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The First Step


Ruess

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ShadeGaerbarradd (Shade) Whisper Gnome, Rogue 1 


AC: 17, HP: 7/7, Initiative7: +4, Perception: +7, Search: +7Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching.


Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1)


 

 

At first Shade is confused by Sarai not remembering him, but then he smiles and gives a little laugh.

Sorry to confuse you. I have seen you about with Elektra, but you haven't seen me and we were never introduced. Nice to finally meet you. I am called Shade. I know Elektra from trading trips I have been on from my clan. We only talked a few times, so if she doesn't remember I won't be too offended. 

He turns and surveys the others that have gathered here in the middle of the street. and moves along with them as they head into the tavern. Since he was headed there anyways. He finds himself really checking out the walking suit of armor.

Not meaning to be rude or anything but are you some sort of golem? I have never heard of ones that actually walked around and talked to people. Normally they are just guarding something. At least according to the stories I have heard. Never actually seen or met one.

He does hope that this guy/thing whatever it is, is willing to go down into Undermountain with him. It would be a great shield to keep the nasties down there off of him.

Actions.None yet

 

 

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Sister Elektra. Healer & Elementalist

spacer.pngQUICK STATS:  AC=18, Touch=12, FF=16 / HP=9/9 / Init=2 / Saves: Fort=3, Reflex=2, Will=5

__________________________________________________________________________

Elektra warmly greets the warforged along with Sarai, especially after the Dwarven cleric observes Zila instantly take to the mechanical warrior, a companion of her elven friend that the bard has learned to trust over the years.

However, the musical minister is truly surprised when a whisper gnome she met long ago suddenly appears here on this street corner of Sandpyke so far from home.  Even though she recognized the face from a different place, the holy woman was unable to recall the gnome's name, so many had passed to the other side since then.

Nonetheless, she did remember the lad and, being well-trained merely waited for the gnome to say his name first.  However, responding to the query about the Warforged, the Dwarf says, "Yes, I remember.  Good to see you again.  As for the big guy here, I'm not sure since we're just meeting Emery for the first time, same as yourself."

Suddenly, four folks become five as a member of the public strolls over and begins addressing the impromptu group.   When the newcomer, Macsen, mentions having a drink at the local tavern, Sister Stoneshoulder smiles since it was the same destination she was headed too anyway,

Even though Dwarven Priestess was not here to "tie one on" as it were, certainly a few mugs of breakfast ale weren't out of the question after the trio of Dwarven ruffians were diverted and so, as she shrugs her shoulders to stretch out her back, Elektra nods affirmatively when sunrise libations are suggested and says with a smile, "Come then.  Let's go inside and get off these busy streets."

Show Full Stats

Sister Elektra, the Elementalist - Female Dwarven Domain Cleric (Earth & Fire)

Level 1, Init 2, HP 9/9, DR 0, Speed 20 ft. 
AC 18, Touch 12, Flat-footed 16

Fort 3, Ref 2, Will 5, Base Attack Bonus 0

Abilities Str 15, Dex 14, Con 13, Int 11, Wis 16, Cha 11
Condition Healthy.


Weapons/Armor:  Morning Star  +2 (1d8+2, x2) -- Light Crossbow (20/20 bolts) +2 (1d8, 19-20/x2)

Club  +2 (1d6+2, x2) -- Dagger +2 (1d4+2, 19-20/x2)


Scale Mail, Heavy Wooden Shield (+4 Armor, +2 Shield, +2 Dex)

Resources:  Candles (10), Chalk (10), Marbles (2 lbs), Sunrods (2), Trail Rations (10), 1 SP, 3 CP

Divine Powers:  Destroy Undead (3 per day), Turn/Destroy Air Creatures (3 per day), Rebuke/Command Earth Creatures (3 per day), Turn/Destroy Water Creatures (3 per day), Rebuke/Command Fire Creatures (3 per day)

Spells:  0 Level:  Create Water, Detect Magic and Guidance --- 1st Level:  Bless, Burning Hands and Cause Fear

Show Mechanics

Free Action: 

Swift Action: 

Move Action: 

Standard Action:

Continuing Effects:  None

Edited by Terran (see edit history)
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You have heard the legend. You all have.

Some nonsense that one man delved where entire groups die and came out so rich he bought not only a parcel of land but also built a large, thriving tavern right on top of the entrance he used.

That he, a man of zero renown, took on the home of horrors that is the Undermountain, entirely without allies, and came out not only alive but also hauling enough treasure to retire for good.

