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Act One: On the road


8w_gremlin

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Marlowe_Fairwind.png.bc3fa5c508f35d0083b1f0a87628fc64.pngMarlowe Fairwind, the right-hand sorcerer of King Emeris, has gathered her most trusted allies to carry an important package to Hush, a small village within the ancient forest of Sablewood. The crate is large, heavy and sealed with magic, addressed to the Whitefire Arcanist. You’ve been given a map, a carriage, and the promise of a reward upon your arrival.



This evening, your party finally made it to the Sablewood, a sprawling forest of colossal trees some say are even older than the Forgotten Gods. It’s a place renowned for two things—its sunken pathways that provide the trade routes for many travelling merchants, and its unique hybrid animals. Even now, from within your carriage, you can hear strange sounds: the bird calls of the lark moths, the croak of the lemur toads, the skittering of a family of fox-bats in the underbrush.
 

OOC, Mechanics

One of you is driving the carriage. Who is it?

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(OOC: Ellu has a penalty to his Finesse, which I think is the stat you'd use for driving a carriage ("control") so he probably shouldn't be driving.)

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Kurith is clearly in his element as he walks ahead of the cart, using a weathered and completely unornamented halberd as a walking staff. At a distance, his hands look disproportionately large, but that is an illusion generated by the stone-covered gloves he is wearing, each slat carved with a faintly glowing rune. (As he is fond of explaining, "Ye righ' daf' ta try'in war' off a haint wi' woo' an' iron, ye ken?") He's doing his best to keep alert, but the sounds of all the familiar, yet distinctly not the same animals is playing tricks on his senses. Not that he's ever been the finest lookout, either. The man's dumb muscle with just enough charm to make him endearing instead of obnoxious.

"So. Hush. Ne'er been, no' anykith o' mine. We al'ays haste through denser woods as these. Well 'idden f'om Fa'er No'thsta', wi' such coverin'. Welcomes ill-'earted folk 'idin' from 'is judgin' gaze."

He looks upwards, trying to see if the Navigator's Star is visible yet.

"Sun's near set. 'O's go' th' map? Any 'ope, an' 'ere's a clearin' prox we can' reach a'fore's full da'k."

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Yhen Davasdrend

Agility +1

Strength -1

Finesse +1

Instinct +0

Presence +0

Knowledge +2

Evasion: 9 | Armour: 5 | Armour Slots ☐ ☐ ☐ ☐ | HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ | Hope ☐ ☐ ☐
Breastplate ArmourBreastplate Armor - Base Score: 5

Armor
| GreatstaffGreatstaff - Knowledge, Very Far - d6+2 (Mag)
Two-Handed

Feature: Powerful (Roll one extra damage die and drop the lowest.)

Primary Weapon
| Glowing RingsGlowing Rings - Agility Very Close - d10+2 (Mag)
Two-Handed

Primary Weapon
| Scholar of Magic
(+2) | Wilderness Expert (+1)

Domain Effects
Book of Ava[Spellcast Roll: +2] [Damage: 1d10]
Power Push: Make a Spellcast Roll against a target in melee range.

On a success, they are blasted back to far range and take d10 magic damage.
------------------------------
[Feature Roll: 1d6]
Tava’s Armor: You may spend a Hope to give a target you can touch +1d6 to their Armor score the next time they spend an Armor Slot.

You cannot stack Tava’s Armor multiple times onto a single creature.
------------------------------
[Spellcast Roll: +2] [Damage: 1d6]
Ice Spikes: Make a Spellcast Roll to summon large ice spikes within very far range. You may also treat them as a ranged weapon against a target or group. On a success, they deal d6 physical damage.

Book of Tyfar[Spellcast Roll: +2] [Damage: 2d6]
Wild Flame: Make a Spellcast Roll against up to three enemies very close to you.

A flame erupts from your hand, dealing 2d6 magic damage to any you succeed against.
------------------------------
Magic Hand: You can reach out with a magical hand the same size and strength as your own to anywhere within far range of you.
------------------------------
Mysterious Mist: Spend a Hope to cast a temporary, thick fog that encircles a stationary area up to very close range your current location. Everyone within is hidden to anybody outside the fog.

Features
PrestidigitationYou can perform harmless, subtle magical effects at will.

Examples might include changing an object’s color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small object, etc.

Strange PatternsChoose a number between 1-12.

Anytime you roll that number on a Duality Die, gain a hope or clear a stress.

