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Chapter 2: In a town like this...


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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 listens intently, although he does not cease his soft playing. 'Ardir, what would you have us do?'

 

 

 

 

OOC

Movement: —

Action: —

Bonus Action: —

Reaction: —

 

 

Name
Insight Check for Willa
14
1d20+4 10
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Posted (edited)

To Willa's apparently surprise the halfling takes a step forward and says, "Some of his people are still here, but none of his family." The armored elf chuckles darkly and says, "Little of anyone's families left. I..." he was interrupted by a short triple note whistle from the rooftops. Willa's eyes go wide and the Halfling attempts to dive into stealthy cover, although his concern for the others in his group seems to significantly undercut his initial movement.

Willa quickly pulls herself together and urgently says, "The dead approach, we should seek shelter deeper in. Please come with us." Without actually waiting to see your response the three of them turn and start walking quickly back the way they came. Kain notices the archers he spotted earlier are similarly pulling back from their positions.

Harin has kept his eyes on Willa, studying her closely. Her panic and concern seems genuine and her approach seems to be what one might expect of the "face" of a group of hardened survivors in a city lacking their best defenses against the undead.

Edited by Anthr4xus (see edit history)
Name
Halfling Stealth
9
1d20+6 3
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image.png.1d0b1c58164b102bb023c54ef2fa2916.png

Kain Dorset

Noble Knight


AC: 19 (Chain & Shield) | HP: 26/26 (2d10+6) | 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 whistles a bird song like sound, and it is returned in a moment. Amelia, Elora and Mia all move into view from behind the group. Kain quickly motions for his friends and followers to follow Willa and the others, making sure he will be the rear guard for them all. A knights duty is to his people... Even if they aren't my underlings, they are my friends, and my people. Kain raises his blade and shield in a defensive position, ready to move when the others have, or at any threat that will catch up.

 

 

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)


 

At the mention of undead, Karpov's head whips round with surprising speed, mouth set in grim line as he scanned the mists for the abominations. The knight quickly draws sword, and Karlov nods in approval at his eagerness to strike down the threat. "We can trust them," he shares curtly, "they are wary and desperate, not duplicitous - yet. I doubt it is an ambush over a true threat." What would happen when supplies ran low was another matter - nothing like hardship to see a persons true colours. Still watching the edge of the village, Karlov began to slowly walk backward, shield held ready. "If too many approach, I shall invoke Kelemvor's will to Turn them, as able. I do not know what this foul place will do to the magic though."

 

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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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 . . .


 

The halfling's response was dreadful but not surprising. The mists have taken much. He hopes the dead can find their rest, or that he could give it to them. On the bright side, he might get to know their final rites. Haakon would like to offer a somber moment of silence, but before he can, their circumstances make a turn for the worse. 

A call-and-response ring between the locals. For a moment, Haakon is lost and confounded. But soon, he starts feeling the twinge of realization. The dead draw closer. There is an itch at the back of his head that is eager to learn about their number.

It is better to be safe than sorry. This makeshift alliance must do.

He doubles check how his lantern is fastened to his belt, and how his pack sits on his body. Although it is punishing to his knees, Haakon lowers his stance into a hunter's prowl, wordlessly following the resident trio while sidling up with Harin and Falken.

He takes Karlov's word to take the locals' word. The stern figure seems to know how to read people, and he radiates an air that reminds him of a colleague from the land where rules are paramount. He sounds like the kind of person who would wield a donkey's jawbone as a cudgel and still smite the adversary.


 

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 lowers his head and sighs in exasperation, his right hand rubbing his face. "I'm sorry...", he whispers. "I said I'd bring you to safety, but this is not what I said it would be."

He grabs his bow, takes a deep breath, and follows their hosts.

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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)


 

"Hah," Karlov barks darkly, "this whole land is rotten. There's no safety to be had in the plane." For someone new the Falkovnia, he seems to have picked up the local vibe remarkably quickly. Perhaps it's his personality, or perhaps he has learned quickly from their journey here. "Not until all is purified - man and beast whole - will the earth follow."

