IC [DW] From the Outside

GlassEye

Adventurer
Trickle glances over at Hawthorne and shrugs. Looks like the peace and love crowd is not going to get their way on this one. He brings his bow up and aims at an advancing spider. He smirks in satisfaction as the arrow punches through chitin.

Khirynnax peers deeper into the Keep then slips inside to pace the dimension of the hall, look inside doorways, stomp the floorboards to see how sturdy they are. He is studying the great hall for anything that might endanger them or prevent them using it to escape the spiders.

[sblock=OOC]Trickel: volley (2d6+2=12) for dmg (1d8=2)

Khirynnax: Discern Realities (2d6+2=12)
1) What happened here recently?
2) What should I be on the lookout for?
3) What here is not what it appears to be?

Hmm. I've been rolling really well for this game and I'd almost rather not... Seem more exciting that way.:erm:

[/sblock]
[sblock=Khirynnax & Trickle][sblock=Trickle][section]
Trickle
Human Thief (level 1; 1 xp)
Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body

STR 9 DEX 16 (+2) CON 12 INT 15 (+1) WIS 13 (+1) CHA 8 (-1)
Max. hp: 18 Current hp: 18

Alignment: Neutral: Avoid detection or infiltrate a location.

Gear: (Load 6/9) – Base Dmg: d8
Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)
Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)
Adventuring gear (1 wt.)
Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured

[sblock=Thief Moves]Human: When you spout lore or discern realities about criminal activities take +1

Trap Expert: When you spend a moment to survey a dangerous area, roll+Dex (2d6+2)
10+: hold 3
7-9: hold 1
Spend hold as you walk through area to ask questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
Tricks of the Trade: When you pick locks or disable traps, roll+Dex
10+: you do it, no problem
7-9: you do it, but GM offers two options between suspicion, danger, or cost.

Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex
10+: choose two
7-9: choose one
  • You don’t get into melee with them
  • You deal your damage +1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it
Flexible Morals: When someone tries to detect your alignment you can tell them any alignment you like

Poisoner: Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.
[/sblock][sblock=Bonds and Backgrounds]
I stole something from Needles.
Slice has my back when something goes wrong.
*** knows incriminating details about me.

After a year and a day of service the Witching Troll will teach Trickle the secret of Witch's Tears.

In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly not written down in the book) from a powerful unseelie sorcerer, a troll…
[/sblock]​
[/section][/sblock][sblock=Khirynnax][section]
Khirynnax Skinchanger, AKA Khir
Elven Druid (level 1; 0 xp)
Wild Eyes, Messy Hair, Practical Leathers

STR 15 (+1) DEX 12 CON 13 (+1) INT 9 WIS 16 (+2) CHA 8 (-1)
Max. hp: 19 Current hp: 19

Alignment: Neutral: Eliminate an unnatural menace.

Gear: (Load 3/7) – Base Dmg: d6
Token of the Mire: the Copper Coil, age-blackened armband in shape of snake
Hide armor (1 armor, 1 wt.)
Staff (close, two-handed, 1 wt.)
Poultices and herbs (2 uses, 1 wt.)

[sblock=Druid Moves]
Elf: In addition to any other attunements, the Great Forest is always considered your land.

Born of the Soil: Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.

By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter: When you call upon the spirits to change your shape, roll+WIS.
10+ hold 3
7-9 hold 2
On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/sblock]
[sblock=Bonds and Background]
*** smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows Slice.
I have showed Needles a secret rite of the land.
*** has tasted my blood and I theirs. We are bound by it.

After a year and a day of service the Witching Troll will reveal a secret of the fae's primordial essence.

Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.
[/sblock]​
[/section][/sblock][/sblock]
 

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TillForPie

First Post
Tristan backs up the steps toward the doors of the ruin, defending the group's position and in particular covering Trickle while he snipes the spiders. He remains in his position on the steps with his shield directed toward the courtyard until either the danger has passed or everyone else has retreated into the keep.[sblock=Move: Defend]Tristan will use the Defend move on Trickle. 2d6+1 = 12 Hold 3