 

Yawning Pit Entrance (Or was it Yawning Abyss? Yawning Hole?)
From what you have heard of other travellers, the Yawning Pit is a roomy thing built around a literal pit, an oasis of sorts built out of white sandstone to surround the entrance into the Undermountain that the owner, Durnan, used to enter the Undermountain, and which he uses as much to bar escape for what lives beneath as he does to allow passage to brave souls. To hear the tale, this out of the way tavern is considered one of the few safe methods of entry, and if you have been told true it is the only rtoue that you can use to enter and return the same way.
 

The door is cold to touch and it resists when you push it lightly.  You stand there a second, wondering if you really have to fight a door, and that is when you hear it.

Or, rather... 

You don't hear. And that alarms you.

There are no voices coming from the inside, where people ought to be. There is no music being played, not the smallest peep or whistle. There is no clinking of cutlery or clonking of mugs on tables. In short, the rush of life that taverns are supposed to feature has been removed. Given the hour you cannot even excuse the customers being absent because taverns are frequently open through the entire day. And now that you are looking at the door, it looks like someone - or several someones - have been very forceful with it. A person would be scarred, you think.

You try again. And this time, the door yields you path- into ruin. And it does so with a forceful squeak that fills your ears.

Destructions2.jpg.d975b16ee5fec3ecde006111fa10733e.jpg

The interior is a ruin. You can see it was once decorated with taste and care; there were tables and chairs; you can see where there was a separate bar section with stools; the floor underfoot was nicely tiled white bricks that have suffered substantial harm... Oh and some parts of the ceiling are on fire.

That would be a problem but you can see three people trying to do something about that. One of them is literally manifesting a harsh rain at the ceiling supports where the rioting fire festers. Two others are heaving globs of water with the help of blue talismans cluthed in their arms. A great amount of smoke billows about, and were you the imaginative sorts you would say it's coiling like a serpent preparing to strike. It's also filling the whole tavern!

So long as you don't in the way, you think these three won't raise an issue about you helping them fight the fire, no matter what form it takes.

Looks like Yawning Pit isn't open for business quite yet...

Edited by Ruess (see edit history)
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Sister Elektra. Healer & Elementalist

spacer.pngQUICK STATS:  AC=18, Touch=12, FF=16 / HP=9/9 / Init=2 / Saves: Fort=3, Reflex=2, Will=5

__________________________________________________________________________

When Elektra enters the tavern and sees that the place is on fire, the Dwarven Priestess of the Elements takes a deep breath to steady herself as she looks around to determine the source of the flames and destruction, if possible. 

If there does not appear to be any obvious threat other than the fire, then the musical minister's years of training and experience kick in as the preacher jumps into action by moving toward the fire and saying to those fighting th blaze, "Hello!  We're here to help!"

Even though her prayers might be considered rudimentary at this elementary stage of her career, nonetheless the holy supplications still deliver raw divine power directly from the realms of the gods and nature itself and, in the right hands, can be used to help solve problems of this world.

Thus, the holy elementalist points her right index finger at the ceiling supports where the rioting fire festers that is already being hit with magical rain and then adds her own invocation to the volume of liquid being created by uttering the ancient plea which brings forth a secondary deluge in an effort to extinguish the fire at its roots with the application of its elemental counterpart, pure water.

Show Full Stats

Sister Elektra, the Elementalist - Female Dwarven Domain Cleric (Earth & Fire)

Level 1, Init 2, HP 9/9, DR 0, Speed 20 ft. 
AC 18, Touch 12, Flat-footed 16

Fort 3, Ref 2, Will 5, Base Attack Bonus 0

Abilities Str 15, Dex 14, Con 13, Int 11, Wis 16, Cha 11
Condition Healthy.


