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On the Road Again


Rakle

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Story

In the morning, the Knights and the group will be leaving Barovia to escort the two girls back to their village. Then everyone can return to Lastwall.

That evening, Ismark pulls the group into the first floor Burgomaster offce. "I have been reviewing the documents in the satchel that retrieved from Ravenloft. Most of the documents are centuries old. They have become unreadable, or too outdated to be of any value. Here is a few letters about hiring the wizard to destroy the sunsword" He tosses the those letters on a desk. We all know that failed"

But not all of them. . . Ismark mentions before he takes out a few newer pieces of correspondance. "You might want to read this documents. The oldest is around 100 years old. Some followers of someone named Lissala had proposed a deal to have some of their leaders receive Strahd's gift.   Then there are some correspondances back and forth that hammer out the deal.

Then he points to the newest looking correspondence. "It looks to be a few decades old, he explains before starting to read part of it "Dear Count Zarovich, May Lissala bless you and watch over you. blah blah blah. Your gift of long life has been a blessing. We thank-you again for it blah blah blah. Here is an interesting part: We have recently moved to Palin's Cove in Korvosa's controlled lands. It is located northwest of Korvosa on the mouth of the Falcon River. If you ever need us, call upon us. It is signed the Feasters Of the Heart.

He then hands over this letter

 

Ooc

Know religion - Lissala ; Know local - Palin's cove; or whatever skills that you feel are relevant.

FYI: For anyone joining us, the Count was a vampire just recently killed by the party.

 

Edited by Rakle (see edit history)
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Ilyrana Shazowyn and Drogo

Basic Statblock Sheet: https://www.myth-weavers.com/sheet.html#id=2051255
Name/Race: Ilyrana Shazorwyn/Elf
Class: Witch 8
Relevant Effects: Fey Sighted (has Detect Magic in constant use)
Deathwatch Eyes Constant deathwatch as the spell out to 30'
Flight used 0/5
Wand Charges 34/50
Health 53/55

 

Ilyrana pondered the possibility of "hoofing" it and thought bugger that, she says "I like the idea of moving by magic, we can sell the mounts and buy another in Korvosa. What we could do with is an airship, now that could be fun eh" she says with a smirk.

 

I apologise for the double post, it would seem that I edited this post instead of cloning, sorry.

Edited by paladinred (see edit history)
Name
Knowledge Religion
22
1d20+18 4
Knowledge Local - Palins Cove
32
1d20+16 16
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)

 

Kero Swiftfoot

cPY1jYX.jpg.943a3203de222317d487cfe1c6ae0e01.jpgKero Swiftfoot  HP: 80/80   Saves: Fort 3, Ref 11, Will 4  AC: 26, 17(touch), 20 (flat-footed)
Initiative: 5, Speed: 30 Perception: +15


Kero had been a new member of the group and had not quite gotten the confidence to speak up when he spent so much time scouting and moving about alone. Though the current situation is rather important for everyone who knows something to speak up now for the benefit of the group.

He slides next to the taller Ilyrana quietly and tries to peek at the letter she is looking over before coming to any conclusions. His motions are quick and silent, maybe not even Ilyrana notices him by her side.

