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Act 3: A Matter of Faith


bwatford

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Yuh-ool, "River" - Human (Naasitaq) Druidspacer.png


AC: 13 | HP: 10/10 | Initiative: +2 | Passive Perception: 15 | Spell Slots: 1st 2/2


River eyed Slither and Zerik shimmying up the side of a neighboring building and settling up on the roof. She briefly considered joining them, but she didn't feel like joining them up there. River tried to figure out why she felt that way, but she couldn't pinpoint why - maybe she'd feel vulnerable up there?

With an hour left to the meeting, she cast the ritual spell that allowed her to speak with animals, then went about bribing a rat that knew of a way to get into the warehouse and to check if there's any two-leggers or other activity inside.

After relaying to the others what she heard from the animals, River moved to the west side of the northern building, and deciding on a distance that's not too far nor too close, plopped down on the sidewalk. She sat and pulled out a wooden bowl from her pack, put it in front of her, then threw a couple copper pieces inside. Then she slouched, and pretended to doze off. She'd seen a number people like this in the streets of Ptolus. Maybe if someone came and bothered her, rather than trying to think of an appropriate spiel, she'd simply answer in her native language. 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: 
Bonus Action: .
Move: 
Manipulate: 

     

 

 

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spacer.pngJack - Half Orc Paladin 1


AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5


Jack followed along with the others, making quite a bit of noise in his chainmail, but he kept his axe back, at least for now, as he wanted to play the role of a polite, sophisticated negotiator, and not some haggard criminal. The Half Orc followed along and waited for someone else to make the first move, but kept close to the party in case they needed his assistance.

 



oll

Main Hand: Greataxe
Off Hand:


Action: Greataxe
Bonus Action:

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

Jack - Half Orc Paladin 1


STATS

Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail)

Passive Perception 10  Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elf, Orc
Background Guild Artisan Feature  Guild Membership

 


WEAPONS

Greataxe +5 attack, 1d12+3 slashing damage

Javelin (range 30/120) +6 attack, 1d6+3 piercing

 


PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields


FEATS 

 


RACIAL FEATURES


  • Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

CLASS FEATURES

Divine Sense

Lay on Hands

Fighting Style:  none yet

 

 

Equipment

General Inventory 

Chainmail  45#
Greataxe  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

Spells

Spell Attack: +5
Spell DC: 13

 

Cantrips

 


 

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Alexandra of Winkelstad - Human Cleric of Life (MW Character Sheet)spacer.png


AC: 18 | HP: 9/9 | HD: 1/1d8 | Initiative: -1 | PP: 13  | DM Inspiration: 1/1


Alexandra had voted to let Jack and Joyce lead the negotiations.

So she changed her mind, and readied her mace on top of her shield; combat was a likely outcome, and she didn't have to stay in the open. As the time of the meeting approached, she hid behind a larger crate, ready to jump to her companions' rescue if needed.



Mechanics

Main Hand: Mace
Off Hand: Shield


Action: 
Bonus Action: 
Move: 
Manipulate:

 
Edited by Leonidas1789 (see edit history)
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Act 3: A Matter of Faith



The long day ended, and shadows grew longer, until all that remained were little pools of light under sporadic street lamps. As the hour drew near, Zerik and Slither witnessed a pair of shadows slinkIng towards the warehouse, using the southern alley, heading for the back door. It was about ten minutes, give or take, before the meeting was to begin. They avoided people, and seemed to know exactly where they were heading. 

Zerik and Slither alerted the others silently, and then they had moments to decide. 

(do you confront the approaching thugs, or allow them to continue?) 

(If you allow them to continue, wait quietly, and read the spoiler below.) 

 

Disregard This If Party Stops the Pair

The party watches quietly as the pair of shadows slide forward to the door to the warehouse. A few quick turns, and the lock quietly opens, the chain removed and stowed on a hook inside the door. 

The thugs enter the warehouse, and close the door partly behind them. It stands slightly ajar. 

 


image.png.2a5a960b9aa817b3325d16e8ff1d78e5.png


Warehouse
Time: 10:20 pm (meeting at 10:30 pm)
Summer - Theoday (Sunday), the 15th day of Growth (July) 721 IA


 

Show Active Maps

Not Currently in Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

River 15 | Zerik 15 | Alexandra 13 | Joyce 11 | Slither 11 | Jack 10

INITIATIVE

Not Currently in Use!!

MECHANICS

Not Currently in Use!!

CONDITIONS

Not Currently in Use!!

DESCRIPTIONS

Not Currently in Use!!

