| Sebecloki |
The world of Suviri is surrounded by several rings, for which reason it is known as the 'World of the Halo'. Some of these rings are stable, and some appear and disappear with regular or unpredictable variations. The stable rings are manifest zones of the various inner planes. The intermittent rings are manifest zones to the other outer planes. Creatures that manifest on the rings can orient and prepare themselves on the asteroid clusters and small moons strew throughout the bands, and then descend to the surface of Suviri via magical portals or flight.
In the earliest ages of the world, the deities of the gnome, kobold, elven, and goblin pantheons succeeded in manifesting and stabilizing rings that connected their deific realms to the lands of Suviri. The establishment of the four great empires of Tykor, Glier-Cuir, Zabkist/Pakoog, and Qhink-Vak followed the manifestation of these rings. The manifestation of a ring that opened on to the Outer Chaos led to the alignment shift of several races, and their affiliation with the gods of their hereditary enemies. Thereafter, Tykor was a realm dominated by evil high elves who venerated the warlike deities of the goblin pantheon. The goblin realm of Glier-Cuir was made up of druids and rangers who served the elven gods. There were two primary, allied gnome realms Zabkist, a realm of rock gnome shadow mages and illusionists, and Pakoog, a kingdom of deep gnome earth elementalists and geomancers, and these served the kobold deities, including Kurtulmak. The kobold realm of Qhink-Vak served venerated Garl Glittergold and the Metallic and Gem dragons. The height of these realms’ power was known as the Diamond Age.
During a great war between these four powers, a gnome warlock re-opened the gates to Outer Chaos, leading to the Protean, Limbic, Oblivion, and Chaotic Wars with the malign powers of these reaches. At the end of these conflicts, the gods departed Suiviri in order to secure the withdraw of the powers of Chaos. This withdrawal also released many of the races of the four empires from their previous thrall to the deities of their ancestral enemies – now, for example, the goblin races are divided between those who wish to continue the peaceful and druidic traditions of Glier-Cuir, and those who have turned to the veneration of the wrathful ancient wyrms.
In the wake of this conflict, the ancient wyrms Aasterinian, Asgorath, Ashardalon, Astilabor, Azharul, Bahamut, Balagos, Chronepsis, Daurgothoth, Falazure, Garyx, Haerinvureem, Hlal, Imvaetnarhro, Kalzareinad, Kereska, Klauth, Kuyutha, Laerahkralan, Lendys, Lernaea, Miirym, Null, Odassa, Palarandusk, Saridor, Tamara, Task, Tiamat, Velsaertirden, Xavarathimius, Zotha, Zorquan, and others seized the mana wells, the ancient nodes of power which the Elemental Halos caused to manifest on Suviri, and also conquered the genie, elemental, and mephit races that once ruled the Inner Planes. The Age of the Dragons was decreed, and the lands of Suviri divided between the ancient wyrms. The chromatic and selfish gem dragons have in general overwhelmed the peaceful gem dragons and metallic dragons. These aggressive ancient wyrms seek to draw forth the life energy of Suviri through their control of the mana walls, and increasing their own power and size, and gradually terraforming their territories to more closely match their preferred elemental habitats.
The territories of the ancient wyrms include the Warlands of Dhal-Thar, which was shattered by the war of the four empires during the Aeon of Annihilation.
Historically, the continent of Dhal-Thar stood in the midst of the Four Empires – the elven realm of Tykor to the north west, the goblin realm of Glier-Cuir to the southwest, the gnome realms of Zabkist and Pakoog to the south east, and the kobold realm of Qhink-Vak to the north east. The present-day ‘Warlands’ of Dhal-Thar were once known as the Crossroads or the Centerlands, and contained several dozen human and halfling realms that suffered grievously in the quaternity of the Protean, Limbic, Oblivion, and Chaotic Wars which brought an end to the high point of civilization experienced in the Diamond Ages.
The Town of Sikrystal lies on the border of the Kingdom of Sylras, an ancient hinterland of the Empire of Tykor. In the previous era, during the height of the Four Empires, it stood on the border of the quaternity of imperial realms within the so-called Warlands of Dhal-Thar -- the central landmass of Suiviri which lies between the ancient homelands of the elves, kobolds, goblins, and gnomes. The town sits on prominent cliffs on the shores of the Shining Deep, a semi-circular body of water that may be 360,000 ft. deep. It is surrounded by the dense foliage of the Emerald Scale Forest. These forests are contain many dangers, including renegade goblin and kobold tribes.
In the previous age, the goblin empire of Glier-Cuir was a force for good that served the gods of the Seldarine. However, in the wake of the wars with the Realms of Chaos which ended the Age of Annihilation, many of the goblins turned to the worship of the dragon goddess Claugiyliamatar, the green dragon queen of greed, illusions, and treachery. These new splinters of the goblin nation, which remained from the former armies of Glier-Cuir which were stranded in the hinterlands of Dhal-Thar at the end of the last age, now strive with the kobold servants of Ashardalon and Tiamat. The conflicts between the groups of dragon worshippers has made the hinterlands of Shining Deep a dangerous location for its inhabitants.
Even now, the town and kingdom it theoretically belongs to lie on the dangerous border reaches of two draconic powers -- the Necrocracy of Plegilon, an evil theocracy and mageocracy devoted to the four black dragon lords Chronepsis, Daurgothoth, Falazure, and Null to the north, and Slizitha – and oligarchy and slaveocracy ruled by merchant-priests of Astilabor the topaz dragon queen of greed, to the south. Both Plegilon and Slizitha desire to incorporate the rich hinterlands of Sylras into their borders, and to subjugate its peoples for their scaled rulers.
