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  #76  
Old Sep 6th, 2024, 01:58 PM
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Martim FrostHorn
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Martim was furious, damn the beast for running, it could not be allowed to heal and strike again! He rushed after it, waving for the others to follow him. "Slay it!"
He knew he couldn't really outrun a troll, and that every moment it fled it would be recovering from its wounds to come back.

The young paladin could only imagine the furious creature intercepting a traveler or hunter in the woods some day, all because he was unable to finish it off here and now.

 



MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
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  #77  
Old Sep 9th, 2024, 10:10 PM
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Kirra was pumped full of adrenaline. For her first fight she felt like she was doing pretty well...well at not getting hit, she didn't know if she was actually doing anything else. The Snowy Owl mask she wore hid the fear and sweat that was on her face. Moving in, she struck the troll two more times. One of her fist struck the sick of the troll. Without seeing if it seemed to hurt the creature, Kirra turned and ran again.

The troll let out a noise that sounded like a language and turned to run.

Kirra turned and ran along side it, the troll was fast, but she was faster. The monk ducked under the trolls are as it ran, she threw and uppercut into the creatures ribs. As her hand connected to the creature's skin there was a surge of necromatic energy. The spot where her fist connected, turned black. After the attack, Kirra tried to grapple the large creature.

 


 
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Last edited by Cheshire; Sep 9th, 2024 at 10:26 PM.
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  #78  
Old Sep 10th, 2024, 07:39 AM
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Ice Troll Round 4Whilst Rana got her bolts cooled off, their points steaming in the snow for a brief moment, she watched as her two companions gave chase! Who would have guessed that Kirra was so quick! Well, she was always efficient and quick at serving food and drinks, but the snappy motion of her legs really showed the skill of someone who'd been getting plenty of running practise in. Martim didn't have the same level of acceleration, but he was hot on the creature's tail... if it had one, and once close enough, managed to call on the gods to assist.

They answered. As though frozen, which was ironic for an Ice Troll, the monstrous thing halted on the spot... stood there dumbfounded as though dazed or tied by invisible strands.

Kirra's barrage of fists landed upon it in quick succession.

left-aligned image
"Weeeerrrr..."

It slumped to its knees, spat out a large jawful of blood, and toppled forwards head first into the once white ground.


OOCCombat is over! The Troll isn't completely dead, but it is really near enough to it. You can either finish it off (no need to roll, just say so), or do whatever other dastardly deeds you like.
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  #79  
Old Sep 22nd, 2024, 01:34 PM
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Rana
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https://www.deviantart.com/len-yan
Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive 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 / 3
Conditions | Common
Dwarvish
Languages


Rana looks over in surprise as Martim and Kirra take off running. She puts her boot in the crossbow's stirrup and pulls back the bowstring, but when she looks over at her heated bolts, they're already sizzling in the snow. "Great."

She grabs and loads one of the bolts anyway, but by the time she looks up, the fight is clearly over. She starts waking towards the melee, but at a casual pace. Whatever is going to happen will happen, and at this stage, there's little she can do about it.

"I hope you don't expect me to help with that," she calls after Martim and Kirra flatly.
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Old Sep 22nd, 2024, 02:00 PM
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Martim FrostHorn
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Martim gives Rana a brief look from behind his helmet, then gets to work. He takes up his axe like a butcher and, after a swift blow to the head, starts cleaving the troll into more easily carried pieces. "Bring some fire. We'll leave nothing of this beast behind."

Butchery commenced, the young warden looks out into the fields of white, "We should see if we can track where it came from, make sure there's not a lair either more of them."

Martim wants to ask Rana why she didn't use a shot to take down the beast when it was running, but lacks the social skills to properly express his sentiment. Instead Martim works in sullen silence, worrying about the possibility that more are afoot.
 



MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
__________________
"You tell me: 'Life is hard to bear.' But if it were otherwise why should you have your pride in the morning and your resignation in the evening? Life is hard to bear: but do not pretend to be so tender!" -Friedrich Nietzsche, Thus Spoke Zarathustra
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  #81  
Old Sep 29th, 2024, 03:57 AM
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Rana
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https://www.deviantart.com/len-yan
Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive 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 / 3
Conditions | Common
Dwarvish
Languages


"We have to burn all that?" Rana grimaced, looking at the body. "We already need all the firewood we can get. I can't even guess how much it'll take to get rid of all that. We'd better put together a plan to make up the difference."

She sighed, then pointed the crossbow at the ground and fired. She had to release the bowstring and dry-firing it would be dangerous. Picking up the fired bolt and tucking it away, she started to walk.

She remembered the troll pointing to its eyes, then at the village. She figured that just meant it would be watching the village, but it's possible it was something more. She moved to the point at which the troll was standing, then turned and looked in the direction it had pointed, trying to see if it was pointing at anything specific.

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  #82  
Old Oct 7th, 2024, 09:10 PM
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Icy DemiseMartim was keen to deal with the aftermath of the creature's demise, in particular ensuing that it was... well... disposed of. The real question was how best to go about this. Flames would surely work, as would the age old method of turning one big piece into many small ones. Either way, it would be gruesome and unpleasant, yet necessary.

Rana, moving onto the large footprints left behind where the Troll had stood, wondered what its strange "mime" had meant. Looking into the village from here, and moving a back some yards to get a better view over the wall, there really wasn't anything in particular that stood out. It seemed that the creature was probably gesturing at the village as a whole. A single entity. A location filled with what it probably determined to be "food".
OOCHi Team! How you deal with the Troll's body won't really effect the plot, so I'll leave that up to you to decide on. For the remains of this day, let me know if you'd like to help repair the wall, or attempt to track where the Troll came from, or something else :-)
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  #83  
Old Oct 9th, 2024, 02:58 PM
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Martim FrostHorn
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Martim stares down at the pile of troll flesh. Did they really need to burn all of it? He honestly didn't know much more than the basics of how well trolls could regenerate, but he heard it was essential to seal their wounds.
"Maybe we can just sear the damaged ends in currently burning fires? I don't know much about troll regeneration."
The young warden finishes his butchery, feeling an irrational anger he didn't expect. Trolls, maybe they remind him too much of yetis.

Martim shakes off the memories, moving to stand next to Rana.
"We could follow its tracks back, find out if it had a lair or if there are others around."
Ideas start to swirl in Martim's head, "Does your family have any dogs we could borrow to aid us?"



MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
__________________
"You tell me: 'Life is hard to bear.' But if it were otherwise why should you have your pride in the morning and your resignation in the evening? Life is hard to bear: but do not pretend to be so tender!" -Friedrich Nietzsche, Thus Spoke Zarathustra
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  #84  
Old Oct 11th, 2024, 11:55 AM
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Rana
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https://www.deviantart.com/len-yan
Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive 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 / 3
Conditions | Common
Dwarvish
Languages


"Oh, we've plenty of dogs," Rana says impassively. "They're bred for pulling, not tracking, but I'm sure they'll do that well enough.

"Don't think that's a good idea, though."
Rana pulls her scarf up over her mouth and turns her eyes to the damaged wall. "We've got enough trouble already. I ain't looking for more. We did fine here, with everyone working together, but I don't figure we ought to go hunting down trolls in their own home. We don't even know where it is. Could be more than a day from the village for all we know."
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Old Oct 16th, 2024, 12:33 PM
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Martim FrostHorn
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Martim looked over at the trail, frowning behind his faceplate. Rana’s right, in a way. The wall needed repair, and they could end up running into more than they were bargaining for in rushing out like he had proposed.
Sure.

The silent young man turned and started hauling back hunks of troll. He planned to use the forge fire to singe the ends and make certain nothing grew back.
“Let’s repair the wall today then, but I still want to go out tomorrow to see if anything else is lairing nearby. I don't want to have some sort of monster setting up nearby.”


MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
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  #86  
Old Oct 16th, 2024, 09:02 PM
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Dens and Denial

Cilsie - Late Autumn

Weather: Blizzard

Day: Ten

With Woosaw's help, and that of many villagers keen to assist by carting timber or whacking upon nails, the wall had been repaired by the end of the blizzard's ninth day. It seemed that gossip had spread too, the villagers taking quite some joy in the news that an Ice Troll had been defeated! Morale was high, with a monster's defeat, and ongoing efforts to keep supplies of food and wood well-stocked. Was this feeling of communal pride and accomplishment to be short lived? How long would the damned blizzard continue? What if other trolls, or creatures of varying kinds, began to see Cilsie as a potential food source too? Perhaps it was too early to celebrate, but in the evening, there was much drinking, eating, tale-telling and warmth within Kirra's place of work. The Hunter's Refuge was like a hub for community spirit and the sharing of success! Most folk would be sleeping well this night, letting their tired bodies recover, unless of course they were troubled by nightmares of flesh-eating trolls...

Dawn broke on the tenth day, just as it had on the nine before. Winds blowing shutters and whistling between the cracks of log-stacked walls. Snow falling and piling up against obstacles it faced downwind. Splatterings of darkness amongst the sky shrouded in grey...

"They are gone! Open! Nooo!"

A woman's voice outside stirred our village heroes into wakefulness. Yet another morning of drama? As folks approached, they realised that the calls were from Geirhild, the elderly halfling lady who like Rana's family, tended to and bred dogs. In the scene behind her, it was clear that her dog cages had been opened... with not a pup in sight.

Darnel Whiteborn soon arrived at the scene of the commotion.

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He did his very best to calm the most upset Geirhild, trying to reassure her that all would be okay, and the dogs would surely be found, at which point he turned... and looked to you.

 

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Last edited by 97mg; Oct 16th, 2024 at 09:02 PM.
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  #87  
Old Oct 20th, 2024, 03:51 AM
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Rana
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https://www.deviantart.com/len-yan
Rana Dulik | Character sheet | Character page | AC: 15 | HP: 30 / 30 | Hit dice: 3 / 3d10 | Insight: 12
Investigation: 10
Perception: 14
Passive 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 / 3
Conditions | Common
Dwarvish
Languages


"What?!" Rana shouted. She stared incredulously at the empty kennel, then around at the surrounding snow. "Who did this? What's got to be wrong with someone to do this to dogs?!"

Her mitts balled into enraged fists for a long moment before she took a deep breath, releasing it slowly. With deliberate focus, she approached Geirhild and dropped to one knee in front of her.

"Don't worry Gr--Geirhild," she said firmly. "We're going to find your dogs and bring them back. I promise. Stay here and don't let anyone walk over the snow, alright? I'll be right back."

Rana got up and ran back to her home, simmering with righteous anger. Wasting no time, she ran to her family's kennel and headed straight to her most trusted companion. "Thornton, out!"

As she'd told Martim yesterday, her family's dogs were trained for pulling, not tracking, and Rana could probably track a pack of dogs through the snow herself. This felt right, though, and anyway, this was too important to take chances. With a call of "Thornton, come!", she ran back to Geirhild's and immediately got to work trying to track the dogs, using her eyes and Thornton's nose.
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Old Oct 21st, 2024, 09:48 PM
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When the troll fell Kirra was overwhelmed with emotion. Without a word, she turned and walked back to the Hunter's Refuge. The snowy owl mask she wore hid the tears that were streaming down her cheeks. Even those who gave her cheers and congratulations for defeating the intruder, the barmaid could only hear muffled noise and her heart beat in her ears. The doors to the Refuge opened allowing the cold wind to blow into the main room. Closing the heavy door, Kirra turned and leaned her back against the door. With a heavy sigh the monk removed the mask fro her face. Wiping the tears from her eyes, Kirra took a deep breathe and collected herself. There were no patrons yet in the Hunter's Refuge so she had at least a few minutes where the only noise she could here was the crackling of a low fire that kept the room warm.