As long as you stand in defense, when you or the thing you defend is attacked you may spend hold, 1 for 1, to choose an option: 1.) Redirect an attack from the thing you defend to yourself, 2.) Halve the attack’s effect or damage, 3.) Open up the attacker to an ally giving that ally +1 forward against the attacker, or 4.) Deal damage to the attacker equal to your level
[/sblock][sblock=Tristan Le Pennec][section]
Tristan Le Pennec
Human Paladin
Looks Glowing Eyes, Helmeted, Worn Holy Symbol, Bulky Body
Alignment Lawful: Deny mercy to a criminal or unbeliever

Maximum Health 25 Current Health 25 Armor 3 Base Damage 1d10
STR 16 (+2) CON 15 (+1) DEX 8 (-1) INT 12 (+0) WIS 13 (+1) CHA 9 (+0)

Gear (Load 6/28)
Long Sword (close, +1 damage, 1 weight)
Shield (+1 armor, 1 weight)
Scale Armor (+2 armor, 3 weight)
Medallion of Our Virgin Mother the Lady of Tranquility (0 weight)
Adventuring Gear (1 weight)​

[sblock=Paladin Moves]Human When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored You ignore the clumsy tag on armor you wear.

I am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one: Do what you say; Back away cautiously, then flee, or; Attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.[/sblock][sblock=Quest and Bonds]Quest
Tristan's quest is to slay the monster, a great blight on the land.
His boons are
Invulnerability to bite damage, and
A freedom from hunger, thirst, and sleep
His vow is one of
Valor - Forbidden: Allowing an innocent creature to suffer[/sblock]
[/section][/sblock]
 

doghead

thotd
Day Six, around Midday, on the stairs of the Keep.

Tristan takes position at the top of the steps, putting himself between the others and the spiders.

Trickle's arrow strikes the nearest spider, knocking it back a step or two. [DAM 1] The other spiders continue their relentless approach. The spiders spread out, three heading to the bottom of the stairs while the others circle around and towards the walls on either side of the party.

[sblock=OOC]Tristan's hold has not yet been spent, as the spiders were not close enough to attack yet. So 3 of 3 remaining.

You have another 'round' before the spiders on the stairs get close enough to attack. The round after that the spiders will begin coming up over the sides of the stairs and down the walls.[/sblock]

Through the doors, Khirynnax finds a hall some 50 by 30 paces. The floors are stone and sound solid enough. At the far end of the hall there is a raised section, a couple of steps higher than the rest. Four doors exit the hall, one on each of the walls to the left and the right, and two at the far end, one in the centre, one to the left. Running around the walls there is a balcony, although there are no steps up to it from the hall itself. There are a number of exits from the balcony leading back into the rest of the building. A section of the balcony along the right wall is partially burnt and collapsed.

Scattered around the hall are the remains of some furniture - a couple of long tables, some benches, some iron brasiers. If its not smashed and broken, it lies scattered around the edges of the hall. A couple of dusty tapestries lie on the floor at at the foot of the walls. There is some evidence of fire, scorching of the walls and dirty smoke marks. Someone has set up at least one camp fire inside the hall using bits of furniture as fuel.

Everything is dusty, covered with a dark sooty grim. There are almost no cobwebs, big or small. Khirynnax finds the first dead giant spider in the hall. The bodies are old, dry and dusty. There is no evidence of any visible wounds. Looking more closely, Khirynnax begins to notice lots of little spiders corpses, regular spiders, all dead without any signs of violence. He finds another giant spider, suspended from its webs underneath the balcony some fifteen feet up. It, like the first, is a old and desiccated and free of any obvious wounds.

Khirynnax hears, ever so faintly, the sound of a child crying. The temperature in the hall drops noticeably.

[sblock= Khirynnax]
1) What happened here recently? You are not the first visitors. There has been at several attempts to camp here. The lie of the table and a couple of benches suggest a defensive perimeter. There are no bodies except the spider bodies which have been there for at least some years.
2) What should I be on the lookout for? Something that can kill without leaving a mark and reach 15 feet into the air.
3) What here is not what it appears to be? The living no longer claim this castle, but the dead do.[/sblock]
 

Isida Kep'Tukari

Adventurer
Supporter
Hawthorne, Priestess of Ushane

Realizing there's no way to get past with subtlety (what was it with some men?), Hawthorne could only pray for their safety as the spiders advanced. "Ushane, aid me to shield them, to turn our enemies away, to let us live and thrive and love..." She raises her hands, palms out, as if trying to push the spiders away by force of will.