The Town of Sikrystal, nestled deep within a forested valley on the outskirts of civilization has sent out a call for aid. Heroes and adventures are needed to help save an innocent girl from a gruesome fate. Treacherous green skinned goblins carried off the miller's daughter several days ago and the villagers fear the worst. A significant reward has been offered to anyone that can find her and bring her back to safety. In addition, a hefty sum of gold has been offered to any that can to put an end to the goblin menace.
The party has spent the last few hours trekking through the dense forest of the Emerald Scale Forest, weaving a winding way through vast trees and grasping
undergrowth. The forest is an ancient and wild place - the canopy overhead blocks out most of the sun’s light, while the brooding calls of far off birds are the only sounds that drift through the woodland. The party of would be rescuers have been following the trail left by the goblins they're pursuing - the creatures are anything but subtle, and their passing is marked by a pathway of broken branches, trampled undergrowth and even the odd butchered animal.
Go ahead and introduce your character and explain why they agreed to join this expedition, make any knowledge checks you'd like to roll, and then I'll start posting maps of the forest.
| Sebecloki |
The Town of Sikrystal is ruled by a pair of elected mayoral figure known as the ulkrant and uligron -- the former administrates the secular and economic affairs of the town, and the latter is in charge of supernatural and divine auspicies such as the certificates for the local magi, the charters for temples, regulating healers etc. Each is elected by a council of 'important citizens' from their respective areas of concern -- the constabulary, the merchant's association, the chief priests of the temples, the local white mage, and so forth.
The current occupants of the positions are the ulkrant Tibos Yfa Veorroreosh, a shadow elf minstrel of some renown who settled in the the town after a long adventuring career, and Llassevale the Moonchosen, a gnoll druidess who was selected as a compromise candidate to maintain peace between the local temples of Astilabor, dragon goddess of greed of the southern slaveocrary of oligarcy of Slizitha, and the 'Four Dooms' -- the black dragon gods Chronepsis, Daurgothoth, Falazure, and Null who are worshipped in the Necrocracy of Plegilon to the north. The temples almost came to war over influence upon the small port of Sikrystal, and open warfare was averted by the elevation of the gnoll to the position of uligron.
The daughter of the local miller Esthove Iserash, a member of the merchant's council that elected the ulkrant, has been abducted by goblins of the Belatse Phalanx. The young woman, a human with blonde hair so long it pools at her feet, is named Kaze-Galina Iserash.
The ulkrant and uligron directed the town crier to announce a reward for returning the miller's daughter safely from the hands of the Belatse Phalanx.
| Jiminy Hargrove |
Jiminy Hargrove emerged from a dense thicket of undergrowth while scouting ahead of the party, trying to get a sense of the direction of the goblin travel. He had abandoned his mount on the larger trails to facilitate ease of movement amongst the brush. His dark brown hair was matted to the back of his neck with sweat from the effort. He stood unarmored in front of the group, dressed in neutral colored tunic and heavy cloth pants. A longbow of remarkable craftsmanship was slung across his back and a saber that radiated some sort of enchantment to those in tune with such things was fixed at his hip. His skin was tanned and weathered from his years as a woodsman. He looked every year of his 43 in the world.
Shortly behind him bounded a small Draconic figure, copper colored that moved around on all fours. The copper drake had been a constant presence at Jiminy’s side since he had dragged the tiny creature from pillaging a sack of figs on his porch. Figgy leapt from the side of the trail to wind under the legs of Naia, Jiminy’s mount, that had been left tethered to Shasta’s wagon while he ranged. The horse started a little, forever skittish around the playful drake.
Jiminy reconvened with the party to relay what he had discovered on his scouting. He wasn’t one that ordinarily hired himself out anymore, but if anyone was going to get the millers daughter back safely, it was his familiarity with the woods. Jiminy ordinarily enjoyed being left to himself, but like anyone else he had a soft spot for children. Thinking of her in the heads of goblins unnerved him to no end.
Jiminy would like to take the journey activity Track.
Relevant rules: A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not.
Critical Failure. The party loses their prey.
Failure. The party falls back an extra day between themselves and their prey for each day spent doing this journey activity.
Success. The party continues to follow their prey.
Critical Success. The adventurer finds an obvious trail, and the party gains a day’s worth of travel covering the distance between them and their prey for each day spent doing this journey activity. He’d also make a knowledge History or Culture check to see if he knows anything about the goblins believed to have captured the daughter
track: 1d20 + 1d4 + 7 ⇒ (15) + (4) + 7 = 26
.
History/Culture: 1d20 + 1 ⇒ (19) + 1 = 20
| Sebecloki |
Jiminy Hargrove emerged from a dense thicket of undergrowth while scouting ahead of the party, trying to get a sense of the direction of the goblin travel. He had abandoned his mount on the larger trails to facilitate ease of movement amongst the brush. His dark brown hair was matted to the back of his neck with sweat from the effort. He stood unarmored in front of the group, dressed in neutral colored tunic and heavy cloth pants. A longbow of remarkable craftsmanship was slung across his back and a saber that radiated some sort of enchantment to those in tune with such things was fixed at his hip. His skin was tanned and weathered from his years as a woodsman. He looked every year of his 43 in the world.
Shortly behind him bounded a small Draconic figure, copper colored that moved around on all fours. The copper drake had been a constant presence at Jiminy’s side since he had dragged the tiny creature from pillaging a sack of figs on his porch. Figgy leapt from the side of the trail to wind under the legs of Naia, Jiminy’s mount, that had been left tethered to Shasta’s wagon while he ranged. The horse started a little, forever skittish around the playful drake.
Jiminy reconvened with the party to relay what he had discovered on his scouting. He wasn’t one that ordinarily hired himself out anymore, but if anyone was going to get the millers daughter back safely, it was his familiarity with the woods. Jiminy ordinarily enjoyed being left to himself, but like anyone else he had a soft spot for children. Thinking of her in the heads of goblins unnerved him to no end.
Jiminy would like to take the journey activity Track.
