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Chapter 2: In a town like this...


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The road to Silbervas was long and difficult for both groups. By the time they spotted the shake shingle roofs of the town over the low wall, a sigh of relief escaped the lungs of all the travelers into the grey late morning light. The road here from awakening in mist-shrouded meadows had been hard and dangerous. Especially the last stretch approaching the small town. Every night was punctuated by periodic and seemingly random raids by packs of undead, and the day was tedious walking (and occasionally hiding from Talon patrols for the group coming from Lekar). But what weighed most heavily was that it seemed that the Mists were intent on leaving each group as tattered as the flesh of the undead monstrosities that stalked the surrounding wilderness.

Ardir, Scarby, Rhortigern, Ilian, and Tysh had all been reclaimed by the Mists. At least that was the assumption that everyone had slowly settled on, as the thought that they may have simply run off on their own seemed like the very stuff of madness. Yet this was simply more bad news on the confusing and seemingly endless pile of bad news that had been their lives since the Wightwatcher had left them behind.

The town itself was quiet in the grey light. Carrion birds and crows drifted overhead, ill omens taken wing. No one worked outside the walls, and like at Lekar, but far less gruesome, a narrow ring of spiked corpses form a terrible warning outside the twelve-foot-high stone wall around the town. The massive gates that once sealed the town wall were gone, remnants of their hinges and mechanisms still mounted to the walls. Smaller stone barricades and low wooden walls had been erected in the courtyard just beyond the open gateway, obviously configured to provide cover and shelter for defenders trying to guard the gateway. The streets of the town, visible from the courtyard were deserted other than a single bone-thin feral-seeming dog sniffing something pile of something at the far end of the street. The buildings were in various stages of collapse and decay. Several nearby lacked roofs, their stone walls blackened by some fire that appeared to have been left to burn itself out, judging from the lack of cleanup or repair efforts the ashen remains of the ruined contents of what were once apparent shoppes and storefronts.

It is no small surprise that the first living persons each of the groups finds are familiar faces from only a few days prior. The travelers, however the worse for wear, immediately recognize each other as perhaps the Dark Powers of Ravenloft themselves seem to have conspired for both groups to arrive in the main entry courtyard of Silbervas within mere minutes of each other.

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Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 20/20 | Prof: +2
Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2

Fighting Style, Second Wind (1/1 LR), Mist Walker, Sustained Symbiosis (1/1 LR)
Attacks: Pistols, Rapier
Passive: Perception - 14 | Investigation - 10 | Insight - 14
Languages, Darkvision, Fey Ancestry

Amelia seemed happy to be within the walls, - any walls would do, really - but the sight inside the walls was less than reliving. She has hoped for more than this but, perhaps hoping for more was something of a trap in these parts.

She stops at the edge of the courtyard and looks around with a disappointed expression.


Mechanics

Attack Target To-Hit Damage Notes
         
         
Weapon Notes
Pistol 1 Reload 4/4
Pistol 2 Reload 4/4

Action:
Move:

Reaction: Basic Opportunity Attacks
 

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NoHaakon Valdemar IV

Human Abjuration Wizard


AC: 11 (Unarmored) | HP: 16/16 | Speed: 20 ft. (Encumbered)
Senses: passive Perception 12, Insight 14, Investigation 14
Str: 14 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 9 (-1)
Languages: You can speak, read, and write Common, Celestial, Gnomish, and Halfling


“My words,” | ‘My thoughts,’ | My actions . . .


 

Haggard from the nights of broken sleep and sudden need to run and hide, Haakon finds himself letting a bit of paranoia go at the sight of the township. The last few nights’ indiscriminate incursions may finally take pause, considering the walls still hold. He had spent days repeating to himself that the raids meant there was a resistance here, now matter how far back previously. The shambling horrors meant survivors weren’t a bygone thought. He had to dream that the locals weren’t snuffed out. Anything to hang on to hope after each and every mob they had to evade from. 

He still blames himself for losing the dwarf woman. He shouldn’t have taken his eyes off of her. They were all being harried and hounded. He had no excuse.

