Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Divination Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
The little Gnome blew a raspberry as she was retrieved from the snow bank, and she ran back to the column where she crouched to get out of the path of the powerful wind, shrinking into her furs to contain the body heat, her face poking out of the furs, with strands of her vivid green hair poking out in every which direction. A quick cast of Prestidigitation was enough to dry her furs and rid herself of the snow, but she was still much chillier than before. The fire was gone too, but now with everyone arriving, it would be wasted. The chill was forgotten as the dogs arrived, and Aeona smiled in delight, patting their strong backs and complimenting them in Gnomish, figuring that if most animals back in the forest understood her, then these ones might too.
"Granny Geirhild sure is confident in us"
The little Witch looks towards the sky, intrigue easily discerned from her features.
"If something is out there, what happens if we don't make it back...?"
She looks at Wyl, who seems a little less stressed than usual. That would likely be fixed soon as long as she was around.
The ride was colder than she would have liked, and even worse, as they rode, she could not even face forward in her position in the sled, as the icy cold wind hurt her face and eyes, so now she sat facing the rear, hearing the rhythmic pounding of the dogs paws against the snowy earth, unable to watch them run as she wanted. Rana was admirable, handling the canines with firm words and skill, but the obvious care was there too. Aeona could tell they were having fun because they were barking a lot, which was a good sign in her books. The furs covering her were nice and warm, but the constant howling of the wind made her feel cold just in its severity, and the further they travelled, the worse it became, setting her on edge. All other emotions were eclipsed by the excitement at the potential of the discovery. The viewing place was not far, and the fact they would likely be arriving made the little pile of furs seem ineffective, though the shivering was simply the Gnome buzzing with excitement.
"Rana! Are the dogs good at tracking? Once we get there, there's no telling what we might find, if we get split up, the dogs might be our lifeline"
Aeona was quite good with her incantations and spellcraft, but the spells she enjoyed were supplementary in nature at best, getting lost out here would be a death sentence for her. Maybe she could keep herself warm for long enough with a small fire, but the cold would get her eventually if the wilds did not get the job done first. There was no way in the hells she was going to get done in before she had a chance to truly fulfill her dream of exploring the edge of the world.
"Has anyone been to the Viewing point before? How much further has anyone gone?"
Kirra could not help but grin from ear the ear as the sled moved over the snow. She had never been in one before, and she was more that happy that her first sled ride happened to be with this group on a very important mission to protect the town. The barmaid didn't even mind how loud the dogs were, making it hard to hear each other.
Bundled under furs and blankets, Kirra could not help but be in a good mood. When the question was asked about how far everyone had traveled, Kirra answered in a way she was not accustomed to acting...almost shy. "I must admit that I have not been far outside of the town. This will be my first time to the view spot...." There was a moment where she seemed lost in thought. "But I am glad that I am able to see it for the first time with all of you...I just hope I don't get in the way." Truth be told, the monk had never been in a real fight before. Sure she had dealt with the occasional grabby patron after they have had one to many drinks, or couldn't hold their booze and tried to pick a fight with someone else. However, her life, or the life of another was never threatened.
__________________
I have taken the Oath of Sangus
Playing- Amari the Elven Bard, Jarik the Human Rogue, Harmony the Tiefling Warlock
Despite the dogs being reluctant to quieten down and although nature fought against them, after some two hours of sliding across snow, frozen lakes, between tall bare pines and up and down inclines too, the great sled approached Darnel's mysterious "location". Coming to a not particularly graceful halt, ahead through the misty white air all could see the beginnings of a wide and expansive view. They were at the side of a mountain's face, where a steep drop fell almost vertically off this side of the summit. Down below, if one dared to stare over the edge, was dark stone and crusts of white. A formidable drop that one! Extending off the side of the cliff, a platform was soon discovered. A timber affair that appeared to be in quite reasonable condition, given the elements that it must have endured. Had Darnel been maintaining this thing quietly? Who built it? Yes, there were many questions to wonder about, but none of them were so wondrous as the view itself. The explorers couldn't see all of it yet though, however with the platform being some twenty feet long one could presume that much more of the landscape might be visible if one risked a walk upon it.