Statblock

[URL=https://test.myth-weavers.com/sheets/?id=2812605][B][SIZE=+1]Kero Swiftfoot[/SIZE][/B][/URL] Male Neutral Good Halfling Rogue, [B]Level[/B] 8, [B]Init[/B] 5, [B]HP[/B] 80/80, [B]Speed[/B] 30 [B]AC[/B] 26, [B]Touch[/B] 17, [B]Flat-footed[/B] 20, [B]CMD[/b] 19, [B]Fort[/B] 4, [B]Ref[/B] 12, [B]Will[/B] 5, [B]CMB[/B] +4/-1, [B]Base Attack Bonus[/B] +6/+1 [B] +1 Rapier [/B] +13/+8 (1d4+5, 19-20/x2) [B] Bombs [/B] +13 (4d8+3, x2) [B] Combat Scabard [/B] +12 (1d4, x2) [B] Mithral Shirt +1[/B], [B] +1 Buckler[/B] (+6 Armor, +3 Shield, +5 Dex, +1 Size) [B]Abilities[/B] Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10 [B]Condition[/B] . [B]Languages:[/B] Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran [B]Skills: [/B] Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10 [B]Traits:[/B] Blood of Dragons (low-light vision), Social: Wanderlust [B]Feats: 1st:[/B] Dodge (Bonus), [ooc="Shikigami Style"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything. • [B]Benefit(s):[/B] While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size.[/ooc], [B]3rd:[/B] [ooc="Improvisational Focus"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, base attack bonus +1. • [B]Benefit(s):[/B] You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization. • [B]Special:[/B] Thrown splash weapons are not considered improvised weapons for the purposes of this feat.[/ooc], [B]5th[/B] [ooc="Shikigami Mimicry"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Style. • [B]Benefit(s):[/B] While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality.[/ooc], [B]6th:[/B] [ooc="Close-Quarters Thrower"]• [B]Prerequisites:[/B] Dex 13, Dodge, Weapon Focus with selected thrown weapon. • [B]Benefit:[/B] Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb. Normal: Making a ranged attack provokes attacks of opportunity.[/ooc] (class), [B]7th:[/B] [ooc="Shikigami Manipulation"]• [B]Prerequisite(s):[/B] Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks. • [B]Benefit(s):[/B] While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5. • [B]Special:[/B] A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick.[/ooc] [B]Class Abilities: 1st:[/B] Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) [B]2nd:[/B] [ooc="Chemical Weapons (Ex)"]At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks. This ability replaces evasion.[/ooc], Talent: [ooc="Bomber (Su)"]Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).[/ooc] 4d4+3 3/day [B]3rd:[/B] [ooc="Danger Sense (Ex)"]At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).[/ooc] +2 [B]4th:[/B] [ooc="Debilitating Injury (Ex)"]At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt. * [B]Bewildered:[/B] The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8). * [B]Disoriented:[/B] The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8). * [B]Hampered:[/B] All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step. * These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.[/ooc], [ooc="Precise Splash Weapons (Ex)"]At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square. This ability replaces the rogue talent gained at 4th level.[/ooc], [ooc="Scout's Charge (Ex)"]At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.[/ooc] [B]5th:[/B] [ooc="Rogues Edge (Ex)"]At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well. * [B]Stealth:[/B] [B]5 Ranks:[/B] Reduce the Stealth penalty from sniping by 10. [B]10 Ranks:[/B] Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction. [B]15 Ranks: [/B]If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn. [B]20 Ranks:[/B] If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.[/ooc] Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: [ooc="Skirmisher (Ex)"]At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability. This ability replaces improved uncanny dodge.[/ooc], Rogue Talent: Bomber's Discovery ([ooc="Demolition Charge"]Benefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage.[/ooc]) [spoiler=Inventory]+2 Mithral Shirt 5100 Gp +2 Buckler 4,155 Gp +1 Rapier 2,320 gp MW Silver Dagger 322 gp Wooden Stake x4 Combat scabbard 1 gp Handy Haversack 2,000 gp heavyload Belt of Incredible Dexterity +2 7,000 Gp Gloves of Improvised Might 4,000 Gp (Returning) Cloak of Elven Kind + Muleback Chords 4,000 gp Boots of Elven Kind 2,500 gp Ioun Torch 75 Gp Traveler’s Any-Tool x2 500 Gp Thieves Tools 100 gp Kit, alchemist’s 40 Gp Kit, alchemy crafting 25 gp 32,137 Gp Bedroll Belt pouch Caltrops Candles (5) Chalk (5 pieces) Flint and steel Glass cutter Mess kit Sack x2 Silk rope (50 ft.) Grappling Hook trail rations (5 days) Waterskin[/spoiler]
Kero Swiftfoot
Male Neutral Good Halfling Rogue, Level 8, Init 5, HP 80/80, Speed 30
AC 26, Touch 17, Flat-footed 20, CMD 19, Fort 4, Ref 12, Will 5, CMB +4/-1, Base Attack Bonus +6/+1
+1 Rapier +13/+8 (1d4+5, 19-20/x2)
Bombs +13 (4d8+3, x2)
Combat Scabard +12 (1d4, x2)
Mithral Shirt +1 , +1 Buckler (+6 Armor, +3 Shield, +5 Dex, +1 Size)
Abilities Str 8, Dex 20, Con 12, Int null, Wis 14, Cha 10
Condition .
Languages: Common, Abyssal, Celestial, Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Terran
Skills: Acrobatics 21, Appraise 10, Bluff 10, Climb 6, Craft Alchemy 20, Disable Device 18, Escape Artist 11, Arcana 4, Dugeoneering 7, Engineering 4, History 4, Local 7, Nature 4, Nobility 4, Religion 4, Linguistics 14, Perception 15, Sense Motive 9, Sleight of Hand 16, Spellcraft 4, Stealth 25, Swim 7, UMD 10
Traits: Blood of Dragons (low-light vision), Social: Wanderlust
Feats: 1st: Dodge (Bonus), Shikigami Style Prerequisite(s): Catch Off-Guard or Throw Anything.
Benefit(s): While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size.
, 3rd: Improvisational Focus Prerequisite(s): Catch Off-Guard or Throw Anything, base attack bonus +1.
Benefit(s): You gain a +1 bonus on attack rolls you make using an improvised weapon. You are considered proficient with the improvised weapon and are considered to have Weapon Focus with improvised weapons for the purpose of meeting the prerequisites of feats that specifically select a weapon, such as Weapon Specialization.
Special: Thrown splash weapons are not considered improvised weapons for the purposes of this feat.
, 5th Shikigami Mimicry Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Style.
Benefit(s): While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality.
, 6th: Close-Quarters Thrower Prerequisites: Dex 13, Dodge, Weapon Focus with selected thrown weapon.
Benefit: Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this feat and choose alchemist bombs, you do not provoke attacks of opportunity for the process of drawing components of, creating, and throwing a bomb.
Normal: Making a ranged attack provokes attacks of opportunity.
(class), 7th: Shikigami Manipulation Prerequisite(s): Catch Off-Guard or Throw Anything, Shikigami Mimicry, Shikigami Style, Use Magic Device 5 ranks.
Benefit(s): While using Shikigami Style, you can treat any magical item you’re using as an improvised weapon as if it granted an enhancement bonus on attack and damage rolls equal to the item’s caster level divided by 4 (minimum +1), to a maximum bonus of +5.
Special: A character with this feat and Equipment Trick who uses magical equipment to perform a trick can add a bonus equal to the item’s caster level divided by 4 (minimum +1) on skill or combat maneuver checks attempted as part of the trick.

