Gregorotto Posted April 17 Author Clone Share Posted April 17 To Story's question: not terribly long, it turns out. Najya slinks off before anyone can notice, following Eku but her disappearance does not bode well into those woods. Something else catches her attention but she doesn't know what to do with it, nor what is throwing her off. Perhaps it is her lack of knowledge of the outside world, a dereliction of duty on the part of her handlers, and she has yet to learn what is missing, but as she returns, something feels off. She expresses as much in saying Eku disappeared and there is a settlement ahead. Story translates, curious, as Mariposa awakens at last. Story nods in agreement with her and with Brigg, who begins to hunt after the path Eku took. As soon as he reaches the trees Najya points out to him, he loses the trail immediately. No sign of foot fall, any of her works, nothing. Why is that? Is it his nerves, or is it something else? Fireflies begin to dance as they move across the grass her, the upward incline disappearing as it becomes more flatland, savannah with waist-high grass, pushing for miles until it reaches distant tree lines. A peak rises to the west, dividing the setting sun, and at its feet are the huts and hovels of Mbala. Dancing fireflies continue as Brigg leads the way followed by Najya, their natural stealth helping them along, Najya unable to hear Brigg at all save for knowing where he is by sight and prior knowledge alone. The thought dawns on all of them save Najya as they arrive at the edge of Mbala: the lights they had seen were only fireflies. There are no lights in any of the huts of Mbala. The grass is overgrown here, to the knees in the best of places. A few houses have signs of collapse and rain trouble; crops rot, tuber overgrowing their pots and gardens. As the sun disappears, a fear grows in them. Mbala has been abandoned. Story draws their attention, pointing with a pawed hand. "Look. A single hovel, with lights." Artus says what they are all thinking. "I've got a bad feeling about this." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Spektor Posted April 19 Clone Share Posted April 19 Mariposa Faun Druid of Dreams (3) AC: 17 (Shield) | HP: 21/21 | PP: 15 | WS: 0/2 | Spell Slots1st: 4/4 2nd: 2/2 | Insp: ❌ | Languages: Common, Druidic, Elvish, Sylvan Mariposa’s brow furrowed with uncertainty as she peered at the abandoned settlement. A frown appeared on her face when Artus mentioned his bad feeling. “Mmm…” She grunted with worry, “…Maybe they all just decided to move out…at the same time…through a dangerous jungle.” She audibly gulped, but perked up at Story’s pointing paw, gesturing towards a home that was perhaps not so abandoned. “Ah! See? Someone is home, it seems. Shall I call forth the dream of the spider so that I might take a closer look with no danger to you, friends?” She had already begun with her swaying, dream-like motions, ready to shift forms and be the reconnaissance they needed. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dwargstof Posted April 21 Clone Share Posted April 21 Name: Brigg (Baghtu) | Race/Class: Bugbear Barbarian 3 | HP: 32/32 AC: 14 PP: 12 Brigg is disappointed, but remains stoic. His hunting skills had atrophied, to say the least. He'd been around civilization too long, even after his years as a slave. He would need to practice more...and soon, if they were to survive this ordeal. On the other hand, perhaps there was nothing to track. Brigg noted that Mbala must have been deserted long ago for the grasses and foliage to have started reclaiming the land, already. To Mariposa's offer, he nods acceptance. "This Dream Spider...I do not understand it," he said to her quietly, lest any unseen predators be near this long-abandoned village, but if it will allow you to see what we cannot, it will be helpful. There was a rumor of this place, one of death and a hunger that would not be quelled. I cannot be sure, but warnings in the jungle are best headed." Brigg sniffed the air, searching for hints of decay while trying to recall the full story he had heard of this place. "We would be foolish to not have our weapons at hand." His maul, its thick lignum vitae shaft sporting a blocky iron head with two large, flat strike faces, rested easy in his hand, waiting to make mash of whatever came their way. Brigg was bracing for a fight, but deep down, hoped it would not come to that. He surveyed his surroundings, waiting and ready. OOC Brigg tries to recall the story that he heard about M'bala while waiting for Mariposa to do ther thang. General perception check of the area, watching for any other movement or signs of life. Action: Bonus: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Nature_Check 9 1d20+3 6 Perception_Check 18 1d20+2 16 History_Check_4FUNSIES 7 1d20+1 6 Link to comment Share on other sites More sharing options...