Relevant rules: A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not. Critical Failure. The party loses their prey. Failure. The party falls back an extra...
Apologies and I beg your patience and indulgence, I'm still getting adjusted to these rules -- a survival check here is an opposed Wisdom check in this instance, correct?
Survival (Hide Tracks): 1d20 + 1 ⇒ (13) + 1 = 14
Yes, it's metagaming, I'm going to make all rolls in the open till I'm confident I've firmly grasped the difference between these mechanics and 3x. I'm basing this on the wisdom modifier for their witchdoctor, which will be the highest in the band.
Jimmy is easily able to follow the tracks of the Belatse Phalanx, despite what appears to be unskillful attempts to conceal the signs of their passage. Their foot paths are easily visible tracing a serpentine course through the trunks of its abundant grenadil, agar, ebony, sandlwood, amaranth, dalbergia, bubina, and bocote trees, all expensive, valuable sources of lumber for construction and furniture throughout this region of the Kingdom of Sylras.
| Shasta Lux "Lucky" |
Since the goblins left such an obvious trail, Lucky thinks back as she steps lightly through the underbrush, on a mission once again. Over her young adult years, of which there have been only a few, she has seen a lot of the world, had many adventures. In between, she has been riding the minstrel circuit, driving her wagon from one community to the next. After finding a place in public view to leave her wagon, with its brightly painted image of the young Cyprat minstrel, her red hair swirling around her shoulders as she plays her violin and dances at the same time, to advertise her presence. Then she locates the most prominent pub, tavern, or dining hall, ingratiates herself to the owner, secures an agreement for splitting her tips with the owner, enjoys a good meal and returns to her wagon to practice before the performance.
The practicing is not really necessary, but as she walks around her wagon, playing her fiddle and sometimes singing a song, she further advertises her presence and sometimes even earns a few busking tips. Then she performs her entertaining combination of music, song, dance, and story telling. Once the tips start to decline, she makes her plans for the next stop. Sometimes, she relaxes and spends some coin in town before moving on. Once in a while, she makes a few friends, maybe has a fling or two with some handsome local, enjoys herself.
Over the last few years, however, she has taken up various adventures, leaving the comforts of her wagon and city life behind to explore a ruin, hunt down a dangerous beast, or pursue a miscreant. She has learned to make best use of her musical talents, weaving magic into her drumming or singing that inspires and aids those in the group who occupy the front line of whatever fights develop. She can fight herself, both with a rapier, a hand crossbow, and as often as not just punching, kicking, tripping, and throwing opponents who get too close to her, using talents at unarmed combat she learned to defend herself against rowdy and randy audience members. The luck, which earned her her nickname, sometimes helps her avoid a sword cut or dodge an arrow.
She has only been in her latest stop, Sikrstal, a few days. She has enjoyed some likeminded company of one of the town leaders, Tibos Yfa Veorroreosh, a dusky elf and fellow minstrel (retired). They don't agree on much when it comes to politics or religion, but Tibos plays a mean harmonica and is always fun to jam with.
A few hours ago, she had been annoyed when her practicing/busking session was interupted by some rude young fellow ringing a bell loudly and repeatedly, yelling something as we walked. Lucky stopped playing to wait for the disturbance to pass, but then heard the words more plainly and decided it was her luck for the day to have an adventure.
She locked up her wagon, found a kid to look after feeding and watering her her two draft horses, Clementine and Hackinstein, unpacked her weapons and sought out more information on the abduction and the reward. Adventures usually produced some prizes but in this case, her main interest was rescuing an innocent. She joined up with a few other adventuring types who responded to the call, and now she is treking through a dense forest, humming softly as the goes.
Now she finds herself keeping pace with a woodsy type, a guy named Jiminy along with a few others. She has her hand crossbow loaded with a bolt, as her only weapon in hand.
| Sebecloki |
Since the goblins left such an obvious trail, Lucky thinks back as she steps lightly through the underbrush, on a mission once again. Over her young adult years, of which there have been only a few, she has seen a lot of the world, had many adventures. In between, she has been riding the minstrel circuit, driving her wagon from one community to the next. After finding a place in public view to leave her wagon, with its brightly painted image of the young Cyprat minstrel, her red hair swirling around her shoulders as she plays her violin and dances at the same time, to advertise her presence. Then she locates the most prominent pub, tavern, or dining hall, ingratiates herself to the owner, secures an agreement for splitting her tips with the owner, enjoys a good meal and returns to her wagon to practice before the performance.
The practicing is not really necessary, but as she walks around her wagon, playing her fiddle and sometimes singing a song, she further advertises her presence and sometimes even earns a few busking tips. Then she performs her entertaining combination of music, song, dance, and story telling. Once the tips start to decline, she makes her plans for the next stop. Sometimes, she relaxes and spends some coin in town before moving on. Once in a while, she makes a few friends, maybe has a fling or two with some handsome local, enjoys herself.
Over the last few years, however, she has taken up various adventures, leaving the comforts of her wagon and city life behind to explore a ruin, hunt down a dangerous beast, or pursue a miscreant. She has learned to make best use of her musical talents, weaving magic into her drumming or singing that inspires and aids those in the group who occupy the front line of whatever fights develop. She can fight herself, both with a rapier, a hand crossbow, and as often as not just punching, kicking, tripping, and throwing opponents who get too close to her, using talents at unarmed combat she learned to defend herself against rowdy and randy...
The dense forest is filled with large, old, and exceptionally sturdy trees. In the previous age, they were frequently harvested to construct the vast fleets of the elven empire of Tykor. Here and there, signs of this activity is still in evidence from large stumps interspersed within the undergrowth.
