__________________
Check out Astral Agents in Boats, a 5e Spelljamer adventure, run by jbear. Play sessions are live streamed biweekly, with edited versions provided weekly. I am a player, as are a few other RPGX stalwarts
If you're thinking of starting up a PbtA game, hit me up; I'm on the market.
Nukky stretches, yawning after a night's respite, or whatever passes for night in this forever daytime. He looks out to see the same sight of yesterday of strange magicked people prancing about, unaware that in the frozen time they would soon suffer a terrible invasion. He shakes his head. No thinking about that, just think about what needs to be done today.
As he goes to rinse his face, he notices Hlin, Baly, and Laisren walk immediately to the storefront where Tomas was indefinitely staying. A bit of brekkie, then off to ready a course through the forest to Malveen's place. Nukky then turns as Aru asks him a question about the restoring the vine.
Nukky shakes his head. "Nukky sorry, no have reviving magick. When great big tree die in forest, Nukky prepare big fire for tree so that ash return to earth to nourish young trees." He looks around, rather nervously, still feeling that strange sensation knowing the nature of the beings around them. "Nukky not sure if same work here. Nature feel.....wrong here. Can't rely on tradition, Nukky thinks."
"However, Nukky think we can still honor vine with some druid tradition." He prepares a small pile of kindling, and places it on a roughly flat rock. He ignites it gently, allowing the embers to smolder. He places it in front of the vine, allowing the smoke to gently rise in a single line. "Nukky pray that body return to earth, and spirit one day find freedom to return."
Baly pauses at Hlin's words and wonders how real this Tomas is and whether or not he'll take offense no matter what is asked of him.
Still unwilling to give up, Baly says, "No offense meant here. Just looking to get back what was lost from me. Copy or no, I would pay to have it. What do you say?"
Special Abilities: Bonus action of Dash, Disengage, or HideCunning Action 60’Darkvision One skill or tool prof extra a day after short or long restWhispers of the Dead After successful sneak attack, apply to any other target within 30' of one hit, Roll half # of sneak attack dice and target takes necrotic dmg as wails surround them Wails from the Grave have advantage on saving throws against being charmed, and magic can’t put to sleep.Fey Ancestry Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years o f practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance +1d6 to attack if ADV. If another enemy of target is 5' of it, no ADV neededSneak Attack Spells:
Cantrip: Toll the dead
Spell Save DC: 12 | Spell Attack Bonus: +3
Baly, he gapes at you, and mis-twangs a sour G onto his instrument. Given with your consent? I...I made this earring!
But he is a commoner, a craftsman, and you are clearly an adventurer, well-armored, experienced, and well armed. He pales. He is intimidated. But he does not pass it over.
Hlin, you head over to the where Tomas sits on his stool outside the shop. You want to know if he will leave with you. but how do you determine if he will or not? Do you ask him? Observe him? Ask others?
No one else in the party goes into the shop, but you do, and you see the wares. You come back out and ask Tomas about his snuffboxes. He will tell you they cost a silver each, and there are 10. You imagine you could, if you used the farriers forge at the stable, get enough silver to coat five weapons, with 20 arrows counting as a weapon. You also know that in your time, your world, they are worth 100 gold each. The craftmanship is exquisite.
You are correct---Tomas doesn't see your dead horse or the ghost of the vine. He sees you and the puppet of the vine's corpse. You whisper a warning to Baly that this earring is a love token.
A'ru Sybil has died. You see her as you see the horse, transluscent, silent, calm. She was the last. You are the last. It rocks you. But maybe this is mercy? She was cognizant and alone for a thousand years, surrounded by the zombies of her closest friends, the mothers of her hoped for children. A'ru you are both perceptive and insightful. Your insight tells you that perhaps this form is a relief? Now, Sybil is not temporal, sitting through every second, tick tick tick, alone, knowing that the sun never moves. Now, Sybil never moves, like the sun, and does not know it.