But hope lies before them, in its naked glory. Broken gates, burned down buildings, skewered dead, wild dogs, no, dog? They are but trivial things compared to standing walls. For now, they don’t have to rely on trees and hills to delay the undead. These ruins may mean that they wouldn’t have to run for a while.

But suddenly, without warning, a noise spooked the flatfoot. Frightened, he forced his stiffened legs to turn around. In what felt like an eternity, his eyes darted, looking for high ground. The very walls that once offered succor now threaten to box them in.

“Is that you? Is that truly you?!” As luck would have it, he recognizes the people before him, but he can’t shake off the nagging suspicion that they may have been had. If they could talk, if only they would reply, his fears that the people before him have joined the walking dead would be assuaged. His heart beats faster, harder, as he plants his feet into the overgrown courtyard, his head swirling with what could happen next.

Felicity! Greetings were exchanged.

Haakon couldn’t wait to clasp arms, and reaffirm that there are survivors this far from the capital still. He wanted to question what had happened to them after Wightwatch, trade stories, find where they find relief.

But that may have to wait. They had a town to explore. Maybe this test had meaning. Maybe they could find something, anything, that sheds some light about the nature of this place.

 

 


 

OOC

Movement: —

Action:

Bonus Action: —

Reaction: —

Spellbook

 

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HarinHarin Avosi

Half-elf Sage, College of Lore Bard


AC: 14 (Leather) | HP: 20/20 (2d8) | Speed: 30 ft.
Senses: passive Perception 14, Insight 14, Investigation 11
Str: 7 (-2) | Dex: 16 (+3) | Con: 14 (+2) | Int: 12 (+1) | Wis: 14 (+2) | Cha: 18 (+4)
Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling


 

When they finally reached the first civilization they had seen in days, Harin was tired. Physically, yes of course--his chest was still heavy--but more than that, the last few days had taken a terrible toll on his nerves. First Raven, then Tysh, Ardir, and Scarby were taken. After Ardir disappeared, they had even lost their original reason for continuing on that long road to Silbervas, but no one could think of a better destination. Kain with his retainers and the Wizard had been invaluable in their many, many encounters with evil, and Harin hoped he had been at least somewhat useful--he had learned a trick or two on the way. Even so, although there was a great sense of relief upon finding the town, their toils had dulled any sense of victory, which was all the more muted by the crumbling state they found the town in.
Still, Harin did find a smile escape his dry lips when they stumbled upon another group of weary souls he recognized from the tavern. Even Falken was among them. He clasped the man's solid, rugged arm firmly. The look they shared said everything about what they had both been through since they had last seen each other. Besides the company he had kept for the past few days, Falken was the closest thing to a friend he had in this hell. "Did you bring anything tasty?" Harin asks his friend in Elvish, allowing himself a moment of levity, allowing a warm spark of humanity to flare up inside him once again.

 

 

 

 

OOC

Movement: —

Action: —

wBonus Action: —

Reaction: —

   

 

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Kain Dorset

Noble Knight


AC: 19 (Chain & Shield) | HP: 26/26 (1d10+3) | Speed: 30 ft.
Senses: Passive Perception 14, Insight 12, Investigation 12

Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3)
Str: 19 (+4) | Dex: 15 (+2) | Con: 16 (+3) | Int: 15 (+2) | Wis: 14 (+2) | Cha: 13 (+1)
Languages: You can speak, read, and write Common, Elvish, and Dwarvish


“My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . .


The past few days had been hard, the near constant moving and fighting. Kain was used to this kind of life style, his days of training to be a knight had hardened him and made him resilient to fatigue. In fact Kain's mind was not on himself, but his followers. Amelia Silver, his squire, needed these hard days to sculpt her into a true knight, but his other retainers... They were not so used to hard life, nor were they used to the horrors they had recently seen. Seeing others he had only briefly seen at the Inn Kain gives a soldiers salute to them before turning to his ladies.

"Elora, Mia, please take a few minuets to compose yourselves. Just inside the walls are a few burned out buildings, Amelia please go with them and make sure the area is safe for a break."