emotionaut Posted April 24 Clone Share Posted April 24 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Seeing Mariposa about to scout alone does not sit well with Najya. Even as a tiny spider, there are dangers. A bird, perhaps. Or any number of the thunder lizards they have encountered on their journey thus far. Quite frankly, Najya is still learning of the multitudes of dangers in the wider world, and until she knows them all, she must assume there are dangers still lurking. And so she vows to accompany the druid, though doing so stealthily proves difficult given the open fields around Mbala. While a spider can crawl between stalks without stirring so much as a single frond, a full-grown woman does not fare nearly as well. Perhaps she is having an off day, or perhaps she is intentionally making a target of herself, to better aid Mariposa in being unnoticed. After all, should an attack occur, she would want herself to be the target. OOC Just some flavor for her 10 Stealth roll in the discord thread. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted April 24 Author Clone Share Posted April 24 The group elects to go towards it, following Mariposa's lead. Brigg, as they go, makes observations, not of all how long it's been since anyone has been here—the tall grass alongside some of the abandoned homes and the disarray in some of the foundations and brick work suggests it's been some time, but other things, like a bucket next to the well and abandoned still rotting food, suggests perhaps not. Which is it? What's the truth here? As they move along, Najya, in her stealthy way, tries to make a formation with the group where she remains unseen, but she is not used to the layout of villages like this. Leaping over a fence, she lands in an animal pen, devoid of life, and into a trough: her foot goes right through the dry wood, an incredibly loud action that echoes off the distant trees. Their cover is blown, unfortunately. But nothing comes of it. As they approach, Brigg sees clearly the hut is wider than most of the huts, and just as old, but lacks the deterioration of age. Not exactly upkept, the grass around it is not so high, and there is a field beside it, a clearly cultivated field, with crops growing, and at the center a strange bulky mound upon which grows different crops. He can't tell in the dark exactly what they are, but this is worked agriculture: around the village there were multiple fields, but all overgrown, untilled in this season. Smoke rises slowly from the chimney, and the smell of wood burning is apparent: the light within shows a hut, but abandoned. "You come at odd hours to Nanny Pu'pu's hut. Not surprising. Strangers come in strangeness." The voice is sudden, directly behind them, and its speaker is hunched over but still almost as tall as Brigg and Story. Her ears are the first thing noticeable about her, massive things and round, yet still very much human. Her broad nose is marked with the yellow dye that marks much of her face, in the shape of an upside down hand with gnarly fingers: her own fingers, from the look of those spindle-like things. Older than old and smelling slightly as the elderly sometimes do, the woman is bulky but muscular in that bulk, veiny but not brittle, with bags at her sides. Her bare feet are massive, and she wears conservative clothing for a Chultan woman. "You have questions about M'bala. I will give them. Come, follow Nanny Pu'pu." She moves past the group without another word, towards her home. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Feuerrabe Posted April 28 Clone Share Posted April 28 Appearance Age 129 | Height 5' 11" (1.80m) | Weight 126 lbs. (57kg) | Hair Copper Red | Eyes Emerald Green | Complexion Pale Bronze Description Cyrienne is a fiery wood elf maiden, with blazing red curls and expressive emerald eyes, and sharp cut features. She is naturally curvier than most elves, but not excessively so. She wears a green wood elven armour complete with yellow cape. While it is as authentic a wood elf armour as it gets, it does appear to sacrifice some functionality for grace, and some carmouflage for appeal. Nevertheless, it still provides both, along with protection. The silver brooch, which fixates the cloak upon her shoulder, is holy symbol of Sune. Statblock Sheet Cyrienne Alenuath | Alignment Chaotic good | Type medium humanoid (elf) | Classes Cleric (Light) 3 | Background Acolyte Init +3 | AC 15 (leather) | Senses 60' darkvision | Passive Insight 15; Investigation 9; Perception 15 | Saves Str -1, Dex +3, Con +1, Int -1, Wis +3, Cha +2 Immunities/Resistances Adv. on saving throws vs. magical charms Immune to magical sleep effects Languages Common, Elvish, Sylvan HD 3/3d8 | HP 15/15 | Warding Flare ☐☐☐ | Channel Divinity ☐ | Arrows 20/20 | Spell Slots I: ☒☐☐☐ II: ☐☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on Detect Poison & Disease | Hands Main -, Off Holy Symbol Durations in rds. denote the remaining rounds after the current one. Cyrienne Alenuath, Chaotic Good Female Wood Elf Cleric of Sune “There is always a light where Mariposa walks.” Cyrienne mused quietly; the feint insecurity in her voice did not reflect any doubt in the truth of her words. Instead, Eku’s disappearance had left the elven priestess shaken: Cyrienne wasn’t as much at home in the forest, particularly not a tropical one, as she would like to be. Eku had been not only the group’s guide, to Cyrienne she had been a mentor, helping the wood elf to rediscover her roots. So why did Eku suddenly leave? She probably hadn’t meant to, but that only made it worse: Had something bad happened to her? Her elven eyes measured the aesthetics of the hut as they approached. While Cyrienne wasn’t going to call it picturesque, it did have a certain rustic charm. Nanny Pu’pu was different, though. As hard as Cyrienne tried, she couldn’t find anything classy or graceful about the old lady. However, remaining polite was probably their best course of action, thus Cyrienne pulled it together. When Nanny passed by them, Cyrienne use the moment to speak a prayer in elvish: “Sune, oh Lady of Love, grant me the wisdom to see and intuition to feel.” She made a gesture of bloom towards her eyes and hoped she had spoken the right spell. Thus, one merely sharpened her senses and intuition; the other option would have been a spell to detect poison and disease. “It’s a pleasure to meet you, Nanny Pu’pu,” the elf maiden lied respectfully, following Nanny Pu’pu to her hut. The human woman probably thought of herself as the ‘elder’, and was used to being considered ‘wise’, and wielded a certain degree of implicit authority amongst tribal humans. That was assuming that she was human and not, say, a hag in disguise who was responsible for the people being missing, including Eku. “As the hour for our visit is indeed odd, we are ever the more grateful for your hospitality. Our little group is enroute to Orolunga; we’ve heard tale of an oracle there. I am Cyrienne Alenuath, priestess devoted to Sune Firehair. And yes, we do indeed have questions. Have people disappeared recently?” The question that was truly burning on Cyrienne’s lips was: Where is Eku, but she didn’t quite dare ask it yet. She tried to make eyes contact with the others – particularly with Najya, if the dark huntress showed herself – and reached out with a hand to Mariposa. OOC Cyrienne speaks Owl's Wisdom upon herself. Concentration, up to one hour, advantage on wisdom checks. Passive Perception and Passive Insight are now 19, respectively. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted April 29 Clone Share Posted April 29 Najya HP: 41/41 AC: 16 Init: +3 PP: 15 Speed: 45 Ki: 4/4 Condition: Normal Features Class Features: Unarmored DefenseBeginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier., Martial ArtsAt 1st Level, your practice of Martial Arts gives you mastery of Combat styles that use Unarmed strikes and monk Weapons, which are shortswords and any simple melee Weapons that don't have the Two-Handed or heavy property. You gain the following benefits while you are Unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield. • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes and monk Weapons. • You can roll a d4 in place of the normal damage of your Unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. • When you use the Attack Action with an Unarmed strike or a monk weapon on Your Turn, you can make one Unarmed strike as a bonus Action. For example, if you take the Attack Action and Attack with a Quarterstaff, you can also make an Unarmed strike as a bonus Action, assuming you haven't already taken a bonus Action this turn., KiStarting at 2nd Level, your Training allows you to harness The Mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. Some of your ki features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your Proficiency bonus + your Wisdom modifier., Unarmored MovementStarting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move., Touch of DeathStarting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum of 1 temporary hit point)., Slow FallBeginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level. Tools: Alchemist's Supplies Languages: Common, Sign Language, Alzhedo, Chultan Weapons & Armors: Simple Weapons, Shortswords Feats: none Racial & Background: Deathless NatureYou don't need to breathe., Spider ClimbYou have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free., Vampiric BiteYour fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice: You regain hit points equal to the piercing damage dealt by the bite. You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest., Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. IC Najya follows the others into the hut and lurks by the entrance in customary fashion. She listens to Cyrienne make their introductions, while watching the old woman for indications that she be friend or foe. When Cyrienne looks back her way, Najya signs bluntly: If the others deem the old woman safe, Najya could excuse herself to look for their errant guide. So she adds: OOC I'll also roll Insight on the old lady's body language. Name xDiceName xDiceResult xDiceString xDiceRolls Insight 22 1d20+5 17 Link to comment Share on other sites More sharing options...
