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Act 2, Part 1: Trouble at Oleg's


Kavonde

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Thomas of Nowhere | checked-shield.svgAC: 18 | health-normal.svg HP: 30/30 | awareness.svg Per: +5 | Fort: +7 | Ref: +8 | Will: +7 | FP: 2


Æthelflæd | checked-shield.svgAC: 19 | awareness.svg Per: +4 | Fort: +7 | Ref: +8 | Will: +6


"Sometimes a body's better a body, like. Less reckonin', Lerris, an' mair of a reckonin'." Thomas' anger has settled into a sullen dourness on his features. He scoops up his things, but his eyes go to the distance between them and the walls.

"Ye may wish tae stick tar cover, though, mam. Ye cannae do much reckonin' as a pincushion, like."

OOC/mechanics

 

 

 

 

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Kressle.png.f72f50a2c7a60c4a2ccfd5b741652341.png500 yards is a lot of ground to cover, especially as evening begins to give way to nightfall, and especially when you know you're charging into the range of at least one archer with an elevated firing position.

Fortunately, the bandits never really bothered to fortify this place. Perhaps, eventually, they might have built a palisade, cleared the trees and undergrowth around it to strip cover away from those who would approach, perhaps even dug a few pitfalls and spike traps for the unwary to fall into. Truth be told, though, this camp was never intended to be a permanent base of operations. It's a bit of a dark miracle that they even bothered building the lookout platforms.

This means that, even while keeping up a quick pace, the party has plenty of cover to shield them from the bandit archers. Add to this the fact that these archers are only equipped with simple shortbows, not superior composite bows or longbows, and this means that even once they see the party coming, all they can do is raise the alarm for their companions.

As our heroes close in on the camp, covering the last hundred yards and change, arrows begin to fall around them. Most fall far wide of their marks, catching tree trunks or tangling in bushes, though the pair of bandit archers maintain an enthusiastic and relentless volley that gradually takes some small toll on the entire party. Everyone suffers a scratch or two, though, fortunately, none of the wounds are serious. [Everyone except Antonia takes 2 damage; Antonia takes 1 damage.]

And then, finally, they reach the edge of the bandit camp. A campfire surrounded by several felled trees and branches now serving as benches sit just northeast of the nearer of the two archers' posts, while a second stands to the west, across a small stream. The archers are still there, prepared to rain down fire upon you. Meanwhile, near the campfire, are two more bandits: another of the big men with a big club, and a tall, muscular woman covered in knives and hatchets. She and her companion both move to take cover behind the logs as you approach, though the woman, Kressle, half-rises to better take stock of the fools who would dare assault her camp.

"So," she calls, and her voice is loud but scratchy, "I'm guessin' that dumbass merchant finally hired himself some mercs. You kill that miserable bastard Happs and his halfwit friend?" She turns her head and spits. "Well, don't be too proud. That leathery old pussy was never cut out for this work. But me? I'm the Stag Lord's finest killer. I wonder how many of your throats I'll have to cut before the rest of you chickenshits turn tail?"
 

OOC

Combat time is here again! Technically, the bandits actually won the group initiative this time, but... well, if they rush forward, y'all are just gonna be standing there fighting in the corner of the map. It's a big map! Let's move around it!

ThornRiverBanditCamp01.png.d385f81d7db48ea3dd996c3f4163405c.png

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Thomas of Nowhere | checked-shield.svgAC: 18 | health-normal.svg HP: 30/30 | awareness.svg Per: +5 | Fort: +7 | Ref: +8 | Will: +7 | FP: 2


Æthelflæd | checked-shield.svgAC: 19 | awareness.svg Per: +4 | Fort: +7 | Ref: +8 | Will: +6


"In yuir place, I'd nae lead wi 'leathery old pussy'. Th'comparison presents itself, like." Thomas steps forward, the rune over his heart blazing green through his tunic, its match visible through Æthelflæd's suit. His voice is bright and mocking, jovially unafraid.
"Ye were the Stag Lord's finest killer, Kressle. Yuir opinion's nae mair shared than yuir loyalty. He has new allies now. Happs is in nae condition tae help ye--though would ye like to meet him again?"