"Aye Kain, I will. Come ladies, lets take a load off and see to possibly getting a bit to eat." Amelia places a hand on her sword before leading the others into the closest building. Even without much of a roof, the stone walls would allow for them to rest a bit.

The others started to mingle but Kain had only just barely met them, and was not really familiar with any of the new group. Moving into town a bit Kain pulls out a ration bar and moves closer to the dog. It looked neglected and in need of a meal. "Perhaps we can keep it, train it to help alert us of near by threats?" Kains mind wanders a bit as he approaches, crouched low and hand outstretched with the ration.

 

OOC

Movement: —

Action:  Attempting to feed the dog and see if it is friendly. Animal Handling

Bonus Action: —

Reaction: —

 

 

 

 

 

Edited by FelixFaust (see edit history)
Name
Animal Handling
14
1d20+2 12
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<p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1 / Ranger 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 24/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">*</span><span class="mwooc-hidden">Advantage due to Natural Explorer feature</span></span> | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> <s>30</s> 20, encumbered (carrying 119.2 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead)</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 600', piercing)</strong> <s>+8</s> <strong><span style="color:rgb( var(--mwpalette-Accent_2) );">+3</span></strong>, damage 1d8+4 (extra +2 vs undead)<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+10</strong> (Sharpshooter feat active)</span> | Arrows: 40 remaining <strong>Shortsword (piercing)</strong> +6, damage 1d6+4 (extra +2 vs undead) <strong>Other:</strong> Second Wind | Sharpshooter | <span class="mwooc"><span class="mwooc-shown">Favored Enemy (Undead)</span><span class="mwooc-hidden">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or <strong>undead</strong>. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. <strong>(Dwarvish)</strong></span></span> | <span class="mwooc"><span class="mwooc-shown">Natural Explorer</span><span class="mwooc-hidden">You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group&rsquo;s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span></p>

FalkenPortrait.jpgFalken Windriver (Human Fighter 1 / Ranger 1) - sheet
AC: 15 | HP: 24/24 | Initiative: +4 *Advantage due to Natural Explorer feature | Passive Perception: 14 | Speed: 30 20, encumbered (carrying 119.2 over 70/140/210)
Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6
Sleight of Hand +4
Stealth +6
(+4), CON 14 (+2), INT 14Arcana +2
History +2
Investigation +2
Nature +4
Religion +2

Advantage on Intelligence checks to recall information about undead
(+2), WIS 15Animal Handling +4
Insight +2
Medicine +2
Perception +4
Survival +4 (with advantage vs undead)
(+2), CHA 11Deception +0
Intimidation +0
Performance +0
Persuasion +0
(+0)
Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0
Longbow (ranged - 600', piercing) +8 +3, damage 1d8+4 (extra +2 vs undead)+10 (Sharpshooter feat active) | Arrows: 40 remaining
Shortsword (piercing) +6, damage 1d6+4 (extra +2 vs undead)
Other: Second Wind | Sharpshooter | Favored Enemy (Undead)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Dwarvish) | Natural ExplorerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn't slow your group’s travel.
-Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Falken was visibly bleaker as they lost companions. He felt he had failed them. But he finally reached their destination, he seemed less morose.

As the other group comes into sight, he seems to regain hope. But the sight of his friend Harin is the catalyst that is able to bring a smile back to his face. He has to force himself out of the strong handshake, as if he feared of letting go. Harin, as always, has the right words at the right time, and Falken bursts out laughing. "Not this time!", he replies in elvish.

Regaining control of his emotions, he returns his sight to the structures in front of them. "It's been a while, but I admit my memories of the place looked a little better. Then again, perhaps I have unconsciously... embellished those memories since we had barely escaped a fight at that time..."

He re-seats his gear to redistribute weight properly, then adds: "So, shall we go in?"

