Imrijka

Ulisha's page

18 posts. Alias of Great Green God.


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"Well it's been fun. See you all around if you're ever back this way."

The End


Accompanying her notebook entry, Ulisha filled the next several pages with crude maps, complex equations, and further notes. She apparently returned to the Pathfinder’s cave mentioned in her previous entry. By observing the angle of the ridgeline and her current position, she was able to calculate the crash site’s probable location. The last page on the matter includes a detailed map into Numeria with various landmarks and a destination. An addendum written in recent ink warns, “Tread lightly. Numeria remains a mystery to the rest of the world. Those who stay too long draw unwanted attention.”

To find out what your character knows or can find out about Numeria, roll one check (Knowledge (history), Knowledge (local), or Diplomacy (gather information)) and open all that spoilers that apply.

Knowledge (history), Knowledge (local), or Diplomacy (gather information) DC 10+:
Numeria is a brutal land where only the strongest survive. It was shaped by an astronomical event known as the Rain of Stars, when a large meteor exploded in the sky and rained down upon the land.

Knowledge (history), Knowledge (local), or Diplomacy (gather information) DC 15+:
The Kellids that call Numeria home often scavenge the fallout from the Rain of Stars for a rare metal known as Numerian Steel. Scholars call the substance adamantine, and it is famed for its durability and ability to cut through the hardest materials as though they were cloth. When alloyed with iron, it is less durable and much less valuable.

Knowledge (history), Knowledge (local), or Diplomacy (gather information) DC 20+:
Some say that the object that fell during the Rain of Stars was not a meteor at all, but in fact a massive ship carrying advanced technology and creatures from other worlds. The local population views this technology with suspicion and prefers to reclaim then often destroy any such finds they come across.


"I don't think going into a town while I have a price on my head is such a smart idea."


"So I should just stay here then?"


"Let's eat the beans out here. I have to live in that cave after all." Ulisha says smiling. "I suppose he might still be looking for it, but more likely he's looking for me. I doubt he that guy would even imagine I'd go to Cannibal Grove, let alone hide his lantern there. The guy's mind runs only one way down the game trail if you know what I mean."

She serves the beans.

"There isn't much out there, just some timid peasant hovels and a place called the Restless Bear Inn. It's a place to stop, but that's about all. Better to sleep there than outside that close to Ustalav." She shivers. "Here, lemme see the map."


"Did you want some beans? I was making them when you guys first arrived. Other than that, it's all pretty much in the journal. Maybe if you had a specific question?"


"WAIT! What 'baddies!?'"


"Sorry... But this isn't going to stop until I can pay off the people behind this. Listen, I can't really be seen so I can't go for all the treasures I marked in my journal to pay off my enemies so... could you... maybe... you know." Ulisha ends weakly.


"THAT WAS INCREDIBLE!! You where all 'ho ha hee!' and he was all 'ho ho hee!' and--" Ulisha says pantomiming the action (obviously not one of the performance skills that she is trained in).


Lucy_Galonnica wrote:

Lucy stares at her for a moment, scratching her rabbit behind the ears and whispers down to it.

... We could always wait here... let the baddies show up and slaughter her... then you would have all the blood you want....

1d20 - 1 ⇒ (18) - 1 = 17

"W-what 'baddies?'"


Dominic Radzi wrote:

Dominic puts his fingers in his mouth and gives a shrill whistle. "Whoa, everyone calm down! We're all on the same side here. We're here to deal for the artifact, not steal it, Ulisha." He shakes his head.

"Listen, we got the spider silk. Sold it for a pretty penny. We can pay you what we got for it."

"WHAT!? OH! You must have found my journal. Is that why you're here?? Listen, the price of any one of those errands isn't enough to pay off the people I owe. If the Society wants the Silverhex they're going to have to pay me more than just what some street-corner poisoner will pay for a bit of new cob web. There's enough treasure (and maybe a hair more) between all the notes in my journal to lift the bounty on my head. Like some summoners I know might say: 'You've gotta catch 'em all.'"

"Unless you already have the price." She names a figure.... You don't have the price.

Ulisha casts cure light wounds upon herself: 1d8 + 1 ⇒ (7) + 1 = 8

"Oh, and you owe me for a new shirt too. And maybe a boot."