That wasn't all though. Darnell had been right! Yes, the blizzard seemed to rage here too, however its effects seemed to be somewhat dampened, or less violent, either through some miracle or the benefits of the location itself. Yes, one could see far more than just a few yards ahead up here. Mountains, many more mountains.
As all this soaked in, Lili didn't appear to be her usual self. She remained huddled and wrapped in whatever warming garb and blankets could be spared. Lying on the sled, all balled-up, she weakly spoke.
"Don't worry, I'll be fine. Just caught a cold or something... ironic don't you think? You should look around. I'll stay here, will keep an eye on the dogs."
Slowly, she sat up then, her nose red and a little crusted in frozen... well... snot actually. Her eyes watered like the victim of a broken heart, and every once in a while a shiver seemed to get an unwanted wobble out of face and limb.
"Seriously! Go! Just a head cold or something, I'll be..."
She rummaged in a pocket, somewhere under the layer of furs, apparently on a mission to locate a handkerchief.
Apologies for the delays! I'm feeling much better. Hope you're all still with us and keen! Rather than rolling for another hour's travel I wanted to keep us moving forward, so you can have the second hour free of hypo checks. Lili is just a little unwell. Disadvantage on ability checks. Otherwise she's ok. Feel free to explore and roll whatever you think might be appropriate!
Rana Dulik | Character sheet | Character page | AC: 13 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12 Investigation: 10 Perception: 14Passive senses | Parry
Precision Attack
Trip Attack Superiority dice: 4 / 4d8 Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter Second wind: 1 / 1 Action surge: 1 / 1 Features | None Passed death saves: 0 / 3 Failed death saves: 0 / 3Conditions | Common
DwarvishLanguages
"Woah, woah, woah!" Rana cracked the whip straight up, signalling the dogs to stop, and was relieved when they actually listened. The hours of exercise had apparently put them in an agreeable mood. She stepped off the sled and knelt next to the dogs,
Dice Wisdom (Medicine) check:
1d20+2
(14)+2
Total = 16
I don't expect this roll to be relevant, but Rana would do it regardless.checking them for any injuries. "Good work. Good work!"
She gave each one a rub on the head and stood, taking a minute to stretch before looking back at Lili. "You got it. Watch our backs and we'll get this done, quick as we can." Of course, she didn't seriously expect her to keep lookout - once the cold gets into your bones, it's hard to focus on anything, let alone everything - but it seemed decent to play along.
"Keep her safe," she told Thornton quietly, scratching him behind the ears, and approached the platform. She wasn't much of a woodworker, but she'd performed just about every kind of maintenance at some point or another, and she
Dice Intelligence (Investigation, but applied proficiency with tinker's tools):
1d20+2
(19)+2
Total = 21
I wasn't sure what was appropriate to roll here, but I figured Investigation was a good starting point and applied Rana's proficiency with tinker's tools (the all-around repair-and-maintenance tool).inspected the platform before letting anyone put serious weight on it.
A visual inspection, a few careful steps and a bit of general poking, and Rana found the platform to be fit for purpose. The build was stable and solid. There were no sneaky loose boards for anyone to fall through, nor any death-trap handrails to worry about. It had survived the elements, and would no doubt survive a little walking upon too! It seemed that any risks attached to the structure were common sense ones, like not going past its boundaries, or jumping around too much.
Rana Dulik | Character sheet | Character page | AC: 13 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12 Investigation: 10 Perception: 14Passive senses | Parry
Precision Attack
Trip Attack Superiority dice: 4 / 4d8 Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter Second wind: 1 / 1 Action surge: 1 / 1 Features | None Passed death saves: 0 / 3 Failed death saves: 0 / 3Conditions | Common
DwarvishLanguages
Rana was careful, checking first with her eyes, then careful pressure at the joints and closest edge of the platform. As initial tests proved promising, she grew bolder, putting more of her weight on the platform until she felt confident to thump her fists on the railings and stomp a foot on the snow-covered wooden floor.