 

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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<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 looks at Karlov, and offers a friendly smile to the comforting reply. He taps on the priest's shoulder. "Thank you, my friend!"

Apparently re-invigorated, the hunter picks up the pace. He asks Willa: "What are your defensive positions? How much time do we have?"

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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

Taking a look around, she saw some options, but the city was so haggard it would be questionable "At least we need to block the gates."


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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Willa snorts at the suggestion of blocking the gates. "The only way to do that would be to knock down a building or two and shift the stones, but we don't have the manpower to do that while still providing adequate response to threats. I don't know how much time we have, but they wouldn't have called a warning if we had more than a few minutes. Perhaps the Talons' work will slow them down, who knows?"

The unintroduced elf in armor nods in agreement with Karlov's statements. Willa leads the way through a couple of similar looking streets, although the buildings get progressively less fully ransacked and destroyed as you are lead away from the wall and deeper into the city. You are joined by half a dozen archers as you move away from the gate. After a few minutes, you are lead into an old and run-down bar that may actually not be any worse off now that it was before the dead walked. Willa stepped behind the bar and raised a trapdoor in the floor. She disappears below, followed by the elf and the archers. The halfling perches on the bar and nods at the group. "Head on down, I'll lock up and follow."

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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 ceases playing at the alarm and follows the survivors and his companions, new and old, in silence. The undead oppress Harin's very soul. What room is there for poetry and music in a world such as this?

 

 

 

 

OOC

Movement: —

Action: —

Bonus Action: —

Reaction: —

 

 

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image.png.1d0b1c58164b102bb023c54ef2fa2916.png

Kain Dorset

Noble Knight


AC: 19 (Chain & Shield) | HP: 26/26 (2d10+6) | 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 . . .


Upon moving into the tavern Kain moves to the side, once again allowing the others to move on down first. He keeps his sword drawn, but pointed at the floor in case the undead come upon them faster than expected. Once the last of his new friends makes their way to the stairs he will follow.

 

 

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)


 

As they step into the darkened tavern, wooden floor creaking under their passage a hot prickle begins to grow at the name of Karlov's neck. Despite the cold mist that besets them, he finds a sweat upon his brow. As Willa lifts the trapdoor his throat tightens, and the dour priest visibly flinches as she speaks of locking up. "No," he stammers - a quaver in his conviction for the first time since arriving - "No I will await them here. This building seems sturdy enough." He bangs a fist against the bar, which shakes an alarming amount, dust gently drifting downward with a musty scent. "Surely this is as defensible as the cellar. I can bathe more of them in Kelemvor's grace from here," he scrambles between justifications.

 

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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The halfling gives Karlov an odd look and says, "The cellar is just the next gate. There's no telling what all or how many are heading this way." As if to emphasize his words, distant moans could be heard for the first time. He pulls the door of the tavern closed and throws the bolt. "Willa will lead you down to the Haven. It's not here and this is the best way to get to it. Move along, man." He glances to Kain, as if imploring the knight to talk sense to his companion.

Down in the cellar, Willa unlocked a gate and she and the elf have pulled open the heavy rusty grate. A brick lined corridor, only six feet in height or so stretched away into the distance. Small points of dim light are set into the brick every 20 feet or so, providing just a strong enough illumination to see where you are putting your feet. The archers lead the way into the brick corridor. Willa says, "Follow Myk and the rest, there are only a couple of turns. We're right behind."

Edited by Anthr4xus (see edit history)
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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 . . .


 

"Braver man than I," the rogue mumbles, "but more ridiculous too." Then, much louder so the other can hear- "Come on, Karlov- you'll do none of us any good if you're overrun. Save your God's graces for when they're sure to be effective."

He follows behind the rest down into the cellar then- he has no issue with running away from trouble, after all. Once belowground, he feels a bit more... at home, for lack of a better word. Though, admittedly, he has to slouch a bit more than he'd like to not smack his head into the top of the corridor.

 

OOC

OOC

Movement: —

Action: —

Bonus Action: —

Reaction: —

 

 

Stealth1d20+5 8 13

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