You are also perceptive, and as the half-a-centaur tries to get Tomas to se ehis sparkle-hoofed ghosthorse, you notice a thing. The sparkle hoof is on the DOG spectrum. People---stupid people -- think you see less, because your eyes see black and white. You designate colors by shades and tones of gray and in terms of temperaire. A warm gray is red. A cold gray is blue. And so on. Here is the thing:
That shoe Hlin is making a fuss over? The sparkle's grays have nuance that only a dog could see, and only a sentient dog could express. A'ru, when the hoof orients toward the path to the Melve'en estate? The gray of the sparkle warms. If you were playing hot or cold? The ghost shoe on the ghost horse is saying in a way that only a dog could understand and only a Marda could articulate: Go this way. There is something for you to the east.
Laisren, the centaur (or half of him) is willing to go out on the boats, but no, You think the next stop is the mansion. You see most of the party congregating around Tomas, and you go over to see Baly demanding the young man's earring. You hold your tongue, but his eyes find yours. He is clearly afraid of Baly, who could easily kill him. You say nothing, but he looks to you, and he reaches out a hand. His eyebrows come together. His gaze is pleading
Oathbound! You understand, yes? Tell your friend? Liri and I --- none would let us marry. So I made a set of earrings, two, like the elves make daggers. Simple. Elegant. Absolutely matched in balance and placement. She wears one, I the other, as a symbol of the promises we made. You, who also loves in the silences -- tell them, I cannot remove it! I made it, for us.
Nukky you cannot do what the Marda has asked. This vine is past your help. But you can honor it.
You bring the fire, the old songs. You do not have a dog's eyes, do not see how the hoof wants to go east, but you, too, are ready to go and find Malveen.
You remember the cabin, the way an elven mansion overlapped with it. That cabin mattered to her. It is the hub of all she is, you think, and you would know, as the hub of all you are is in a stone she swallowed for its warmth. You have to find her.
Baly[, you offer to pay (a huge and kind move!) but even though he is afraid, he still shakes his head.
Is this your earring? Well. Maybe? If it is one of a matched set, it may be your earring's mate. You also know from the vine, the dagger, that everything on this planbe is a copy of a real thing on the prime. So, at best this is the ghost of your earring, copied and moved to this demiplane a thousand years before you rightfully stole it.
Friends, conditionals are getting in the way of our story here. Now, mechanical conditionals are always ok. They are usually accompanied by a roll, so that makes them easy to recognize. Example: If the door is locked, he tries to pick it, here is my sleight of hand roll.
Conditionals that depend on another player are almost ALWAYS better handled in OOC or DM (THANKS for opening a great OOC conversation badger, you treasure.) I like to move FAST, so, Instead of saying IF THIS CHARACTER AGREES MY PC WILL... just ask the player to collaborate before you post.
But try to avoid conditionals that require a judgment call from the DM to say whether they are triggered or not. My games are RP heavy, so I am cautious with player agency' I am not comfortable activating a conditional that requires me to make decisions on how your character would read the world.
Sadly, that means Hlin never said his excellent speech, and A'ru never had his revealing reaction to it. Those were great moves.
Next time, just do it! Please remember, the dice may be for you or against you, as Tymora decrees, but I love your characters. I want them to win. It is okay to try stuff. If you fail, I will do my damnedest to help you "fail forward" and anyway, the darkest valleys lead to the sweetest meadows. Onwards, heroes!
!
__________________ New here? Come play a NEW PLAYER SOLO GAME
Baly does not advance on the poor shopkeep. But neither does he back down from his demands. Tomas sees Laisren peering, cringing and uncertain, around the doorway and directs an appeal his way. Of course it stabs Lasiren through the heartstrings. He sighs, unhappy with what might follow, but he sets his jaw and steps forward into the shop, all the same.
"No, we're not going to take them." He looks at Tomas as he says that, taking collective responsibility for the situation. Then he turns to Baly in particular, stating the facts as he sees them. "They are not ours to take, and we are not thieves." He then looks around further, unsure if anyone else is with him on this matter, but hoping to convince them all the same. "It would be our duty to stop thuggery, if we see it. Yes?" he can't help injecting the question at the end, hoping that the answer is too obvious for the others to debate.