Weapons/Armor:  Morning Star  +2 (1d8+2, x2) -- Light Crossbow (20/20 bolts) +2 (1d8, 19-20/x2)

Club  +2 (1d6+2, x2) -- Dagger +2 (1d4+2, 19-20/x2)


Scale Mail, Heavy Wooden Shield (+4 Armor, +2 Shield, +2 Dex)

Resources:  Candles (10), Chalk (10), Marbles (2 lbs), Sunrods (2), Trail Rations (10), 1 SP, 3 CP

Divine Powers:  Destroy Undead (3 per day), Turn/Destroy Air Creatures (3 per day), Rebuke/Command Earth Creatures (3 per day), Turn/Destroy Water Creatures (3 per day), Rebuke/Command Fire Creatures (3 per day)

Spells:  0 Level:  Create Water, Detect Magic and Guidance --- 1st Level:  Bless, Burning Hands and Cause Fear

Show Mechanics

spacer.png

Create Water 

Free Action: Speak

Swift Action: 

Move Action:  Move as needed to get within spell range

Standard Action:  Cast Cantrip - Create Water

Continuing Effects:  None

Edited by Terran (see edit history)
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ShadeGaerbarradd (Shade) Whisper Gnome, Rogue 1 


AC: 17, HP: 7/7, Initiative7: +4, Perception: +7, Search: +7Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching.


Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1)


 

 

Figuring the spell casters could take care of the fire on the roof, which is way out of his reach, he carefully moves around and stomps out any little sparks or fires that are on the ground. He scans the room trying to see if he can figure out what the heck happened in here. He stays clear of the hole in the middle of the room the is rumored to lead into the Underdark.

Quite the party you had, huh?

Actions.None yet

 

 

Name
roll
12
1d20+7 5
Dex check to help put out fire
14
1d20+4 10
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Sarai, Enchantress of the Veil

Veluna.jpg.f367ff00df46559b8526458567075889.jpg  AC 11, Touch 11, FF 9 | HP 5/5 | Init 6 | Fort 2, Reflex 2, Will 0


Zila is quicker to react to the chaos inside as they enter the tavern.  She peeps out an alarm and hovers back toward the door a bit, although the fire is not presently upon them.  

Sarai takes note of her familiar's warning, looking up to see the scene unfolding before them.  Oh dear!  Being not much use in putting out the fire directly, she decides to stay out of the way and keep an eye out the front door in case there should be anyone passing by who could possibly help.

Should I go for help?  She calls back into the inn to anyone who might hear her.

Show Stats

Sarai

Female   Gray Elf   Enchanter 1


Init 6, HP 5/5, Speed 30'
AC 11, Touch 11, FF 9, BAB 0
Fort 2, Ref 2, Will 0

Str 6, Dex 14, Con 12, Int 20, Wis 10, Cha 14
Condition Healthy

Weapons
Shortbow (20/20 arrows) +2 (1d6-2, x3)
Quarterstaff -2 (1d6-2/1d6-2, x2)
Dagger -2 (1d4-2, 19-20 x2)

Resources 
Parchment (5), Ink (1 vial), Sealing Wax (1 lb), Candles (10), Chalk (10), Twine (50'), Sparker (10), Trail Rations (8), 5 gp, 8 sp

Spells
0 Level:  Detect Magic, Daze x2, Message
1st Level:  Charm Person, Mage Armor, Power Word Pain, Sleep

Zila

Hummingbird FamiliarZila.jpg.18423c5e24e41dc1fb7d851aa88856a3.jpg

Init 2, HP 2/2, DR 0, Speed 10'/40' Fly (Average)
AC 17, Touch 16, Flat-footed 15
Fort 2, Ref 4 Will 2

Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Condition Healthy

Show Mechanics

 

Free Action: 

Swift Action: 

Move Action: 

Standard Action:


Continuing Effects:  None    

 

 

Edited by snugglepooh (see edit history)
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 harlen.png.ef4976bceb300c7489eda46684eb78db.png

Harlen is not the most public-spirited of people, but even he knows to join a bucket brigade when there's a fire. After all, a fire that gets out of control will burn down everything in sight, including your stuff, as well as any stuff that isn't yours but that might be possible to steal. There's not much upside in stealing ashes.

As such, he reluctantly removes his already quite worn and tattered waistcoat and uses it to beat on any flames that have escaped the attention of the magic-users.

Stat Block

Male True Neutral Human Sorcerer, Level 1

Init +0, HP 6/6, Speed 30
AC 10, Touch 10, Flat-footed 10, Saves Fort 1, Ref 0, Will 1 
ATK Shortspear (1d6, x2), Light crossbow (1d8, 19/20x2, 80') Base Attack Bonus +0
Abilities Str 7, Dex 11, Con 9, Int 15, Wis 9, Cha 16
Spell slots 5/5 cantrips, 4/4 1st level
Condition None

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c07997165f0305bbf8f88abe532c588f.jpgEmery Escue - Warforged Crusader

AC 16, Touch 8, FF 18 | HP 14/14 | Init -2 | Fort 6, Reflex -2, Will 0

 The fire seemed all too familiar to Emery, and held little fear for him. He strode into assist, gingerly testing the floor to make sure it could support his weight. He confronts the smoke serpent with axe in hard, trying to discern if his eyes are deceiving him.

