Jump to content

Book 1: Ruins of Gauntlight | Prelude: Wrin's Wonders


bwatford

Recommended Posts

  Gora Gritgobbler - Goblin Thiefc5a84627ebf8989e4619768514ddfbc4.jpg


AC: 18 |  HP: 20/20 |Class DC: 17 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6  Hero Points: 1/3 | Conditions: None


Gora knew a little about Belcorra and her defeat at the hands of the Roseguard, and about the Gauntlight. He'd learned what he could as he grew up. He had heard that the ruins were pretty well picked over, and mostly collapsed, but he had always planned to some day explore them and perhaps find some bauble left behind.

Taking the telescope he peered at the tower and the light glowing around it's peak.

"Should be empty" he muttered, "but clearly someone is home!" Turning to Yllaveth and Wrin he quickly and excitedly added "I for one would be more than happy to help you find out what's happening."

 



Mechanics

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.
 

Character Sheet

 

Gora Gritgobbler - Goblin (Unbreakable) Rogue (Thief)

___________________________________________________
STATS

Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 20/20 HD 1d8 AC 18 (leather) Speed 25 ft.

Initiative +0

Resistances: 
Vision: Darkvision
Languages Common, Goblin, Dwarvish
Background Ruin Delver

___________________________________________________
WEAPONS

Rapier +7 • Damage 1d6+4 P (deadly d8, disarm, finesse)

Dagger +7 • Damage 1d4+4 P (agile, finesse, thrown 10ft, versatile S)

Light mace +7 • Damage 1d4+4 B (agile, finesse, shove)

___________________________________________________
PROFICIENCIES

Proficiency +3

Saving Throws Fortitude: +5 | Reflex: +9 | Will: +6
Tools Thieves' tools, Healers tools
Weapons All simple weapons, unarmed, rapier, sap, shortsword, shortbow
Armor Light armor, unarmored

Skills:

  • Acrobatics +7 (T)
  • Arcana +4 (T)
  • Athletics +3 (T)
  • Crafting +1 (U) 
  • Deception +4 (T)
  • Diplomacy +4 (T)
  • Intimidation +4 (T)
  • Lore: Cavern +4 (T)
  • Lore: Roseguard +4 (T)
  • Medicine +4 (T)
  • Nature +1 (U) 
  • Occultism +4 (T)
  • Performance +1 (U) 
  • Religion +1 (U) 
  • Society +1 (U) 
  • Stealth +7 (T)
  • Survival +4 (T)
  • Thievery +7 (T)

_________________________________________________
SKILL FEATS 

Cat Fall

Prerequisites: trained in Acrobatics 

Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Battle Medicine 

Prerequisites: trained in Medicine. 

Requirements: Holding healer's tools, or wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

___________________________________________________
RACIAL FEATURES + FEATS

Darkvision.

You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.


Unbreakable Goblin.

You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

Bouncy Goblin.

You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in Acrobatics (or another skill of your choice, if you were already trained in Acrobatics). You also gain a +2 circumstance bonus to Acrobatics checks to Tumble Through a foe’s space.

___________________________________________________
CLASS FEATURES + FEATS

Sneak Attack.

When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack.

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Thief Racket.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

Nimble Dodge.

Trigger: A creature targets you with an attack and you can see the attacker. Requirements: You are not encumbered.

You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Equipment

 

General Inventory 
Adventurer's Pack 

2 belt pouches

Healer's Tools 
Thieves' Tools 

Arms and Armor
Leather

Rapier

2 x Dagger

Light Mace


Coin Purse
Platinum: 0
Gold: 
Electrum: 0
Silver: 2
Copper: 0

Encumbrance

Max Load: 10

Encumbered 5

Current Weight: 4.4

 

 

 

Link to comment
Share on other sites

 Gruuk Jit-Jit (Spellscale Kobold Cosmos Oracle 1 Neutral)spacer.png

AC: 17 |  HP: 15/15  |  Perception: +5 | Fort: +4 | Ref: +5 | Will: +7 Hero Points:: 1/1 | Conditions: None


Jit-Jit's blood ran cold at the story Wrin told.  This had the ring of truth, and 'civilized' people didn't turn to barbarity like cannibalism out of a desire to ennoble society.  They did it because they were either offered-- or taking-- power.  And the connection between the tower and the stars could not be ignored.  His eyes narrowed and he ground his teeth.