Thomas has his servant's posture on, and glances at Æthelflæd as though looking for permission. They give him, on some cue, a haughty nod.

Thomas' arms rise dramatically, with the dramatic flourishes of a magician at work, and a low, ethereal moaning sound fills the air as he sets the stage.
 

OOC/mechanics

Ghost sound, approaching.

 

 

 

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 spacer.pngVerne Greencloak| HP: 24/24 | AC: 19 | Fort: +5  Ref: +6  Will: +10  Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2

 


Shardik | HP: 26/26 | AC: 19 | Fort: +6  Ref: +6  Will: +5  Perception: +5spacer.png

 

Verne and Shardik move forward, staying in defensive positions.

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Sija Bhatyani - Half-Elf Ranger 2


HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1

Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 

Conditions-None| ResourcesInfused Items:
-2x Lesser Antidote
-2x Minor Elixir of Life

Consumables:
-1 PC affixed to dandpatta

Talismans:
-

Items:
-
| AbilitiesFocus Spells:
-Gravity Weapon

Abilities
-Darkvision
-Flurry
-Monster Hunter

Actions:
-Hunt Prey
-Twin Takedown
-Battle Medicine
| Skills*Acrobatics: +5
*Arcana: +5
*Athletics: +8
Crafting: +1
Deception: +0
Diplomacy: +0
*Herbalism Lore: +5
Intimidate: +0
*Medicine: +6
**Nature: +8
*Occultism: +5
Performance: +0
*Religion: +6
Society: +1
*Stealth: +5
*Survival: +6
Thievery: +1

*Trained | **Expert | ***Master


Sija rushes headlong into battle, never slowing. She wants to seek out Kressle and end her.


OOC/Actions

Other: 

Action 1: Triple move

Action 2: 

Action 3: 

Reaction: None, yet

Free: 

Exploration Activity: 

Feats

-Elf Atavism (Darkvision)

-Monster Hunter

-Battle Medicine

-Natural Medicine

-Herbalist Dedication

--Advanced Alchemy

--Alchemical Crafting

-Twin Takedown

-Gravity Weapon

Appearance

Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day.

 

She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices.

Gear

Worn

-Clothing (Winter)

-Breastplate

-Backpack

-Belt Pouch

-Healer's tools

-Bandolier

 

Weapons

-Club

-Corset Knife

-2x Dandpatta (PC)

-Flyssa

-5x Darts

-Whip

 

Containers

Backpack

-Bedroll

-Climbing Kit

-Rations (2 weeks)

-5x Sacks

-5x Torches

-Waterskin

 

Bandoliers

-4x Flasks Oil

 

Belt/Pouch

-10x Chalk

-Crowbar

-Flint and Steel

-Soap

-2x Candles

-2gp 4sp 6cp

 

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 Antonia RullianusClaire-removebg-preview.png.04c2cfe7b1184c8ebb7da2b1d9db6e4f.png

Swashbuckler Fencer 2


 

checked-shield.svgAC: 19 | health-normal.svgHP: 30/30 | awareness.svgPer: +5 | Fort: +5 | Ref: +9 | Will: +6 | Hero: 2/3 | Languages: Common, Dwarven, Elven

Panache: ✖️ | Conditions: None


"Oh! You hear that, my friends? The Stag Lord's finest killer. Once we mop the floor with her, it'll be smooth sailing all the way to the lowly bandit king's doorstep." The Fencer grins and sprints forward ahead of her allies, darting behind the trees for cover. Once she is closer, she huddles behind a tree trunk with her rapier drawn, hoping to stay out of the line of fire until she has a chance to move closer.

 

Mechanics

Action 1 - Stride 25 ft.

Action 2 - Stride 25 ft.