"Looks solid!" Rana looked back over her shoulder and gave a thumbs-up. "Quality work."
She stepped out to the edge of the platform, gripping a handrail tightly while shielding her eyes with her other hand. She wasn't entirely sure what Darnel expected them to see up here, but she was going to give it
Since she was a young girl, Kirra had wanted to travel, see the world. If the town had not been counting on them she would have much more relaxed as the mountains came into view. Her eyes went wide being able to see the landscape through the lessening blizzard. "Oh wow...That is amazing..." The barmaid's jaw dropped as she slowly got out of the sled. "Have you ever seen anything....so...beautiful?" she was in awe of the view.
Taking a few steps closer Kirra noticed the platform and decided to not step out on it yet. Getting closer to the edge of the cliff, the monk carfully looked over the side at the massive drop. "Eep" Insensitively she closed her eyes tight and took a few steps back. "That is really high." Keeping one eye closed tight, Kirra slowly opened the other and saw Rana stepping out onto the platform. With a look of shock, the monk ran to the edge of the platform and reached out to the fighter. "Rana be careful!" After realizing that the platform is more stable than she first thought, Kirra gingerly took a step following Rana. Eventually she relaxed enough to be able to enjoy the better view that the platform offered.
When Lili surprised them all by saying she was going to remain behind on the sled, Wyl's eyes flashed momentarily with panic. No, no, it wasn't supposed to be like this, we were supposed to stick together, how am I supposed to watch out for you and the others, I can't be in two places at once! Outwardly, besides that momentary flash, Wyl remained calm and steady.
"I... see. Alright. I'm sorry I don't have much in the way of signaling for you to use if you need anything, but I suppose you can just yell real loud. Plus I'm sure the dogs will let us know if anything is amiss. Well, Lili, you sit back and rest and try to stay warm. Do you need a fire?... Alright, I will stop doting, I know you know how to start a campfire." Wyl takes her shivering hands in his. "Stay strong, okay? We'll be back before you know it." He turned to the dogs and, speaking in a series of rapid barks, he expressed to them to bark loudly should anything happen to the girl. And then there was nothing left to do but leave her there.
Wyl followed along with the others, uncharacteristically subdued but still remaining focused on the task at hand. His eyes took in the old wooden structure, and he wondered just
"I'll go first," he volunteered. "I'm the heaviest one." The logic made sense if you squinted, but as it was a long climb upward, it was impractical to go one at a time. As the diminished group slowly ascended, Wyl Proficiency bonus doubled from Natural Explorer
"This is incredible," he said, echoing Kirra's assessment of the view. "Can you imagine the view on a clear day?"
Action:Rolls Reaction: Bonus: Move: Object Interaction: Effects: Concentration: Spell Slots:1 1 1 Refresh on short or long rest, two uses, one hour total per dayWild Shape: W W Inspiration:None
Target: One willing creature. Components: V S. Duration: Up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance | Thorn Whip: Transmutation cantrip. Casting Time: 1 action.
