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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,


Marching. It was a part of Arden's old life as a soldier. Marching here, double-timing there. The years had passed, and Arden had forgotten both how much marching there was- and how much he disliked it. Those memories came back with a vengeance, along with the rain. Arden recalled some old curse words he learned from a nine-fingered dwarf decades ago...

He took a deep sigh when he heard Sergeant Lin's options. "If the ruins have any shelter, I vote to stop there. Don't mind walkin' in the rain- we can't get any more drenched. But trying to sleep through it sounds like hell.

OOCVoting to stop at the ruins

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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): A ghost.


Moving between the sky and the earth, the dragonborn agrees with Arden. "Plus, if there are bandits, we should probably see if we can, uh, disperse them," he comments, uncertainly. Now, his appearance is more pale, ghostly, to better match the fog he has been flying through. "If our job is to clear the way for travel, that would seem like a pretty important place to investigate."

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"Indeed," grunted Tseren. "Ruins are a usual place for parasites to hole up in between ambushes..."

The rain did NOT help Tseren's mood in the slightest. So she attempted to make sure that at least there weren't any "unexpected" problems this miserable weather might hold. Getting stuck in the mud would just make matters worse...

 

OOC

Another vote for the ruins.

And the Survival check is to make sure our progress isn't hindered by mud and the like.

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
Wisdom (Survival)
11
1d20+3 8
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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 had stretched the canvas covering of his wagon out over the little drivers perch - a modification he had come up with across many wet journeys - which kept the worst of the rain off him. It did nothing for the cold or grey however, and he didn't particularly relish pitching up in this weather. Everything ended up damp, and didn't dry to boot. At least the rain seemed to be keeping the pixies or whatever they were away. He brushed off Taborlin's dismissal - he knew what he saw, and Elrod did to. No harm had been done, and it wasn't as if they needed to chase them down to satisfy the tourist's safety. When Taborlin called for a vote Wilovar was still somewhat distracted, having settled in to that steady mindless gaze thinking of nothing in particular as rain beat a steady rhythm on canvas. "Hmm? Oh, yes," he replied eventually, "definitely ruins." He'd been looking for a reason to visit them anyway, and a proper stone roof would be welcome.

 

 

OOC

Action: -

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)
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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

 

D pulls his collar up to the bridge of his nose and holds his hat tight. I would also prefer sleeping under a roof tonight. We might have neighbors. We also might not. I don't mind rolling the dice."

 

He nods along and gesticulates to punctuate Elrod's point. "We need to check it anyway. I can't see how the delay may bite us in the behind."

 

 

Mechanics

Main Hand: .
Off Hand: .

 


 

Action: 
Movement:
Bonus Action:

 

Application

 

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Narration

GM-Token.png.93f0d150e3ed4b6cafdce51f5b700b58.png

The decision is quick, and you all make haste to the ruins that Elrod had spotted. Sergeant Lin provides a little extra guidance, having been past them, though never gone up to them in her time out here. The shower stays fairly consistent for a little while, and as luck would have it the real torrents only start as you are within sight of the place.

The structure resembles a decent sized watchtower with a massive archway spanning the small valley canyon the road passes through. There are no signs of a fire or recent human activity at first glance, though Sergeant Lin suggests caution all the same, as have many of you. Outside the front of the tower is a small muddy courtyard, overgrown with trees and various underbrush. An archway at one end leads to a short open hallway to the entrance to the tower. The entrance is partially blocked with some rubble, and will take a little effort to clear out space for the carts and pack animals to head inside. Inside is poorly lit and smells damn but is mostly dry. Though the torrential rain just started there doesn't seem to be any major leaks, and the tower must be structurally sound considering how old it probably is. The masonry is roughshod, and in a style none of you would recognize at a glance, it looks to have been quarried from limestone. Vines and moss cover the outside of the tower, leaving few patches of bare rock, save for the top that peaks out over the canopy.

OOC

20240321051435_1.jpg.7e0a90d88bd45cc06ab9f9988e135be1.jpg 20240321051403_1.jpg.b5029de622dd9b20b71330be940895c2.jpg
Screenshots from the game Enshrouded. Best I could find of what I had in my head without resorting to AI, which I avoid as much as possible.

Due to the torrential weather, Even Tseren will need to make a survival check to help feed y'all, though her DC will be lower. One success from two different players. Tseren at DC10, Everyone else at DC 14. I will make a check for clay.

@PureChance and @KingGoblin , After last nights odd events, you can't help but feel like something is still around you as you travel, you occasionally hear a soft friendly laughter, but you don't know if that's paranoia or otherwise.

DC 13 Investigation

There are signs of habitation and refuse in the tower, but none of it looks very recent. On the ground level lies remnants of a cook-fire with an old rusty iron pot and a few bones, some old nearly rotted cloth of some kind, and surprisingly, a few silver and copper coins that show signs of heavy corrosion and tarnish. The copper ones are worthless at this point, but the silver ones are still worth their value. (4 silver pieces)

There is a stairwell that leads up to a second floor, but no further. it looks as though to reach the top one used a combination of stairs and wooden ladders, none of which are usable anymore. You can hear songbirds chirping away near the top of the tower.

DC 15 History

The style of masonry here is reminiscent of early human structures back west, though the stone structure itself cannot possibly be that old. One wonders if it was purposefully trying to emulate an older style or not.

Survival (Everyone: DC 14; Tseren DC 10)

no notes, just made it easier to find.

 

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Tseren shook her head like a shaggy dog as they finally entered the ruined tower, sending droplets flying. Rain made for difficult hunting, but she managed to snare an oblivious duck who was enjoying the rain too much with a lucky javelin toss along the way. That, along with more lambs' quarters she had foraged would make for a good supper tonight. The rendered duck fat would be excellent to cook some apples in too.

 

Edited by RedRajah (see edit history)
Name
Investigation attempt
6
1d20-1 7
Wisdom (Survival)
18
1d20+3 15
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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,


At least the tower was dry.

By the time they arrived, Arden was soaked, and feeling it in his bones. Just one more reminder that he wasn't a kid anymore.

While Tseren went to hunt game, Arden helped clear the rubble at the entrance for the cart and the horses. Afterwards, he looked around, and lucked into finding several edible Hen of the Wood Mushrooms they could roast.

One thought did pop into Arden's head that he asked to the rest of the group "Why haven't the bandits already set up a camp here?"

After all, it was dry and stable, and a halfway decent place to defend yourself. Either they didn't know about the place... or something scared them from trying.

 

Edited by crimsonjoe (see edit history)
Name
Investigation
8
1d20-1 9
History
15
1d20-1 16
Survival (DC 14)
15
1d20+2 13
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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): A ghost.


Elrod does his best to help with the cleanup, which is actually quite a lot; the dragonblooded warlock is pretty strong, and doesn't seem to mind the work. He chats with Arden as they clear the rubble. "Perhaps it is haunted? Looks haunted. Places like this are probably haunted," he opines, shuddering slightly as he continues working on cleaning the place up.

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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,


Arden and Elrod dragged a large branch off the road. "Haunted? Might be..." He frowned slightly. "I'm used to my spirits being the drinkin' type. And they'll make you regret them, but only if you take too much." They hoisted the branch over a fallen log. "Can't say I've dealt with any ghosts or other spirits. Have you run into any before?"

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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

 

"All things considered, it appears we got lucky with the weather." Norman disembarks from the other cart and lends a hand at clearing the rubble. All in the name of keeping water off of his face, he strains to keep his elbows at shoulder level. 

 

"It begs the question. Certainly." All these talk about bandits has got him worried now. He takes fleeting glances towards the beasts of burden between each heave. "The bandits could have been driven off, or they found someplace better."

 

"I can't say that I have any experience with ghosts either."

 


 

D tries his hand at securing supper once more but finds no more than yesterday.

 


 

Unable to shake that sinking feeling, D approaches their pale dragon friend. "Elrod, excuse me. Quick question. How much can you carry on your witchy broom? When the rain lets up, would you mind taking me for a peek at the top?" Dee points towards the tip of the spire. He has heard chirping, and they do sound like they come from something small, but he just has to check.

 

"Or,... Or maybe you could watch my back while I climb? Pitons are the best I got so please be patient. It might be a while."