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token_1-3.png.80b517fb3733af2d43343fa50882a4af.pngInquisitor Karlov Mikhail Ilyich

Marked Half-elf Grave Cleric 2


AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0
Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft.
Str: 11 (+0) | Dex: 10 (+0) | Con: 12 (+1) | Int: 10 (+0) | Wis: 19 (+4) | Cha: 12 (+1)
Languages: Common, Elven, Dwarven, Abyssal, Infernal

Encumbrance: 76.5lbs (55lbs/110lbs/165lbs)


 

Karlov troops into town alongside a much smaller group, equally weary as his companions. As much the land had taken its toll upon their group, it had done so on his person. Relentless grey drizzle and endless dreich skies led to a state of permanent dampness of body mind and spirit not known in Toril (nor outside of Glasgow Scarby may have volunteered had they ever met). It was all too easy to see however the rot that infested the very land, seeping into it from the actions of every scrabbling rat, cruel talon and faithless wolf. Purge the people, purge the land. An endless task perhaps, but one he was willing to shoulder in service and devotion. One that weighs heavier in the face of the derelict town that stands before him.

He unconsciously edges closer to the few remaining members of their group as he catches sight of several familiar faces from the inn that seems now a fever dream of the past, unsure if this is some new trick played upon them by Falkovnia. His eyes flash briefly grey, pupils replaced with black and white scales, as he confirms they are still truly living, continuing to check the circling vermin and dog are the same - and the corpses truly dead.

As Falken strides to greet at least one of the members with warmth Karlov still listens in, careful to ascertain the words match the tone. More than once has he seen people pass coded messages at odds with their actions when thinking none could understand. "Indeed it is," the inquisitor replies in guarded tone to the wizard, happy to let him approach only after confirming to his own satisfaction the man was living. Not that living prevented acts of evil. "Is this all of you?" he questions, squinting suspiciously "you have not seen any other from that night since?"

 

OOC

Action: Eyes of the Grave - As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This sense doesn't tell you anything about a creature's capabilities or identity. Ensuring no undead about largely for flavour. Though also specifically suspicious of the dog and corpses.

Bonus Action: —

Movement: —

Reaction: —

Object Interaction: —

Concentration:

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage.

Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured.

Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage.

 

Bonus Actions:

Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable.

 

Reactions:

 

Class Features:

Eyes of the Grave: 3/4 (Long Rest)

Detect Magic: 1/1 (Long Rest)

Detect Poison and Disease: 1/1 (Long Rest)

Channel Divinity: 1/1 (Short Rest)

  • Path to the GraveYou can use your Channel Divinity to mark another creature’s life force for termination.

    As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack's damage, and then the curse ends.
  • Turn UndeadAs 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.
  • Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. (1/1 Long Rest)
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Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 20/20 | Prof: +2
Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2

Fighting Style, Second Wind (1/1 LR), Mist Walker, Sustained Symbiosis (1/1 LR)
Attacks: Pistols, Rapier
Passive: Perception - 14 | Investigation - 10 | Insight - 14
Languages, Darkvision, Fey Ancestry

"It seems that this place has taken its toll on the group.. Maybe for their better, but likely not.."

Mechanics

Attack Target To-Hit Damage Notes
         
         
Weapon Notes
Pistol 1 Reload 4/4
Pistol 2 Reload 4/4

Action:
Move:

Reaction: Basic Opportunity Attacks
 

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NoHaakon Valdemar IV

Human Abjuration Wizard


AC: 11 (Unarmored) | HP: 16/16 | Speed: 20 ft. (Encumbered)
Senses: passive Perception 12, Insight 14, Investigation 14
Str: 14 (+2) | Dex: 12 (+1) | Con: 14 (+2) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 9 (-1)
Languages: You can speak, read, and write Common, Celestial, Gnomish, and Halfling


“My words,” | ‘My thoughts,’ | My actions . . .


 

Tentativeness mounts within at the sight of the Talon veteran, and Haakon found himself gripping the regalia in his pack. ‘There doesn't seem to be any others. He didn't seem to recognize me back in the roadhouse. I barely even remember I was one of them. Maybe we can get a pass?

He would have volunteered to help their red-headed companion, but he was offered questions he can actually answer. “We had four others.”

With eyelids aflutter, he clasps one index finger to another. “There was the girl, off-kilter and off-beat. She seemed to be a promising young woman, but, to me at least, it always felt like the shadows at the corner of my eyes are reaching towards her. I don't know what to make of it. I doubt I ever will.”