ALEXANDRA OF WINKELSTAD

Hit Points: 9/9
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 40 / 300

JACK

Hit Points: 12/12 * Relentless Endurance
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
Relentless Endurance: 1/1 *L
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 0 / 300

JOYCE LA DÉVOUÉE

Hit Points: 17/17
Hit Dice: 2/2
Hexblade's Curse: 1/1 *S/L
Spell Slots: *S (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 302 / 900

SLITHER

Hit Points: 9/9 (Adv versus disease / Disadv against sleep effects)
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 40 / 300

ZERIK

Hit Points: 19/19 *Drawven Resilience
Hit Dice: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 302 / 900

YUH-OOL, "RIVER", OF THE NAASITAQ

Hit Points: 10/10
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 0 / 300

 

 

Edited by Sweegy One (see edit history)
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Act 3: A Matter of Faith



The pair of thugs approach the rear door to the warehouse withiut incident. One stands watch while the other works the lock. A moment passes while the thug finds 'the right key' (of course), but then the pair slip inside the warehouse, leaving the door slightly ajar. The chains are placed on a hook inside the door. 

Then silence pervades, as the neighborhood appears perched at the edge of its metaphorical seat. 

The sound of an alley cat catching dinner shatters the Illusion a few long moments later. Anyone passing by the warehouse would have no reason to suspect anything is amiss, lest they inspect the rear door in the dark alley. 

Apparently, the thugs are content to await the meeting inside, quietly. Only minutes remain before the appointed hour of meeting, a few grains of sand left to fall from the glass. 

 


image.png.2a5a960b9aa817b3325d16e8ff1d78e5.png


Warehouse
Time: 10:27 pm (meeting at 10:30 pm)
Summer - Theoday (Sunday), the 15th day of Growth (July) 721 IA


 

Show Active Maps

Not Currently in Use!!

Show Bookkeeping

PASSIVE PERCEPTION SCORES

River 15 | Zerik 15 | Alexandra 13 | Joyce 11 | Slither 11 | Jack 10

INITIATIVE

Not Currently in Use!!

MECHANICS

Not Currently in Use!!

CONDITIONS

Not Currently in Use!!

DESCRIPTIONS

Not Currently in Use!!

ALEXANDRA OF WINKELSTAD

Hit Points: 9/9
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 40 / 300

JACK

Hit Points: 12/12 * Relentless Endurance
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
Relentless Endurance: 1/1 *L
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 0 / 300

JOYCE LA DÉVOUÉE

Hit Points: 17/17
Hit Dice: 2/2
Hexblade's Curse: 1/1 *S/L
Spell Slots: *S (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 302 / 900

SLITHER

Hit Points: 9/9 (Adv versus disease / Disadv against sleep effects)
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 40 / 300

ZERIK

Hit Points: 19/19 *Drawven Resilience
Hit Dice: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 302 / 900

YUH-OOL, "RIVER", OF THE NAASITAQ

Hit Points: 10/10
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 0 / 300

 

 

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Yuh-ool, "River" - Human (Naasitaq) Druidspacer.png


AC: 13 | HP: 10/10 | Initiative: +2 | Passive Perception: 15 | Spell Slots: 1st 2/2


Positioned on the building north of the warehouse, River was oblivious to the group that entered the warehouse. It was unclear to others whether River was pretending, or really dosing off with a bowl in front of her in an imitation of a beggar.

In fact, she was wide awake, her ears keen on any noise that broke the silence of the night, but it was difficult to look around without acting out of place. She wasn't bored; she was used to waiting.

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: 
Bonus Action: .
Move: 
Manipulate: 

     

 

 

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Seeing that the thugs appeared to be waiting inside, Zerik nodded to Slither, and slipped down from the rooftop. He shadowed his own way, over to the others. Zerik updated them that their contacts, had arrived. It was time to decide, how to make contact, and decide quickly. This chance might not last long. 

 

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spacer.pngJack - Half Orc Paladin 1


AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5


Jack decided to use his size and demeanor to the party's advantage for the time being.  The large half orc, his chainmail clinking as he walked, made his way to the doors that were partly ajar, and pounded on them, speaking in a loud voice that did not fit the kindly demeanor the others knew from before.

"HELLO?  SECURITY!  We know you're in there.  GET THE HELLS OUT NOW and I'll let you live.  But if you ruin my coffee break, I swear to Gruumsh I'll CHOP OFF YOUR FINGERS, one by ONE!"