Action 3 - Hide/Take Cover - Rolled ??? (Unable to see rolls in Forge)

 

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Zakon Malheur

HP: 20/20 | AC: 14 | Perception: +7image.png.ee2050fec237379a2949f7b183fe1591.png
Fort: +4 | Ref: +4 | Will: +9
Hero Points: O | Focus Points: O

Zakon moves forward cautiously, with the others. He uses the thick trees for cover and casts a simple protection spell.

OOC

Action 1 & 2: Stride (on map in Forge)
Action 3: Cast Shield

 

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Combat is joined!

Kressle snarls at Thomas's taunts. "He'd better hope I don't meet him again, in this life or the next."

Most of our heroes surge forward, keeping to cover as best they can to shield themselves from the archers on the high ground. Antonia additionally tries to use the cover to conceal her position from her foes; unfortunately, while Kressle and her melee-oriented companion noticeably lose sight of her, the archers continue to draw a bead.

However, the first archer realizes that he only has one clean potential shot. He moves into a better position and then fires at Lerris. He misses despite the lack of obstruction, curses, reaches for another arrow, and fires again--another miss.

The second archer, positioned to guard against attacks from his direction, realizes that he has little to no hope of actually hitting anything from where he's at. Cursing his ill luck, he slides down the ladder from his watchpost and moves southeast, taking a position near the streambed that cuts through the camp.

The brute with the club roars, leaps from his cover, and charges forward to meet Lerris' advance. He swings, but again Lerris's defenses prove impregnable.
 

Kressle jumps onto the log she was hiding behind, takes a runner's crouch, and suddenly comes sprinting at Lerris with a wild shriek of excitement and bloodlust. She brings her right hatchet in low, hoping to catch Lerris in the side, but he manages to get move his shield into position just in time to deflect the strike. It proves to only be a distraction, however; Kressle's left hatchet arcs around and slices at his neck. Only luck and the steel gorget on his half-plate armor save his life; the blow misses his carotid artery, leaving a shallow slash along his chin. [Lerris suffers 5 damage!]

Now, as the combatants come to grips with each other, it's time for the battle to truly begin.


ThornRiverBanditCamp02.png.8c2caf22729d1d84a2ddbf4c4064d300.png

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Thomas of Nowhere | checked-shield.svgAC: 18 | health-normal.svg HP: 30/30 | awareness.svg Per: +5 | Fort: +7 | Ref: +8 | Will: +7 | FP: 2


Æthelflæd | checked-shield.svgAC: 19 | awareness.svg Per: +4 | Fort: +7 | Ref: +8 | Will: +6


Thomas grits his teeth at the way action interrupts appreciation of his high-quality insult, and focuses on his scheme. The ethereal sounds turn into a hollow moaning. He, in his best necromancer impression, raises his hands wide and brings forth a fog lit up from within by an eldritch green light, boiling up from the ground and out of the trees in Kressle's peripheral vision. "Happs! Yuir former boss wishes tae see ye, like. Did ye nae say ye were hungry?"
His bright voice rings hollow and sinister with menace. The ghost sound, dutifully tended by Æthelflæd, does its best impression of a haunting. Shapes can be seen in the fog, and then one of them resolves: Happs' face,pale and bloated in death, throat slashed by some weapon much like the ones Sija wields. He's clearly ethereal, the light passing through him, the fog swirling around him, as he slowly and menacingly drifts closer to Kressle. His jaw, partially attached, works, and a too-long, bloated tongue quests around for sustenance.

"Ye may feed on her soul, but we will have use for the body," Thomas instructs. Too much? No, just the right sort of sinister. Let's see the woman focus on the fight with that creeping at her side. Perhaps some of her henchmen will decide it's not worth it?

Æthelflæd, staff of office in hand, strides forward, expression pinched in sour distaste, gesturing as if to command Happs' hungry ghost.

