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  #91  
Old Oct 24th, 2024, 04:23 AM
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Rana
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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's first tools were her own eyes and her own skills. That many dogs had to leave tracks in the snow. Granted, Geirhild's dogs got plenty of work, so there'd be tracks aplenty from previous days as well, but Rana was confident she could tell which are the most recent, especially if they all ran off in the same direction. It's possible someone opened the cages and the dogs simply scattered, but Rana doubted it. In that case, she figured, half of them would still be hanging around. This felt deliberate and directed.

"Pick up the trail, boy," Rana said, crouching beside Thornton. She pet his back a couple of times, then directed him towards the kennel. His nose would pick up anything her eyes missed, and may be better at picking the new tracks from the old. "Let's track them down and bring them home."

MechanicsRana attempts to track the dogs, with Thornton's help.
Dice Wisdom (Survival):
2d20+4kh1 (5, 5 (keeping 5) )+4 Total = 9
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  #92  
Old Oct 26th, 2024, 09:58 PM
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Kirra watched as Thronton started to sniff the ground looking for a trail to follow. Placing her tea cup down, the barmaid gathered her warm clothing and opened the door. "I can't let them go alone...what if they get attacked again." As much as she was afraid to get into a fight again, the monk knew that she could not just sit around and wait for something to happen. She had to help, to be useful.

Thankfully the monk could move quickly through the snow and it did not take long for her to catch up to Rana. Kirra looked at her and smiled. "Has he picked up anything yet?" She scanned the snow to see if she could see any fresh tracks.
Dice Investigation:
D20-1 (15)-1 Total = 14
(14)

 


 
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  #93  
Old Oct 29th, 2024, 02:48 AM
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Dog Tracks

Under Rana's instruction, Thornton started sniffing around the empty cages. Tail wagging excitedly, he went this way and that, even finding a most interesting piece of bone in the corner. It was irresistible! He got it between his teeth and then ran out back to his master, eyes bright with pride. Was this what they were looking for?

Sadly not. With some gentle persuasion, Rana managed to get the distractive femur out of the way, and directed the dog to do its actual job. A few barks, and then Thornton ran off northwards. Following him to the wall, Kirra then made an interesting discovery! Dog tracks in the snow! Oh, and there at the wall, was a hole down the bottom. A patch where a piece of timber or two had come loose, leaving just a large enough exit for a hound or two to get through.

Thornton went through quick smart, and then yapped from the other side as though to say, "come through! This way!"

It was a bit of a squeeze, but everyone could crawl through if they desired. Then leading off northwards further, the missing dog's tracks were at first evident, before fading out... probably as a result of heavy snowfall.
OOCNicely done! I need a survival check from someone please, Thornton's presence gives advantage.
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  #94  
Old Oct 30th, 2024, 11:22 PM
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Kirra walked around the area slowly looking at the ground. She didn't exactly know what she was looking for, but it was better than just standing around. As the monk made her way toward the wall she noticed some interesting tracks in the snow. Following the tracks lead her to a hole that had been dug under the wall.

Kirra jumped up and down excitedly. "Hey look at this maybe this is where they went!" Thornton was already through the hole and barking just as excitedly for the group to follow. The barmaid looked at Rana and smiled. "See you on the other side" Without hesitation the monk crawled through the hole. She knelt down and scratched Thornton behind the ears. "Such a good boy."

OOCRana has a better Survival than Kirra. Would you like to roll or should I?


 
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  #95  
Old Nov 1st, 2024, 02:52 AM
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Rana
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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


"No, Thornton." Rana took the bone and tossed it aside, then guided him to the straw or bedding the dogs used. In this type of cold, she figured they'd all sleep piled on top of each other for warmth. He'd have to pick up the trail there. "Here. Go find them, boy!"

That did it. Thornton, clever boy, found the hole in the wall and crawled through, quick and easy, followed by Kirra. Rana dropped to her belly, but paused. She'd assumed Geirhild's kennel had been sabotaged and the dogs abducted or chased out, but she might have jumped to conclusions. Before crawling through, she inspected the loose wood, trying to determine the cause of the damage.

After the inspection, she crawled through, holding the crossbow in front of her to narrow her profile. She wasn't as quick as Thornton or Kirra had been, but she made it, brushing snow off her furs as she got to her feet. She gave Thornton's back an appreciative pat as she looked at the tracks. "Good boy, Thornton! Now keep it up!"

MechanicsRana attempts to diagnose the cause of the fence's damage, then to track the dogs with Thornton's help.
Dice Intelligence (Tinker's tools):
1d20+2 (16)+2 Total = 18
Dice Wisdom (Survival):
2d20+4kh1 (14, 14 (keeping 14) )+4 Total = 18
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  #96  
Old Nov 1st, 2024, 01:50 PM
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Martim FrostHorn
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Martim's legs pumped as reliably as any dwarf's on the march as he followed along. Nonetheless, he did follow along. Not as swift as the dog runner or the nimble Kirra, he managed to keep the pace through years of sheer endurance.