Great first post! Looking forward to getting into this game, and already enjoying playing around with the system a bit looking at monster stats. Do you want to do some kind of knowledge or other skill check just to start playing with the system a bit?
| Shasta Lux "Lucky" |
Lucky is not much of a wilderness adventurer, but she does have survival and Nature knowledge proficiencies. I'll roll a d20 and you can apply the appropriate ability mod and proficiency/expertise die to round out the roll if there is anything to notice. I'm generally okay with the narrator making rolls for my character when there is something to notice or some knowledge that might come to her mind. Those rolls are sometimes best made behind a spoiler so the player doesn't get meta-knowledge of something about which the character may be unaware..
General Roll: 1d20 ⇒ 6
Lucky's mind tends to wander when plodding along with nothing much to see.
| Jiminy Hargrove |
Jiminy takes a sip of water from the skin at his hip, then bends down a knee and pours a bit into a cupped hand for Figgy to drink from. He stoppers it and stands, facing Shasta and the remainder of his companions. He sized her up in the way only soldiers do another. The way she held the crossbow and the ease with which she moved through the underbrush gave him the impression that she was as capable a companion as he could choose. Walking up to her he explained what he found from scouting.
”Typical Belatse Phalanx work. More rotten than diligent. It looks like they tried to cover their trail, but made a poor effort of it. It’s hard to say just how close we are. I might get a better sense of it as we go, but it’s probably best we all keep a ready hand on a weapon.”
His eyes gesture down towards the loaded crossbow. ”Im open to a discussion about tactics beforehand. I don’t want to assume your capabilities, but clearly you know how to aim and fire that thing. I’m a capable shot myself, but I can also draw the brutes into close combat and give you some room to pick them off at a distance. Thoughts?”
Aeleni
|
Silently like a young deer a female elf suddenly bristles through the bushes behind Lucky and Jiminy, striding to the next tree on light feet, placing a hand on it with a dreamy look in the eyes, the butterscotch blonde hair swinging on her back, falling over her shoulders, cape and armor.
She doesn't carry a lot of things, just light traveling backpack with the usual gear and a sword at her side, a case with arrows at the other.
At the mention of goblins her green eyes take on an intense shining and she furrows her brow.
You job is to track them. Once we found them, our tactics will be simple. We kill them like the maggots they are. I would conjure up some darkness, but then you probably can't see, so we do it the old fashioned way. Of course if you can distract them for a bit, that would make the work easier, i guess.
The grim look on her face passes, like as if she were shaking of some memories. Old and ugly memories.
Then she turns to the tree again.
Those trees are old. They feel... familiar... somehow.
She inspects the tree closely.
Nature: 1d20 + 8 ⇒ (17) + 8 = 25
| Sebecloki |
...
| Shasta Lux "Lucky" |
Lucky starts to respond to Jiminy's statements, but pauses to regard the elf approach. "And then there were 3. Since we're fighting goblins, we probably have them outnumbered already but best not to get cocky. I'm lucky, by the way." She pauses a beat, before adding, "That's what I am, but it's also my name... Nickname really. Shasta Lux if you prefer." Lucky's high voice is smooth and confident, with crisp diction and an airy quality.
She looks at her puny little hand crossbow and then at Jiminy's longbow and Aeleni's hand crossbow. "I'm a good enough shot with this, I guess, but I'm better at close combat. I've been in lots of barroom brawls. I've got these," she pats her rapier and dagger hilts at her belt, "if things get serious. I've got a few spells that can help you two or hurt anyone who gets too close to me. I could boost your fighting abilities for about an hour, but then I can't cast other spells."* She pats a pair of castenets holstered on her belt like another weapon. "Most fights I've been in, allies find a lively rhythm helps**. I usually hang back and do what I can to help those with better armor and bigger, badder weapons."
"If you want, you can hang back a bit and I can draw them in and cast a spell that'll hit everything within 15 feet of me to kick things off. That tends to knock them down and beats them up with a nice rumble, like thunder. That's assuming the kidnap victim is not close by."
* Enhance ability: gives you advantage on whatever ability score it modifies plus an additional benefit. It requires concentration, so it would end if Lucky casts another spell or otherwise loses concentration.
** See Bardic Inspiration and Battle Hymn for buffs she can offer. The Battle Hymn gives one ally defensive benefits but also requires concentration. She'll probably focus on giving out bardic inspiration, a d6 you can roll to improve one roll.
Lucky has no armor, although she has a decent AC due to an adept benefit and a magic item.
| Jiminy Hargrove |
Glancing back and forth at his companions, Jiminy nods his comprehension of their abilities and strengths. "Well enough. Let's push on after the little demons then and try to see the girl home sooner rather than later....and in one piece." His rugged appearance contrasts his softer voice and use of proper Common.
He makes eye contact with the copper scaled drake and cocks his head in the direction of their destination. Figgy bounds off into the woods in search of their quarry. Jiminy takes a kerchief from a side pouch of his backpack and ties up his normally shoulder length brown locks. He unslings his bow and withdraws three arrows to be held in the same hand that grips the stave. His eyes scan the forest actively from bush to tree, never letting his attention wander from its task, trained from the better part of a decade in the service and another ranging the woods near his cabin in search of game.
Jiminy would like to make a Wisdom (Perception) check to try and spot any threats. If you think a different ability score is more pertinent, just sub it out behind the screen. Anything that is detected that doesn't look friendly or like it's not up for talking will get an arrow loosed as initiative is rolled. He'll spend 2 exertion and his reaction to use Quickshot to make an attack as part of initiative.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Quickdraw shot: 1d20 + 8 ⇒ (13) + 8 = 211d8 + 5 ⇒ (5) + 5 = 10
| Keeper Brin |
As the trio begin to discuss tactics for their confrontation with the goblins, a soft voice calls to them from a bit ahead. "My apologies, I am used to traveling by myself, I didn't realize how far ahead I got." Past a large tree ahead of them, the strange little halfling sits atop a boulder. He pulls a small cloth from a pocket in his travelers robes, and pushing his hood back, dabs his forehead. The sweat glistening on his bald head and his gaunt, pallid features only reminds each of his new companions how different he looks from other halflings. Before their minds wander to the macabre, however, he smiles and raises his hand, holding aloft a large branch hanging with some exotic berries. "I found a few bushes of frag berries, thought you might want a light bite before we descend into this chaos?" Then he offers the branch to each of them in turn, hoping they will pull off a section for themselves. "They are just a touch underripe but still quite refreshing. Don't you agree?"