Laisren is standing up tall, making his large physical presence known in a way that he is usually loathe to do. He's not sure that this debate is going to go his way, but he is sure he's on the right side, and won't let anyone push him around on that. All the same, this doesn't need to come to unpleasantness. He grabs one of his hands with the other, keeping them both away from weapons. Laisren looks back to Tomas.
"Maybe my friend Baly here can make an offer that everyone would be happy with. Or... we were hoping to visit the Malve'en manor house. Could... would you be willing to guide us here? Then you could see your lady, and bring her your token. Then we'd all see their true meaning."
Laisren's stat block (full sheet link) HP: 32/32 | Armor Class:With a very high probability in combat of also having an additional 1d8 added on.14 | Saves: Str +5 ; Dex +2; Con +4; Int -1; Wis +0; Chr +1 Senses: Passive Perception 12 (+2); Passive investigation 9 (-1) | Move: 30' | Conditions: (None)
Default melee:+6 to hit, 1d10+4 piercing (1d10+6 while Raging)The Family pichfork | Default ranged attack:+5 to hit, 1d6+3 slashing, 20/60 rangeHandaxe Expendables: . . . As a bonus action, activate Rage. +2 damage to STR-based melee attacks. Resistance to nonmagical BPS damage. Advantage on STR checks and saves. Ends if I don't either attack or take damage. Cannot cast spells.Rage 3/3 LR | Make a ranged spell attack against the target (+3, with CHA as casting stat). On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw (DC 11). On a failed save, it is also poisoned until the end of your next turn. Acquired via Magic Initiate (Sorceror)Ray of Sickness 1/1 LR | Hit dice 3/3 LR | Inspiration: Yes Passive: . . . When I enter a Rage, I can use my tail both offensively and defensively. As a reaction when hit by a creature I can see within 10', I can add 1d8 to my AC. I can also use the attack action to attack with my tail with 10' reach, +5 to hit, and 1d8+3 damage.Form of the Beast: Tail Ie, my cantrips acquired through Magic Initiate (Sorceror)Tail Utility: A creature within 10' must succeed on a Constitution saving throw (DC 11) or take 1d12 poison damage.Poison Spray | Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.Blade Ward
__________________
Check out Astral Agents in Boats, a 5e Spelljamer adventure, run by jbear. Play sessions are live streamed biweekly, with edited versions provided weekly. I am a player, as are a few other RPGX stalwarts
If you're thinking of starting up a PbtA game, hit me up; I'm on the market.
Nukky opens his eyes and looks at Aru. "Nukky hope that was enough. We should go and ready our path back. Where are friends anyways? Are they still in shop?"
Hlin cannot make out the words, but by the tone of Laisren's voice, Hlin can tell that the farmer has his tail up in a puff again. And by the tone of Baly's silence, Hlin can guess that the rogue is probably once again contemplating whether to go along with his companion's request or just go ahead and stab them all in the dark.
Well, however it is resolved, the discussion grants Hlin time to forge his arrows. The silversmith's forge is more compact, urbane and dainty than he is used to ... but it will do. And, perhaps this is a bonus, for once he doesn't need to fold up his mane and tail into hot, leather safety bindings to keep stray embers from landing on them and catching them on fire. Many a kentori blacksmith has been lost to a spark in a beautiful, flowing mane that escaped the confines of a safety binding.
"I'm going to go ahead and make 20 arrowheads unless anyone out there has a request for something else," Hlin shouts out to the others as he begins the process.
