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Act 1 - Entering the dead lands


paladinred

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Baran

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"I can work with locks and basic traps" Baran replies to the female goblin. He studies the map to memorize the location vault. He was ready to go.

 

 

HP 46/46 AC22 TAC15 FAC17 F+9 R+7 W+8 Init+8 Per+11 J2/2 Bane 8/8 Bow+10(+8/+8) 2d6+3 Spell+9 Ghost 5/5

Actions

 

Stat Block

Character sheet

Skills

+13 stealth; +11perc, sense motive; +10 disable device; +9ride; +8survive, id monsters(except local), heal;+7climb, ling; +6swim, surv, sense motive

+5 know arcana, dungeon,planes, religion, nature, id monsters local;+2 social skills

 

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Nyll

36e00a4c7f905478e0fd805fbabc79fa.jpg.4be518a89f917de0ea5400f03b7242e9.jpgNyll  HP: 39/39   Saves: Fort 5, Ref 12, Will 6  AC: 21, 17(touch), 16 (flat-footed) Initiative: 5
Speed: 30', Climb 10', Acrobatics +14, DD +16, Perception +20, Stealth +25
Spellbook


Nyll offers up another tidbit. "I gots the knack for wand use, gimmie a day, and I can use it as if it were natural to me."

"Never ran into an otyugh, ya, I think I rather not find out either." she adds. Her hands on her hips at this point, she walks around the map, then says, "No better time than now to get movin I guess."

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Tanith Camarilla

HP 32/32 AC 13/17/21 Init 3 Fort 3 Ref 5 Will 7-10

Female Neutral Elf  Wizard (Conjurer and Chronomancer) Level 6

Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3   
 

[Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2)
[Ranged] Quarterstaff of Entwined Serpents 2 magic missiles
 

Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12

Shift 10/10 Swift Action Dimension Door 15'

Temporal Pool 8/8

* Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save]

* Rewind [Immediate after failed spell, 1/2 spell level - Keep spell]

Wand of Shield [50/50] +4 to AC

Wand of Hide from Undead [50/50] Mindless Undead get no save

Wand of Sure Casting [50/50] reduce opponent's SR by 5

Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message

1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile, Ears of the City.

2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible.

3rd Halt Undead, Haste, Resist Energy (Communal), Sleet Storm

Condition None 

"My my.. you are a wealth of pleasant surprises." purrs Tanith, thinking not for the first time that some goblins were veritable diamonds in the rough, when Nyll informs her of her wand use ability. "Well, I'm ready to go, and I don't think I'm alone in that respect. So, anyone have any more questions?", she asks, while picking up the map and putting it into a pouch.

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Rand| AC 19 | Ini: 4 | BAB +6/+1 | Hit Points: 58/58 | Size: Medium | Speed: 20 ft |
Touch: +10 | FF: +19 | Fort: +12 | Ref: +7 | Will: +10 | CMD: 18


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"Same here, I mean as ready to go goes, I'm afraid I had no pleasant surprises." He prepares to move and adds as an afterthought "I both fought and met an otyughs a few times and as most aberrations they make little sense to us mammals. But no matter how much you don't want to, in sewers perk up your noses. Smell is how they communicate. I'm fortunate not to know the entire dictionary but I do know a few that might save your life. The first one, aside from being maybe only one undisputably not horrid and easily recognizable since it is not something you smell in sewers, especially in sewers located in abandoned desert cities is the smell of fresh flowers. Usually secreted by otyugh with an offspring, or about to have one. It means "Stay away".

"Now depending on how much communication you wanna have with the thingie, as with most aberrations it is not inherently evil. "Sour Apples" means "I am hungry, got food?" Which could be the last smell before tentacles grab you and start dragging you toward what could only be described as a whirlpool of teeth or a polite invitation for you to take number 2 so it can have a snack."

"The last two I know are: "Smell of old wine" which means "I am hurt and need help." There is a twitch at Rand's upper lip but his voice remains steady "Kinda sad one since most of those drawn to it will kill the poor thing that is already defenseless for a laugh. The last one is a smell, rather stink, of rotten fish. It means "Danger is here." or "Danger is near." I was never sure which one, either because that is basically the same for them to have more than one smell or I should spend more time in their polite society."