OOC/mechanics

Act Together: 2+1
-Eidolon: sustain Ghost Sound (meant to be cast by them; no real action difference)
-Thomas: cast lllusory Object, since I've committed to this ruse.

3: Eidolon - Stride forward

 

 

 

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Sija Bhatyani - Half-Elf Ranger 2


HP: 32/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1

Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 

Conditions-None| ResourcesInfused Items:
-2x Lesser Antidote
-2x Minor Elixir of Life

Consumables:
-1 PC affixed to dandpatta

Talismans:
-

Items:
-
| AbilitiesFocus Spells:
-Gravity Weapon

Abilities
-Darkvision
-Flurry
-Monster Hunter

Actions:
-Hunt Prey
-Twin Takedown
-Battle Medicine
| Skills*Acrobatics: +5
*Arcana: +5
*Athletics: +8
Crafting: +1
Deception: +0
Diplomacy: +0
*Herbalism Lore: +5
Intimidate: +0
*Medicine: +6
**Nature: +8
*Occultism: +5
Performance: +0
*Religion: +6
Society: +1
*Stealth: +5
*Survival: +6
Thievery: +1

*Trained | **Expert | ***Master


Sija hears the twang of the bow as the archer up high targets Lerris. Lerris who at that moment engages two of the roughest looking bandits in the camp. I need to take some pressure off that man. She thinks, pivoting her headlong dash toward the watch tower's ladder. with little time to waste she carefully sets one blade leaning against the ladder as she leaps up, scaling it quickly.


OOC/Actions

Other: 

Action 1: Triple move

Action 2: 

Action 3: 

Reaction: Grab an Edge, probably

Free: 

Exploration Activity: 

Feats

-Elf Atavism (Darkvision)

-Monster Hunter

-Battle Medicine

-Natural Medicine

-Herbalist Dedication

--Advanced Alchemy

--Alchemical Crafting

-Twin Takedown

-Gravity Weapon

Appearance

Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day.

 

She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices.

Gear

Worn

-Clothing (Winter)

-Breastplate

-Backpack

-Belt Pouch

-Healer's tools

-Bandolier

 

Weapons

-Club

-Corset Knife

-2x Dandpatta (PC)

-Flyssa

-5x Darts

-Whip

 

Containers

Backpack

-Bedroll

-Climbing Kit

-Rations (2 weeks)

-5x Sacks

-5x Torches

-Waterskin

 

Bandoliers

-4x Flasks Oil

 

Belt/Pouch

-10x Chalk

-Crowbar

-Flint and Steel

-Soap

-2x Candles

-2gp 4sp 6cp

 

Edited by Kistler (see edit history)
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 Antonia RullianusClaire-removebg-preview.png.04c2cfe7b1184c8ebb7da2b1d9db6e4f.png

Swashbuckler Fencer 2


 

checked-shield.svgAC: 19 | health-normal.svgHP: 30/30 | awareness.svgPer: +5 | Fort: +5 | Ref: +9 | Will: +6 | Hero: 2/3 | Languages: Common, Dwarven, Elven

Panache: ✖️ | Conditions: None


Antonia holds her blade up, preparing for what is to come. With a quick breath to steady herself she leaps from behind her cover and strides the distances between her and Kressle. Lerris is doing quite well defending himself against the onslaught, but even he cannot be expected to maintain such a heroic feat. "Don't worry, darling, I'm here to save the day -- again." As she reaches Kressle, she feints with a sideways swipe and follows the motion into a complete spin, then finishes the motion with a forwards jab. Unfortunately for her, Kressle is quicker than the others they have fought so far and easily sees through the deception and dodges the real attack. "Oh goodie for you. Plenty more where that came from. It's really for the best that you let me do my work -- better to die by blade than by the teeth and claws of your late friend Happs."

 

Mechanics

Action 1 - Stride 20 ft.

Action 2 - Attempting Feint - Rolled 16 total - FAIL!

