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Chapter 2: In a town like this...


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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 . . .


 

Left hanging, Haakon keeps the strained smile, either from decorum or because the smile genuinely helps him feel good. He joins the others past the gates, walking while digging for something in his pack. But once he is a few feet from the burned building, he thinks twice how he can help.

He leans against the wall next to one of the open doors, staying well outside the threshold, giving the street another once-over. He tries to make eye contact as he tips off the others. “I'll just be here. This might be a while.”

Digging his heels to the ground, he traces glyphs with his fingers in the air and warbles incantations.


 

OOC

Movement: —

Action: Begin ritual casting Detect Magic

Bonus Action: —

Reaction: —

Spellbook

 

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Posted (edited)

The group begins to spread back out into the nearest buildings. Falken examines the ground of the courtyard and the exiting dirt lanes. There has been an unbelievable amount of traffic through here over time, but nothing in at least a couple of days. There were several mounted riders that came through here at least three days ago, based on how much the rain had worn them away. Falken could tell that there were at least four riders, maybe more, that had rode in and rode back out again. There have been more recent foot traffic, although not much.

Karlov, Harin and Kain were able to determine that all of the nearest buildings had at one point been shops or merchant stalls, but they have been abandoned for weeks. Kain specifically finds some tell-tale marks of a combat only a couple of days ago in one shop, between what he would guess was one living combatant and a couple of zombies. There were some scraps of decayed flesh, but no significant signs of bodies or blood. That hints at a possible hopeful outcome of the fight for the living. As Kain emerges back into the courtyard with the rest, he can feel eyes watching the group from hiding, although the specific location of the watchers was not immediately evident. Really it was just a raising of the hair on the back of his neck that set his well trained instincts on edge.

Haakon finishes his spell, although it reveals nothing of note in the immediate area.

Edited by Anthr4xus (see edit history)
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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

"Does anyone else get a distinctly troubling impression of this place? I mean.. beyond the obvious" she motions around the area in a sort of 'everything' motion.

She watches the others, but she stays near Haakon with her hand on one of her pistols, just in case something isn't entirely dead around here.


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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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 Moves his shield suddenly to a defensive position as he moves his sword up as well. "We are not alone, we are being watched." His eyes keep scanning the ruins around them. "If you are concerned about who we are, we are not from these lands, we are not Talons, we do not bear their mark. We are not your enemies. My name is Ser Kain Dorset, on my honor as a Noble, if you reveal yourselves to us, even just one of you as a mouth piece, we will not attack you unless you inflict harm first."

Kain keeps looking around for any movement, hoping the eyes on them were human and not a swarm of undead, but either way, he was ready.

 

OOC

Movement: —

Action:  persuasion

Bonus Action: —

Reaction: —

 

 

 

 

 

Edited by FelixFaust (see edit history)
Name
persuasion
13
1d20+3 10
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Set2b.png.af6234f708b5711a218e96203c0530ce.pngSetare Orfini

Charlatan Drow Rogue


AC: 14 (Leather) | HP: 9/9 | Speed: 30 ft.
Senses: passive Perception 12, Insight 12, Investigation 10
Str: 9 (-1) | Dex: 17 (+3) | Con: 13 (+1) | Int: 12 (+1) | Wis: 13 (+1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Elvish, and Celestial


“My words,” Set says. | ‘My thoughts,’ Set thinks. | My actions . . .


 

Well, this is certainly bloody bleak.
 

Set keeps quiet and to himself mostly, especially once he notes the general air of disquiet in the place. Something about the town is bothering him, but he can't quite place his finger on what it is. When Falken notes that the place is in notably worse condition than it's meant to be, he finally figures it out.

It feels like a trap.

He can't just outright say as much though, and so settles for slinking around the edges of buildings, keeping eyes on the rest and making sure nothing sneaks up on them from places they aren't watching. Easier said than done in such an empty, desolate place, but he does his best.

 

OOC

OOC

Movement: —

Action: —

Bonus Action: —

Reaction: —

 

 

Stealth

Edited by astronavigatrix (see edit history)
Name
Stealth
13
1d20+5 8
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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


 

Harin takes a moment to juggle the pieces in his mind, 'The Wizard sees no magic. There are signs that some had survived the undead and the Talons. Are the one's watching us not the survivors?' "Troubling?" he answers the pale woman, "or simply troubled." He thinks for a moment before adding, "And where lies the distinction?" He sheaths his rapier and pulls the ocarina out of his pocket. "As my noble friend here says, we mean you no harm!" he calls across the ruins, "Yes, I call him friend, though I am not his equal in station! We are simple travelers, unfortunate enough to have held the attention of the whims of the mists! As you can see we possess talents enough to have survived the wilds for the past few days! Would you meet with us? We offer only what help we can safely give, and only ask for similar in return!" 'Something calming and reassuring, of course. Something... homely. This may be the first music they have heard in a long time.' He begins to play.