[sblock=OOC] I'm invoking:
Divine Ward
When you call upon your deity for protection for yourself or an ally, roll +WIS. On a
10+, grant two of the following effects to the subject of your prayers. On a 7-9, grant one,
and your prayers draw unwanted attention.
• Heal 1d8 damage
• Take +2 Armor forward
• Take +1 forward to Defy Danger
• An approaching enemy is driven back

I rolled - (2d6+2 for WIS) = 14! (EEEE two sixes!) :D

I want to drive back the spiders back.[/sblock]
 

doghead

thotd
Day Six, around Midday, on the stairs of the Keep.

A pillar of shimmering, translucent energy slowly rises from the ground to engulf Hawthorne before collapsing upon itself and surging outwards down the steps and over the sides. The wave flows harmlessly past Tristan and Trickle but it sweeps the spiders off their feet and sends them tumbling end over end back into the courtyard.

It will take them a moment or two to untangle themselves and re-cover the lost ground.
 

GlassEye

Adventurer
Khirynnax wonders what happened here to imbue the place with such malevolent spirit. He shakes himself out of his reverie and heads for the front doors and the persons he suspects may have means to deal with spirits: Hawthorne and Tristan. Stepping out onto the steps he sees the spiders in disarray and wonders but doesn't comment.

"Dark spirits inside and they'll need a persuading of a different sort than I can provide. It's grim," he says in warning.

Trickle gapes as Hawthorne's divine power tosses the spiders back. "Holy..." He grins, impressed. "Didn't know you had it in you, priestess. Good work." He takes advantage of the spiders confusion to nock another arrow and fire. He crows as the arrow pierces another spider.

[sblock=OOC]Trickel: Volley (2d6+2=11) for dmg (1d8=7)

[/sblock]
[sblock=Khirynnax & Trickle][sblock=Trickle][section]
Trickle
Human Thief (level 1; 1 xp)
Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body

STR 9 DEX 16 (+2) CON 12 INT 15 (+1) WIS 13 (+1) CHA 8 (-1)
Max. hp: 18 Current hp: 18

Alignment: Neutral: Avoid detection or infiltrate a location.

Gear: (Load 6/9) – Base Dmg: d8
Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)
Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)
Adventuring gear (1 wt.)
Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured

[sblock=Thief Moves]Human: When you spout lore or discern realities about criminal activities take +1

Trap Expert: When you spend a moment to survey a dangerous area, roll+Dex (2d6+2)
10+: hold 3
7-9: hold 1
Spend hold as you walk through area to ask questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
Tricks of the Trade: When you pick locks or disable traps, roll+Dex
10+: you do it, no problem
7-9: you do it, but GM offers two options between suspicion, danger, or cost.

Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex
10+: choose two
7-9: choose one
  • You don’t get into melee with them
  • You deal your damage +1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it
Flexible Morals: When someone tries to detect your alignment you can tell them any alignment you like

Poisoner: Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.
[/sblock][sblock=Bonds and Backgrounds]
I stole something from Needles.
Slice has my back when something goes wrong.
*** knows incriminating details about me.

After a year and a day of service the Witching Troll will teach Trickle the secret of Witch's Tears.

In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly not written down in the book) from a powerful unseelie sorcerer, a troll…
[/sblock]​
[/section][/sblock][sblock=Khirynnax][section]
Khirynnax Skinchanger, AKA Khir
Elven Druid (level 1; 0 xp)
Wild Eyes, Messy Hair, Practical Leathers

STR 15 (+1) DEX 12 CON 13 (+1) INT 9 WIS 16 (+2) CHA 8 (-1)
Max. hp: 19 Current hp: 19

Alignment: Neutral: Eliminate an unnatural menace.

Gear: (Load 3/7) – Base Dmg: d6
Token of the Mire: the Copper Coil, age-blackened armband in shape of snake
Hide armor (1 armor, 1 wt.)
Staff (close, two-handed, 1 wt.)
Poultices and herbs (2 uses, 1 wt.)

[sblock=Druid Moves]
Elf: In addition to any other attunements, the Great Forest is always considered your land.

Born of the Soil: Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.

By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter: When you call upon the spirits to change your shape, roll+WIS.
10+ hold 3
7-9 hold 2
On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/sblock]
[sblock=Bonds and Background]
*** smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows Slice.
I have showed Needles a secret rite of the land.
*** has tasted my blood and I theirs. We are bound by it.