Black Maiden wrote:
Why didn't you bloody say so? I guess that means I can't kill her after all.

Ulisha looks at the Maiden as if she were a particularly thick student.

bluff (innuendo): 1d20 + 2 ⇒ (14) + 2 = 16

Hello! On the run from hired killers! her look seems to suggest.


The woman's eyes grow wide at Dominic's words. "If you kill me you'll never find it!"


"YEAH!"


"Oh CRAP! It's the undertakers!"


Hallimir Duskrin wrote:
"Ulisha, we have come with a warning. Someone has put a price on your head and the Assassins's Guild are on their way. Rumour around Daggermark is that you've been a little more than vocal about 'this place' and Silverhex. So either you have annoyed someone enough that they want you dead or you told the wrong people about Silverhex and now they want it. Irrespective, they know where you are.....we must leave."

"Damn it! Right. Let me get my stuff--WAIT! If this is the Vessels Between we're talkin' about (stupid 'ferryman' allusion) they aren't going to stop. If we know they are coming perhaps we could arrange an ambush."

Vessels Between lore. Make one check (if able), and open all the spoilers that apply.

Knowledge (local) DC 15+:
The assassins of Daggermark are more affordable than other hired killers. They refer to themselves as the Vessels Between, as they take targets from life to death.

Knowledge (local) DC 20+:
The more one is willing to pay, the more highly trained the assassin he can hire. The guild doubles as a school for assassins in training, and even these neophytes are available for hire.

Knowledge (local) DC 25+:
Assassins sent on missions outside of the city often work in pairs so as to better protect one another.

Airyn Skystalker wrote:
Airyn nods at Zaratina, "Sorrina Westyr is making for an excellent Master of Spells, even for an oread."

"Who?"

dice:
Airyn: 1d20 + 7 ⇒ (8) + 7 = 15
Blane: 1d20 + 3 ⇒ (6) + 3 = 9
Hallimir: 1d20 + 6 ⇒ (4) + 6 = 10
Zaratina: 1d20 - 1 ⇒ (8) - 1 = 7

Map Updated.


"Well come on up."


Zaratina wrote:
"It depends on what year this is...."

"Did your friend bump their head?" The half-orc woman asks.


"Oh?" A woman pokes her head out of the cave wielding a cast iron pot. "Hello."

Full Name

Grellik, formerly of Clan Morshak [Forest Razor]

Race

HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Size

Medium, technically (7'0" 425lbs)

Age

29

Special Abilities

Hit Dice 6/8 Second Wind 1/1 Action Surge 1/1 Spell Slots:1st: 1/4 2nd: 2/2 Inspiration: 0/1

Alignment

Neutral Good

Deity

None, though he practically deifies his mentor, and respects those gods he finds just and worthy.

Languages

Common and Goblinoid

Occupation

Bogin Sharks

Strength 18
Dexterity 10
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Grellik

Grellik
Class Fighter 9 [Eldritch Knight]
Race Bugbear
Background Disgraced Soldier [Soldier w/Outlander special]
Alignment Neutral Good
Age 29
Height/Weight 7'0” 425lbs
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A mountainous man, though common for a bugbear, Grellik stands out whether he likes it or not. Wears loose, breathable clothing when not armored, in which case he wears his trusty mail over leather and under a tabbard bearing the grinning teeth of the Bogsharks.

In cities, or other situations where he must be clandestine about his race, he wears longs sleeves and gloves, with a wrap up to his mid-forearm, his pants tucked into his boots, and tops it off with a facemask and long, hooded cloak.
Two trinkets never leave his person, aside from bathing: an amulet with a white unicorn head with gilded horn, worn close to his skin, and a leather half-bracer, with laces binding it to his arm underneath

Personality: Battle-thirsty, but with a strong sense of justice. Loyal to a fault. Is quick to laugh, though he can grow pensive equally fast.

Ideals: Honor, Courage, Justice. Grellik is a lover of Justice, who has realized that the law does not always serve it.

Bonds: My master's memory: He's like a god to me. The Sharks: My only true family

Flaws: Headstrong, Quick to jump into danger, especially to defend his friends.