Class Abilities: 1st: Finesse training, sneak attack +4d6, trapfinding (+4 DD/Perception) 2nd: Chemical Weapons (Ex)At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.
This ability replaces evasion.
, Talent: Bomber (Su)Benefit: A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs, except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage). 4d4+3 3/day 3rd: Danger Sense (Ex)At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). +2 4th: Debilitating Injury (Ex)At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
* Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
* Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
* Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
* These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
, Precise Splash Weapons (Ex)At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.
This ability replaces the rogue talent gained at 4th level.
, Scout's Charge (Ex)At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
This ability replaces uncanny dodge.
5th: Rogues Edge (Ex)At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
* Stealth:
5 Ranks: Reduce the Stealth penalty from sniping by 10.
10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.
20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.
Stealth 6th: Rogue Talent: Feat (close quarter's thrower), 8th: Skirmisher (Ex)At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.

This ability replaces improved uncanny dodge.
, Rogue Talent: Bomber's Discovery (Demolition ChargeBenefit: When the alchemist creates a bomb, he can choose to have it deal damage to an object as if by a sunder combat maneuver. If the item is worn or held by an opponent, the item is considered the direct target, and the wearer/holder takes splash damage from the blast. If the object is unattended, a demolition charge deals an additional 2d6 points of damage on a direct hit. This bonus doesn’t affect the bomb’s splash damage. )