After a year and a day of service the Witching Troll will reveal a secret of the fae's primordial essence.

Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.
[/sblock]​
[/section][/sblock][/sblock]
 

Isida Kep'Tukari

Adventurer
Supporter
Hawthorne, Priestess of Ushane

"Holy indeed, that would be precisely true," Hawthorne said, a smile on her face and a lightness in her heart from Ushane's power flowing through her so strongly. "And perhaps we use that to get to the keep while they are still distracted?"
 

TillForPie

First Post
Tristan isn't as impressed by the magic as Trickle. Should the archer keep loosing arrows Tristan will maintain his position, ready to intercept incoming spiders. If Trickle retreats into the keep he'll surrender the steps and follow.

[sblock=Tristan Le Pennec][section]
Tristan Le Pennec
Human Paladin
Looks Glowing Eyes, Helmeted, Worn Holy Symbol, Bulky Body
Alignment Lawful: Deny mercy to a criminal or unbeliever

Maximum Health 25 Current Health 25 Armor 3 Base Damage 1d10
STR 16 (+2) CON 15 (+1) DEX 8 (-1) INT 12 (+0) WIS 13 (+1) CHA 9 (+0)

Gear (Load 6/28)
Long Sword (close, +1 damage, 1 weight)
Shield (+1 armor, 1 weight)
Scale Armor (+2 armor, 3 weight)
Medallion of Our Virgin Mother the Lady of Tranquility (0 weight)
Adventuring Gear (1 weight)​

[sblock=Paladin Moves]Human When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored You ignore the clumsy tag on armor you wear.

I am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one: Do what you say; Back away cautiously, then flee, or; Attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.[/sblock][sblock=Quest and Bonds]Quest
Tristan's quest is to slay the monster, a great blight on the land.
His boons are
Invulnerability to bite damage, and
A freedom from hunger, thirst, and sleep
His vow is one of
Valor - Forbidden: Allowing an innocent creature to suffer[/sblock][/font][/section][/sblock]
 

GlassEye

Adventurer
Khirynnax and Trickle

"Block the entrance behind you as you come in but it would be unwise to stay here between two enemies." Khirynnax steps back into the hall of the keep. Trickle shrugs and follows the elf.

[sblock=Khirynnax & Trickle][sblock=Trickle][section]
Trickle
Human Thief (level 1; 1 xp)
Shifty Eyes, Cropped Hair, Fancy Clothes, Lithe Body

STR 9 DEX 16 (+2) CON 12 INT 15 (+1) WIS 13 (+1) CHA 8 (-1)
Max. hp: 18 Current hp: 18

Alignment: Neutral: Avoid detection or infiltrate a location.

Gear: (Load 6/9) – Base Dmg: d8
Dagger (hand, 1 wt.) and Short sword (close, 1 wt.)
Ragged bow (near, 2 wt.) and bundle of arrows (3 ammo, 1 wt.)
Adventuring gear (1 wt.)
Bloodweed poison (touch, 3 uses): target deals -1d4 damage ongoing until cured

[sblock=Thief Moves]Human: When you spout lore or discern realities about criminal activities take +1

Trap Expert: When you spend a moment to survey a dangerous area, roll+Dex (2d6+2)
10+: hold 3
7-9: hold 1
Spend hold as you walk through area to ask questions:
  • Is there a trap here and if so, what activates it?
  • What does the trap do when activated?
  • What else is hidden here?
Tricks of the Trade: When you pick locks or disable traps, roll+Dex
10+: you do it, no problem
7-9: you do it, but GM offers two options between suspicion, danger, or cost.

Backstab: When you attack a surprised or defenseless enemy with a melee weapon, you can choose to roll your damage or roll+Dex
10+: choose two
7-9: choose one
  • You don’t get into melee with them
  • You deal your damage +1d6
  • You create an advantage, +1 forward to you or an ally acting on it
  • Reduce their armor by 1 until they repair it
Flexible Morals: When someone tries to detect your alignment you can tell them any alignment you like

Poisoner: Bloodweed (touch) is no longer dangerous for you to use. When you have time to gather materials and a safe place to brew you can make three uses of Bloodweed for free.
[/sblock][sblock=Bonds and Backgrounds]
I stole something from Needles.
Slice has my back when something goes wrong.
*** knows incriminating details about me.

After a year and a day of service the Witching Troll will teach Trickle the secret of Witch's Tears.