Backstory:The broad strokes: Spared as a child and trained my his mentor to be a knight. On the night before he was to be knighted, his master died, supposedly by accident, though Grellik believes otherwise. He had to flee when he wounded a rival in a rage when taunted about his mentor's death. Unable and unwilling to go back to the ways of a bugbear, and unaccepted in normal society even without a price on his head, he made his way to The Boss, knowng him to not judge by race.The Boss took him in, and 11 years ago he joined the Bogsharks.

the story of Grellik pt1:
“I still remember that day like it was yesterday.” Grellik sits in front of you, sipping spirits as he reminisces. “I was 10 summers—still 5 years too young to be in a warband.. But I just had to see it.” He shakes his head.”I was in love with Gru'Hkar...I suppose the best word for it in the tongues of men is manliness, though there is more to it than that. I wanted to be a warrior so badly, to creep up unseen, to vanquish our foes. The tales of warbands past always captured my mind. Hmm, no, it would be best to say they captured me completely; held me in their thrall. I couldn’t wait one summer, much less five!” He laughs heartily, grinning with fangs bared.
“So I snuck into the supply wagons, toward the back, so I would be unnoticed until we made camp. And so it was, I was not found until that night when tents were pitched, and boars had begun to roast on spits. They hauled me out before the camp, and I prepared myself for whatever reprimand I would receive.”
Grellik smiles and takes a sip. “Ironically, it was my father, not the warleader, who gave me the worst of it. But after a few bruises and an earful of yelling, I was allowed to stay. They cut down a spear for me to use, and sent me about the camp to do whatever menial work the warriors needed. I had not had a happier day in my young life. I was bursting with pride, and spent quite a while looking up at the stars—the heroes of the past, it was said—before I fell asleep.”
He pauses for some time. When he breaks into the dead space, it is with solemnity. “It was the last day I would see my father alive. We had made ourselves quite a nuisance, and a band of footmen, led by a handful of knights, had been dispatched to end the disturbance. We fought well, but the knights were skilled, and their armor turned many blows. In the end we were routed.”
“I looked around for my father, but could not find him—suddenly, Gru'Hkar was not so important to this child,” he comments with sad, distant eyes.“ I found him, running from a knight, throwing down another warrior, who's side was already dripping blood. I called out to my father, and he screamed at me to run, but I would not. Something changed in me, at that instant I crossed a threshold and could not return. I ran to the fallen warrior, knocking aside a deadly thrust of the knights sword by a hairsbreadth with my spear, shattering it. My weapon gone, I draw the warriors dagger from his belt, and turned to face the knight again. He had drawn his weapon back, but had not moved from that spot, eyes gazing at me from behind a darkened eye slit. I screamed at him, slashing my dagger furiously in both hands.”
“He easily batted away the dagger with his shield, and sheathed his sword. He barked at the others who had gathered in their tongue—one I did not yet know, and there was a brief argument. Eventually they acquiesced it seemed, shaking their their heads.” he pointed to the warrior, and I saw that he was dieing. I knelt by him, and received his last words, tears running down my cheek. When he had passed to Hruggek, the knight put his hand on my shoulder. I hissed, or course, and struggled, so I spent the first leg of my journey with him bound, cursing to the sky until I was gagged as well.”
“And that was the beginning of my life with Sir Aseir Dirmein.”

Total HP 69
AC 17/14[17with chain mail, disadvantage on stealth]
Init +0
Speed 30
Passive Perception 12[darkvision 60ft]
Hit Die 1d10 [7]
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Saving Throws
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STR +7, DEX +0, CON +6, INT +3, WIS +4, CHA -1

Equipment Greatsword, Warhammer, Handaxe, dagger, Deck of Cards, Common Clothes, traveler's outfit, Mail Shirt, Chain Mail, Book of magical theory, Explorer's Pack, belt pouch grapple hook, crowbar, Old squire's cape(its a bit too small now), His mentor's banner, torn on one end where he ripped it off of its pole.
GP:0 SP:0 CP:10

Special Items
*bank receipt for box of unknown contents in Athkatla in Amn
*Mother's bracer: Advantage on Swim Checks while wearing
*Signet ring of house Windwren of Baldur's gate. ring itself worth 250gp
Found on burnt corpse in a pond along the Dessarin
*parcel taken from Bindle's boat
*Greatsword of Desperation. +1 AC while the wielder's HP is less than half their total. Additionally, when struck it lets out a strange, softly-chiming tone. This tone changes from strike to strike and the purpose of this effect is unknown.