 

 

 

 

OOC

Movement: —

Action: Toot teet toot!

Bonus Action: —

Reaction: —

 

 

Name
Ocarina Performance and/or Persuasion
13
1d20+6 7
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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 resists the urge to take his bow in hand, as it would send the opposing message that his companion are proclaiming. Not being the optimistic one, the hunter is on the fence as to someone... or something watching them would be be a threat or not. Hopefully, if they are being watched, as Kain says, they are survivors. Only time will tell.

He rejoins the group, scanning around for whoever Kain has felt. He quietly reports his findings: "The lack of fresh prints suggests there hasn't been movements in or out in at least a couple of days. Horsemen were here around that time - I'd say at least four of them. I'm guessing those would be Talons."

Actions

Perception

 

Name
Perception
8
1d20+4 4
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Kain and Harin's loud proclamations echo through the burned and ransacked nearby buildings and bounced off the town wall. A feminine voice called out from the same direction that Kain saw the dog disappear, "If you are willing to talk, we will talk." After a moment, three figures come around the corner of the building. All three have their hands empty and held out slightly from their sides, clearly unarmed, although they each have swords and other obvious weapons near-to-hand. They come to a stop at the intersection, roughly sixty or seventy feet away.

Although they are are only a step our two apart, they are surprisingly different. The center figure is a female human, wearing scale mail and with her dark brown hair pulled back and tucked into her armor. She stands just short of six feet tall and carries a long sword at her side, a short rod hanging from her belt, and a shield on her back. She is out of the range of Haakon's spell, but he knows an arcane focus when he sees one. Her boots and armor are obviously well-worn and regularly maintained. The humanoid to her right is a male halfling barely half her height, wearing leather armor, two short swords and a bandolier of throwing daggers across his barrel-like chest. His nut-brown skin was almost the same color as his curly brown hair. His cleft lip twisted in an almost leering smile, revealing yellowing and rotten teeth. The figure on the right is a willowy and pallid elf, wearing chain mail with a heavy and well-used mace hanging at his side. A helm covers his head, although his silvery hair and pointed ears are still obvious. An equally obvious necklace hangs outside of his armor, a sprig of belladona on a silver kite shield. A similar motif is worked into the shield on his back, although deep gouges from various blocked attacks have heavily defaced the surface of the full-sized shield.

The central woman take a step forward and says, "If you are living and not one of Drakov's goons, we would parlay with you. You can call me Willa. What brings you to Silbervas?" It is clear this is the same voice that called out before they showed themselves.

Kain notices a faint creaking from the roofs in that direction can notes the tell-tale signs of archers moving into good shooting positions. They are remarkably well hidden and careful in the their movements, but as Kain catches the whiff of potential battle his training and senses come alive in anticipation.

OOC

Spotting the archers moving from observation posts to covering fire spots is the last Kain's Nat 20 will get you. A DC 15 Religion check (DC10 if a Ravenloft native) will recognize the symbol of Ezra, God of the Mists, as the holy symbol being worn by the elf.

 

Edited by Anthr4xus (see edit history)
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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 . . .


Kain moves his shield to his side, and lowers the tip of his sword to the ground. "Greetings Willa, as I stated, my name is Ser Kain Dorset, my linage will need to wait. We are here not because we are from these lands, not all of us, but because an elf named Ardir Haliluea told us it might be safe here with some people he knew. That was of course before he was taken by the mists."

Kain shifts in his armor, making sure he is limber and ready to move as quickly as needed. "I understand the need for caution in these times and with all the constant threats, and I would sheath my sword to parley as chivalry demands, but I really would prefer if your archers you have hidden over there would take it a bit easy. As a knight I refuse to sheath my sword while I am still confronted by a threat to my life, or one of those I protect, as I hope you fellow warriors understand." Kain points up to the area he heard movement with his shield, hoping his companions would take note and be ready of the possible ambush or perhaps be capable of stopping the ambush if it started.

"But alas, I do hope we might continue to be cordial and keep to a bloodless parley, even should it seem we both must keep some weapons out and ready." Kain smiles at Willa, a genuine smile of true happiness, at his first sight of a non-monster in days.

 

 

OOC

Movement: —

Action:   —

Bonus Action: —

Reaction: —

 

 

 

 

 

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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 is instantly suspicious of the party, who had both the ability and intention of hiding from his sight. Honest folk don't hide. Apparently the hypocrisy of this is lost on the cleric, who'd explored more than one roadside bush on their journey here whilst Talons passed. He squints at the symbol on the elf's shield from beneath his grey wollen hood, as if it would become clearer with time. It does not.

He is more interested anyway in the band's intentions, and listens carefully to their reply as Kain waxes lyrical. He's pretty sure he has their measure, whilst gods and land may change, the tells of liars don't.