Range: 30 feet. Components: V, S, M (the stem of a plant with thorns). Duration: Instantaneous
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).Thorn Whip Cure Wounds: 1st-level evocation. Casting Time: 1 action. Range: Touch
Components: V, S. Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds | Detect Magic: 1st-level divination (ritual). Casting Time: 1 action
Range: Self. Components: V, S. Duration: Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic | Entangle: 1st-level conjuration. Casting Time: 1 action
Range: 90 feet. Components: V, S. Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.Entangle | Healing Word: 1st-level evocation. Casting Time: 1 bonus action
Range: 60 feet. Components: V. Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word | Ice Knife: 1st-level conjuration. Casting Time: 1 action
Range: 60 feet. Components: S, M (a drop of water or piece of ice). Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.Ice Knife Features and Abilities:Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.Druidic | Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.Favored Enemy: Beasts | Natural Explorer: You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel.Your group can’t become lost except by magical means.Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.If you are traveling alone, you can move stealthily at a normal pace.When you forage, you find twice as much food as you normally would.While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favored terrain types at 6th and 10th level.Natural Explorer: Arctic Speech of the Woods: At 2nd level, you gain the ability to converse with beasts and many fey.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.Speech of the Woods | Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Cantrips: At 1st level, you know two cantrips of your choice from the*druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.
Preparing and Casting Spells: The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell*Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability: Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast*and when making an attack roll with one.
Spell save DC= 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier= your proficiency bonus + your Wisdom modifier
Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells.Spellcasting | Spirit Totem: Starting at 2nd level, you gain the ability to call forth nature spirits and use them to influence the world around you.
As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.Spirit Totem | Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as*Call Lightning, that you've already cast.You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.Wild Shape
Rana, Wyl and Kirra soon dared to proceed and get a good look around, whilst Lili rested and kept warm upon the sled. It seemed that Aeona was inclined to do the same thing too. Either, the gnome was nervous about heights, or just honestly preferred the prospect of cuddling up to the bardic lass and sharing some much needed body heat. A platform jutting out over a mountain's cliff face? Yeah, maybe not the best place to have one of those all too regular "accidents"...
As determined after the visual inspection, and a little weight-testing via careful footsteps, the platform proved itself to be as sturdy as any might hope. The remaining trio were free to wander its length and feast in the view that presented itself at the vantage point's very end. Even through snow and a largely misty sky, evidence of Cilsie could been seen far off into the distance. Yes, the rivers which hugged the community's shores, and even the tight little mass of structures that these folks called home were just noticeable by the naked eye.
Then, Kirra could only watch as both her colleagues seem to be distracted by something...
Rana Dulik | Character sheet | Character page | AC: 13 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12 Investigation: 10 Perception: 14Passive senses | Parry
Precision Attack
Trip Attack Superiority dice: 4 / 4d8 Maneuvers | Rustic Hospitality
Defense combat style
Sharpshooter Second wind: 1 / 1 Action surge: 1 / 1 Features | None Passed death saves: 0 / 3 Failed death saves: 0 / 3Conditions | Common
DwarvishLanguages
Initially, Rana hadn't given the view much thought. She had important work to do, trying to see whatever Darnel wanted them to see. Prompted by the others, she gave the view another look.
Before, she'd studied the sky, trying to spot the incoming weather. This time, she turned her attention to the ground. It took longer than she expected to find Cilsie. The shapes of its buildings were distinct from their surroundings, even shrouded in white, but it was so small, so hemmed in by the rivers and forest. Even the trees its people had felled over generations were insignificant against the wilderness that surrounded it. From here, it could fit in the palm of her hand, and the rough and untamed lands around it stretched on forever in every direction. There, within that tiny aberration, was everyone Rana had ever known, and at this moment, for some reason she didn't understand, she could see every one of their faces, hear every one of their names, remember perfectly her relation to each one, including one she only realized at this moment: a connection shared by every inhabitant of the village, invisibly and inextricably binding them together.
Cilsie. Not just a village, but a people. All of them, altogether, in an impossibly tiny brown-and-white spot in an impossibly huge world.
"Huh." Rana turned and looked back at the sled, checking on Lili and Aeona. As she did, she spotted something near the side of the platform, hidden from other angles by the snow. It was a burnt piece of wood, as from a campfire, but it would be an odd choice to camp right next to the platform. Rana approached and crouched down,
Dice Intelligence (Investigation) check to generally investigate the site:
1d20
19
Dice Wisdom (Survival) check to try and determine how long ago the wood was burnt: