Kamishiro_Rin Posted March 7 Author Clone Share Posted March 7 Mery fades away from all your character’s collective memories. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted March 8 Author Clone Share Posted March 8 (edited) Date On This Bracha, the 26th Day of Brookgreen, in the 351st Year After the Cataclysm (Thursday, March 25, 351 AC) ★The 7th Day of the Campaign - About 9:00 PM–5:00 AM★ Solinari: Waning Gibbous Lunitari: Waning Crescent Nuitari: Waxing Crescent Wheelwatch Outpost (Everyone) IC When Merituuli lends Modri his Elven boots, he might marvel at the boots perfectly resizing themselves to fit Modri, as if they were tailored to him from the beginning. Unfortunately, for the party, a couple of you are spotted, including Kalasääski, who garners their suspicion based on flying around and around, and not looking like any bird that anyone in the area has ever seen. Fortunately for the party, by the time the RDA squad gets organized and comes out to investigate, they find neither hide nor hair of any of you. (I forgot to add Hunni’s pass without trace) Eventually, they chalk it up to travelers getting lost and seeming suspicious but otherwise posing no threat. And it’s a good thing, too, because not long after, at about the 6th hour of your 8-hour rest (7:00 PM), Mayor-cum-Lieutenant Raven enters the designated spot and greets you. Over the next hour, her platoon filters in, tired, hungry, and needing their own rest. She coordinates with you, hammering out the last details of your plan together, until you’ve finished your long rest. At that point, it’s go-time for you. Please figure out any spells you’ve prepared (you just finished a long rest), any items you want to equip, or leave behind, etc. Once the mission starts at 9:00 PM, you’ll have 8 hours before Lt. Raven’s platoon can come take the fort, so technically, a lot of time will be spent waiting for patrols to get off the walls and go back into their towers, giving you time to sneak towards the building. It’s dark, as the Sun has already set. Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor. A character can climb the walls by succeeding on a DC 14 Strength (Athletics) check. If you don’t have a rope and you fail the check by more than 5 (rolling a total of 8 or lower after modifiers), then you will fall, and take 1d6 falling damage, as well as alert a nearby soldier to come out and see what’s going on. If you have a rope, then you must fail the check by more than 10 (rolling a total of 3 or less) to do the same. Failing the check within the accepted range means you make no progress this “round” (loose initiative), and must roll another check in the next round. Using a climber’s kit—if you have proficiency—will grant advantage on the roll. Windows. The windows in these walls are 6-inch-wide arrow slits. Light. Torches provide bright light throughout the fort. So far . . . you have not been seen. OOC The map of the Kalaman region in Maps & Game Information illustrates this area. Statblocks — Edited March 8 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dragon Army Squad +2 Search Action with Advantage 8 keep(2d20,highest,1)+2 6,2 Link to comment Share on other sites More sharing options...
PureChance Posted March 8 Clone Share Posted March 8 Artanis Brightblade Human Knight of Solamnia AC: 21 (Plate, Shield +1) | HP: 38/38 () | HD: 4/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . It's a tense few hours hiding from the patrol in the woods, skirting round them as they move through the brush with co-ordination. Clearly these are trained soldiers now, not chaff. Tiergan is even harder to hide, unable to crawl through the various spaces the rest of the group can. Luckily Merituuli's spell proves its worth time and again - despite their weight they seem to leave no tracks, and the heavy silence masks their movement. Artanis couldn't say he was the biggest fan to be honest, it was an odd experience to by layered in this strange magic, but he couldn't deny its effectiveness. Eventually Mayor Raven's patrol arrives, and he breaks the bad news about the numbers they face. Forty trained soldiers, a mixture of both draconian monsters and men based on Modri and Kalasääski's counts. "We'll try our best to get the doors open so it's at least an even field, but expect an uphill struggle," he advises. "The Apprentice can imbue a light upon these arrows, so we've come up with a system of signalling for the mission," he explains, "I'll leave Tiergan here if you're happy to look after him till the assault, since I don't think he'll be that good at sneaking in!" The warhorse whinnies and stamps his foot as if in agreement at the frankly preposterous idea. "He'd hate to miss a good fight though." Once things are squared away, he asks after climbing equipment, figuring the troops had probably bought appropriate gear to scale the walls should their team prove unsuccessful. He requisitions a couple of grappling hooks and ropes, though leaves the climbing kit unless anyone on their team is trained in its use, given how complicated it looks. Meanwhile, he eyes the sun slowly sinking over the horizon as it sets the forest aflame. Gathering closer to the group he asks with trepidation "I feel I'm a weak link in this nighttime mission again - obviously it'll be harder for them to spot us in the dark, but without some light I'm not going to be much good and a torch will undo all that good work. I could see if there are any hooded lanterns in the supply cart? Otherwise I suppose I'll rely on you to lead me through the woods again, and hopefully there'll be enough torchlight in the castle to make do." An hour of stumbling through the undergrowth later, Artanis finds himself approaching the rough stone walls. Up close they seem even less inviting, and he briefly recalls trying to climb the stone cliffs back in Vogler whilst javelins pelted down from above. Hopefully this would be easier. Thankfully torchlight above marked their target. "Coltan," he whispers, "do you think it might be a good idea to silence the area on the wall up there? That way the sound of the hook on the wall won't alert anyone, and if anyone does by we can hopefully deal with them before any alarm is raised." He waits for a patrol to pass then whirls the grappling hook around a few times before loosing it skyward. Thankfully it secures itself between a pair of crenelations first time. "Right," he whispered, "let's do this." His shield strapped to his back, and his sword secured by his side, he begins to climb. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 3/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 3/3 (Long Rest) Leadership Dice (d6). 5/5 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP). Name xDiceName xDiceResult xDiceString xDiceRolls Athletics 17 1d20+6 11 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted March 9 Clone Share Posted March 9 (edited) Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC: 20 (Splint +Cloak +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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