 

OOC

Action:

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)
Edited by PureChance (see edit history)
Name
Religion
5
1d20+2 3
Insight
30
1d20+1d4+6 20,4
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Willa nodded at Kain's words. "There is wisdom in keeping weapons at the ready. You never know when something might come lurching out at you." When you mention Ardir, there is a momentary shift in the expression of the halfling only to fade into something crestfallen when his loss to the mists is added. Willa makes a quick gesture with one hand and Kain sees the archers hidden on the roofs lower their weapons. They don't go so far as to unnock their bows, but they are not aiming at anyone and their gaze drifts out over the wall to the far tree lines. She says, "It is a shame to hear about Ardir. What do you seek here?"

Karlov could tell that these people were not so much duplicitous as desperate and afraid. These were not actions of people trying to get the jump on anyone, but expecting to be set upon at any moment. He could also read that there was definitely some personal connection felt by the halfling at the news about Ardir. Karlov was fairly confident that there was a close relationship there. He also noticed that Willa also seemed pained at the news, although she hid it masterfullyDC17 Insight to catch this if anyone else cares to try..

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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 . . .


Seeing the archers lower their aim was at least a small comfort. They would not be attacked, at least not yet. Moving his shield once again to a lower position, the tip of Kain's sword touches the ground now, showing a swordsman at rest. "I admit I know little of these lands, mostly what I have been told by some who have basic knowledge. I have seen some undead, and we have seen signs of some "Talons" and though I am familiar with undead I know not of the Talons besides their handiwork with any who choose to oppose them." Kain smiles and shakes his head a bit. "Alas I am explaining myself rather than giving you an answer, I apologize. Years of court upbringing and being taught to talk around the truth or answers.

I see knowledge, and perhaps some safety for those who travel with me, even if just for a short while. I do not expect it will be free, but one of my followers can cook with almost any ingredients, and another can maintain and repair almost any damage to your armor and weapons given time and tools."

Kain looks back to those who are near by; "I can not fully speak for my friends, so I shall let them speak their minds, and ask their questions first... If you will allow us Lady Willa."

 

 

OOC

Movement: —

Action:   Insight

Bonus Action: —

Reaction: —

 

 

 

 

 

Edited by FelixFaust (see edit history)
Name
Insight
5
1d20+2 3
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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 . . .


 

With eager eyes, Haakon shadows Harin, although mindful to stay outdoors. He starts the excursion eager and emboldened, as he does not smell nor see anything laced with witchcraft.

‘We are being watched?’

Haakon chews on an imaginary scenery where they save kidnapping victims and unwilling accomplices, suffocating under the boot of the Talons. This tale of ash and ember, of stone and mortar, takes most of his attention. So much so that Haakon startles and squats down closer to the ground when Kain and Harin's pleas were answered.

He regards the three figures before them, their various races and garbs. He wonders if they are like them, whisked away by the inscrutable mists.

‘They knew the scarred giant. Perhaps not. Or perhaps they've been accosted a long time ago.’ Haakon could not quite put a finger on what makes one a native in these parts. Is anyone truly of these lands?

“Our friend made mention of loved ones. It would be an honor if we could meet them, shake their hand. Perhaps we could honor your funerary rites. Something, anything to pay respects, celebrate his life, his dignity.”

He takes a moment to consider his next words. If the locals are receptive to Kain's requests, perhaps this bargain could be expounded upon.

“This may be a long shot, but by the look of eventide sky, we have time to fortify this place to weather the storm of ichor and gore. Could you tolerate some new willing and able neighbors?”


 

OOC

Movement: —

Action:

Bonus Action: —

Reaction: —

Spellbook

 

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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 silently curses at himself for not spotting the archers, doubting his abilities. He listens to Kain's speech, then Haakon's, before voicing his position. "I led them - well, some of them - here to seek refuge and safety in numbers. I was brought here for those same reasons long ago after I got stuck in this cursed world, and I figured I could help others the same way."

Motioning around, he adds: "Things seem to have changed since I was here. Was all of this the work of the Talon?" The pikes up front are obvious, but he wonders if an undead attack had weakened the settlement prior to the arrival of the Talons.

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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 reads the subtle tells in the woman's stance as he would a child's picture book. Whilst there is an intention to deceive, it is born of desperation and not malice. This Willa - and all her band - are as desperate as the land would make them, posturing as animals to avoid a real fight. They knew this Adir though, and the loss hurts them. Perhaps it was on him they had pinned their hopes, or for him they had endured.

"The Talons poison this land as much as the dead, and when all is mired in sin it is little wonder the world is dragged down too... " he mutters to no-one in particular, continuing louder "we are not here to continue such works".

When Harken speaks of funeral rites he feels obliged to chime in. "If Adir is dead within those mists, his soul has been entrusted to the mercy of Kelemvor, and perhaps he is luckier for it than the rest of us to know peace - even if his body does not," he shares, louder for the benefit of Willa nd the halfling, as well as the wizard.

 

OOC

Action:

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)
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