Level 2: Messenger, Cloud of Daggers, Cure Wounds (upcast), Hold Person, Nathair's Mischief
Vine Spells: Entangle 3/3
Inspiration: No
Spell Slots:
Four Level 1: {} {} {} {}
Two Level 2: {} {}
Spell Save DC: Wis 12 Spell Attack Bonus: 4
Saves: STR: +2 DEX: +4 CON: 0 INT: -1 WIS: +2 CHA: +4
Bardic Inspiration: {} {}
Attack modifier: +4 melee / +4 ranged
Weapons: Longsword, daggers and short bow
Special Abilities: Bardic Inspiration, Jack of All Trades, Song of Rest, Cutting Words, Charge, Hooves, Equine Build
Rolls:
ETA--these are old rolls; didn't want to erase them after posting and get red on post
Requested perception:
Dice *
Roll:
1d20+6
(9)+6
Total = 15
Persuasion readied action:
Dice *
Roll:
1d20+6
(9)+6
Total = 15
Saving throws:
Move: remains in Tomas' shop
Action: begins forging arrowheads; shouts out to group outside of shop
Reaction:
Condition:
Concentrating:
OOC info:
A'ru sniffs and says reverently before placing his cap back on his head, "That was beautiful." He claps Nukky on the shoulder. "Don't worry about our friends, they'll figure it out. It's tall people dramatics, yeh know."
He looks over his shoulder at the sound of clinking coming from the forge. "Hlin's makin' himself useful. Good man, that horse." He looks back to Nukky then shrugs. "But sooner or later, it's gonna be yez and me savin' their bald hides. What d'ye say we sniff around down by the riverside for any last clues while they're messin' around? I'll give yez a hand."
ROLLS:
Out of Combat: Inviting Nukky to make a last sweep of the river's edge for anything interesting
Saving throws:
Move: If Nukky accepts, will follow him down to the water.
Action: Help Nukky with Perception roll if he wants to accept the help (grant advantage on roll).
Bonus Action:
Reaction:
Conditions:
Concentrating:
OOC info:
Baly pauses, though his hands go to the hilts of his blades, Rapier and short sword as he listens to Laisren.
When it is said they weren't thieves, Baly's left eyebrow rises slightly as if contemplating this for a moment, but then lowers after a few seconds.
He shakes his head in the negative at the mention of offering payment again, and his right hand drops to his side as he turns away from the situation. Walking away he says over his shoulder, "Keep it. It's memories for me are sullied now anyway."
He makes a beeline for the no nonsense Kobold and hears him asking where everyone else is.
Pausing beside him, obviously anxious to get moving he says, "I'm here. Let's go, Nukky. Everyone else too. I'm done with this place. There's nothing of value here so far 'cept this dagger and I'm starting to wonder if its even cursed."
Special Abilities: Bonus action of Dash, Disengage, or HideCunning Action 60’Darkvision One skill or tool prof extra a day after short or long restWhispers of the Dead After successful sneak attack, apply to any other target within 30' of one hit, Roll half # of sneak attack dice and target takes necrotic dmg as wails surround them Wails from the Grave have advantage on saving throws against being charmed, and magic can’t put to sleep.Fey Ancestry Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years o f practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance +1d6 to attack if ADV. If another enemy of target is 5' of it, no ADV neededSneak Attack Spells:
Cantrip: Toll the dead
Spell Save DC: 12 | Spell Attack Bonus: +3
A’ru, you offer to help the kobold search the low swampy waters, more lake than river here.
Nukky, you see the rest of the party talking to Tomas, except the centaur, who is inside, hollering about silver.
Hlin, you make some silver tipped arrows using the snuff-boxes. They are exquisite, but they sag into useful slag in the fire.
Baly, Laisren is wrong. There are thieves here.
Tomas looks at you with gratitude and confusion as you mention memories. But mostly gratitude. Have you a lover? I can make you a set, if you will wait? I will melt the cuff down...
You are ready to go to this Elven estate. You have directions and you see the eastern path.
Laisren, as Baly stalks off to talk to the kobold and rally the party to leave, Tomas turns his grateful eyes on you. Thank you, friend, but Liri wears my token already, hidden among her other jewels. I made it in the Eleven style, so none would blink at it. Alas, I cannot guide you to the estate---and between you and me, today is a bad day for a visit. The whole house is sure to be in an uproar.