Inventory

+2 Mithral Shirt 5100 Gp
+2 Buckler 4,155 Gp
+1 Rapier 2,320 gp
MW Silver Dagger 322 gp
Wooden Stake x4
Combat scabbard 1 gp
Handy Haversack 2,000 gp
heavyload Belt of Incredible Dexterity +2 7,000 Gp
Gloves of Improvised Might 4,000 Gp (Returning)
Cloak of Elven Kind + Muleback Chords 4,000 gp
Boots of Elven Kind 2,500 gp
Ioun Torch 75 Gp
Traveler’s Any-Tool x2 500 Gp
Thieves Tools 100 gp
Kit, alchemist’s 40 Gp
Kit, alchemy crafting 25 gp
32,137 Gp

Bedroll
Belt pouch
Caltrops
Candles (5)
Chalk (5 pieces)
Flint and steel
Glass cutter
Mess kit
Sack x2
Silk rope (50 ft.)
Grappling Hook
trail rations (5 days)
Waterskin

 

 
 

 

Name
Religion
5
1d20+4 1
Nobility
17
1d20+4 13
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uc?export=download&id=1dRpitT3CcasYF2DNUtVf9NtjWbs0fRXE

Vergren Holybrew - Dwarven Warpriest 8


HP: 82/82 | AC: 23/15/19 | Speed: 20ft | Hero: 2/3 | Spells: 1

Perception: +12 | Fort: +9 | Ref: +7 | Will: +11 

Fervor Pool: 8/8 | Blessings: 9/9 | Sacred Armor 8/8 | Sacred Weapon 8/8

Conditions-None| ConsumablesAmmunition:
-149x Cold Iron Bullets
-43x Cryptstone Bullets
-6x +1 Animal Bane Arrows
-2x +1 Human Bane Arrows
-3x +1 Undead Bane Arrows

Potions/Alchemical:
-4x CLW
-2x Reduce Person
-2x Tanglefoot Bags

Scrolls/Wands:
-

Use/day items:
-
| SpellsCantrips:
-Create Water
-Enhanced Diplomacy
-Guidance
-Purify Food and Drink
-Stabilize

Level 1:
-3x Divine Favor
-Obscuring Mist
-Shield of Faith
or
-CLW 1d8+5

Level 2:
-2x Burst of Radiance
-Cleromancy
-Communal Prot. From Evil
-Weapon of Awe
or
-CMW 2d8+8

Level 3:
-Channel Vigor
-Prayer
-Shield of Wings
or
-CSW 3d8+8
| Bonuses+1 to Luck bonuses
+1 to Confirm Crits
Hardy + Steel Soul: +4 to Spells/Poison/SLAs
+4 AC v. giants
+1 Att v. Orcs/Goblins
+4 CMD v. Trip or Bull Rush
+2 Perception v. Stonework
| SkillsSkill: Rank/Modifier
Acrobatics: 0/+4
Bluff: 0/-2
Climb: 1/+5
Craft (Stonework): 4/+7
Diplomacy: 0/-2
Disable Device: 0/0
Disguise: 0/-2
Escape Artist: 0/+3
Fly: 1/+4
Heal: 1/+8
Intimidate: 0/-2
Knowledge (Religion): 7/+10
Knowledge (engineering): 2/+5
Perception: 8/+12
Profession (brewer): 3/+10
Ride: 1/+7
Sense Motive: 1/+8
Spellcraft: 0/0
Stealth: 0/+3
Survival: 3/+9
Swim: 1/+4
Use Magic Device: 0/0


"Korvosa, eh? I haven't been out that way in years." Vergren says, taking a swig from a gallon jug. He holds it out to the others, offering a drink, but hesitates when he offers it to the new halfling that just joined up. "You old enough?" He says, before cracking a smile and pushing the jug toward him.

"Lissala... Lissala..." he muses, taking another drink. "Seems like something I should know what with all the book-learnin' and godly study in my days, but then, I've taken a few knocks to the head too. Some of that knowledge just falls right out." He mutters a quick spell and touches his hip flask emblazoned with Gozreh's leaf, making it glow with faint light as he tries to remember.


OOC/Actions

Other: Roll Religion

Free:

Swift:

Move:

Standard: Cast Guidance

Full Round:

Bucket

Is my mule.