DoNotFearToTread Posted April 29 Clone Share Posted April 29 Broxatla Zuberi (Chultan Artificer 3) AC: 16 (18 Shield) | HP: 27/27 | Passive Perception: +11 | FeaturesMagical Tinkering x | ○ | ○ - mint odor on scarf Artificer Infusions x | ○ - Returning on yklwa The Right Tool for the Job With thieves’ tools or artisan’s tools in hand, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. Battle Ready You gain proficiency with martial weapons and when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. Steel Defender Beeble the Brass Badass | SpellcastingMay cast rituals of Artificer spells Prepared spells: Booming Blade/Lightning Lure Absorb Elements Detect Magic (R) False Life Heroism Shield Tasha's Caustic Brew | Conditions: Spells: ○ ○ ○ (1st) | (2nd) | (3rd) Day 21/22 Never one to let an opportunity for rest go to waste, Brox drifts in that liminal space between awake and asleep for the bulk of the time the group stakes out a place in the brush. Najya's return and the news of Eku's disappearance is enough to rouse him and his eyes narrow in concern. Eku is their scout, the one setting their direction, and for her to wander off wouldn't be out of sorts but not finding her way back speaks to something very wrong. Taking up the yklwa and the shield, he gives a short whistle to Beeble to set the automaton on his heels as he readies to move off. He'd quickly learned that sneaking out the windows of bedchambers had not properly prepared him for sneaking in the jungle, so he makes no effort to prepare for that. "No doubt Eku ran into trouble or they'd be here. And it was quiet enough for us not to catch the sound of it." As the group sets off, he and Beeble move to put distance between themselves and the group's more stealthy members. His eyes move carefully across the abandoned village, noting the overgrowth and seeming lack of human passage. If nothing else, he could be the thing that draws an enemy's attention away from any fumbling attempts. This proves unnecessary, however, as the strange crone appears at their backs while they all stand around gawking at their surroundings. Immediately his fingers tighten on the yklwa and his shoulder tense, his body turned to keep his side toward the woman. His knowledge about the lands of Chult are largely academic, but some of what he read might help clarify why exactly this all feels so much like a bad idea. "A single woman left alone in the wake of all this? You're either lucky or strong." There is no doubt in his mind that this woman is trouble, but knowing a thing and acting on it are different. If there is information to be gleaned from this interaction it would be foolish to ignore it. He offers a barely visible nod of his head in Najya's direction at her initial series of signs, having picked up enough to recognize threat among the motions. He doesn't relish the idea of losing the silent one to investigations if this gets ugly but it could be useful if the rest of them keep this stranger occupied, so he doesn't offer an opinion on the second part. Stopping outside the hut, his stance makes his intention rather obvious. No way he's going into that hut. "I'm not done taking in the air." A glance over his shoulder confirms that Beeble has kept pace and he takes some small reassurance in that. Mechanics Action: Your action goes here. Bonus Action: Your action goes here. Move Action: Your action goes here. Item Interaction: Your action goes here. Beeble StatsMedium construct Armor Class: 15 (natural armor) Hit Points: 20 Speed: 40 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (−3) WIS 10 (+0) CHA 6 (−2) Saving Throws: Dex +1 plus PB, Con +2 plus PB Skills: Athletics +2 plus PB, Perception +0 plus PB × 2 Damage Immunities: Poison Condition Immunities: Charmed, Exhausted, Poisoned Senses: Darkvision 60 ft., Passive Perception 10 + (PB×2) Languages: Understands Common, Chultan, Sylvan Challenge: Proficiency Bonus (PB) equals your bonus Vigilant: The defender can’t be surprised. Actions Force-Empowered Rend: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage. Repair (3/Day): The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it. Reaction Deflect Attack: The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. Name xDiceName xDiceResult xDiceString xDiceRolls Nature? 12 1d20+5 7 Arcana 17 1d20+5 12 Link to comment Share on other sites More sharing options...