Followed by the hooking of a middle finger, “The dwarven reverend. She was quite the specimen. She made quite the impression even wayback to the flocking at the saloon. It seemed like she was hosting two parties.”

And then thumbing his fourth digit, “The pale giant. He said he was from here, or at least his family was once here.”

“And lastly,” the little finger hangs alone. “The sailor with peculiar manner. Salt-and-pepper hair, striking features, mostly kept to himself. He was quite instrumental in us not losing our way amidst the murmuring woods.”

“I have not seen the two v--, the aristocrats our warrior-poet friend had serenaded, since that fateful night. Granted, people were quite too willing to fetch torches and pitchforks. Knowing what they know could have been delicious, but that is neither here nor there.”

“I haven't seen the monthly corpse parade but I shudder to think of them having joined the army of the dead.”

Haakon hesitates to offer the stern half-elf a hug at loud, and opts for an open gesture instead.

 

 


 

OOC

Movement: —

Action:

Bonus Action: —

Reaction: —

Spellbook

 

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As the group gathers and catches up in the open courtyard, they keep eyes on the seemingly abandoned and partially boarded up buildings nearby. Nothing moves nearby and the only sound other than your conversation is the creak of the bodies on poles outside the wall and occasional shifting of poorly secured boards covering nearby windows.

Kain slowly approaches the dog, holding out a bit of rations. Even though the dog is obviously bone thin, surprisingly it gave Kain a look and then walked away around the corner of a partially burned building, disappearing from sight.

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<p><img alt="FalkenPortrait.jpg" data-loaded="true" data-ratio="125.00" src="https://mwbaldrcdkstack-ipbuploads6f377ba5-6asvxg6ywium.s3.us-east-1.amazonaws.com/monthly_2023_08/FalkenPortrait.jpg.7b7b19ee5cbc7bb1eca0397b9e071d83.jpg" style="float:left;padding-right:2px" width="120"><span style="font-size:20px;"><strong>Falken Windriver</strong></span> <span style="font-size:12px;"><em>(Human Fighter 1 / Ranger 1)</em></span> - <a href="https://www.myth-weavers.com/sheets/?id=2446153">sheet</a> <span style="font-size:10px;"><strong>AC:</strong> 15 | <strong>HP:</strong> 24/24 | <strong>Initiative:</strong> +4 <span class="mwooc"><span class="mwooc-shown">*</span><span class="mwooc-hidden">Advantage due to Natural Explorer feature</span></span> | <strong>Passive Perception:</strong> 14 | <strong>Speed:</strong> <s>30</s> 20, encumbered (carrying 119.2 over 70/140/210) <strong>Stats:</strong> STR <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Athletics +2</span></span> (+2), DEX <span class="mwooc"><span class="mwooc-shown">18</span><span class="mwooc-hidden">Acrobatics +6 Sleight of Hand +4 Stealth +6</span></span> (+4), CON 14 (+2), INT <span class="mwooc"><span class="mwooc-shown">14</span><span class="mwooc-hidden">Arcana +2 History +2 Investigation +2 Nature +4 Religion +2 Advantage on Intelligence checks to recall information about undead</span></span> (+2), WIS <span class="mwooc"><span class="mwooc-shown">15</span><span class="mwooc-hidden">Animal Handling +4 Insight +2 Medicine +2 Perception +4 Survival +4 (with advantage vs undead)</span></span> (+2), CHA <span class="mwooc"><span class="mwooc-shown">11</span><span class="mwooc-hidden">Deception +0 Intimidation +0 Performance +0 Persuasion +0</span></span> (+0) <strong>Saves:</strong> STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0 <strong>Longbow (ranged - 600', piercing)</strong> <s>+8</s> <strong><span style="color:rgb( var(--mwpalette-Accent_2) );">+3</span></strong>, damage 1d8+4 (extra +2 vs undead)<span style="color:rgb( var(--mwpalette-Accent_2) );"><strong>+10</strong> (Sharpshooter feat active)</span> | Arrows: 40 remaining <strong>Shortsword (piercing)</strong> +6, damage 1d6+4 (extra +2 vs undead) <strong>Other:</strong> Second Wind | Sharpshooter | <span class="mwooc"><span class="mwooc-shown">Favored Enemy (Undead)</span><span class="mwooc-hidden">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or <strong>undead</strong>. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. <strong>(Dwarvish)</strong></span></span> | <span class="mwooc"><span class="mwooc-shown">Natural Explorer</span><span class="mwooc-hidden">You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits: - You ignore difficult terrain. - You have advantage on initiative rolls. - On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain doesn't slow your group&rsquo;s travel. -Your group can't become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - If you are traveling alone, you can move stealthily at a normal pace. - When you forage, you find twice as much food as you normally would. - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</span></span></span></p>