-Bedroll

-Winter Blanket

-MW Chain Shirt

-Fishing Net

-Mess Kit

-Soap

-Waterskin

-Gallon of Ale

-10x Dwarven Trail Rations

-1 Bottle Oldlaw Whiskey

-5lb Powdered Silver

-Bit and Bridle

-10x Feed

-Military Saddle

-Saddlebags

Gear

Worn

-Mithral Agile Breatplate

-Belt of Incredible Dex +2

-+1 Buckler

-Cleric's Vestments

-Cloak of Resistance +1

-Ring of Prot. +1

-Holy Symbol, Flask

 

Weapons

-MW Cold Iron Trident

-MW Dagger

-Throwing Axe

-+1 Darkwood Dwarven Light Pelletbow

-MW Composite Longbow

 

Containers

Bandolier 1

-Potion of CLW x4

-Potion of Reduce x2

-Tanglefoot Bag x2

Bandolier 2

-25 Cold Iron Sling Bullets

-15 Cryptstone Sling Bullets

Belt Pouch

-Flint and Steel

-Magnet

-String

Handy Haversack

-124 Cold Iron Sling Bullets

-28 Crypstone Sling Bullets

-6x +1 Animal Bane Arrows

-2x +1 Human Bane arrows

-3x +1 Undead Bane arrows

-Holy Symbol, Pipes

-Holy Book of GozrehHymns of the Wind

-Mug of Dwarven Stout

-Silk Rope

-Wind Chimes

 

Edited by Kistler (see edit history)
Name
Knowledge of Lissala
21
1d20+11 10
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Kero Swiftfoot

cPY1jYX.jpg.943a3203de222317d487cfe1c6ae0e01.jpgKero Swiftfoot  HP: 80/80   Saves: Fort 3, Ref 11, Will 4  AC: 26, 17(touch), 20 (flat-footed)
Initiative: 5, Speed: 30 Perception: +15


As the dwarf seemed to be shoving his jug of strong smelling drink his way, he nearly bumps into Ilyrana, his eyes wide as he stares at the jug.. "I.. I'll.. have you know I am TWENTY TWO!" he blurts out. "A..as for the drink, no thanks.."

He moves over slightly trying to avoid bumping into Ilyrana further should the dwarf advance his personal space again, he responds, "I... I.. prefer honey mead... If you ever come across any, or Elven wine.. Not the ss..sstuff that makes a dwarves beard sss.sstand on end or put's hair on a half-fling's feet.."

 
 
 
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spacer.pngUlrica Wiesbaden, Grey Maiden and Templar of Arqueros.

Ulrica Wiesbaden, helmless for the moment, her blonde hair in its maiden braid almost to her waist, seems to pay no attention to any of this. She's got a goblet of mead in her hand and has barely refrained from putting her feet up on Ismark's desk. Even so she appears very much at her leisure, despite her wearing her heavy plate armor. Clearly miles away, she is trying to recall what the payment terms were on this contract out of Lastwall.

"Thanks for the gift of long life?" she echoes in her trademark 'dragons wouldn't rile me' drawl. Somewhat late to the conversation topic, she only now comes out with.... "Seems like Strahd passed on before he well.. passed on."., This she delivers in a murmur, accompanied by a smirk, clearly more than happy to continue to come out with jokes about the now dead vampire noble.

She says not a word about Korvosa, though something of a shadow passes over her expression every times the city name comes up in conversation.

"Feasters of the Heart, huh? Can't imagine their untimely end will be much lamented in many quarters.", she says, burnishing her killer knight credentials.

 

Edited by Starhawk (see edit history)
Name
Knowledge Religion
8
1d20+5 3
Knowledge Local
14
1d20+6 8
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Knowledge checks

Ilyrana and Vergren recall that Lissala was very a minor deity in old Azlant. Her worship was carried over to Thassilon, and eventually she become the chief god for them. Runes, fate and obedience were key areas of her focus (Lawful Evil god) . She was presumed to be dead god since Thassilon was obliterated by Earthfall, and no one actively worships her anymore.

Upon hearing the mention of Thassilon, Kero mentions that Thassilon was ruled by seven runelords. Each runelord was linked to specific sin. If runelord died, someone else would rise up and take their place.