Feuerrabe Posted April 29 Clone Share Posted April 29 Appearance Age 129 | Height 5' 11" (1.80m) | Weight 126 lbs. (57kg) | Hair Copper Red | Eyes Emerald Green | Complexion Pale Bronze Description Cyrienne is a fiery wood elf maiden, with blazing red curls and expressive emerald eyes, and sharp cut features. She is naturally curvier than most elves, but not excessively so. She wears a green wood elven armour complete with yellow cape. While it is as authentic a wood elf armour as it gets, it does appear to sacrifice some functionality for grace, and some carmouflage for appeal. Nevertheless, it still provides both, along with protection. The silver brooch, which fixates the cloak upon her shoulder, is holy symbol of Sune. Statblock Sheet Cyrienne Alenuath | Alignment Chaotic good | Type medium humanoid (elf) | Classes Cleric (Light) 3 | Background Acolyte Init +3 | AC 15 (leather) | Senses 60' darkvision | Passive Insight 15; Investigation 9; Perception 15 | Saves Str -1, Dex +3, Con +1, Int -1, Wis +3, Cha +2 Immunities/Resistances Adv. on saving throws vs. magical charms Immune to magical sleep effects Languages Common, Elvish, Sylvan HD 3/3d8 | HP 15/15 | Warding Flare ☐☐☐ | Channel Divinity ☐ | Arrows 20/20 | Spell Slots I: ☒☐☐☐ II: ☐☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on Detect Poison & Disease | Hands Main -, Off Holy Symbol Durations in rds. denote the remaining rounds after the current one. Cyrienne Alenuath, Chaotic Good Female Wood Elf Cleric of Sune Cyrienne's elven eyes didn't have trouble following Najya's swift hand signs. Answering the question whether Najya should go look for Eku, Cyrienne softly hushed back: "Yes, but I'd feel more comfortable if you stuck together." She glanced from Najya to Brox. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dwargstof Posted May 2 Clone Share Posted May 2 Name: Brigg (Baghtu) | Race/Class: Bugbear Barbarian 3 | HP: 32/32 AC: 14 PP: 12 At Najya's sign asking if Nanny Pu'pu was a threat, Brigg nodded, doing his best to reply with garbled Drow sign language; Yes, be guarded, trouble present. Brox stopped at the door, as did Brigg. Eku was missing, that was true, but the danger of their immediate situation had just escalated, as far as the hairs on Brigg's neck and shoulders was concerned. Something was not right about any of this and if the rumors were true, this old nan may be much more than meets the eye. Her smell, the way she moved, the very air around here...none of it indicated he should step foot inside that hut. This feeling...this intense aprehension, it was not unlike a time he had been fooled, made to believe his freedom was imminent only to have to swiftly taken from him again as he was traded to another slaver like a bag of produce at the market. No, none of this was right. He planted himself just outside the door and spoke, his stoicism cracking with his rising agression. "What is to be said indoors that cannot be said out here?" he demanded of the woman. "Where have the dwellers of this place gone?" OOC Brigg is not a fan of splitting the party with this odd woman present, but aquiesces to a slight degree. He will not enter the hut unless given a good reason. Action: Bonus: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted Tuesday at 01:01 AM Author Clone Share Posted Tuesday at 01:01 AM Story watches Najya's signs and waits before signing back. Nanny Pu'pu does not seem honored or put off with the kindness treated her by Cyrienne, and instead is very much still doing what she intended to. Brigg asks a fair question: what requires them to go inside with such haste? "We go inside for the same reason M'bala is ruined. Unless you want to become a snack, you come with Nanny." She scurries inside, and they, one by one, follow her. The hut, made of leathers and hides placed on the ribcage of a massive reptilian creature, smells of the smoke, somewhere between pleasant and putrid in smell and contents. From the ceiling, the windows, and the door hangs totems of bird bones, feathers, and other oddities, something that Cyrienne might be tempted to dismiss as superstition and Brox and Brigg would know as such. A mortar and pestle sit beside the fire, and soon, with more grunts than anyone finds necessary, Nanny Pu'pu seats herself beside it and takes it up, working the green admixture that has the same smell as fresh vomit and at least its consistency. There is magic here, but it is the lowest form of magic, Brox can tell: and this is a woman who knows the wilds of the world, as if Chult were her own skin, her own blood. "You come to M'bala on the way to Orolunga? Not the first to come. Not the last. Many months since Nanny Pu'pu see anyone. Last one to be taken was the child, Kirikou. Brave child. Cunning. Wily. Like Nanny Pu'pu. But he think he run fast: fast not fast enough against winged foes. Terror-folk. They come, three year ago. Or was it five? Time is different when alone for so long, just ask Nanny. One by one, they come down, and they scoop up the people of M'bala. The warriors go to stop them: they don't come back. I tell them, says Nanny, 'You hide in huts, wait! Someone will come, clear them out. Always bigger foe.' But they did not wait. They went about lives as if no terror in sky. One by one, taken to