Proficient Skills/Tools Athletics+8, History+7, Intimidation+8, Knowledge(Inner Planes)+7, Perception+4, Stealth+4 Simple and Martial Weapons, All armor and Shields, Cards and Land Vehicles
Languages Common, Goblinoid
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Special Abilities
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Bulky: advantage on STR checks when shoving or being shoved. Attempt a shove against a creature two size categories larger with disadvantage

Surprise Attack: Surprise a creature and hit with an attack during the first round of combat; the target takes an extra 2d6 damage from the attack

Outlander: Excellent memory for maps and geography, and can always recall the general layout of terrain, settlements, and other features around you. Can find food and fresh water for up to 6 people each day, provided that the land offers berries, small game, water, and so forth.

Core Knowledge: Inner Planes - I once had the opportunity to learn quite a bit about a particular, niche subject. I have proficiency on intelligence(arcana) checks where they pertain to the inner planes, and may roll advantage on the same.

Second Wind: Heal 1d10+9hp as bonus action, must rest to use again.

Action Surge: Gain an extra action. Rest to recover

Fighting Style: Defensive fighting. +1 AC when wearing armor

Weapon Bond: greatsword and handaxe. cannot be disarmed while wielding unless incapacitated. can call to my hand as bonus action.

Extra Attack: Can attack twice instead of once when using the Attack Action.

Feat: Great Weapon Mastery: When I crit or reduce an opponent to 0hp, I can make an attack as bonus action. I can choose to take a -5 penalty on melee attacks with 2handed or versatile weapons to gain +10 damage

War Magic: use action to cast a cantrip and make one weapon attack as a bonus action.

Feat: Resilient:+1 Wisdom and proficiency with Wisdom saves

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Spells. (Save DC:14)
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0th:
*Fire Bolt: 120ft. Comp: V,S. +6, 2d10 fire, ignite flammable objects.
*Lightning Lure: 15ft Comp: V. +6, target rolls STR save or is pulled 10ft toward me. If target ends pull adjacent to me, it takes 2d8 lightning damage

1st: 3 slots
*Shield: Self. If hit, use reaction for +5 AC till end of round. also blocks magic missile
*Feather Fall: 60ft. Comp: V,M. Uses reaction to slow the fall of 5 creatures to 60ft/rnd
*Thunderwave: 15ft cube from self. Comp: V,S. Wave pushes creatures and unattended objects 10ft from me and does 2d8 Thunder. CON Save for 1/2 damage and no push. Emits boom audible up to 300ft.
*Absorb Elements: When hit with element, use reaction to gain resistance until next turn. Next melee hit does +1d6 of that element.

]2nd: 2 slots
*Arcane lock: prevents closed 'door' from opening, harder to break down or pick lock.
*See Invisibility: Self Only. See into ethereal plane. Ethereal creatures and objects appear translucent, and invisible creatures and objects become apparent.

firebolt visualization:
Grellik traces a red sigil in the air with his hand. He points his hand, and a spectral bow forms over his hand, alabaster glittering with gold, shooting an arrow of flame at the target

Magic Missile visualization:
Grellik holds out his hand, several fingers curled in a claw. A spectral bow appears over his hand, alabaster glittering with gold, firing several brilliant white bolts as the spell completes

shield visualization:
An oversized, ethereal, armored arm appears almost overlapping with Grellik's arm, forming from the pauldron down to the closed gauntlet. It gleams with translucent white light, the joints outlined in gold, before disappearing again

feather fall visualization:
There is a flash, and translucent pauldrons glow blue and gold over the target(s), joining at a shining gorget in the front, and the upper back piece in the back. From the back emerges a pair of shining wings, as the target(s) float slowly toward the ground.

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Attacks
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Melee: Greatsword: +8 2d6+4
Melee: Warhammer: +8 1d8/1d10+4[versatile]
Ranged: Handaxe: +8, 1d6+4