Ilyrana recalls that Palin's Cove is grime dirty smoky factory town located 25 leagues or so northwest of Korvosa. Originally it was military's base that grew into a town. The town's factories primarily manufacture war materials with a strong focus on large machines such as catapults, ballistae, and trebuchets. A council of factory owners govern the day to day activities of the town.

 

 

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spacer.pngUlrica Wiesbaden, Grey Maiden and Templar of Arqueros.

"I left Korvosa when the Queen got killed. When we go there, if we go there.. it would be best if steered clear of the city. The armor I wear, would perhaps draw a deal of pointed criticism from some quarters. Well quarters if they came at me.", murmurs Ulrica, once more evincing her trademark punnish humor. Her humor's not wrong though.. since she has a habit of cutting people into pieces with her fauchard.

 

Edited by Starhawk (see edit history)
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uc?export=download&id=1dRpitT3CcasYF2DNUtVf9NtjWbs0fRXE

Vergren Holybrew - Dwarven Warpriest 8


HP: 82/82 | AC: 23/15/19 | Speed: 20ft | Hero: 2/3 | Spells: 1

Perception: +12 | Fort: +9 | Ref: +7 | Will: +11 

Fervor Pool: 8/8 | Blessings: 9/9 | Sacred Armor 8/8 | Sacred Weapon 8/8

Conditions| Consumables | Spells | Bonuses| Skills


The hermit of the woods, worshipper of a deity of nature, looks at the others glumly, "Yer telling me we have to go to some stinking factory town, with that cursed dead queen, and worshippers of an evil god called 'Feasters of the Heart'? Oh, this is going to be a lark." He says sarcastically. All things considered though, this cult probably deserves stabbing or shooting, or smiting for that matter, more than most. "Ah, but what else have I got to do? Let's get to it then. Think we can get a wagon from the gypsies to carry all our stuff?"


OOC/Actions

Other: i played level 1 of curse of the crimson throne, so 1 or 2 encounters. I'm assuming that's the queen we're talking about?

Free:

Swift:

Move:

Standard: 

Full Round:

Bucket

Is my mule.

-Bedroll

-Winter Blanket

-MW Chain Shirt

-Fishing Net

-Mess Kit

-Soap

-Waterskin

-Gallon of Ale

-10x Dwarven Trail Rations

-1 Bottle Oldlaw Whiskey

-5lb Powdered Silver

-Bit and Bridle

-10x Feed

-Military Saddle

-Saddlebags

Gear

Worn

-Mithral Agile Breatplate

-Belt of Incredible Dex +2

-+1 Buckler

-Cleric's Vestments

-Cloak of Resistance +1

-Ring of Prot. +1

-Holy Symbol, Flask

 

Weapons

-MW Cold Iron Trident

-MW Dagger

-Throwing Axe

-+1 Darkwood Dwarven Light Pelletbow

-MW Composite Longbow

 

Containers

Bandolier 1

-Potion of CLW x4

-Potion of Reduce x2

-Tanglefoot Bag x2

Bandolier 2

-25 Cold Iron Sling Bullets

-15 Cryptstone Sling Bullets

Belt Pouch

-Flint and Steel

-Magnet

-String

Handy Haversack

-124 Cold Iron Sling Bullets

-28 Crypstone Sling Bullets

-6x +1 Animal Bane Arrows

-2x +1 Human Bane arrows

-3x +1 Undead Bane arrows

-Holy Symbol, Pipes

-Holy Book of Gozreh

-Mug of Dwarven Stout

-Silk Rope

-Wind Chimes

 

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Story

The vampire slaying crew rides out of Barovia. Now they need to decide how they will travel to Palin's Cove...

 

Oocimage.jpeg.d7cc3070d56b41c0e5181b8d063f8689.jpeg

The upper purple x is the party's current location. The lower X is Palin's cove. It is roughly 470 miles as the crow flies.

The purple outlined area is Belkzen. Between Belkzen and the mountains, a straight route to the Cove isn't very feasible. One option is travel to Vigil and pay someone to teleport party members to Korvosa. If the party sells their mounts, it would run about 150 gp per person. Otherwise it would run about 450 gp per PC and their large sized mount.