As the other snack, he addresses the questions they have been asking each other. "My name is Bronalin Underhill, but you can call me Keeper Brin. I have been blessed by the Merciful One, and spend my days tending to the needs of the weak, the ill, and the downtrodden. When trouble gets tough, the Lady's Touch will let me mend your ails."
Eating a few of the berries, he continues. "It is strange the goblins only took one girl. If they were seeking food, slaves, or ransom, they would likely take many. What worries me then is what they might have in store for her. Perhaps a sacrifice of some sort?"
Religion (specialty: draconic pantheon): 1d20 + 3 + 2 + 1d4 ⇒ (20) + 3 + 2 + (2) = 27
Aeleni
|
The party has spent the last few hours trekking through the dense forest of the Emerald Scale Forest, weaving a winding way through vast trees and grasping
undergrowth. The forest is an ancient and wild place - the canopy overhead blocks out most of the sun’s light, while the brooding calls of far off birds are the only sounds that drift through the woodland. The party of would be rescuers have been following the trail left by the goblins they're pursuing - the creatures are anything but subtle, and their passing is marked by a pathway of broken branches, trampled undergrowth and even the odd butchered animal.Go ahead and introduce your character and explain why they agreed to join this expedition, make any knowledge checks you'd like to roll, and then I'll start posting maps of the forest.
Aeleni looks from Lucky to Keeper Brin in some confusion, wondering if this is some kind of human play. After all they had met in the town of Sikrystall and agreed to hunt down the goblins and bring back the girl, alive if possible.
Maybe she had dreamed parts of it though. Her mind often drifted and she had been wandering around aimlessly for some time, or loosing herself in the pursuit of knowledge, hoping to find...yeah to find what actually?Magical solutions to change the world while magic was fading?
Untill the voice had spoken to her, that had changed a lot.
And now this, this was giving her a new goal and some focus.
Stay focused on it!
She looked at the human female, an entertainer of some sort she thought, from a group called the Cryprah if she rememberred correctly.
You mean people close to you call you Lucky, but you also think yourself exceptionally lucky? There are people like that, from time to time. Always question where that luck comes from though.
We'll see how our first combat together goes soon enough i guess. Of course all magic you can knit is welcome. Just try to let me out of harmful effects, will you, please?
In D&D5 i think advantage is always best, so if you can place a good fairy fire or something, that's always welcome. I could get advantage from casting darkness, but that might be bad for the rest, depending on the battlefield.
Of course, a bless or bardic inspiration to help set off the -5 to hit from sharpshooter is also welcome. It's only -3 for me though thanks to fighting style archery.
She looks on to the ranger:
You led us well so far, Jiminy Hargrove. And you are right, we should push on. There may be a chance to save the girl, although they might already have broken her mind and done horrible things to her.
You can see her shudder in disgust.
Keeper Brin, perhaps you should not stray afar too much, you might run into some of their scouts or even a horde. That could proof detrimental to your well being. You raise some very good points. It is unusual they only took one girl and nothing or noone else. Almost as if they were looking or hunting for that girl or a girl like her. Interesting.
Did i mention my name before? I am Aeleni, Aeleni Summerwind. Although the name of my house doesn't really matter anymore, i guess. I have no healing magic, but you could say i'm a scholar of sorts and i have some magic i can put to use. As well as my crossbow.
At the mention of "her house" you can feel a strong mental image being pushed upon you of a noble elven estate and happy days of youth and childhood there, then the sudden feeling of loss and disorientation.
As you look to her, seemingly out of nowhere a hand crossbow appears in her hand.
She nods to Jiminy.
Let's go! We dare not waste much time for the sake of the girl!
Getting some strong Goblin Slayer vibes here, very funny!
| Sebecloki |
...
| Sebecloki |
Glancing back and forth at his companions, Jiminy nods his comprehension of their abilities and strengths. "Well enough. Let's push on after the little demons then and try to see the girl home sooner rather than later....and in one piece." His rugged appearance contrasts his softer voice and use of proper Common.
He makes eye contact with the copper scaled drake and cocks his head in the direction of their destination. Figgy bounds off into the woods in search of their quarry. Jiminy takes a kerchief from a side pouch of his backpack and ties up his normally shoulder length brown locks. He unslings his bow and withdraws three arrows to be held in the same hand that grips the stave. His eyes scan the forest actively from bush to tree, never letting his attention wander from its task, trained from the better part of a decade in the service and another ranging the woods near his cabin in search of game.
Jiminy would like to make a Wisdom (Perception) check to try and spot any threats. If you think a different ability score is more pertinent, just sub it out behind the screen. Anything that is detected that doesn't look friendly or like it's not up for talking will get an arrow loosed as initiative is rolled. He'll spend 2 exertion and his reaction to use Quickshot to make an attack as part of initiative.
[dice=Perception]1d20+7
[dice=Quickdraw shot]1d20+8; 1d8+5
Jiminy catches sight of a hulking creature that appears to be making its way through the forest. The creature has large, batlike ears and a muscular, barrel-shaped chest. It is covered with filthy hides and tattered rags. It carries a large club. It doesn't seem to have noticed the party of erstwhile adventurers yet.
Aeleni
|
Just assuming Jiminy will point out the creature and warn everyone else.
Aeleni ducks down and looks at the creature.
Nature: 1d20 + 8 ⇒ (12) + 8 = 20
Proficient with all knowledge checks, INT + Prof Bonus, so just say it's a different to get some info on the creature.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Everyone can hear her voice in their head, as her crossbow appears in her hand.
Beware! It might be a scout, but not alone!
| Sebecloki |
...
Aeleni
|
Only seconds later, everyone in the party can hear Aeleni's voice in their minds again.
Mh, i don't like it. You see those markings? That is a huntmaster of the Grinning Skull Tribe from the Emerald Forest. They are under they influence of the black dragon gods of the Necroarchy of Plegilon. They are brutal savages and their witch doctors perform rituals of dark magic. Who knows what they have waiting for the girl. We should capture and interrogate him if we can.
I think Jiminy has already started combat by using this maneuver where he gets to shoot during initiative, but this interaction might happen just split seconds before.
@Seb: I saw you rolled the nature check again for me, should we just announce what checks we want to do in the future? Would be fine with that. Or we can put it in spoilers. And how do we do initiative?
| Jiminy Hargrove |
It wasn’t my intent to jumpstart combat. I just threw out my initial actions if initiative happened since it’s something that occurs on initiative, which isn’t that typical. Also I missed when I did the track check that my Ranger feature lets me know the number and type of creatures I’m tracking in wilderness locations.
Jiminy’s head snaps up, his fist is barely able to snap up in warning to the rest of the party before Aelini’s alien voice entered his mind. A shiver ran down his spine at the intrusion. He hated people meddling with his mind, but was grateful for the information. His longbow was held at the ready to make the initial volley or two from a distance, and then close to subdue the creature at Aelini’s suggestion. He turned to her and nodded, then glanced to the rest of the party for their assent.
| Jiminy Hargrove |
Jiminy Hargrove wrote:...The bugbear appears to be, itself, trying to follow the goblin tracks.
From my tracking earlier, do I get a sense of whether it’s on the right course or is it lost/off-path?
Aeleni
|
Once again you hear the lovely elven voice in your mind...
Should we try to talk to it perhaps? I mean, they are brutal savages and i really dislike them, but... they are a culture and at least a bit intelligent. I mean, what's he doing there?
You can sense the feeling of disgust and hesitation in her telepathic voice.
Hidden behind the trunk of a large tree, she seems to be waiting for your input.
| Jiminy Hargrove |
Jiminy holds up a hand to Aelini in pause as he wracked his brain for more information in a last ditch effort to make the most informed decision.
Jiminy would like to make either a culture or history check untrained to see if he can appraise whether this bugbear and it’s tribe would ordinarily be allied or not with the Phalanx goblins. He has advantage due to goblinoids being his studied adversary (he would have declared it when being given the plot hook of “Miller’s daughter abducted by goblins).
Knowledge: 1d20 + 1 ⇒ (12) + 1 = 131d20 ⇒ 4
| Jiminy Hargrove |
Failing to recall anything, Jiminy makes one last glance at Aelini and the rest of the party, flitting his hand around in a number of gestures to suggest they approach silently, volley from a distance, and let a few of the melee members close to incapacitate the creature. He and Figgy take a hunched posture and begin stalking the bugbear, intending on gaining the jump on them.
Stealth: 1d20 + 8 ⇒ (4) + 8 = 12
| Sebecloki |
...
The monstrous creature quickly detects Jimminy and Figgy sneaking up on it, and immediately assumes a defensive posture, raising a formidable greatsword made of black steel, and with serrated edges along both sides of its blade. The pommel is a grinning skull.
The bugbear grunts,
"Urgggh! Who goes there! I am Briggumkk Darkblade, Huntmaster of the Grinning Skulls, and I will crush you like an egg you if you come any closer -- I fear no man or beast. Tell me who you are, and what you are about, or I will make this forest your grave."
Aeleni
|
Aeleni steps around the tree trunk so the bugbear can see her and speaks aloud:
Greetings, Briggumkk Darkblade, Huntmaster of the Grinning Skulls. You make a formidable impression and i can see how you would crush all of your enemies like raw eggs, fearing neither man nor beast.
As you can easily see though, i man neither man nor beast. My name is Aeleni. Me and my humble companions here are hunting and searching for a special prey. Something has been taken away from some friends and we want to retrieve it. We most certainly do intend to leave this forest alive, but we wonder what you are doing here? It seems you were on the search for something? Perhaps there is something you seek in this forest as well?
Persuasion: 1d20 + 8 ⇒ (11) + 8 = 19
Using INT because that's what high elves do. Their beauty isn't measured in numbers, only ear length.
| Sebecloki |
...
The bugbear snorts derisively, expelling a cloud of hot, fetid air from its flared nostrils,
"A miserable, slinking elf? Your people are weak and cowardly, sneaking around in the forest and flinging arrows at a distance like the vermin they are -- my nose recoils at your scent, you pointy-eared worm of a woman."
Then, it appears the creature's initial hostility is somewhat kept in check by a sense of its own best interests,
"If you must know -- I am following the trail of a local tribe of goblins who have encroached upon my tribe's territory. I intend to find their camp, report this to my chieftain, and convene a raiding party to destroy their outpost, and drive them from our lands if we cannot kill them all outright."
The bugbear grins wickedly,
"I am but a humble tracker of my people -- many of them have been strengthened by their worship of the four dragon gods of Plegilon -- who sent a kobold priest to our people. Many of our warriors have imbibed the blood of the gods, carried by their servant, and taken on the strength of the gods. We will crush these sniveling, upstart goblins with our fierce warriors and our warbeasts, and none will stand in our way."
He grunts again as he makes the last statement to Aleni -- transforming it from a statement of fact to a bristling threat.
| Jiminy Hargrove |
Jiminy steps forward, clearly caught in his failed approach. Hearing Aelini’s exchange with the bugbear put him at a little ease, sensing at least it wouldn’t immediately try to kill them.
It seems then that our goals overlap, at least for now. What say you in an offer to throw our lot together for the time being. I’m sure a burly fellow such as yourself can handle your own, but you’d do well to have someone at your back when the upstart Belatse begin to crowd around. They’re known for cheap tactics. Or at least a good shot to cover your back. Name’s Jiminy Hargrove, and I never pass up a chance to shake another huntsman’s hand.
He’ll extend his hand towards the bugbear confidently, making eye contact and making sure to square his jaw in order to conjure as much bravado as he possessed.
Charisma Check: 1d20 + 3 ⇒ (15) + 3 = 18; add 3 if persuasion suits.
Aeleni
|
Aeleni tries to ignore the bugbears insults, but she still frowns as she answers.
The ranger is right, we have overlapping goals, as unbelievable as it is. Those goblins have stolen a girl from a village. We want that girl back and know why they stole it.
She looks him up and down in a derisive way.
You have to make a choice now. You can either decide we are in your way and fight us, or you can be smart, join forces with us, hunt down the goblins together and retrieve the girl as well as find out their motives. Then you can return to your village as a hero who beat those goblins on his own. Nobody needs to know that you had help from an elf and others.
Her smile seems a bit diabolical as she presents her thoughts to the bugbear.
Persuasion: 1d20 + 8 ⇒ (10) + 8 = 18
| Sebecloki |
...
Briggumkk Darkblade grunts at Jimminy, taking a solid, wide-footed stance, while turning from Aeleni to face the human woodsman and his drake companion with his large, cruelly-barbed greatsword. He breathes heavily several times, sounding like a bellow working hard to start a fire. Briggumkk grunts again, releasing another cloud of hot, foul-smelling air from his wide nostrils. Then he bares his teeth, but relaxes his sword stance slightly, transferring the weapon to one hand. He carefully reaches out to take Jimminy's proffered hand,
"We seek the same enemy -- but that does not makes us friends. This territory belongs to my tribe. When we retake it, you will once again be at war with us if you enter these lands. But for now we may fight together, and not with one another."
He squeezes Jimminy's hand with a strength that seems like a threat as much as an acknowledgement of the agreement -- however temporary,
"I have been tracking the goblin hunting party for the most of this day, since the morning. We need to be careful in this part of the forest. My tribe has fought dangerous, snake like creatures in this area, and lost several strong warriors to them. They are crafty and strong hunters."
| Sebecloki |
...
I'm going to give you advantage on that roll because you and Jimminy are applying the same kinds of persuasive tactics, and the bugbear is inclined to get help 1d20 + 8 ⇒ (15) + 8 = 23.
Briggmukk turns back to Aeleni and snorts again, but is clearly won over by Aeleni's proposition.
| Sebecloki |
Jiminy steps forward, clearly caught in his failed approach. Hearing Aelini’s exchange with the bugbear put him at a little ease, sensing at least it wouldn’t immediately try to kill them.
It seems then that our goals overlap, at least for now. What say you in an offer to throw our lot together for the time being. I’m sure a burly fellow such as yourself can handle your own, but you’d do well to have someone at your back when the upstart Belatse begin to crowd around. They’re known for cheap tactics. Or at least a good shot to cover your back. Name’s Jiminy Hargrove, and I never pass up a chance to shake another huntsman’s hand.
He’ll extend his hand towards the bugbear confidently, making eye contact and making sure to square his jaw in order to conjure as much bravado as he possessed.
[dice=Charisma Check]1d20+3; add 3 if persuasion suits.
| Jiminy Hargrove |
Well met Briggumkk Darkblade. And don’t worry about calling us friends. I wouldn’t dare do such a thing.
Jiminy will meet the bugbear’s grip with his own respectably strong handshake. He made a note of the mark on the goblinoid’s arm and it’s mark, declining to inquire about it. If it held some significance, it was lost on him. He already mistrusted the brute, but he did give the creatures face a moments assessment in attempt to discern whether the Darkblade was everything he represented.
Insight: 1d20 + 7 ⇒ (6) + 7 = 13
Aeleni
|
We're not interested in this territory, only the goblins and the girl. Remember, we want the girl alive.
She waves her hand at Jiminy and Briggumkk
You two can lead us, and between the two of you we can certainly avoid those snakes and find the goblins quick.
Aeleni walks around the bugbear, taking a good look at him.
Nature about bug bears: 1d20 + 8 ⇒ (1) + 8 = 9
Culture/Religion: 1d20 + 8 ⇒ (13) + 8 = 21
Trying to gain something on his weird breath thing and cough as well on what i found out.
| Shasta Lux "Lucky" |
"You mean people close to you call you Lucky, but you also think yourself exceptionally lucky? There are people like that, from time to time. Always question where that luck comes from though."
"We can have a dice or card game later and you can gauge how lucky I really am. I'd like to think my luck comes from my people's connection to the copper dragons of old."
Lucky greets Keeper Brin, accepts a branch of his berries, and introduces herself. "I'm called Lucky." She glances at Aeleni for a moment before continuing. "I make my coins entertaining people, but when someone is in need of help, I am skilled enough with spells and blows to deal with threats such as this. It's good to have a healer in our midst.
This has all the markings of a nasty enterprise."
When the bugbear encounter begins, Lucky takes cover behind a tree, peering around, crossbow ready, following the back and forth. She can be a good negotiator when need be, but Jiminy and Aeleni take the lead.
Toward the end of the discussion, Lucky steps out from her hiding spot, saying, "Hail, Briggumkk! I am Shasta. I'm with Jiminy and Aelini, and that's Keepr Brin. Let's kick some goblin butt! I've got a wagonload of goblin jokes I can tell when we're finished."
| Keeper Brin |
Keeper Brin takes advantage of his diminutive stature and crafty nature to remain unnoticed during the initial confrontation with the bugbear. He will nod in acknowledgment, but keep a wary distance from the hulking brute.