You may change this number on any long rest.
[1]

School of War (Knowledge)
• Gain armour slot.
• When Attack with Fear, deal +1d6

Daemon
FearlessWhen you roll with Fear, you may choose to mark a stress instead of the GM gaining Fear.
Dread VisageYou have advantage on rolls to intimidate other non-Daemon creatures.

Loreborne
Well-ReadYou have advantage on any rolls you make that deal with the history, culture, or politics of a prominent person or place.
 


"I wouldn't get too excited about an easy camp tonight" compared.. Yhen has a veritably refined "Maybe somewehere to put up those huge feet but not much more i'm afraid." She had made herself very comfortable, relaxed and reading as they went.

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Kimber shifts uncomfortably in the cramped box seat, only half-registering their companions' conversation, eyes locked on the road ahead. They grip the reins tightly and regularly scan the deepening shadows stretching long across the forest, blinking in an attempt to clear bouts of dusk-blindness caused by the sun's descent.

As they focus on sussing out whether a rustle of leaves might be the rustle of something else, they pay special mind to the draft animals pulling the carriage and any subtle changes in their demeanor— such as the uneasy flick of an ear, or the nervous twitch of a tail.

"It's dark, and getting darker. Are we laying up for the night?" they call back quietly over their shoulder. "Our friends pulling the carriage will need rest and tending soon, either way."

Edited by Rouge Rogue
Formatting clarity (see edit history)
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BugSorc.png.f69f233428db0e6a2cc9f931151995dc.pngEllu Minayum

Evasion: 9 | Armor Score: 5 |

Armor Slots ☐ ☐ ☐ | HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ |

Hope ▣ ▣ ☐ ☐ ☐

Passive: Arcane Sense (class)You can sense the presence of magical people and objects when you’re close to them.

Reactions: Luckbender (per session)Once per session, after you or an ally in close range makes an Action Roll, you can mark a Stress to allow a reroll of the Duality Dice. If you do, take the new result.


Ellu rode atop the carriage. Being inside a moving box felt a little too much like being trapped. Their mustache crackled softly with a thin ribbon of electricity as their compound eyes darted about looking for danger. At the mention of camp, their focus shifted to looking for a decent clearing. Maybe something with water close by.

"If we aren't going to get anywhere with sturdy walls before night falls, I think we're better off looking for the best campsite sooner rather than later. Wait too long and we'll be stuck with a dud."

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Posted (edited)
22 hours ago, Rouge Rogue said:

(OOC: Kimber’s Finesse and Instinct are decent, I’ll volunteer to drive if nobody else wants to)

OOC

@Rouge Rogue As your driving, you’ve noticed something unique about the look of trees here in the Sablewood. What is it?

(feel free to make up some fact about them, and it becomes canon)

 

 

Edited by 8w_gremlin (see edit history)
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(OOC: strip what you want from this, but writing it was fun)

As Kimber glances around, they notice something: the flora surrounding them, much like the fauna, appear to be strange hybrids of two very different plants. They can't quite remember when the more familiar trees and underbrush gave way to this, however.

Trees that resemble the descriptions Kimber has heard of ‘Weeping Sable’ line the road. They stand tall yet bowed, drooping boughs intertwined with dark, whisper-thin needles, a strange combination of weeping willow and spruce with dark and knotted bark. Although they looked mildly unsettling during the day, in the dimming light they’ve now become spooky, bordering on sinister. The light from the rising moon dances through their branches, and a light evening breeze brushes the ropes of delicate needles in a motion that casts fluid shadows across the uneven dirt road.

Less frequently along the roadside, here and there, are what must be the infamous Bleeding Pines. Their long, wickedly-sharp needles are the rusty color of dried blood, their sap sticky and red. As the colors around them fade into the deepening night, the red remains oddly saturated to Kimber’s eyes. 

Their mouth tightens into a slight frown as they try to understand how these strange plants fit into the natural order of things.
 

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strix-wolf.png.f32862b3a09c9dc9188c72d7b5a6c55c.png

As your steeds pull the carriage around a tight corner, one wheel coming off the ground for just a moment, you see an overturned merchant’s cart lying sideways in the path before you, blocking your way. A scattering of fruits and vegetables litter the trail.

From around the side of the carriage steps a strix-wolf; a large creature with a wolf's body, an owl's face, and large wings adorning its back. It finishes chewing its meal, the hand of the dead merchant, as it stares at you, curious, trying to judge whether you’re friend or foe.