FalkenPortrait.jpgFalken Windriver (Human Fighter 1 / Ranger 1) - sheet
AC: 15 | HP: 24/24 | Initiative: +4 *Advantage due to Natural Explorer feature | Passive Perception: 14 | Speed: 30 20, encumbered (carrying 119.2 over 70/140/210)
Stats: STR 14Athletics +2 (+2), DEX 18Acrobatics +6
Sleight of Hand +4
Stealth +6
(+4), CON 14 (+2), INT 14Arcana +2
History +2
Investigation +2
Nature +4
Religion +2

Advantage on Intelligence checks to recall information about undead
(+2), WIS 15Animal Handling +4
Insight +2
Medicine +2
Perception +4
Survival +4 (with advantage vs undead)
(+2), CHA 11Deception +0
Intimidation +0
Performance +0
Persuasion +0
(+0)
Saves: STR +4 | DEX +4 | CON +4 | INT +2 | WIS +2 | CHA +0
Longbow (ranged - 600', piercing) +8 +3, damage 1d8+4 (extra +2 vs undead)+10 (Sharpshooter feat active) | Arrows: 40 remaining
Shortsword (piercing) +6, damage 1d6+4 (extra +2 vs undead)
Other: Second Wind | Sharpshooter | Favored Enemy (Undead)Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Dwarvish) | Natural ExplorerYou are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
- Difficult terrain doesn't slow your group’s travel.
-Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

As the joy of finding a familiar face settles, Falken returns to reality. "Hold on! That's not right! This place wasn't in such a bad shape! It's been attacked, and the impaled bodies is the calling card of the Talons..." His face takes a worried look. He proceeds to look at the decaying corpses, trying to get an idea of how long they've been dead.

"There might still be survivors inside." He proceeds to the nearest door, hoping that not everyone was killed.

Action

Rolling for Nature or Survival (both are +4) to get an idea of how long ago the bodies have been dead.

 

Name
Nature or Survival
13
1d20+4 9
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token_1-3.png.80b517fb3733af2d43343fa50882a4af.pngInquisitor Karlov Mikhail Ilyich

Marked Half-elf Grave Cleric 2


AC: 16 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +0
Senses: Passive Perception 16, Insight 16, Investigation 12. Darkvision 60ft.
Str: 11 (+0) | Dex: 10 (+0) | Con: 12 (+1) | Int: 10 (+0) | Wis: 19 (+4) | Cha: 12 (+1)
Languages: Common, Elven, Dwarven, Abyssal, Infernal

Encumbrance: 76.5lbs (55lbs/110lbs/165lbs)


 

The absence of the partially undead creature's gives Karlov ease, even if Haakon laments the loss of their knowledge. Such reasonableness was how they seduced you further into corruption. "We, too, have lost several to the land and mists alike," he replies gravely.

 

As Falken steps forward to search for survivors, Karlov offers "Those atop the spokes are truly dead at least, and I think offer your explanation for the change. Truly it seems these Talon's are as much a blight as the undead themselves. I shall join your search." Where Falken investigates the buildings, Karlov simply walks through the nearby streets keeping a wary ear for any rustling or movement that may betray some still living folk.

 

OOC

Action: Perception for sounds of life

Bonus Action: —

Movement: —

Reaction: —

Object Interaction: —

Concentration:

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1d8 + 0 bludgeoning damage.