"We are here to help! How may we help?"


Active Stance: Iron Guard's Glare - -4 to hit Allies other than me 30ft radius

 

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Macsen Mistwalker 

Following the rest of the group into the tavern, they must have been a sight a bunch of misfits standing out like a sore thumb.

As they entered into the main interior the smell of smoke and burning timber hit Macsen's senses. The chaotic scene playing out before them a comedic tragedy as the tavern owners furiously attempt to end the fire.

"I like what you have done with the place certainly creates a warm and toasty atmosphere." Macsen chirps in a poor show at humour in the bizarre situation the tavern finds itself in. Quickly joining the others in helping quell the fire, grabbing another bucket of water throwing it over the raging flames.

 

image.png

Edited by Slayer4399 (see edit history)
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The Resolution

You survive: you weather the immense heat of the fire roaring at you; you endure the waves of it that lash at you; you look at it without flinching. And then you throw some more water at the flames, right at the support beams. "Good! Good! Continue!" a distantNo, that can't be right. He was right near you moments ago. voice yells you encouragement. Not every splash is a great one but you brave six muster enough strength that, while some fall short, others make up for it.

"Hello!  We're here to help!"

"Quick! Water!" 

 

You overcome: one bucket at a time you add to the stormfront; every spell adds to the deluge battling the fire. And oh does it hiss, and snarl. You've never heard a fire snarl quite like this. Not this angrily, not with a feeling as though eyes were glaring at you from the destruction.

Quite the party you had, huh?

"Too cold for you?"

-Shut it, you!

You overwhelm: there are nine of you, nine heroes in total. That nine becomes fifteen when a certain elf ask to help and, being a sensible elf, she follows the plan that she is presented.

Should I go for help? 

"Hold the door! Call the Watch!""
"Good!"

Thus. an elven voice draws in a City Watch patrol; Three became nine, and the patrol makes fifteen - which then grows to seventeen when two iniates from the sanctrum join the literal firefight.

 

"We are here to help! How may we help?"

"Water! Buckets! Move!"

And then... You win: it's that simple  With spell and bucket both, there is only one outcome.

You triumph

Though it costs you a great degree of fatigue and leaves you covered in sweat and soot both, the fire has been vanquished and you are guided outside, to sit yourself upon the stairs or a stool that is hauled out. The fresh air of outside is a wonderful thing against the smoke and steam that fill the tavern even after the windows are forced open and the door is forced to stay open. Your eyes sting. And yet, a rush fills you.

Out in the clear air, seated on a stool or stone, you finally have a moment to observe the three who were inside as you arrive.

 

The First

The first man is just that: a man. By the look of him he has been kicking a long time at places where wind and rain have worn away both his youth, andimage.jpeg.c743c745ba7e2fd7eda505e147f8e961.jpeg his vigor. He looks tired, and he moves slowly now that the excitement is overIt doesn't escape your notice that one of his arms rests by his back, indicating without him knowing that he likely has back pains. And if he doesn't try to hide them, they are likely a long-time peeve of him.. His voice is low but not exceptionally strong. There is a strong presenceIt is much nicer to say there's a presence instead of saying he *reeks* of it. of brine, sea salt, about both him, and his gear. Armored though he may be you can see he is a man of the oceans. HIs dark eyes look you over, one at a time, and it is him who first approaches each of you at a time.

 

"Appreciate you coming to help," he offers you, and tries to smile. (He doesn't manage too well.) "Name's Rolf. A regular. That's Roy in armor. And Varon in soot."

 

Roy

This large person, Roy, looks like any adventurer who has had some succees: he has the armor that looks alright but it doesn't look like it's glowing with magic;image.png.05b8037471cd0ed6c060996ff6ce84ac.png there's a few weapons on him, the usual stabbing implements, and a few that you think are hidden; he moves with the ease of someone whose "thing" is to wear heavy armor, and he heard his name mentioned so he is not entirely tuned out of this world once the excitement ends. He waves at his name being mentioned from where he sits by a barrel holding one of the water amulets that he uses to renew a small rain above himself.  

VKAkopio.png.bf19c72a1221f9d9fa704ac6f179c6b2.png

Varon

Varon is a tall man in expensive clothes that look like they were designed for extensive comfort and made by the best paid tailor.