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%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894166%5D%5BB%5D%5BSIZE%3D%2B1%5DRand%20Wolfheart%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CG%20Aasimar%20Paladin%20of%20Freedom%2C%20%5BB%5DLevel%5B%2FB%5D%206%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2058%2F58%2C%20%5BB%5DSpeed%5B%2FB%5D%2020%20ft.%0A%5BB%5DAC%5B%2FB%5D%2019%2C%20%5BB%5DTouch%5B%2FB%5D%2010%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2019%2C%20%5BB%5DCMD%5B%2Fb%5D%2018%2C%20%5BB%5DFort%5B%2FB%5D%2012%2C%20%5BB%5DRef%5B%2FB%5D%207%2C%20%5BB%5DWill%5B%2FB%5D%2010%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B8%2F%2B3%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%20%2B6%2F%2B1%20%20%20%0A%5BB%5DKeen%20Greatsword%2B1%20%5B%2FB%5D%20%2B10%2F%2B5%20(2d6%2B3%2C%2017-20%2Fx2)%0A%5BB%5D%20%20Longsword%20%5B%2FB%5D%20%2B9%2F%2B4%20(1d8%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Dagger%20%5B%2FB%5D%20%2B8%2F%2B3%20(1d4%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Mithral%20%20Agile%20Half-Plate%5B%2FB%5D%2C%20%5BB%5D%20%20Amulet%20of%20Natural%20Armor%2B1%2C%5B%2FB%5D%20(%2B8%20Armor%2C%20%2B1%20Natural)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2014%2C%20Dex%2010%2C%20Con%2016%2C%20Int%2012%2C%20Wis%2012%2C%20Cha%2016%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Rand Wolfheart
Male CG Aasimar Paladin of Freedom, Level 6, Init 4, HP 58/58, Speed 20 ft.
AC 19, Touch 10, Flat-footed 19, CMD 18, Fort 12, Ref 7, Will 10, CMB +8/+3, Base Attack Bonus +6/+1
Keen Greatsword+1 +10/+5 (2d6+3, 17-20/x2)
Longsword +9/+4 (1d8+2, 19-20/x2)
Dagger +8/+3 (1d4+2, 19-20/x2)
Mithral Agile Half-Plate, Amulet of Natural Armor+1, (+8 Armor, +1 Natural)
Abilities Str 14, Dex 10, Con 16, Int 12, Wis 12, Cha 16
Condition None

 

 

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

 

Spells:

Lvl 1(2 slots DC 14):

 

 

OOC:


 

 

 

 

 

 


 

Edited by Grudge (see edit history)
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The party grab their gear and moves out, the gate is opened and the party pass into the Dead Lands. The landscape is as barren as could be, nothing, not even a blade of grass grew. The trail was clear in the dead land, years of travel had made the trail sink a little so it stood out easily enough.

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The day was bright enough and the sound from the town soon died and nothing else could be heard, the silence was eerie. As the party moved into the land further they could see the haze which was just visible, nothing moved, not even the air. After a few hours, the curtain wall was no longer visible and you got the sense of feeling alone. A farmhouse came into view and it was still possible to see the fields spread out around it, the crops were long gone and a few dead bodies could be seen dotted around the fields. A screech was suddenly heard from overhead some distance away, a flying demon could be seen circling something off in the distance.

 

A dried up stream could be seen cutting the road up ahead with a sign still giving directions, Packington 3mls, Nortonia 35mls and Razington 4mls the sign says. Once on the bridge, you could see the villages off in the distance. Just over the bridge was another sign, Hell 35mls, it said. A poignant reminder that the city was indeed in hell, a little further and Mizzi announced "it will be getting dark soon. We will need to find an old farm or similar building to rest up in" she said a little too loudly.

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Nyll

36e00a4c7f905478e0fd805fbabc79fa.jpg.4be518a89f917de0ea5400f03b7242e9.jpgNyll  HP: 39/39   Saves: Fort 5, Ref 12, Will 6  AC: 21, 17(touch), 16 (flat-footed) Initiative: 5
Speed: 30', Climb 10', Acrobatics +14, DD +16, Perception +20, Stealth +25
Spellbook


Nyll takes the lead and begins searching for a habitat that the group can use that would be secure for the time being. She heads out about 30' in front of the party, making sure that she is still visible through this haze.

Name
Steath
32
1d20+25 7
Perception
29
1d20+20 9
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Tanith Camarilla

HP 32/32 AC 13/17/21 Init 3 Fort 3 Ref 5 Will 7-10

Female Neutral Elf  Wizard (Conjurer and Chronomancer) Level 6

Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3   
 

[Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2)
[Ranged] Quarterstaff of Entwined Serpents 2 magic missiles
 

Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12

Shift 10/10 Swift Action Dimension Door 15'

Temporal Pool 8/8

* Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save]

* Rewind [Immediate after failed spell, 1/2 spell level - Keep spell]

Wand of Shield [50/50] +4 to AC

Wand of Hide from Undead [50/50] Mindless Undead get no save

Wand of Sure Casting [50/50] reduce opponent's SR by 5

Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message

1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile, Ears of the City.

2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible.

3rd Halt Undead, Haste, Resist Energy (Communal), Sleet Storm

Condition None 

Tanith had known what to expect, but finds that to expect something and see it with your own eyes, were two entirely different things.. "The word desolation describes the laying waste to a land and the abandonment of that land to a terrible fate. I consider myself to be a soldier of fortune but seeing a land formerly rich and abundant reduced to this leaves me seething with anger.", she murmurs, looking and sounding calm and collected. "I'm seething.", she adds in slow calm perfectly enunciated syllables.. "I know I don't look it, but trust me I really want to kill something over this."

From the middle of the column she finds herself continually looking around. "There is no cover here from anything or anyone and so any shelter is almost certainly occupied.

Even so, she continues trudging forward in the same direction as everyone else, seeing as there was no other choice. She looks back at Rand bringing up the rear, not loud, but not quiet either.

Edited by Starhawk (see edit history)
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Baran

image.png.a1b112289160e0a56608b65ead80e785.pngThe desolation no longer bothered Baran - he had already seen too much of it. He was more worried about living dead and the demons. Quietly he moved along with his bow at the ready.

"The dead don't rest, and neither do demons. We shouldn't find them taking shelter." he adds to Tanith comment.

Then he further explains "However, a barn or a storage shed would be better than an abandoned house. Massacred cows or rusty tools don't come back as ghosts. " As they walk along, he will keep an eye out for shelter.

 

 

 

HP 46/46 AC22 TAC15 FAC17 F+9 R+7 W+8 Init+8 Per+11 J2/2 Bane 8/8 Bow+10(+8/+8) 2d6+3 Spell+9 Ghost 5/5

Actions

 

Stat Block

Character sheet

Skills

+13 stealth; +11perc, sense motive; +10 disable device; +9ride; +8survive, id monsters(except local), heal;+7climb, ling; +6swim, surv, sense motive

+5 know arcana, dungeon,planes, religion, nature, id monsters local;+2 social skills

 

Edited by Rakle (see edit history)
Name
survival, perception
21; 30
1d20+8;1d20+11 [13]; [13,19]
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Tanith Camarilla

HP 32/32 AC 13/17/21 Init 3 Fort 3 Ref 5 Will 7-10

Female Neutral Elf  Wizard (Conjurer and Chronomancer) Level 6

Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3   
 

[Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2)
[Ranged] Quarterstaff of Entwined Serpents 2 magic missiles
 

Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12

Shift 10/10 Swift Action Dimension Door 15'

Temporal Pool 8/8

* Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save]

* Rewind [Immediate after failed spell, 1/2 spell level - Keep spell]

Wand of Shield [50/50] +4 to AC

Wand of Hide from Undead [50/50] Mindless Undead get no save

Wand of Sure Casting [50/50] reduce opponent's SR by 5

Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message

1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile, Ears of the City.

2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible.

3rd Halt Undead, Haste, Resist Energy (Communal), Sleet Storm

Condition None 

Tanith nods at this.. "Desolate places are rarely as desolate as they appear, so I'd not rule out encountering 'something'.", she replies, slightly irritated by what she sees as Baran's unfeeling stoicism, and apparently unwilling to give ground on the idea that shelters in a barren plain could pose a danger, while not mentioning that haunts are the dead that exist in shelters. "I do hope if that's the case, it's at the very least corporeal, though I could contribute to the defeat of a ghost."

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George.jpg.17210a86b48f21cfd728ce8045c9b7ce.jpg

George walks around largely in his own head. This was once beautiful land, cultivated and worked by his family and many others. To see it this desolate is a painful reminder of the failures of leadership and the terrors of the undead and fiends. As he goes he keeps an eye peeled, standing close to the front of the main party, both keeping Nyll in view and checking to see if anything gets too close. To Tanith, "No worries, we'll get plenty to kill, Unfortunately, this land won't be healed by more death if it can ever be healed at all." Periodically, when the party rests, George will pull a goblet out along with a couple of seeds and try planting and watering them. Not very hopeful for success but the land won't regrow without at least a little bit of help.

 

George is almost surprised when Mizzi pipes up, pulling him out of his musings, it seems especially loud with the absolute silence of their terrain. He nods along with Tanith and Baran and when he speaks it's quieter than it usually would be "Any shelter is probably fine, whether it be haunts, scavengers or ambushers I suspect there to be trouble around any corner we look out here". In response to the continued talk of ghosts, he says a bit louder "In my experience my old pitchfork can find purchase in just about anything, corporeality be damned". He swings his pitchfork about a bit as if showing it, and his prowess, off.

Stats

%5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2896187%5D%5BB%5D%5BSIZE%3D%2B1%5DGeorg%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20LG%20Human%20Brawler(Hinyasi%2FSteel-Breaker)%2C%20%5BB%5DLevel%5B%2FB%5D%206%2C%20%5BB%5DInit%5B%2FB%5D%203%2C%20%5BB%5DHP%5B%2FB%5D%2058%2F58%2C%20%5BB%5DSpeed%5B%2FB%5D%20%20%0A%5BB%5DAC%5B%2FB%5D%2021%2C%20%5BB%5DTouch%5B%2FB%5D%2015%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2017%2C%20%5BB%5DCMD%5B%2Fb%5D%2024%2C%20%5BB%5DFort%5B%2FB%5D%209%2C%20%5BB%5DRef%5B%2FB%5D%208%2C%20%5BB%5DWill%5B%2FB%5D%207%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B11%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%206%20%20%20%0A%5BB%5D%20%20Too%20Rusty%20(Pitchfork)%20(5s%3F)%20%5B%2FB%5D%2015%20(1d8%2B6%2C%20%20)%0A%5BB%5D%20%20Safety%20in%20Reach%20(10'%20pole)%20(5s)%20%5B%2FB%5D%2015%20(1d8%2B6%2C%20%20)%0A%5BB%5D%20%20Leather%20Lamellar%20Armor%20%2B1%20(1060)%5B%2FB%5D%20(%2B5%20Armor%2C%20%2B2%20Dex%2C%20%2B1%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2016%2C%20Dex%2014%2C%20Con%2016%2C%20Int%2010%2C%20Wis%2014%2C%20Cha%208%0A%5BB%5DCondition%5B%2FB%5D%20None%20
Georg
Male LG Human Brawler(Hinyasi/Steel-Breaker), Level 6, Init 3, HP 58/58, Speed
AC 21, Touch 15, Flat-footed 17, CMD 24, Fort 9, Ref 8, Will 7, CMB +11, Base Attack Bonus 6
Too Rusty (Pitchfork) (5s?) 15 (1d8+6, )
Safety in Reach (10' pole) (5s) 15 (1d8+6, )
Leather Lamellar Armor +1 (1060) (+5 Armor, +2 Dex, +1 Natural, +1 Deflect)
Abilities Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8
Condition None

 

 

 

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HP: 51/51

"The living scare me all the time the dead rarely do.... To be clear I'm not just being coy, I'm much less eager to fight the forces of the walking dead then I am my.... distant relatives." She hadn't thought of were she would be in the groups order. Looking at her shield, the armor of the others. She knew she was sturdy more so then many warriors she had worked with if not able to hold against them with a weapon.

 

Edited by DecoyGirl (see edit history)
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Baran

image.png.a1b112289160e0a56608b65ead80e785.png"I can call upon Pharasma's power to fight ghostly undead for a few moments at time." he explains "That's good for one or two of them per day."

"Closing the portal is the only chance to heal this land. Early on, we - we being Pharasma's faithful - marched out to fight the undead horde. Very few of us returned from that failed campaign. "

 

 

HP 46/46 AC22 TAC15 FAC17 F+9 R+7 W+8 Init+8 Per+11 J2/2 Bane 8/8 Bow+10(+8/+8) 2d6+3 Spell+9 Ghost 5/5

Actions

 

Stat Block

Character sheet

Skills

+13 stealth; +11perc, sense motive; +10 disable device; +9ride; +8survive, id monsters(except local), heal;+7climb, ling; +6swim, surv, sense motive

+5 know arcana, dungeon,planes, religion, nature, id monsters local;+2 social skills

 

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Rand| AC 19 | Ini: 4 | BAB +6/+1 | Hit Points: 58/58 | Size: Medium | Speed: 20 ft |
Touch: +10 | FF: +19 | Fort: +12 | Ref: +7 | Will: +10 | CMD: 18


https://i.pinimg.com/564x/d5/fb/c4/d5fbc471b82f141bb84a9f44f0509f32.jpg

Rand somehow sounded exactly as imagined, totally noisy enough that you'd have to be deaf not to notice sounds he was making but his movement somehow blended into the overall picture and sounds of despair around them that there was a decent chance Death Knight would ride on the other side of the wall and just mistook it for regular sounds of despair.

He was less chipper than usual but that's not to say he wasn't chipper at all as soon as they passed bridge he was looking for something just to barely contain the squeak like a 13-year-old seeming whatevwh Prince was trendy that season and rushed lightly off the road starting to overtake them, now the noise was definitely in worrisome level, but as fast as his outburst blew up it simmered down. With Rand standing some 10 feet from a 30x60 ft pond of mud who knows how deep. Well, Rand might, consider how he apparently deeply cared for it, shoving his greatsword into the ground he drank deeply from the waterskin that from even 10 feet away smelled nothing as the water, and poured a good portion into the questionable pond.

He returns the waterskin to his back, on a sword. As an only explanation, he said "Here, the second to last attempt of retaking this cursed land was finally broken completely, the battle was lost hours before but Koradin Undying, Paladin of Torag started the crusade when he forged the Trueflame and he was still alive with maybe 12 his most ardent groupies and about 20 us others who figured that the best bet would be cutting the loses and at least preserving who's left by blowing up the bridge and retreating to town. But the Darf is gonna Dwarf. Here where is the pond, was the main building? They say on the bottom in the center is still Trueflame wrapped in one true piece of Jubilex The Faceless Lord still in struggle, even with their masters on other planes. But that part was just the story by Jorah The Silverfux and Gnome bards tend to be unreliable narrators. I was out of it on account of being gently whacked by a 6-foot flanged mace wielded by 3 headed monstrosity, Jorah saved 6 of us who survived by pulling out a frog statue the size of a chess piece and calling its true name making it grow to a size of a house.

First, it spat all of its stomach acids destroying a house and making a relatively empty space for us, then swallowed 5 of us Jorah hopped on its back and it was in front of the town in 5 jumps where it regurgitated us. It still wasn't this bad back then." He points toward some spiky bushes "There were ripe black olives right there, smelled like an uptown bakery 24/7." Somehow there was still cheeriness in his booming voice, but mixed with melancholy. "Then we still thought we could make things normal in one strong blow. The last campaign showed us differently. Center where I was, never pushed past that bridge, and getting reamed by Devils or Demons was bad enough, but having your rear discussing finer points of greasing the cauldron with the one while the second one shaving your head so the hair doesn't stick to the blade is entirely different kind of defeat. Sinking feeling" "Oh this is theirs now and we're trespassing." Rand returns the sword to his back "It took me eight days to return this time on my lonesome, there were no coordinated retreats in the 20s to 50s this time, just a trickle of living ghosts that lasted for a month, coming in ones and twos, rarely threes."