Looking at the damaged fence, Martim frowned behind his helmet. He lent his aid to fixing it before they moved on, best not to leave an opening for a fox or other opportunistic pest to slip in. However...
His hemlet's horns snagged multiple times attempting it, and he was pretty sure he ended up making the hole worse by the time he did finally go through...

Slightly embarrassed, the young paladin tried to keep his eyes on the lookout for an ambush on the march. Tried was the best way to say it. Martim's helmet straps had loosened during his squeeze, and he spent more time on the march trying to keep it from falling in front of his eyes rather than keeping his eyes properly peeled.

 



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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Last edited by Amarga; Nov 1st, 2024 at 01:52 PM.
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  #97  
Old Nov 5th, 2024, 12:32 AM
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Northern CavesOnce safely through the hole under the timber wall, and with a mental note made to ensure that the damage is repaired when they get back, the team soon headed off northwards!

Thornton stopped every now and then to sniff at the ground, and with Rana's help he appeared to still be picking up familiar scents. This sure was an odd situation. Thinking back, Rana would recall how the steel locks on the cage appeared to be broken. No doubt there had been bipedal involvement in today's unfortunate activities! Well, they could probably research that angle a little later. Right now, it was all walking on snow, fighting the wind, and trying to stay warm. For a good long hour the team's trusty hound urged the party northwards, until at last a snow covered hill appeared in the landscape. It was a granite outcrop, rarely visited and seldom seen. And what was the dark spot? Oh! A cave!

Thornton barked. Nothing unusual about that. Until there was another bark. Not Thornton's but a muffled one from within the cave somewhere!
OOC
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  #98  
Old Nov 6th, 2024, 11:00 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


Rana was mostly silent as she followed Thornton, smoldering with anger. What she'd seen in the kennel confirmed her earlier suspicions of sabotage. She didn't wonder who could have done it; Cilsie was a small community where everybody knew everybody and trust was not just abundant, but essential. Anyone could have accessed her property and sabotaged the kennel unseen. What flummoxed her was who would have done it. Everyone in Cilsie relied on Grandma Geirhild's dogs. To sabotage that under their current, dire conditions was not just an attack on Geirhild, it was an attack on the entire community. It was suicide.

The sight of the cave was a relief. At least she could push those thoughts aside for the moment and focus on the task at hand. When Thornton barked and received a reply from inside, Rana stepped up and crouched beside him.

"Good boy! Good boy, Thornton!" Rana stroked his back several times, then reached into her pack to dig out her emergency rations. He'd done a great job and deserved a treat. Bypassing the hard bread and beans, she pulled out some game jerky and held it out for his mouth. The salt wouldn't be great for him, but it should be alright in small quantities like this. "Great work. Don't tell ma and pa."

She stood and regarded the cave for a moment. Her whip would probably not do well in there. Her crossbow would be usable, at least, but even then she might have to fight something in arm's reach. She checked her skinning knife, confirming it was sheathed for a quick draw if necessary, then loaded her crossbow and turned towards the others.

"The dogs sound alright, so there's probably no Yetis waiting for us, but we ought to be prepared just in case. We might be stuck single-file in there. Who's going first?"
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  #99  
Old Nov 9th, 2024, 12:06 AM
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Martim FrostHorn
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Martim stepped forwards, "I can go first. My arms will receive whatever comes."

He strapped his shield to his arm and drew forth his battleaxe, ready for danger.

 



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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  #100  
Old Nov 10th, 2024, 08:59 PM
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CavingBravely heading in first, Martim moved into the cave's entrance. Rough granite formed the walls, floor and ceiling here, and in small crevices about the walls there were pockets of clay. Some of the clay zones sparkled! Small crystals protruded from them, little shiny pointed tips reflecting the dim, but present, light filtering in from outside. The cave's opening was a good size, which was also a bonus, allowing Martim and those who followed, plenty of space to move.

Yap! Yappity! Bark! Woof!

No, that wasn't Thornton getting excited, it was the sounds of other dogs reverberating through the cave's walls to land on the explorer's ears.