 



Roll

Main Hand: Greataxe
Off Hand:


Action: Greataxe
Bonus Action:

Reaction:
Move: movement goes here.
Manipulate: one free object interaction goes here.

 

Character Sheet

Jack - Half Orc Paladin 1


STATS

Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail)

Passive Perception 10  Initiative +0
Vision: 60' darkvision
DM Inspiration Yes
Languages Common, Elf, Orc
Background Guild Artisan Feature  Guild Membership

 


WEAPONS

Greataxe +5 attack, 1d12+3 slashing damage

Javelin (range 30/120) +6 attack, 1d6+3 piercing

 


PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5
Weapons All weapons
Armor Light, medium, shields


FEATS 

 


RACIAL FEATURES


  • Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

CLASS FEATURES

Divine Sense

Lay on Hands

Fighting Style:  none yet

 

 

Equipment

General Inventory 

Chainmail  45#
Greataxe  6#

Travelers clothes 4#
Backpack 5#
Bedroll 7#
Mess Kit 1#
Rations x10 20#
Waterskin 5#
Crowbar 5#
Pitons 2#
50' silk rope 5#

 

Scrolls


Coin Purse  
Platinum: 0
Gold: 15
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x 16 STR)

Current Weight: 106 (unencumbered)

Spells

Spell Attack: +5
Spell DC: 13

 

Cantrips

 


 

Name
Intimidation
20
1d20+5 15
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Yuh-ool, "River" - Human (Naasitaq) Druidspacer.png


AC: 13 | HP: 10/10 | Initiative: +2 | Passive Perception: 15 | Spell Slots: 1st 2/2


River raised an eyebrow at Jacks threat, amused. She wasn't sure if he was completely serious, but it sounded threatening alright. 

While Jack and the others stood ready staring at the door and waiting for the thugs to appear, River hung back at the rear of the group, positioned to watch the night street in both directions, as well as the rooftops for any that might lurk in the shadows. She didn't think that the thugs had brought more, but one could never be too sure. 

She took a glance back at the others and said, "Cover the other side as well, so they can't escape even if they slip through Jack." 


Mechanics

Main Hand: Wooden Staff
Off Hand: Shield


Action: 
Bonus Action: .
Move: 
Manipulate: 

     

 

 

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Alexandra of Winkelstad - Human Cleric of Life (MW Character Sheet)spacer.png


AC: 18 | HP: 9/9 | HD: 1/1d8 | Initiative: -1 | PP: 13  | DM Inspiration: 1/1


Alexandra had never been very smart or quick. So when River gave her instructions and she failed to understand them, she became confused and distressed at the idea of being unable to contribute. Worse still, the group would end up wasting valuable time if she asked...

But she decided to ask anyway.

"What do you mean?" she whispered. "Which side should I cover? And how could they slip through Jack if they go through the other side?"

Questions, questions. At any rate, the priestess had her mace and shield ready, should the thieves decide to come her way.



Mechanics

Main Hand: Mace
Off Hand: Shield


Action: 
Bonus Action: 
Move: 
Manipulate:

 

 

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River gets a report back, simple but effective. Whispering and murmering, tiny voices, incomprehensible to most. All seems quiet for the moment around the building. The rodents who make their homes here; noticed the party and noticed the thugs arrival; but no other trespassers appear nearby. They obviously have no idea when the next hulking stomping shouting clutzy Humanoid will come storming into their little world, but for the moment, they seem confident, that it's only the two thugs inside the warehouse.  

Time may be of the essence, as there is no way to know how long the thugs will wait. 

Front and rear, with the two exits covered, Jack's words call out. An open challenge to the thugs. 

Silence meets the initial threat. 

 

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Slither - Harrow Elf Artificer


AC: 15 | HP: 9/9 | Initiative: +3 | Passive Perception: 12 | Spell Slots: 1st 2/2 | Imbued Items: 0/3spacer.png


When Jack started pounding on the door Slither began rummaging through his backpack and after a bit of searching pulled out a sponge that seemed to be soaked in some oily substance. The Harrow Elf began squeezing the sponge and grease came pouring out, even after a dozen firm squeezes. It wasn't long until the floor around the small rear entrance was coated in a layer of grease, a nasty surprise if the thugs decided to scurry out the rear entrance.

With his preparations done Slither and Zerik found themselves a simple hiding place overlooking the back door, ready to ambush the thugs if they came running out. All they could do now was to wait and see if the thugs would flee or if they would face Jack at the front of the warehouse.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Cast Grease at the rear entrance.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.                                                                                                                                                                                       Spells Prepared: Cure Wounds, Feather Fall, Grease.