His stance is tightly wound but it contrasts with a forced calm of his physical actions which flow with a natural grace and speed both, yet most curious thing is his stance, which stands otherwise fine but you never see him raise his head from what seems like a constantant... It is not a glower, and neither is it a glare but it is very close to both. It casts a very unwelcoming light upon his self. In particular, it leaves his eyes overshadowed in a manner that feels wholly unsavory at best of times.

 

 

 

 

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ShadeGaerbarradd (Shade) Whisper Gnome, Rogue 1 


AC: 17, HP: 7/7, Initiative7: +4, Perception: +7, Search: +7Stonecunning: If he moves within 10' of a stonework trap or hidden or secret door, then he makes a Search check to spot as if actively searching.


Str: 11 (+0), Dex: 18(+4), Con: 12 (+1), Int: 16 (+3), Wis: 13 (+1), Cha:13 (+1)


 

 

Now that the fire is out Shade steps out front with the others for a breath of fresh air. He glances up and nods as Rolf walks over and shakes his hand.

Nice to meet you. I am Shade. It seemed like the thing to do. Otherwise how were we to get a drink?

He nods to the others as they are introduced as he slaps at his clothes trying to get some of the soot off, but mostly just smears it around. After a few swipes he gives up.

Actions.None yet

 

 

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 harlen.png.ef4976bceb300c7489eda46684eb78db.png

Harlen bows as grandly as a fellow can while their waistcoat is still smelling rather strongly of beer and smoke.

”You have the honour of being in the presence of ancient and venerable nobility,” he informs them, “in the person of Harlen Harefoot, last heir to the Harefoot name and (admittedly rather diminished) fortune! Please, there is no need to bow! We are all friends here!”

The rat on his shoulder squeaks.

“Oh, and this is Shim,” Harlen adds. “He is my dark and sinister guide through the arcane mysteries that are my birthright.”

Shim rubs his long, furry nose.

Stat Block

Male True Neutral Human Sorcerer, Level 1

Init +0, HP 6/6, Speed 30
AC 10, Touch 10, Flat-footed 10, Saves Fort 1, Ref 0, Will 1 
ATK Shortspear (1d6, x2), Light crossbow (1d8, 19/20x2, 80') Base Attack Bonus +0
Abilities Str 7, Dex 11, Con 9, Int 15, Wis 9, Cha 16
Spell slots 5/5 cantrips, 4/4 1st level
Condition None

Edited by Sir Lazeabout (see edit history)
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Sister Elektra. Healer & Elementalist

spacer.pngQUICK STATS:  AC=18, Touch=12, FF=16 / HP=9/9 / Init=2 / Saves: Fort=3, Reflex=2, Will=5

__________________________________________________________________________

Even though it appears that most of the impromptu firefighters are all smiles after the blaze is extinguished, nonetheless Sister Elektra is uncharacteristically displaying behavior usually associated with an old grumpy Dwarf stereotype. 

While most go outside to refresh themselves in the open air, the Elementalist motions to Sarai to follow suit while the priestess lingers inside the charred structure and then takes up a position behind available cover.

Reaching into a hidden pocket of her cloak, the holy woman dons a simple filter mask and and takes a deep drink from her waterskin as she quietly watches and listens to the room for any signs or sounds of movement or anything unusual, every now and then making eye contact with her Elven friend.
 

Show Full Stats

Sister Elektra, the Elementalist - Female Dwarven Domain Cleric (Earth & Fire)

Level 1, Init 2, HP 9/9, DR 0, Speed 20 ft. 
AC 18, Touch 12, Flat-footed 16

Fort 3, Ref 2, Will 5, Base Attack Bonus 0

Abilities Str 15, Dex 14, Con 13, Int 11, Wis 16, Cha 11
Condition Healthy.