 

"Has anyone been to the tower to investigate?  How long ago did the glow start?  Are there any other signs that you know of, Lady Wrin?  I wouldn't be surprised if Belcorra was involved with the Dominion of the Black, somehow."

 

Jit-Jit shared a glance with Asafu.  "Once more into the breach?  I think there may be some ways to further our quest here.  This is an opportunity."  The big man had been uncharacteristically silent.  Jit-Jit hoped they were on the same page, for he was determined to plumb the secrets of the tower; it sounded as if there were at least one mystery still left after the work of others over the years.


Mechanics

Main Hand: Crossbow
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     
Link to comment
Share on other sites

spacer.png


Book 1: Ruins of Gauntlight Prelude: Wrin's Wonders


"Has there been anyone missing?" Rowan asked in a concerned voice.

"No, my dear Rowan, nothing that sinister." Wren chuckled slightly.

"Which came first, Wrin? The comet or the light in the tower? Have you told anyone else about this? How far is it from here?" Yllaveth asked.

"I noticed it about a week ago. So I do not know which came first. Watching it every night. Hoping it would go away. Was just some random thing, swamp gas, a reflection of something else. But it has not." Wren answered.

"I do agree that it should be investigated further, and in fact brought all of you here for that exact reason. Maybe it is nothing, something minor that can be shooed away. But you all will need to stick together in case.... well in case it is something more." Wren added as she looked around the space for everyone else's reaction.

"The Fogfen swamp can be reached with about a half hour's walk. Ruined Gauntlight Keep lies within, maybe an hour hike from there at the most. Over the last several generations, hopeful explorers have poked around the ruins, but they’re generally considered unsafe." she replied. 

"Are there any other signs that you know of, Lady Wrin?" Jit-Jit asked.

"I am sorry Jit-Jit, we do not have any further answers as of yet. All we have is a strange light out there in the swamp that needs to be checked out. Let us take this one step at a time. Keep your guard up, prepare for the worst, but let us all hope for the best." she said trying to comfort him but it probably wasn't coming off the way that she intended. She knew that she was pulling these folks into possible danger but someone had to check out the light without arousing anyone else's suspicion in town and before anyone else wandered out there and saw it.

"I have spoken to most of the shops around town, I haven't gone into details but most are agreeable to give you a 10% discount on any supplies that you may need. These pins will identify you as one of my associates." she said as she opened a desk drawer and pulled forth small gold brooches that were in the shape of a shield with a rose emblazoned upon it.

"Of course most shops will not be open until the morning, I leave it up to all of you when you go, day or night, the darkness may give you cover but more things move about the Fogfen at night." she added.
 


Wren's Wonders
12:40 am
Winter - Fireday (Friday), the 19th day of Abadius (January) 4721 AR


 

Show Active Maps

Not Currently in Use!!

Show Bookkeeping

PERCEPTION DC'S

Rowan 17 | Gora 16 | Gruuk 15 | Nara 15(scent) | Asafu 14 | Yllaveth 14

INITIATIVE

Not Currently in Use!!

MECHANICS

Not Currently in Use!!

CONDITIONS

Not Currently in Use!!

DESCRIPTIONS

Not Currently in Use!!

ASAFU SAMNU 'THE UNKINDLED"

Hit Points: 20/20
Hero Points: 1/1

GORA GRITGOBBLER

Hit Points: 20/20
Hero Points: 1/1

GRUUK JIT-JIT

Hit Points: 15/15
Hero Points: 1/1

ROWAN & NARA

Hit Points: 17/17
Focus Points: 1/1
Hero Points: 1/1

Nara (panther)
Hit Points: 11/11

YLLAVETH

Hit Points: 16/16
Hero Points: 1/1

 

 

Link to comment
Share on other sites

Asafu Samnu 'The Unkindled'  (Human (Ifrit) • Pilgrim (Pilgrim's Token) • Champion 1)spacer.png


AC: 17 |  HP: 20/20 |  Perception: +4 | Fort: +7 | Ref: +3 | Will: +6  Hero Points:: 1/3 | Conditions: None


 

This talk of constellations and menacing old wives' tales to scare children was beyond any immediate concern for Asafu. The only thing clear to the young warrior was that fell omens aside; things were amiss. Asafu's instincts told him something was brewing within that old lighthouse, and whatever it was was unlikely to be good for Otari. Could this be why he'd come here? Ostensibly, he was on the trail of dangerous cultists, and this trouble with the lighthouse may or may not be related. 

