moving things around, it all stops. For the rest of their watch they don't hear or see anything strange, despite being on high alert. The pile of coins dropped near the fire total 16, and the two of them extrapolate that two coins were taken from each person here. At least that's part of the mystery solved.


The next morning:
The morning begins with a fog that obscures the canopy. Elrod flies high enough to get over it, but in the early morning it obscures the forest, save for a few taller trees and the ruins ahead that break the surface. His best guess based on their travel pace would put them near the ruins close to early afternoon, but it's hard to tell. Sergeant Lin listens to the tale of the weird objects but dismisses it as a silly, much to Wilovar and Elrod's frustration.

The forest continues to obscure much of the sky above, though the fog has dissipated by late morning to reveal an overcast day. As the party gets closer to the ruins however, a light drizzle begins, and soon turns into a shower, drenching everyone. The ruins are close enough to pick out of the canopy, and Sergeant Lin suggests double timing to the ruins for shelter. "My spear is tellin' me this is gonna get worse before it gets better, but if we stop now we lose 'alf a day. We've got gear enough to cover us in the evening if we huddle in the wagons, but it will be a miserable trek."

OOC

Take a vote! Make Perception/survival checks if you wish and tell me what they're for. You're not at the ruins yet so don't make one for that until y'all decide. I'll tally votes on Wednesday morning EST unless the consensus comes faster than that.

To keep going

🏰 to stop at the ruins

 

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