You see, today is Liri’s wedding day. She has asked to be alone this morning to pray to Hanali Celanil that she might come to love the husband her father has chosen. Instead, she will slip away. Likely she already has. She will be here within the hour with a pair of matched gray horses, and the two of us will flee to another land, far from her father, and be happy.
He looks up with hope and joy to the sun, which doesn’t move at all.
Not long to wait, now, he says.
__________________ New here? Come play a NEW PLAYER SOLO GAME
Laisren exhales deeply as Baly drops the matter of the earring and exits. Laisren really did not want the issue to come to blows. He was pretty sure the veteran had tricks up his sleeve that he had little retort to.
Tomas gives effusive thanks, and makes his excuses about why he couldn't go. That was not surprising, given the infinte non-time he was stuck in. But Laisren's jaw still hangs open as the craftsman explains the situation at the Malve'en manor. "Uh... no.... no need for thanks. I only said the truth. Reasonable folks can't stand for thievery. And I haven't known any of them long, but I think they're all reasonable. In their ways. So... eh... good day. I expect we'll be back. With good tidings, I hope." He gives a simple shallow bow and again departs Tomas' company.
Once the band of seer-seekers regoups, Laisren looks troubled. He nods that he's ready to travel to the manor. But there are matters afoot. "Obviously this place is stuck," he begins to the gathered group, "and we all know - right? - that this isn't some glamour. It's a place. The bright, the Fey, Feiach, yes? Well. That got me thinking. Heh heh." he laughs mirthlessly, knowing that everyone knows that this is not his stong suit.
"The Fey like their stories. And we're in one. One where Liri never comes. Can't never come. It's a story where the elves, her kin, they must be... they come, and they slaughter. We need to get out of this place. But I wondered... is the way, the way to get out of here, is it to change the story? Or break it? Tomas said Liri was supposed to make excuses and escape from her parent's house, the manor. In their 'today'. It's her wedding day, but it's meant to be Tomas', too. But, I guess, it never was. She never came and death came to the town. And Liri became a banshee. So, what if, what if..." the answer seems so obvious to him, that it can't really be the answer. "Do you think we can change the story? In this Bright place, do you think we can bring her back to Vildenai? Make the meeting that never happened, happen? What would happen to this stuck place, if we did? Or if we stopped her kinfolk?
"I dunno. I just think. I just think, that if we can write a new story, the true Fey respects that. It does. And if we do, we might break this place. We might escape. We might even change Malve'en - I mean, the one who sent us here. Or not. It seems too simple, doesn't it?"
Laisren's stat block (full sheet link) HP: 32/32 | Armor Class:With a very high probability in combat of also having an additional 1d8 added on.14 | Saves: Str +5 ; Dex +2; Con +4; Int -1; Wis +0; Chr +1 Senses: Passive Perception 12 (+2); Passive investigation 9 (-1) | Move: 30' | Conditions: (None)
Default melee:+6 to hit, 1d10+4 piercing (1d10+6 while Raging)The Family pichfork | Default ranged attack:+5 to hit, 1d6+3 slashing, 20/60 rangeHandaxe Expendables: . . . As a bonus action, activate Rage. +2 damage to STR-based melee attacks. Resistance to nonmagical BPS damage. Advantage on STR checks and saves. Ends if I don't either attack or take damage. Cannot cast spells.Rage 3/3 LR | Make a ranged spell attack against the target (+3, with CHA as casting stat). On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw (DC 11). On a failed save, it is also poisoned until the end of your next turn. Acquired via Magic Initiate (Sorceror)Ray of Sickness 1/1 LR | Hit dice 3/3 LR | Inspiration: Yes Passive: . . . When I enter a Rage, I can use my tail both offensively and defensively. As a reaction when hit by a creature I can see within 10', I can add 1d8 to my AC. I can also use the attack action to attack with my tail with 10' reach, +5 to hit, and 1d8+3 damage.Form of the Beast: Tail Ie, my cantrips acquired through Magic Initiate (Sorceror)Tail Utility: A creature within 10' must succeed on a Constitution saving throw (DC 11) or take 1d12 poison damage.Poison Spray | Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.Blade Ward
__________________
Check out Astral Agents in Boats, a 5e Spelljamer adventure, run by jbear. Play sessions are live streamed biweekly, with edited versions provided weekly. I am a player, as are a few other RPGX stalwarts
If you're thinking of starting up a PbtA game, hit me up; I'm on the market.