It was unwise to attempt to interpret every event as a sign or guidance from the goddess. But in this, he sensed little doubt her hand was at work. So he remained silent, listening to the questions of those gathered- watching them closely when his burning gaze was not set toward the lighthouse. Gruuk being the only expectation - he could not say he knew any of these individuals. Nevertheless, they seemed trustworthy enough, even if he harboured doubts regarding the goblin. 

At Jit-Jit's statement, Asafu nodded slowly, "it would seem we have another adventure ahead of us. Perhaps more perilous than those proceeding it? Hmm, I agree this strange event needs investigating, but it has been some days since it began, yes? A proper fire must be tempered with patience; beginning our expedition in Sarenrae's dawning rays would be wise, I think."

He accepted the token Wren offered, eyeing it thoughtfully as he waited for the insights of the others gathered. 

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

 

 

Edited by GreekFire (see edit history)
Link to comment
Share on other sites

Yllaveth (Fetchling Witch 1, NG)WtZf5X5.png


AC: 15 |  HP: 16/16 |  Perception: +4 | Fort: +5 | Ref: +5 | Will: +6 Hero Points:: 1/1 | Conditions: None


Thank you, Lady Wrin, says Yllaveth as she takes the pin Wrin offers. That is kind of you and the townsfolk. 

If we can leave now and make it to the tower while the comet is still visible, I think we might learn the most, and perhaps we'd have a better chance of catching whoever is there unaware. What do the rest of you think?

 


Mechanics

Main Hand: Empty
Off Hand: Empty


 

 

     

 

Link to comment
Share on other sites

 Gruuk Jit-Jit (Spellscale Kobold Cosmos Oracle 1 Neutral)spacer.png

AC: 17 |  HP: 15/15  |  Perception: +5 | Fort: +4 | Ref: +5 | Will: +7 Hero Points:: 1/1 | Conditions: None


Jit-Jit grumbled to himself at the menace he felt underpinning Lady Wrin's tale.  The entire thing felt bad to him from the start, but he knew if there was a chance the Dark Tapestry was involved he would stand against them.  No matter the cost.

 

He nodded at the fetchling, but hesitated.  "I don't like the idea of walking through a swamp in the dead of night.  Sometimes unclean things can be bolder at night than in full daylight.  I suspect we will find opposition enough within the tower, let's not go looking for more."

 

He then turned his yellow gaze to the proprietor.  "Lady Wrin, thank you kindly for the information you've provided.  Is there more we should know?  Is there someone in town who might know more about the history of the place?  I'd like to know as much as possible before we set foot in the place.

 

"But rest assured, I will go."


Mechanics

Main Hand: Crossbow
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     
Link to comment
Share on other sites

Rowan (Human Druid 1, CG)WtZf5X5.png


Rowan - AC: 18 |  HP: 17/17 |  Perception: +7 | Fort: +4 | Ref: +8 | Will: +9 | Focus Points: 1/1 | Hero Points: 1/1 | Conditions: None
Nara    -  AC: 16 | HP: 11/11 | Perception: +5 (+scent) | Fort: +4 | Ref: +6 | Will: +5 | Conditions: None


Rowan was relieved to hear that there was no one missing in Otari. Most likely a small curiosity then, she thought, and she breathed out, realizing that she'd been holding her breath. 

When the conversation moved to whether traveling there now or in the morning, Rowan waited for other people to speak then offered an apologetic smile as she said: "I'm afraid I don't have a good night eyesight so I'd fall into the marsh if we don't carry a torch. And such light could be seen from too far away.. perhaps we could start making our way first thing in the morning?" 

She'd been planning to stay awake for tonight celebrating as was tradition, so she felt a pang of regret at the change of plans. It was midnight already, and well, she'd have to go to sleep soon if she were to wake with the first light of day. But on the other hand, exploring the old ruins with interesting strangers held a great charm as well. 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.

     

 

Link to comment
Share on other sites

  Gora Gritgobbler - Goblin Thiefc5a84627ebf8989e4619768514ddfbc4.jpg


AC: 18 |  HP: 20/20 |Class DC: 17 |  Perception: +6 | Fort: +5 | Ref: +9 | Will: +6  Hero Points: 1/3 | Conditions: None


Taking the pin, Gora gave a wan smile and patted his limp coin purse. "Many thanks Wrin" he mumbled, "but I'm not like to be buying much till I've reaped the rewards of our little trip."

The goblin part of his nature thought that he knew a much better way to get a discount...but the memory of his father's lessons reminded him that it would be rude to steal from Wrin's neighbours and associates.

 



Mechanics

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

Action 1: Your action goes here.
Action 2: Your action goes here.
Action 3: Your action goes here.
 

Character Sheet

 

Gora Gritgobbler - Goblin (Unbreakable) Rogue (Thief)

___________________________________________________
STATS

Str 10 (+0) Dex 18 (+4) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 20/20 HD 1d8 AC 18 (leather) Speed 25 ft.

Initiative +0

Resistances: 
Vision: Darkvision
Languages Common, Goblin, Dwarvish
Background Ruin Delver

___________________________________________________
WEAPONS

Rapier +7 • Damage 1d6+4 P (deadly d8, disarm, finesse)

Dagger +7 • Damage 1d4+4 P (agile, finesse, thrown 10ft, versatile S)

Light mace +7 • Damage 1d4+4 B (agile, finesse, shove)

___________________________________________________
PROFICIENCIES

Proficiency +3

Saving Throws Fortitude: +5 | Reflex: +9 | Will: +6
Tools Thieves' tools, Healers tools
Weapons All simple weapons, unarmed, rapier, sap, shortsword, shortbow
Armor Light armor, unarmored

Skills:

  • Acrobatics +7 (T)
  • Arcana +4 (T)
  • Athletics +3 (T)
  • Crafting +1 (U) 
  • Deception +4 (T)
  • Diplomacy +4 (T)
  • Intimidation +4 (T)
  • Lore: Cavern +4 (T)
  • Lore: Roseguard +4 (T)
  • Medicine +4 (T)
  • Nature +1 (U) 
  • Occultism +4 (T)
  • Performance +1 (U) 
  • Religion +1 (U) 
  • Society +1 (U) 
  • Stealth +7 (T)
  • Survival +4 (T)
  • Thievery +7 (T)

_________________________________________________
SKILL FEATS 

Cat Fall

Prerequisites: trained in Acrobatics 

Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Battle Medicine 

Prerequisites: trained in Medicine. 

Requirements: Holding healer's tools, or wearing them and have a hand free

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

___________________________________________________
RACIAL FEATURES + FEATS

Darkvision.

You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.


Unbreakable Goblin.

You’re able to bounce back from injuries easily due to an exceptionally thick skull, cartilaginous bones, or some other mixed blessing. You gain 10 Hit Points from your ancestry instead of 6. When you fall, reduce the falling damage you take as though you had fallen half the distance.

Bouncy Goblin.

You have a particular elasticity that makes it easy for you to bounce and squish. You gain the trained proficiency rank in Acrobatics (or another skill of your choice, if you were already trained in Acrobatics). You also gain a +2 circumstance bonus to Acrobatics checks to Tumble Through a foe’s space.

___________________________________________________
CLASS FEATURES + FEATS

Sneak Attack.

When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack.

You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Thief Racket.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

Nimble Dodge.

Trigger: A creature targets you with an attack and you can see the attacker. Requirements: You are not encumbered.

You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Equipment

 

General Inventory 
Adventurer's Pack 

2 belt pouches

Healer's Tools 
Thieves' Tools 

Arms and Armor
Leather

Rapier

2 x Dagger

Light Mace


Coin Purse
Platinum: 0
Gold: 
Electrum: 0
Silver: 2
Copper: 0

Encumbrance

Max Load: 10

Encumbered 5

Current Weight: 4.4

 

 

 

Edited by MysteriousMiller (see edit history)
Link to comment
Share on other sites

×
×
  • Create New...