It did not take long for the patrons to return cheering and wanting to celebrate the victory. Kirra did her best to keep up with the orders and made sure that their stores were not taken down to far. Soon her shift ended and the barmaid left for her home to get some rest. Her body was sore and tired, sleep came quickly.

The next day, Kirra slowly returned to the Refuge, her body was stiff and sore. When she heard the yelling about the dog, the monk made her way to the front door, she did not go out into the cold just yet, but she was listening to what was being said while she sipped some tea. The barmaid did not know to much about dogs, but she had confidence that they did not go far, or would return when they were hungry.

 
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  #89  
Old Oct 22nd, 2024, 11:31 AM
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Martim FrostHorn
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Martim had been sharpening his axe when the commotion had drawn his attention. Bracing against the flying snow, the young man bundled a heavy cloak about him to ward off the cold.
Stiffness in his muscles told on him, between the fighting and the repairing of the walls, he needed more rest than he was giving himself.

He arrived just in time to get the gist of the situation. Missing dogs? That was a blow for the village.
Martim trusted Rana's expertise, and stood ready to aid the search however she saw fit.


MartimMartim FrostHorn
HP: 28/28 | AC:18 | Init: -1 |
Stats STR: 16(+3) DEX: 8(-1) CON: 14(+2) INT: 8(-1) WIS: 10(+0) CHA: 16(+3)
Saves STR: +3 DEX: -1 CON: +2 INT: -1 WIS: +2 CHA: +5
Weapons: Variable, 1d10Battle Axe +5, 1d8+3

Class Abilities: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.Divine Smite, The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.Divine Sense, Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.
Lay on Hands 15/15, When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + 2 (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style, Interception, By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health, The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
Tenets of the Ancients, Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.
Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.
Channel Divinity
Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Rustic Hospitality
Feats: You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
>If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
>If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
>If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Master
Main Skills: Athletics +5, Intimidation +5, Performance (sing) +5, Persuasion +5, Animal Handling +2, Insight +2, Medicine +2, Survival +2, Religion +1
Proficiencies: Common, Dwarven,Languages | light, medium, heavy, shieldsArmour | Simple Weapons, Martial WeaponsWeapons
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"You tell me: 'Life is hard to bear.' But if it were otherwise why should you have your pride in the morning and your resignation in the evening? Life is hard to bear: but do not pretend to be so tender!" -Friedrich Nietzsche, Thus Spoke Zarathustra

Last edited by Amarga; Oct 22nd, 2024 at 11:33 AM.
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  #90  
Old Oct 22nd, 2024, 09:44 PM
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Find The Pups!Darnel continued to comfort Geirhild, and then lead her back inside the halfling's humble timber home. He turned just before entering the doorway, and gave Rana, Kirra, and Martim a respectful nod. If anyone was going to locate the missing canines, it was those three. The dog-savy Rana with her tracking skills, Kirra with her knowledge of people around the village and ability to inspire, and Martim as a protector, and also potential intimidator of whatever kind of horrible person had let the animals free!

Had this been a crime? An accident? An honest mistake? Some kind of sabotage? Well, they'd need to find out! This village relied on sled dogs. A way to reach hunting grounds, fishing ponds and even scout locations. Hells, even if that weren't the case, many folks had known them since they were puppies.

Rana took off and soon returned with Thornton, tail wagging and clearly pleased to be out and about this day.

OOCFeel free to make some rolls that you think might help. With Thornton tracking you can have advantage. Aside from that, there are many other options, such as investigating the cages or whatever else you think might help
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Last edited by 97mg; Oct 22nd, 2024 at 09:45 PM.
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