Rand stumbles back to the back of the column "Never thought I'd be coming back here again. But before I started talking about baked goods there was some point to it, gimme a second...Ah, yes. There is a reason Mizzi is with us. Likely experience in excursions like this, and well she managed to return so far, Albeit I'd wonder for a need to say it so loud" he glances at their guide. "But the other question would be for our spellcasters, neither of you has at least the Rope Trick prepared? Not like I'm greedy and ask for Tiny Hut."

 

Tools of The Trade

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Rand Wolfheart
Male CG Aasimar Paladin of Freedom, Level 6, Init 4, HP 58/58, Speed 20 ft.
AC 19, Touch 10, Flat-footed 19, CMD 18, Fort 12, Ref 7, Will 10, CMB +8/+3, Base Attack Bonus +6/+1
Keen Greatsword+1 +10/+5 (2d6+3, 17-20/x2)
Longsword +9/+4 (1d8+2, 19-20/x2)
Dagger +8/+3 (1d4+2, 19-20/x2)
Mithral Agile Half-Plate, Amulet of Natural Armor+1, (+8 Armor, +1 Natural)
Abilities Str 14, Dex 10, Con 16, Int 12, Wis 12, Cha 16
Condition None

 

 

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

 

Spells:

Lvl 1(2 slots DC 14):

 

 

OOC:


 

 

 

 

 

 


 

Edited by Grudge (see edit history)
Name
Sense Motive (how trustworthy Mizzi is)
31
1d20+11 20
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Yuki

SpheresYuki.png.607f4f156adade97a8248471538a021d.pngYuki blinks at the sudden question, having only been paying partial attention to the conversations around her. "I think I've heard of that spell, Rope Trick, but when I asked about it once before, Daisuke told me it wasn't something a Witch could learn." The cat in question meows in affirmation from within the safety of his carrier.

Current Condition

HP: 34/34
Mage Armor Active

Statblock

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Yuki Shimada
Female NG Human Witch (Winter Witch/Winter Witch) 5/Winter Witch 1, Level 6, Init 1, HP 34/34, Speed 30 ft.
AC 14, Touch 10, Flat-footed 14, CMD 11, Fort 3, Ref 3, Will 6, CMB +1, Base Attack Bonus 2
Ray of Frost +3 (1d3, x2)
Mage Armor (+4 Armor)
Abilities Str 8, Dex 13, Con 12, Int 21, Wis 10, Cha 10
Condition None

 

Edited by Faeryl_ (see edit history)
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Tanith Camarilla

HP 32/32 AC 13/17/21 Init 3 Fort 3 Ref 5 Will 7-10

Female Neutral Elf  Wizard (Conjurer and Chronomancer) Level 6

Init 3 HP 32/32 Speed 30' AC 13/17/21 Touch 13 F-F 10 CMD 15 Fort 3 Ref 5 Will 7 (+1 vs demon effects) (+2 vs enchantment spells and effects) CMB +2 BAB 3   
 

[Melee] Quarterstaff of Entwined Serpents +3 (1d6, 19-20/x2)
[Ranged] Quarterstaff of Entwined Serpents 2 magic missiles
 

Str 8 Dex 16 Con 12 Int 22 Wis 12 Cha 12

Shift 10/10 Swift Action Dimension Door 15'

Temporal Pool 8/8

* Forewarned [1pt: Add 1d4 to Initiative][2pts: Immediate Add 1d4 to Save]

* Rewind [Immediate after failed spell, 1/2 spell level - Keep spell]

Wand of Shield [50/50] +4 to AC

Wand of Hide from Undead [50/50] Mindless Undead get no save

Wand of Sure Casting [50/50] reduce opponent's SR by 5

Cantrips Dancing Lights, Detect Fiendish Presence, Detect Magic, Message

1st Obscuring Mist, Mage Armor, Grease, Ray of Enfeeblement, Protection from Evil, Endure Elements, Feather Fall, Magic Missile, Ears of the City.

2nd Glitterdust, Web, Summon Swarm, Protection from Evil (communal), Blindness/Deafness, See Invisible.

3rd Halt Undead, Haste, Resist Energy (Communal), Sleet Storm

Condition None 

Tanith smiles grimly.. "I know of the spell, but don't have the spell. I do combat assistance and combat protection, not much left over for utility.", she murmurs quietly.

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