Toll the Dead . V,S: Wis Sv., 60 ft., one creature you can see. Failed Save: 1d8 Necrotic damage / 1d12 Necrotic damage if injured.

Sacred Flame . V,S: Dex Sv. (no cover), 60 ft., one creature you can see. Failed Save: 1d8 Radiant damage.

 

Bonus Actions:

Spare the Dying . V,S: 30 ft., one living creature that has 0 Hit Points. The creature becomes stable.

 

Reactions:

 

Class Features:

Eyes of the Grave: 3/4 (Long Rest)

Detect Magic: 1/1 (Long Rest)

Detect Poison and Disease: 1/1 (Long Rest)

Channel Divinity: 1/1 (Short Rest)

  • Path to the Grave
  • Turn Undead
  • Harness Divine Power (1/1 Long Rest)
Name
Perception
16
1d20+6 10
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spacer.png
Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 20/20 | Prof: +2
Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2

Fighting Style, Second Wind (1/1 LR), Mist Walker, Sustained Symbiosis (1/1 LR)
Attacks: Pistols, Rapier
Passive: Perception - 14 | Investigation - 10 | Insight - 14
Languages, Darkvision, Fey Ancestry

"At least we don't have to worry about those.. probably... That isn't to say we don't have to worry about anything...."

Mechanics

Attack Target To-Hit Damage Notes
         
         
Weapon Notes
Pistol 1 Reload 4/4
Pistol 2 Reload 4/4

Action:
Move:

Reaction: Basic Opportunity Attacks
 

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HarinHarin Avosi

Half-elf Sage, College of Lore Bard


AC: 14 (Leather) | HP: 20/20 (2d8) | Speed: 30 ft.
Senses: passive Perception 14, Insight 14, Investigation 11
Str: 7 (-2) | Dex: 16 (+3) | Con: 14 (+2) | Int: 12 (+1) | Wis: 14 (+2) | Cha: 18 (+4)
Languages: You can speak, read, and write Common, Elvish, Dwarvish, Gnomish, and Halfling


 

'Back to the business at hand, then.' Harin's practiced hand reaches past his inner pocket where his flute rested and towards his rapier. He draws it and begins to help the others searching for survivors, shelter, food, and--of course--any of the countless possible dangers that are never far in such a place.

 

 

 

 

OOC

Movement: —

Action: —

Bonus Action: —

Reaction: —

   If Survival is more appropriate, the 11 I rolled for Investigation becomes a 12. If Perception is better, it's a 13.

 

Edited by zaffo (see edit history)
Name
Investigation
11
1d20+2 9
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image.png.1d0b1c58164b102bb023c54ef2fa2916.png

Kain Dorset

Noble Knight


AC: 19 (Chain & Shield) | HP: 26/26 (1d10+3) | Speed: 30 ft.
Senses: Passive Perception 14, Insight 12, Investigation 12

Proficient Skills: Athletics (+6), Perception (+4), Survival (+4), History (+4), Persuasion (+3)
Str: 19 (+4) | Dex: 15 (+2) | Con: 16 (+3) | Int: 15 (+2) | Wis: 14 (+2) | Cha: 13 (+1)
Languages: You can speak, read, and write Common, Elvish, and Dwarvish


“My words,” Kain Dorset says. | ‘My thoughts,’ Sir Kain Dorset thinks. | My actions . . .


Kain frowns as the dog moves away out of sight, but stands and puts the ration away. So... Not necessarily feral, but not friendly either. He turns back to the building where his retainers entered and moves over to the door. "I will join the others in searching for any survivors, keep low and quiet, should anything happen, call for me." Kain places his shield on his left arm, and draws his blade moving over to the group.

"I am ready should we encounter anything." Kain then moves forward into the ruins.

 

OOC

Movement: —

Action:   PerceptionInvestigation

Bonus Action: —

Reaction: —

 

 

 

 

 

Edited by FelixFaust (see edit history)
Name
Perception
24
1d20+4 20
Investigation
11
1d20+2 9
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