Action 3 - Strike - Rolled 12 - MISS! 😞

 

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image.png.5bee56e36745271f76b0d86a3c4f8045.png

Zakon Malheur

HP: 20/20 | AC: 14 | Perception: +7image.png.ee2050fec237379a2949f7b183fe1591.png
Fort: +4 | Ref: +4 | Will: +9
Hero Points: O | Focus Points: O

Zakon takes a few steps closer while casting a more complex spell. He intones a single word in an infernal tongue, commanding Kressle to drop her weapons.

OOC

Action 1: Stride (on map in Forge)
Action 2-3: Cast Command on Kressle (Will save DC 18) choosing the option where she must drop what she is holding.

 

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 spacer.pngVerne Greencloak| HP: 24/24 | AC: 19 | Fort: +5  Ref: +6  Will: +10  Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2

 


Shardik | HP: 26/26 | AC: 19 | Fort: +6  Ref: +6  Will: +5  Perception: +5spacer.png

 

Verne and Shardik continue moving forward into the heart of the battle.

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Thomas continues weaving his illusions, creating an ominous and horrifying mood for the debut of the unholy abomination that Happs Byden has indisputably become. The bandits eye the looming apparition warily, ready to fire upon it, though Kressle and her melee companion are currently a bit too focused on the people immediately attempting to stab them.

Sija scales the ladder with speed and aplomb, reaching the top of the lookout post before the archer atop it--distracted by Happs' vengeful spirit--even has time to register her approach. Though she was forced to leave one of her blades behind due to the obvious and universally agreed-upon fact that one cannot possibly climb a ladder while holding two swords unless they are some sort of master athlete, this man does not look particularly enthused about engaging a foe in melee.

Antonia's attempted stabbings draw a sneer from Kressle. "I don't know what palace you snuck out of, princess, but you'd better scamper back there before I cut your tits off."

The Stag Lord's Finest Killer proves frustratingly resistant to Zakon's attempted manipulation, as well; his magically-backed command to drop her weapons goes completely unheeded.

Shardik and Verne move closer to the battle, their approach slowed by the strange laws of reality that mean neither of them can move at their full speed in combat, a rule no doubt enforced upon reality by the Primordial Gods of Balance.

Lerris, now flanking Kressle with Antonia, strikes at her twice with his enchanted longsword. The first blow cuts a long gash down Kressle's arm, eliciting a snarl of pain, but his follow-up stab delivered an even more grievous blow to her abdomen. He then raises his shield to intercept any retalliatory strikes. "See?" Kressle cackles through her pained grimace, "Follow his lead, princess." [Lerris deals 20 damage to Kressle!]

The far-away archer, seeing the grand show of horrible sounds and illusory menace that Thomas is putting on, looses a pair of arrows at the presumably approaching Happs Byden. One goes wide of its mark, but the other pierces "Happs" straight through the chest, disrupting the illusion. The archer stares at the illusory bandit in shock, then stammers, "It's a g-g-ghost!"

The other bandit is a little occupied by the sudden appearance of a hostile Vudrani woman with a sword. He fires twice, the first arrow grazing Sija's cheek, and the second one parried harmlessly away. "I need help up here!" he shouts as he draws his dagger, which does not look very intimidating next to Sija's dandpattas. [Sija takes 5 damage!]

The bandit brute, seeing Kressle surrounded and wounded, attempts to clear some space for his boss. He shoves Lerris, trying to push him away, but the champion stands firm. Frustrated, he roars at Lerris in worldless fury, trying to cow him. Lerris doesn't even seem to notice. Now absolutely furious, the bandit tries one more time to push Lerris out of flanking position--and it would have worked, had his first attempt not placed his feet in an awkward spot, allowing Lerris to resist the attempt.