Aeleni
|
Aelenis arches her eyebrows in a moent of surprise as she hears another voice in her head, then looks over her shoulder to Keeper Brin with the hint of a smile.
Keeper Brin
Then at least they won't touch her. I was afraid they would and break the girls spirit and soul. When one evil fights another, no good comes out.
I think this is a good way to do telepathic communication. Let me know what you think!
She adresses all:
We should hurry to catch them!
| Shasta Lux "Lucky" |
| 1 person marked this as a favorite. |
#Lead on, McJiminy!#
As a precaution, Lucky takes a moment, draws one of her castenets, gives it a clack while singing a soft string of nonsense words. #Consider me your translator for the next hour,# she signs after casting the spell Comprehend Languages.
| Jiminy Hargrove |
Having made their introductions with the bugbear huntmaster, Jiminy gestures to Briggumkk Darkblade in their direction of travel. He speaks to the rest of the group.
Lets get on with it. The girl is likely on borrowed time and I’m sure our burly friend is anxious to know the number and strength of the Phalanx. Maybe we’ll even see him returned home a hero to his people when all that remains of them is what the carrion will carry away in their gut. Briggumkk seems a capable tracker, if it’s all the same I’ll scout our surroundings and get a better lay of the land. Might be we need that information if s&%~ goes awry and we need to beat a hasty retreat. Best to know our exit strategy
Jiminy would like to perform the scout journey activity to assess the surrounding area while the huntmaster follows more closely on the trail. He’d like to see if there are traps or signs of other threats besides what they are pursuing.
An adventurer roams at a distance from the party, making a Perception check seeking vantage points to look ahead.
Note: This journey activity may only be performed once per region.
Critical Failure. The adventurer gets lost and suffers a level of fatigue before returning to the party.
Failure The adventurer learns nothing useful.
Success The party automatically learns one region which adjoins the current region for each day spent doing this journey activity. Additionally, the party gains advantage on perception checks made against any attempts to surprise or ambush them during the period that the adventurer is scouting.
Critical Success. As a success, and the adventurer finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity
1d20 + 1d4 + 7 ⇒ (9) + (2) + 7 = 18
| Sebecloki |
...[/ooc]
1d20+1d4+7
The bugbear appears to be, at least momentarily, mollified. He now directs his attention to the trail ahead. Briggmukk points, drawing the eyes of the erstwhile companions to the forest floor.
He grunts heavily again,
"That's where they went -- they tried to hide their trail by going back and forth, but they're not native to the task. They used to be an army legion, and they only know how to march. They show their track clearly. They are headed to the caves behind the waterfalls to the north. There, three rivers cometogether -- the Laughing Brook, the Tumbletide, and the Brightingwater, and join in Laughter Falls, which is treacherous, and not funny except to see those caught unaware tumble over the cliff onto the hard rocks below and split their heads. Many bones lies at the bottom of the falls."
The bugbear looks around himself again, warily,
"This part of the forest is dangerous. Several warriors of my tribe have not returned, or returned with stories of snake monsters that are angry and hard to kill. We must be wary."
Aeleni
|
Don't worry, i'll watch your back. Just lead us ahead to the goblins. Even i can see a small horde trampled through here. And don't you think of trying to lead us off that cliff!
Aeleni grasps her handcrossbow firmly, looking voer her shoulder and around in the forest. She'll look out for any signs of danger from wildlife, especially snake monsters, but also from the bugbear and a cliff.
Well, go on then.
She nods into the direction the trampled trail leads, for the bugbear to lead on.
| Shasta Lux "Lucky" |
I just read over the Journey activities for the first time. The obvious activity for Lucky is the Entertain Action.
Lucky follows patiently behind the tracker and the scout. While keeping relatively quiet, she tries to keep the party entertained and in good spirits with quick quips, jokes, and an occasional story with a happy ending that relates to the area and activities.
She'll use Performance skill with Comedy Specialty. She has received two expertise die on performance from two different Origin/Class sources, and I believe she would receive another for using a skill specialty. As I understand the rules, that would translate to a d8 expertise die and a bonus from Charisma ability mod and proficiency. Modify that as appropriate.
Performance (comedy), entertain action: 1d20 + 8 + 1d8 ⇒ (11) + 8 + (8) = 27
I'll role play this as we go. For now, she is keeping relatively quiet so as not to spoil our stealthy advance.
| Shasta Lux "Lucky" |
For future reference, below is a spoiler with the details of what a success on the entertain journey activity is supposed to provide.
Success. The next time the adventurer or an ally would suffer a level of strife, they do not. When this journey activity is performed for multiple days, the next time the adventurer or one of their allies makes a saving throw against strife, they gain an expertise die for each day spent carrying out this journey activity. When there is more than one member of the party that can benefit from this journey activity (like when the entire party makes saving throws against strife at the same time), the adventurer that performed it chooses who benefits.
That last part seems a little odd. Why would something everyone enjoys only give a single member of the team the advantage? Does the same apply to the negation of gaining a level of strife? Does only one person get that benefit?
| Keeper Brin |
Looks like my last post didn't go through.
Aeleni
**Indeed, it gives the lass some time, though unfortunately we do not know when they would plan to sacrifice her. And we must be wary of our new friend, for he may try to ruin their religious act by destroying their sacrifice...**
Keeper Brin continues to follow along the rest, quite calmly. With the bugbear taking up primary tracking responsibilities and Jiminy covering their outside flanks, Brin considers it would probably be wise for someone to keep a secondary eye on both the goblins' tracks, and look for any sign of these snake monsters that had been mentioned.
Survival (Track): 1d20 + 9 ⇒ (3) + 9 = 12
Aeleni
|
Keeper Brin
**You think he would? Mh. Might happen, but maybe we can direct his savagery at the goblins and keep it there. I'll watch him.**
Aeleni walks on, waiting for Jiminy and the bugbear to lead the way.