The overland route of Vigil, to the grasslands between Northern Fangwood & Belken to the gaps in the mountains to Palin's Cove would be about 540 miles.

 

Party Status

Ulrica88/88 hp; hero: 2

Ilyrana: 64/64 hp; hero 3

Malciar  56/56 hp; hero 2; dv90

Vergren: 82/82 hp; hero 3; dv60

Kiero: 80/80 hp; hero 3

tbd / hp; hero 3

 

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uc?export=download&id=1dRpitT3CcasYF2DNUtVf9NtjWbs0fRXE

Vergren Holybrew - Dwarven Warpriest 8


HP: 82/82 | AC: 23/15/19 | Speed: 20ft | Hero: 3/3 | Spells: 1Divine Favor

Personal
1 min

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

CL 8: Bonus is 2+1 for Fate's Favored
1Divine Favor

Personal
1 min

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

CL 8: Bonus is 2+1 for Fate's Favored
1Divine Favor

Personal
1 min

Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

CL 8: Bonus is 2+1 for Fate's Favored
1Obscuring Mist

20' Radius cloud, 20' high, centered on caster
1min/lvl

vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
1Protection from Evil

Creature Touched
1 min/lvl

+2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature with +2 bonus

immune to any new attempts to possess or exercise mental control

natural weapon attacks of evil summoned creatures fail.
2Burst of Radiance

Range: 400+40/lvl = 720'
Area: 10' radius Burst

Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
2Communal Protection from Evil

This spell functions like protection from evil, except you divide the duration in 1-minute intervals among the creatures touched.
2Cleromancy

Duration: 1rnd/CL = 8 Rnds

Range: Personal

Roll 8d4, group by like results and choose a group. Apply luck bonus equal to the chosen die group, up to as many times as there are dice in teh group.

+1 to each die with Fate's Favored.
2Ironskin

Range: Personal
Duration: 1min/lvl = 8min.

Gain a +4 enhancement bonus to your existing natural armor bonus (if you do not have a natural armor bonus, you are considered to have an effective natural armor bonus of +0). This enhancement bonus increases by 1 for every 4 caster levels above 4th, to a maximum of +7 at 15th level.

CL 8 = +5AC bonus

While you're under the effects of this spell, if an opponent confirms a critical hit or sneak attack against you with a physical weapon (not a spell or magical effect), you can dismiss this spell to negate the critical hit or sneak attack and treat it is as a normal hit. Dismissing the spell in this way is not an action, but you must be conscious and aware of the attack to do so.
2Weapon of Awe

Personal
1min/lvl = 8min.

Your weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition.
3Channel Vigor

Range: Personal
1 rnd/lvl = 8 rnds

Choose One:
Limbs: You gain the benefits of a haste spell.

Mind: You gain a +4 competence bonus on Knowledge and Perception skill checks and on ranged attack rolls.

Spirit: You gain a +6 competence bonus on Will saving throws and Bluff and Intimidate checks.

Torso: You gain a +6 competence bonus on Fortitude saving throws and concentration checks.

Haste:
-When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation.

-Gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves

-Increase speed to 40'
3Prayer

All allies and foes within 40' radius of caster
1 rnd/level = 8 rnds

You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.

+1 with Fate's Favored
3Shield of Wings

Range: Personal
Durations: 1min/lvl = 8min.

You gain five burning wings that grant a fly speed equal to the number of wings × 10 (average maneuverability) for an initial fly speed of 50 feet. The first time in a round where you would take fire damage, a wing vanishes (reducing the fly speed granted) and you gain fire resistance 30 for the remainder of the round. When you are down to one wing (and a fly speed of 10 feet), your maneuverability drops to poor. When you lose your final wing, you become immune to fire damage for 1 additional minute, after which the effects of this spell end.

Initiative: +4 | Perception: +12 | Fort: +9 | Ref: +7 | Will: +11 

Fervor Pool: 8/8 | Blessings: 9/9 | Sacred Armor 8/8 | Sacred Weapon 8/8

Conditions| Consumables | Spells | Bonuses| Skills


"Nothin' like a walk in the woods and the fresh mountain air for the constitution! I vote we hoof it. It'll make up a bit for all the time we'll spend in a reeking city."