"Just hit him, you idiot!" Kressle snarls. She steps around Lerris' back, clearly not entertaining the possibility that Antonia might be a skilled enough warrior to attack her as she moves. Now flanking Lerris, she swings both her hatchets at his back. He turns just in time to catch what might have been a fatal strike on his shield, narrowly deflecting it away from his throat, but can't do anything about the second hatchet as it chops into his armor and bites into the flesh beneath. She grins maliciously despite her own wounds and licks a splash of Lerris' blood from the edge of her axe. [Kressle deals 19 damage; Lerris' shield blocks 5 damage and takes 7 damage (13 HP remaining); Lerris himself takes 7 damage.]

Lerris is hurt but still fighting, and the battle continues...

ThornRiverBanditCamp03.png.481678cbd88c744260c4a2e51878e36e.png

Edited by Kavonde (see edit history)
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Sija Bhatyani - Half-Elf Ranger 2


HP: 27/32 | AC: 19 | Speed: 25ft | Hero: 1/3 | Focus: 1/1

Perception: +8 | Fort: +8 | Ref: +7 | Will: +6 

Conditions-None| ResourcesInfused Items:
-2x Lesser Antidote
-2x Minor Elixir of Life

Consumables:
-1 PC affixed to dandpatta

Talismans:
-

Items:
-
| AbilitiesFocus Spells:
-Gravity Weapon

Abilities
-Darkvision
-Flurry
-Monster Hunter

Actions:
-Hunt Prey
-Twin Takedown
-Battle Medicine
| Skills*Acrobatics: +5
*Arcana: +5
*Athletics: +8
Crafting: +1
Deception: +0
Diplomacy: +0
*Herbalism Lore: +5
Intimidate: +0
*Medicine: +6
**Nature: +8
*Occultism: +5
Performance: +0
*Religion: +6
Society: +1
*Stealth: +5
*Survival: +6
Thievery: +1

*Trained | **Expert | ***Master


As below, so above as Sija strides forward and swings her blade at the villain before her. The tower sways under the weight of two people and the blade meets only air. She swings her fist backward at his face, but it only glances off his leathers without enough force to cause any harm.


OOC/Actions

Other: 

Action 1: Hunt Prey

Action 2: Stride 10'

Action 3: Twin takedown to miss twice!

Reaction: Grab an Edge, probably

Free: 

Exploration Activity: 

Feats

-Elf Atavism (Darkvision)

-Monster Hunter

-Battle Medicine

-Natural Medicine

-Herbalist Dedication

--Advanced Alchemy

--Alchemical Crafting

-Twin Takedown

-Gravity Weapon

Appearance

Sija looks like a typical Vudran woman, often dressing in the more traditional fabric wrap of her homeland and often a headscarf or shawl. She often wears some form of ornamentation or jewelry on hands, ears, neck, and brow. She is older than most, though as a half-elf she wears her six decades with dignity and grace, with few signs of the decrepitude often seen in similarly aged humans. She is tall, and stands with a straight back and good posture. Her arm is strong and well-corded with sinew and muscle, perhaps appearing a touch wiry, and her skin a bit weathered from years outside. Her hair was once a glossy black, though now it is streaked with gray; more with each passing day.

 

She can often be found with a cudgel, a wicked-looking curved dagger, and a whip hanging from her belt. She wears these, and warm outer clothes or a cloak to protect her from the elements, when she travels. When expecting trouble she throws a bandolier on that's filled with flasks of healing ointments and poultices.

Gear

Worn

-Clothing (Winter)

-Breastplate

-Backpack

-Belt Pouch

-Healer's tools

-Bandolier

 

Weapons

-Club

-Corset Knife

-2x Dandpatta (PC)

-Flyssa

-5x Darts

-Whip

 

Containers

Backpack

-Bedroll

-Climbing Kit

-Rations (2 weeks)

-5x Sacks

-5x Torches

-Waterskin

 

Bandoliers

-4x Flasks Oil

 

Belt/Pouch

-10x Chalk

-Crowbar

-Flint and Steel

-Soap

-2x Candles

-2gp 4sp 6cp

 

Edited by Kistler (see edit history)
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