Then you see, following clumsily behind, two small pups watching their mother cautiously. From within, the rest of you feel your carriage come to a stop.

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BugSorc.png.f69f233428db0e6a2cc9f931151995dc.pngEllu Minayum

Evasion: 9 | Armor Score: 5 |

Armor Slots ☐ ☐ ☐ | HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ |

Hope ▣ ▣ ☐ ☐ ☐

Passive: Arcane Sense (class)

Reactions: Luckbender (per session)


Atop the carriage, Ellu kept their breathing slow and steady. Maybe getting sparky would be helpful, but maybe not. Best to defer to the expert.

"You, like, grew up with wolves, right?" they whispered to Kimber. "Don't suppose Mama there is a friend of the family?"

 

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Kurith lets his halberd drop into a low, ready stance, but doesn't advance.

"Dun care wha' beastie 'tis, Motha wi' young is al'ays nippiest. Don' ge' any closa. Mayha' if they finish thei' suppa, they leave us alone."

He looks up at Kimber.

"Ye ken how is done. Slow, steady, back a'ay. Kerris, ge' twixt 'em an' the others wi' me. Slow. Steady. Show we nae predator, but nae prey worth troublin'."

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Slow and steady. Got it.

Ivy was a city girl to the boot (both of them). She was cautiously curious about mother nature and looked at the dark forest around with interest even, but that huge wolfish monster on the road now made her miss her orphanhood.

She assessed the monster focusing on its wings for a moment longer. They were undeniably larger than Ivy's; in fact, each wing was bigger than Ivy herself, who barely reached the size of a full-grown halfling. As proud as Ivy was of her ability to fly, this time it looked like the wings would not help.

The girl moved - slowly and steadily - behind Kurith's back (right now it looked like the safest spot) and prepared her favourite "flying knife". Just in case.

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spacer.png
Yhen Davasdrend

Agility +1

Strength -1

Finesse +1

Instinct +0

Presence +0

Knowledge +2

Evasion: 9 | Armour: 5 | Armour Slots ☐ ☐ ☐ ☐ | HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ | Hope ☐ ☐ ☐
Breastplate Armour | Greatstaff | Glowing Rings | Scholar of Magic (+2) | Wilderness Expert (+1)

Domain Effects
Book of Ava
Book of Tyfar

Features
Prestidigitation
Strange Patterns [1]

School of War (Knowledge)
• Gain armour slot.
• When Attack with Fear, deal +1d6

Daemon
Fearless
Dread Visage

Loreborne
Well-Read
 


Leaning out of the side, Yhen takes one look and shakes her head "Not good. I'm no expert on the wilderness, but something tells me those are the 'kill and eat whenever they can' sort of beasty. Who wants to go and check?"

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image.jpeg.dbac7386b5860c5120a992f8d32292af.jpeg
A:+1 | S:+2 | F:+0 | I:-1 | P:+1 | K:+0
Hope ••○○○ Stress ○○○○○
Evasion 3 Hit Points ○○○○○○
Armor 11 Armor ○○○

Hung on the back of the carriage was a large tower shield, tied top and bottom to limit the banging from the uneven forest road. On a fold down seat on the back of the coach was Verris, sitting quietly watching the road of the Sablewoods vanish into the trees as they made steady progress on the trails.

The strange creatures were made less strange as the foliage also took on an altered nature as well. These were things that Verris was at least familiar with, though not knowledgable about. They could tell you what you might find in here, but not details about the nature they lived in, what they ate, or when they slept.

When the wagon came to a stop as darkness filled in the forest, they expected that the group had decided to stop for the night, finding a good place to set up camp. But a quick peek around the side of the carriage showed what the issue really was. "Strix Wolves."

These creatures were dangerous, and always hungry. Verris pulled the slip knots that released the tower shield, and they moved forward toward the front. The woods were a natural home to them, so Verris was able to move very quietly to the front where the horses were. (LightfootYour movement is naturally silent. Gain advantage on any Action Rolls you make to move without being heard. Spend a Hope to also grant this ability to an ally while they stay within very close range of you.)

"We have greater numbers, that might be enough to force them away." This was mostly said as a measure of hope rather than actual fact. Verris sifted through their memories about what they might remember.

 

RollRecall info on Strix Wolves: 11 with Fear

Edited by solyrflair (see edit history)
Name
Recall information about Strix Wolves (H/F)
11
keep(2d12,highest,1)+0 4,11
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