Moving in deeper, the wide tunnel turned to the left and opened up into a great high-ceilinged cavern. Directly ahead was an obstacle though, and not a naturally occurring one. Someone had put a timber barrier up, which stood at about chest height and was constructed of rows of pointed spears, nailed onto a frame of thick logs. It left only a five foot gap between it and the wall to navigate through.

left-aligned image
On the other side of the barrier, well... the dog sounds continued, and the top half of an usually large, almost human looking man stood. He had tough grey skin, exceptionally thick arms, a long beard, and a helmet complete with horns to make even Martim's jealous. The individual hadn't noticed the new arrivals yet. Instead, he seemed to be provoking something (probably dogs, his next meal?) with several threatening moves of his axe, grunting all the while.
OOCThe gap between the barrier and the wall is 10ft from Martim, if anyone goes through it we'll roll init... unless the team plans to use some stealth or something to get some surprise happening :-) We'll say the "creature" is 45ft away all up. Light is dim throughout this area. Green dot is party current location or thereabouts.

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Last edited by 97mg; Nov 13th, 2024 at 08:10 PM.
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  #101  
Old Nov 14th, 2024, 09:50 PM
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Kirra's eyes went wide when she saw the creature holding the dogs hostage possibly getting ready to eat them. She knew that in the cold land they lived in each creature needed to do what they had to, to survive...but their survival relied on those dogs. There was no way they could turn their backs on them. Putting her hand on the snowy owl mask attached to her hip, Kirra tried to calm herself down but it was not working. In the last fight the entire town came to fight the troll that had attacked...but this time...this time it was just the three of them.

Panic started to set in. She put her hands to her mouth doing her best to hold it together. Kirra began to hyperventilate. "I am not strong enough for this, there is to much pressure....what if we fail?...." Dropping to her knees, the barmaid looked at the other two, her eyes wide with fear.

 
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Last edited by Cheshire; Nov 14th, 2024 at 09:51 PM.
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  #102  
Old Nov 18th, 2024, 12:48 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


Under normal conditions, the sight of the gigantic figure would have given Rana pause, if not sent her quietly back the way she came. This one was taller than the troll had been, and the troll had only its fists and teeth against the entire village. This man had an axe, armour (or at least a helmet), and presumably the intelligence to use them effectively - enough to set up a barricade, anyway. Rana is not quick to violence even when she holds the advantage, and right now they clearly do not.

These are extraordinary conditions, however. She is already angry and anxious over Geirhild's dogs, and now that she's found them, they're being menaced by this stranger. Indeed, he's backed them into a corner. She doesn't know for sure what he's planning, but she has no intention of finding out.

She transfers her loaded crossbow to her off-hand and pulls her bullwhip free from her hip. The cavern is wide and tall enough here for her to use it. With a swing of her arm, she cracks the whip above her head, the sound echoing off the stone walls.

"Get away from our dogs!"
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  #103  
Old Nov 19th, 2024, 03:11 PM
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Martim FrostHorn
right-aligned image

At Rana's word, Martim strode forward with axe brandished.
"You have stolen, from the folk of Cilcie, a treasure beyond your reckoning. Speak for yourself or we will answer this grudge with steel!"

The creature was clearly capable of some intelligent thought, so Martim was wary. Rushing in too quickly could be dangerous for them and the dogs. Better to give Rana time to prepare a deadly shot or allow Kirra...
Martim glanced back to see her state. He didn't blame her, he was as rigid as snow-touched steel himself right now.
So the young paladin bashed a ringing note of axe on shield and growled, just for their ears, "Stand fast."
 



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
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  #104  
Old Nov 21st, 2024, 05:15 AM
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Skinning InterruptedThe crack of a whip. The yelling of a human or two. Well, they had the big man's attention now. He turned to face the party of dog-seekers and narrowed his eyes for a moment. A moment of distraction! One of the cornered hounds began to move...

Not for long though. The giant cave dweller quickly turned and swung his axe around threateningly again.

left-aligned image


"Back!" he barked at the dogs.

Then returning his gaze to the new arrivals, he yelled, "Back! You too you three, these fourlegs belong to me! They came on their own. They came in their time. They entered my home. So now, they're MINE!"

A giant with the gift of rhyme? Well that was new.

"To you I'll elude, that trespassers here are of one kind. Food! I make a deal. You leave now, and these pups will not be an entrée... before a greater main meal. Oh oh yes, courses two. The second of which, is comprised of... you!"

Okay, he wasn't exactly bard-level in his wordsmithing, but his grip on the common tongue was actually rather good.
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Last edited by 97mg; Nov 21st, 2024 at 05:18 AM.
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  #105  
Old Nov 28th, 2024, 08:17 PM
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Martim FrostHorn
right-aligned image

Martim huffed, "Finding a thing does not make it yours. Unhand those dogs, or your head will be the only thing on the chopping block, dwarven word for giants, or unstable buildingsdoruk!"

The young paladin stepped forwards and waved his axe in threatening immitation of the giant. "Tell me, giant with a head that bumps ceilingsdoruk-boki, how many travelers has your axe troubled?"
 



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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