Weapons/Armor:  Morning Star  +2 (1d8+2, x2) -- Light Crossbow (20/20 bolts) +2 (1d8, 19-20/x2)

Club  +2 (1d6+2, x2) -- Dagger +2 (1d4+2, 19-20/x2)


Scale Mail, Heavy Wooden Shield (+4 Armor, +2 Shield, +2 Dex)

Resources:  Candles (10), Chalk (10), Marbles (2 lbs), Sunrods (2), Trail Rations (10), 1 SP, 3 CP

Divine Powers:  Destroy Undead (3 per day), Turn/Destroy Air Creatures (3 per day), Rebuke/Command Earth Creatures (3 per day), Turn/Destroy Water Creatures (3 per day), Rebuke/Command Fire Creatures (3 per day)

Spells:  0 Level:  Create Water, Detect Magic and Guidance --- 1st Level:  Bless, Burning Hands and Cause Fear

Show Mechanics

Free Action: 

Swift Action: 

Move Action:  Move as needed

Standard Action:  Active Sensory Check from Hiding

Continuing Effects:  None

Edited by Terran (see edit history)
Name
Spot
8
1d20+2 6
Listen
12
1d20+2 10
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Macsen Mistwalker 

At last the fire died out, covered in soot and sweat Macsen sighs at the state of him, his flamboyant cloak of red and silver now dark and disheveled. Hardly the look for a Storyteller who wanted to make any money. Combing his hair out from his eyes, the sweat easily keeping it back. Giving a grand smile to everyone at their accomplishment Macsen follows the others outside for much needed fresh air, although the heat of the sun beating above them didn't help to cool him down. Pulling his waterskin from his bag, Macsen took a long drink quenching his thirst and easing the dryness in his throat.

As they sat basking in a sense of accomplishment, Macsen took the opportunity to inspect the three peculiar figures that they had just met over such strange circumstances.

As the introductions start, Macsen stands to his feet gives a small bow in greeting.

 

"Macsen Mistwalker, storyteller extraordinaire, inspiring musician and  town idiot whenever it is least required."

Settling back down on the stone bench, Macsen searches his bag pulling a small intricately designed pipe of which he soon packs with dried tabaco and lights, smoke beginning to flow from the end.

 

 "Well you three certainly found yourselves in a most interesting situation. What happened? "

 

 

 

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Sarai, Enchantress of the Veil

Veluna.jpg.f367ff00df46559b8526458567075889.jpgFemale   Gray Elf   Enchanter 1  

Init 6 | HP 5/5 | AC 11, Touch 11, FF 9 | Fort 2, Ref 2, Will 0


There were enough, thankfully - now that the city watch was on the scene - manning the bucket lines to bring the blaze under control.  The hefty buckets were a bit ungainly for her, so Sarai moved around the front of the tavern opening windows to air out some of the smoke and ash while the others put the flames out.

Once the inferno was extinguished completely, and people began to file outside for fresh air, her dwarven comrade pulled her aside into the deeper recesses of the chamber, glancing about suspiciously as she donned a filter mask.

The dwarf's peculiar behavior "raised the hair on her neck" so to speak.  What is it?  What's got your feathers ruffled?  She cocks a playful half grin, but seeing the seriousness on her friend's face, she too turns to study the room, her tiny familiar landing on the lip of a nearby bucket to aid in the observation.

 

 

 

Show Stats

Sarai

Init 6 | HP 5/5 | BAB 0 | Speed 30'

AC 11, Touch 11, Flat-footed 9

Fortitude 2, Reflex 2, Will 0

Str 6, Dex 14, Con 12, Int 20, Wis 10, Cha 14

Condition Healthy

Shortbow (20/20 arrows) +2 (1d6-2, x3)
Quarterstaff -2 (1d6-2/1d6-2, x2)
Dagger -2 (1d4-2, 19-20 x2)

Resources 
Parchment (5), Ink (1 vial), Sealing Wax (1 lb), Candles (10), Chalk (10), Twine (50'), Sparker (10), Trail Rations (8), 5 gp, 8 sp

Prepared Spells
0 Level:  Detect Magic, Daze x2, Message
1st Level:  Charm Person, Mage Armor, Power Word Pain, Sleep

Zila

Hummingbird FamiliarZila.jpg.18423c5e24e41dc1fb7d851aa88856a3.jpg

Init 2 | HP 2/2 | Speed 10'/40' Fly (Average)

AC 17, Touch 16, Flat-footed 15

Fortitude 2, Reflex 4 Will 2

Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6

Condition Healthy

Show Mechanics

 

Actions

Free Action: Speak

Swift Action: 

Move Action: Move as needed

Standard Action:

Skill Checks

Sarai: Listen, Spot

Zila: Listen, Spot

 


Continuing Effects:  None    

 

 

Edited by snugglepooh (see edit history)
Name
Sarai Listen
19
1d20+1 18
Sarai Spot
10
1d20+1 9
Zila Listen
32
1d20+12 20
Zila Spot
20
1d20+12 8
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