In the course of his work Trickle came across a poisoner’s tome (no longer in his possession) that described a potent poison called Witch’s Tears. The poisoner learned the formula for the poison (frustratingly not written down in the book) from a powerful unseelie sorcerer, a troll…
[/sblock]​
[/section][/sblock][sblock=Khirynnax][section]
Khirynnax Skinchanger, AKA Khir
Elven Druid (level 1; 0 xp)
Wild Eyes, Messy Hair, Practical Leathers

STR 15 (+1) DEX 12 CON 13 (+1) INT 9 WIS 16 (+2) CHA 8 (-1)
Max. hp: 19 Current hp: 19

Alignment: Neutral: Eliminate an unnatural menace.

Gear: (Load 3/7) – Base Dmg: d6
Token of the Mire: the Copper Coil, age-blackened armband in shape of snake
Hide armor (1 armor, 1 wt.)
Staff (close, two-handed, 1 wt.)
Poultices and herbs (2 uses, 1 wt.)

[sblock=Druid Moves]
Elf: In addition to any other attunements, the Great Forest is always considered your land.

Born of the Soil: Attuned to the Stinking Mire—when shapeshifting you may take the shape of any animal who might live in your land. Your tell (a crown of ivy) remains no matter what shape you take.

By Nature Sustained: You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue: The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter: When you call upon the spirits to change your shape, roll+WIS.
10+ hold 3
7-9 hold 2
On a miss hold 1 in addition to whatever the GM says.
You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you are out of hold you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence: When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.
[/sblock]
[sblock=Bonds and Background]
*** smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows Slice.
I have showed Needles a secret rite of the land.
*** has tasted my blood and I theirs. We are bound by it.

After a year and a day of service the Witching Troll will reveal a secret of the fae's primordial essence.

Khirynnax was an outsider, too fey for the humans, too unseelie for the elves. He didn’t care because he sensed a deeper essence, pure and powerful, that he needed to understand. When a halfling told him there was one who could put him on the path that might lead to his understanding Khirynnax didn’t hesitate. He made his way to the Witching Troll and readily accepted the bargain of service that the troll required as payment.
[/sblock]​
[/section][/sblock][/sblock]
 

TillForPie

First Post
"Lady save me," Tristan curses, loathe to leave enemies unattended on his tail. He abandons his defense of the steps and ascends into the keep, shutting the doors as best he can behind him.

The old knight peers suspiciously about the hall, alert for the dark spirits that were mentioned. Blessed Virgin, he begins in silent prayer, Uncloak whatever evils lurk in the shadows of this place.[sblock=OOC]Using Tristan's detect evil move.[/sblock][sblock=Tristan Le Pennec][section]
Tristan Le Pennec
Human Paladin
Looks Glowing Eyes, Helmeted, Worn Holy Symbol, Bulky Body
Alignment Lawful: Deny mercy to a criminal or unbeliever

Maximum Health 25 Current Health 25 Armor 3 Base Damage 1d10
STR 16 (+2) CON 15 (+1) DEX 8 (-1) INT 12 (+0) WIS 13 (+1) CHA 9 (+0)

Gear (Load 6/28)
Long Sword (close, +1 damage, 1 weight)
Shield (+1 armor, 1 weight)
Scale Armor (+2 armor, 3 weight)
Medallion of Our Virgin Mother the Lady of Tranquility (0 weight)
Adventuring Gear (1 weight)​

[sblock=Paladin Moves]Human When you pray for guidance, even for a moment, and ask, “What here is evil?” the GM will tell you, honestly.

Lay on Hands When you touch someone, skin to skin, and pray for their well-being, roll+CHA. On a 10+ you heal 1d8 damage or remove one disease. On a 7–9, they are healed, but the damage or disease is transferred to you.

Armored You ignore the clumsy tag on armor you wear.

I am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a 7+, they choose one: Do what you say; Back away cautiously, then flee, or; Attack you. On a 10+, you also take +1 forward against them. On a miss, they do as they please and you take -1 forward against them.[/sblock][sblock=Quest and Bonds]Quest
Tristan's quest is to slay the monster, a great blight on the land.
His boons are
Invulnerability to bite damage, and
A freedom from hunger, thirst, and sleep
His vow is one of
Valor - Forbidden: Allowing an innocent creature to suffer[/sblock]
[/section][/sblock]
 
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