     

 

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  • 1 month later...

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Act 3: A Matter of Faith



The team split in two, with a pair supporting Jack up front, where he was making a scene, while Slither covered the back. Zerik asked Alexandria if she would help cover the rear, knowing that Slither and Zerik would appreciate her heavy armour, if it came to a confrontation.

As Jack banged on the door, a voice hissed out.

"Quiet down, fool.  We are not meeting in the street. Get in here, get in here quickly and quietly, so we can finish our bid'ness. I want to get this over with, Get in here!!"

Clearly, the thugs believe they are the commanding faction here.  Granted, they would be the client, and you would represent the contractors, and this would be your task to report a complete project.  If this were an ordinary transaction, rather than some seedy contract behind closed doors, in shadows.  

Having met Phon, raises the question, what kind of person, would put out a hit contract, on such a nice young woman.  What could she have done, to draw such attention? Whether she witnessed something or offended someone, the fact remains, these are the people who contracted her death.

 

Screenshot_20230402-150133_Chrome.jpg.45c25a466eb7ca9a27a2c0c7a9a11ab2.jpg


Warehouse
Time: 10:37 pm (meeting at 10:30 pm)
Summer - Theoday (Sunday), the 15th day of Growth (July) 721 IA


 

Show Active Maps

I loaded the map and tokens into Owlbear Rodeo, and you can either let me know on Discord where you would like to be, or you can click the link and adjust your own position.  
I placed Jack at the front with some support, and placed Slither greasing the rear, with some support. If you need to have your token moved, hit me on discord.

The rear (smaller door)(south) was unlocked by the thugs.
The front (larger door)(north) is currently locked, y'all would need to unlock it to have anyone enter through the front.  

Owlbear Rodeo

https://www.owlbear.rodeo/game/PKCenZUXM


Password :

Python 

Show Bookkeeping

PASSIVE PERCEPTION SCORES

River 15 | Zerik 15 | Alexandra 13 | Joyce 11 | Slither 11 | Jack 10

INITIATIVE

Not Currently in Use!!

MECHANICS

Not Currently in Use!!

CONDITIONS

Not Currently in Use!!

DESCRIPTIONS

Not Currently in Use!!

ALEXANDRA OF WINKELSTAD

Hit Points: 9/9
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 40 / 300

JACK

Hit Points: 12/12 * Relentless Endurance
Hit Dice: 1/1
Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
Relentless Endurance: 1/1 *L
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 0 / 300

JOYCE LA DÉVOUÉE

Hit Points: 17/17
Hit Dice: 2/2
Hexblade's Curse: 1/1 *S/L
Spell Slots: *S (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 302 / 900

SLITHER

Hit Points: 9/9 (Adv versus disease / Disadv against sleep effects)
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 40 / 300

ZERIK

Hit Points: 19/19 *Drawven Resilience
Hit Dice: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 302 / 900

YUH-OOL, "RIVER", OF THE NAASITAQ

Hit Points: 10/10
Hit Dice: 1/1
Spell Slots: *L (DC 13/+5)
1st Level: 2/2
Attuned Magic Items: 0/3
DM Inspiration: 1/1
Experience Points: 0 / 300

 

 

 

...

Edited by Sweegy One
Ok, revised map... Please let me know if you need to be in a different position. Jack in front, with support, Slither in back, with support. (see edit history)
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Slither - Harrow Elf Artificer


AC: 15 | HP: 9/9 | Initiative: +3 | Passive Perception: 12 | Spell Slots: 1st 2/2 | Imbued Items: 0/3spacer.png


Slither cursed under his breath when he was able to piece together the response of the thugs inside the warehouse. He hadn't expected this. Were these thugs actually this stupid, or did they have an idea about what was going on? And how the hell would they go about this? The thugs would probably know that they had been tricked if Jack came in, but was that a bad thing? It could be just what they needed to send the thugs running, which was exactly what they wanted. And if the thugs attacked the Half-Orc instead, it shouldn't be hard to overwhelm them, given the groups numerical advantage.

All of this went through Slithers mind as he listened in on the thugs, but he couldn't do anything with his thoughts. Slither, Zerik and Alexandra couldn't communicate with Jack, River and Joyce without giving away the trap they had sprung for the thugs. It was up to Jack and his companions to decide how they were going to do this, and that only frustrated Slither more.



Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Cast Grease at the rear entrance.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.                                                                                                                                                                                       Spells Prepared: Cure Wounds, Feather Fall, Grease.

     

 

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