Hlin steps out of the silversmith's shop with 20 fine silver arrowheads on 20 arrows and a silence that allows him to hear Laisren's questions to the group.
If A'ru and Nukky have gone off to investigate the landing, he will wait for their return, perhaps practicing with his improved arrows on any bales of hay he might find.
Once everyone is assembled, he will answer Laisren.
"Who are you, farmer? A champion? Only champions seek to change the story.
Thieves profit from it.
Wanderers give it a wide berth so that it does them no harm.
Druids contain it.
And diplomats, we just take note of it.
But if I was a champion, I might take note of one thing. If we are in a timeless Feiach, then nothing we do matters. Nothing except, apparently, jolting the Fey's splendid isolation with a disruption by a powerful item placed at a significant story point. The dagger, for instance, disrupted the narration. Maybe there are other things and places that would do the same.
But I'm just a diplomat, so I'll watch and see and take note of what you do."
Level 2: Messenger, Cloud of Daggers, Cure Wounds (upcast), Hold Person, Nathair's Mischief
Vine Spells: Entangle 3/3
Inspiration: No
Spell Slots:
Four Level 1: {} {} {} {}
Two Level 2: {} {}
Spell Save DC: Wis 12 Spell Attack Bonus: 4
Saves: STR: +2 DEX: +4 CON: 0 INT: -1 WIS: +2 CHA: +4
Bardic Inspiration: {} {}
Attack modifier: +4 melee / +4 ranged
Weapons: Longsword, daggers and short bow
Special Abilities: Bardic Inspiration, Jack of All Trades, Song of Rest, Cutting Words, Charge, Hooves, Equine Build
Rolls:
ETA--these are old rolls; didn't want to erase them after posting and get red on post
Requested perception:
Dice *
Roll:
1d20+6
(9)+6
Total = 15
Persuasion readied action:
Dice *
Roll:
1d20+6
(9)+6
Total = 15
Saving throws:
Move: remains in Tomas' shop
Action: begins forging arrowheads; shouts out to group outside of shop
Reaction:
Condition:
Concentrating:
OOC info:
Nukky nods at the Madra. "Good idea, just to make sure things are ok!" He waddles off to the shoreline along with Aru, looking around the waters to see if there's anything to pique his interest, whether a trace of their former world or anyone waiting for them. Maybe signs from their fellow raftmates that somehow passed into the Dim? Or at least further clues into their current situation. Maybe even a possible exit plan if they must needs retreat via river.
Baly gives a slight snort, more like a chuckle when Hlin says that Thieves profit from such things.
He was at a loss here and had a lot to make up for if he was to even break even. To himself he thought, This thief hasn't profited from anything changing.
He sighed and followed in Nukky's wake to check out the landing. The only way he'd have a hand in changing any story if it was one that ended with him getting out of this place, or... relieving some resting spot of some real treasure.
Special Abilities: Bonus action of Dash, Disengage, or HideCunning Action 60’Darkvision One skill or tool prof extra a day after short or long restWhispers of the Dead After successful sneak attack, apply to any other target within 30' of one hit, Roll half # of sneak attack dice and target takes necrotic dmg as wails surround them Wails from the Grave have advantage on saving throws against being charmed, and magic can’t put to sleep.Fey Ancestry Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years o f practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance +1d6 to attack if ADV. If another enemy of target is 5' of it, no ADV neededSneak Attack Spells:
Cantrip: Toll the dead
Spell Save DC: 12 | Spell Attack Bonus: +3