cave, stripped of flesh, end of lives. And then Kirikou, the last, taken. The last but me. Only Nanny Pu'pu remains." She seems malcontented to say this, clearly troubled. "And now you come, just like Nanny told them." Najya observes this all with the distance of one who cannot speak: she sees the grand masquerade going on here. Every word Nanny Pu'pu says is true: every action is choreographed. This is a dance, and she is leading it, tempo and step. Just who is this Nanny Pu'pu? And why is she "You lucky. You come from east, hm? If you had come from south, had taken the easier route, the pterafolk find you, catch you, eat you. But you have luck on your side: or are one of you a guide? Nanny wonders, headed to Orolunga. Not many know that place. Nanny does: and she names you wise for seeking it out. But why, wonders Nanny? Why seek the oracle? Great trouble, but great reward." She places her finger in the vile mixture in her mortar, and tastes it, licking her dry lips. Reaching over, she pulls a small reptilian eyeball out of a bag, crushes it, and lets the liquid fall in; she then continues mixing. Without looking at Brigg, she points at him. "The big one could be your guide. His kind know these jungles. Many lost, tribes destroyed, taken to far away lands. Nanny knows this. Woods whisper to her." She laughs. "Why does this one come back, Nanny wonders? Revenge... or guilt?" Only the crackling of the fire holds up in the darkness: there is no sound in dead M'bala. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Feuerrabe Posted Tuesday at 07:16 AM Clone Share Posted Tuesday at 07:16 AM Appearance Age 129 | Height 5' 11" (1.80m) | Weight 126 lbs. (57kg) | Hair Copper Red | Eyes Emerald Green | Complexion Pale Bronze Description Cyrienne is a fiery wood elf maiden, with blazing red curls and expressive emerald eyes, and sharp cut features. She is naturally curvier than most elves, but not excessively so. She wears a green wood elven armour complete with yellow cape. While it is as authentic a wood elf armour as it gets, it does appear to sacrifice some functionality for grace, and some carmouflage for appeal. Nevertheless, it still provides both, along with protection. The silver brooch, which fixates the cloak upon her shoulder, is holy symbol of Sune. Statblock Sheet Cyrienne Alenuath | Alignment Chaotic good | Type medium humanoid (elf) | Classes Cleric (Light) 3 | Background Acolyte Init +3 | AC 15 (leather) | Senses 60' darkvision | Passive Insight 15; Investigation 9; Perception 15 | Saves Str -1, Dex +3, Con +1, Int -1, Wis +3, Cha +2 Immunities/Resistances Adv. on saving throws vs. magical charms Immune to magical sleep effects Languages Common, Elvish, Sylvan HD 3/3d8 | HP 15/15 | Warding Flare ☐☐☐ | Channel Divinity ☐ | Arrows 20/20 | Spell Slots I: ☒☐☐☐ II: ☐☐ Underscored: Replenish on long rest | Italic : Replenish on short or long rest. | Numbers count available resources, not used resources. | "☐" indicates an available resource, "☒" used resource. Status - | Effects - | Concentrating on Detect Poison & Disease | Hands Main -, Off Holy Symbol Durations in rds. denote the remaining rounds after the current one. Cyrienne Alenuath, Chaotic Good Female Wood Elf Cleric of Sune “I see,” Cyrienne admitted thoughtfully when Nanny had finished her tale. The head of the elven priestess was lowered, and she was rubbing her chin as she took small steps through the room. As if by chance, she came to stop by Brigg’s side. When she turned back to Eku, she held onto the hip of the much bigger bugbear, like she might hold onto a rock. Her eyes looked up to Nanny with renewed confidence. “Eku is our guide,” Cyrienne elaborated in business like tone, still under the protective arch of Brigg’s left arm, “she’s also a mentor and a friend. Yet she disappeared just moments before we arrived here. It frustrates me that neither of us saw or heard anything, but from what you told us, the pterafolk have her. So…” there was a sparkle of light in her eyes and her tone became more adventurous, “We are the saviours you promised to your people. The question is how we get to their lair without being picked off by them. We cannot fly and their lair is going to be somewhere up high.” OOC Concentrating on Owl's Wisdom. Passive Perception and Passive Insight are now 19 21, respectively. (10 base + 4 Wisdom + 2 Proficient + 5 Advantage) Also, active Insight, figure out whether Nanny Pu'pu believes everything she told us, just as she told us, and whether she's holding anything back. It is a bit weird that she suggested to the people to stay inside for three to five years. Even if they had done that, the pterafolk might have dug through the rooftops or smoked folks out eventually. Name xDiceName xDiceResult xDiceString xDiceRolls Wisdom (Insight), Advantage due to Owl's Wisdom 23 keep(2d20,highest)+6 17,1 Link to comment Share on other sites More sharing options...
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