OOC/Actions

Other: I think with Mal's Ring of Sustenance travel overland could be time to craft? I'm fine to teleport too, with a medium mount would that be 300gp?

Free:

Swift:

Move:

Standard: 

Full Round:

Bucket

Is my mule.

-Bedroll

-Winter Blanket

-MW Chain Shirt

-Fishing Net

-Mess Kit

-Soap

-Waterskin

-Gallon of Ale

-10x Dwarven Trail Rations

-1 Bottle Oldlaw Whiskey

-5lb Powdered Silver

-Bit and Bridle

-10x Feed

-Military Saddle

-Saddlebags

Gear

Worn

-Mithral Agile Breatplate

-Belt of Incredible Dex +2

-+1 Buckler

-Cleric's Vestments

-Cloak of Resistance +1

-Ring of Prot. +1

-Holy Symbol, Flask

 

Weapons

-MW Cold Iron Trident

-MW Dagger

-Throwing Axe

-+1 Darkwood Dwarven Light Pelletbow

-MW Composite Longbow

 

Containers

Bandolier 1

-Potion of CLW x4

-Potion of Reduce x2

-Tanglefoot Bag x2

Bandolier 2

-25 Cold Iron Sling Bullets

-15 Cryptstone Sling Bullets

Belt Pouch

-Flint and Steel

-Magnet

-String

Handy Haversack

-124 Cold Iron Sling Bullets

-28 Crypstone Sling Bullets

-6x +1 Animal Bane Arrows

-2x +1 Human Bane arrows

-3x +1 Undead Bane arrows

-Holy Symbol, Pipes

-Holy Book of Gozreh

-Mug of Dwarven Stout

-Silk Rope

-Wind Chimes

 

Edited by Kistler (see edit history)
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spacer.pngUlrica Wiesbaden, Grey Maiden and Templar of Arqueros.

"Well we have to get paid by Lastwall for the job we did for them. Oh and maybe collect a reward for this little caper we just finished. The good thing about working for Lastwall is sometimes they'll do the right thing, and this mess was right on their doorstep. I doubt they'll be interested in supporting our work on the West Coast, but we might get a discount on transport services."

"Hoofing it sounds good."

 

Edited by Starhawk (see edit history)
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M
Kero Swiftfoot

cPY1jYX.jpg.943a3203de222317d487cfe1c6ae0e01.jpgKero Swiftfoot  HP: 80/80   Saves: Fort 3, Ref 11, Will 4  AC: 26, 17(touch), 20 (flat-footed)
Initiative: 5, Speed: 30 Perception: +15


As the discussion on how they are going to travel unfolds, Kero has no objection to walking or riding in a wagon. He seems to get lost in thought on what to do if they need to investigate the town on his own. He is used to scouting alone and anything he can find out in advance might help the group manage getting through or around the city ruled by a vampire.

"I.. I am fine with whatever m.method we travel." he says. "Snacks for the road w.would be good."

 
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spacer.pngUlrica Wiesbaden, Grey Maiden and Templar of Arqueros.

Ulrica displaying her usual nonchalance, something not reflected in her use of her polearm, drawls.. "We don't need to make a decision until we're in Vigil in Lastwall. So let's be off before the locals have me wearing monochrome and and scowling at all and sundry." She grins and adds.. "Inbreds."

 

OOC: MW is point blank refusing to let me change the non spoken text at the beginning to black. Must be a glitch.

Edited by Starhawk (see edit history)
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 fHoXoT0.jpg

Ilyrana Shazowyn and Drogo

Basic Statblock Sheet: https://www.myth-weavers.com/sheet.html#id=2051255
Name/Race: Ilyrana Shazorwyn/Elf
Class: Witch 8
Relevant Effects: Fey Sighted (has Detect Magic in constant use)
Deathwatch Eyes Constant deathwatch as the spell out to 30'
Flight used 0/5
Wand Charges 34/50
Health 53/55

 

Ilyrana pondered the possibility of "hoofing" it and thought bugger that, she says "I like the idea of moving by magic, we can sell the mounts and buy another in Korvosa. What we could do with is an airship, now that could be fun eh" she says with a smirk.

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