 

"We might also be able to see the arch better. Peep at the peaks of the valley." With a gesture towards where they came from, he fidgets in place.

 

 

Mechanics

Main Hand: .
Off Hand: .

 


 

Action:

Forage (Survival)


Movement:
Bonus Action:

Application

 

Edited by Passione (see edit history)
Name
Forage (Survival)
7
1d20+4 3
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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): A ghost.


Continuing the discussion with Arden, Elrod shakes his head. "No. I hadn't ever left my clan compound for much more than to watch the adults with their hunting, though. When I turned 15, and officially completed my apprenticeship, became a man, I ran off to join the Silver Hawks, so this is the first time I've really been anywhere."


To D, he comments, "It can't carry us both, unless you weigh less than about a hundred and fifty pounds. I could command it to fly up there, and drop you off, though, then fly back to me. I can pilot it, sort of, without actually being on it. You'd just need to sit on it when I told the broom where to go. But it would probably be easier if I just flew up there and looked around, unless you really want to go up there."

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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 tied up the two mules round the side of the building, and set about clearing space for the cart. It was tough work, and stretched his body in ways he hadn't done since childhood when he'd taken whatever work was going. Once inside, he set about unloading provisions for the evening - he'd not had time to forage so pulled free some rations just as Arden returned with enough extras to feed them all. Clearly the two complemented each other well.

"That's a good question, maybe they have," he replied to Arden's comment about the bandits. "Should we run into any undead I'd a little divine intervention may scare them away," he added, clearly not believing the circumstance likely given the lack of fear in his voice. "Or at least, as long as it's that kind of haunted. I'm more concerned about a night of irritation like last night, I've not been able to shake that feeling of being watched all day. Anyone know what sort of thing might be left as a peace offering? I remember my ma telling stories of milk in a saucer for brownies, but who knows what we're dealing with here."

 

 

OOC

Action: -

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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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

 

"From my neck of the woods, I think it was meat and beer. Would they like some flowers? I don't know the first thing about imps and goblins either. Could they be messing with us for the heck of it?" Daigneault contorts his face, both from exertion and bewilderment. Unlike the divine magicians, he has had no clue a trick has been played on him. Not until the pair said something.

 

"Today has been quiet. I guess they might not be fond of the sun, or the attention." Dee mulls about what else they could glean from last night's chicanery. "You say you feel like you are being watched, yeah? "

 


 

"I kind of want to see the little birds, if what is up there are just tiny birds. But you are welcome to check it yourself. Thank you, Elrod. Um,... I'll keep an eye out for the rain." D tucks the metal spike back into his pack. With a deep breath, he makes a mental note to grab bells and whistles when they return to civilization. Something to grab the attention of the others, if they were to split the group.

 

 

Mechanics

Main Hand: .
Off Hand: .

 


 

Action:
Movement:
Bonus Action:

Application

 

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Narration

GM-Token.png.93f0d150e3ed4b6cafdce51f5b700b58.pngEven in the rain, Elrod easily makes his wayto the top of the tower, scaring away a small flock of birds that were trying to get out of the storm. He gets a good look at the archway. It doesn't reveal anything out of the ordinary though. The Archway seems to have been meant only as a marking structure for travelers in times past. They can see a little ways south past the archway, the forest just continues on as far as they can tell. Though the fact that something this old is here raises questions about what was here, and why they're gone with little trace left.

"HA! Thought I'd lost you!" Taborlin holds up a corroded copper coin, and inspects it closely. "Definitely 'avent 'ad the best time in the wilds 'ave ya." She kicks a few of the bones that are near the coins she found, and sighs a little. "Poor bastard was probably one of ours. Looks like an animal got to 'em. Guess this didn't bring you any luck did it?" She pockets the copper coin and sets up some basic camp. "Right, we'll take it easy for now, but we keep movin' in the mornin', rain or shine. Road's gonna be muddy n' miserable, best we rested. This may not be the most excitin' start to yer careers with the 'hawks, probably a good thing though."

Throughout the afternoon Wilovar and Elrod still experience hearing the quiet laughter and whispers.

OOC

RP Time! Please feel free to talk amongst yourselves, I gotta coordinate the other game but I'll be checking here in case I need to answer any questions.

 

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