Haj regards the company, and listens to their musings before answering. He looks first to Harben; "my people do not speak of such things lest they anger the gods, but yes, before I joined your group I had noticed a change. I cannot say what; just something.... different".
He turns his gaze to Morfydd, "Those 'Accursed Lands' as you call them are my homelands. If you wish to delve deeper, I would suggest you treat them with great caution, and some respect. They are not forgiving of those who do not". He looks around the rest of the group "Your fire and armour may help you out here, but on the sands they may become a burden instead".
“No disrespect intended, either to you, or your homeland: my apologies. I’m afraid I speak of a great many things, often when I shouldn’t; and the gods would very likely be offended, if they deigned to notice.”
”I did not mean accursed, in a disparaging sense, but rather a quite literal one- not the entire region, of course- but there are sections of the desert there, believed to be under a curse, from time untold. Cultural anthropology is of great interest to me, and I would be excited to learn anything you might be willing to share? Or I am happy to respect your silence, on the subject, if this is the way of things.”
Bell (Morfydd) looks Haj in the eyes, but there is no challenge, only genuine curiosity.
"That is an honourable offer, friend, and a welcome one," Taya nods appreciatively to Horros. "If our master is correct, soon, your skill and Moradin's blessings will be most needed."
Taya regards her guard companions and notes calmly. "The best place to receive a stronger enemy is with a united front. I think Harben speaks true when he points out that the squabbling thrones bring about their own downfall. They should be uniting and face common foes instead of the petty infighting for every so little advantage over each other."
Zyzix has kept to himself for the first bit of the evening, practicing a few persona's he could adopt when the occasion requires it. For the caravan ride so far, he had been playing the role of a dragonborn guild merchant named Drax. Supposedly, he was a representative of a small glassworker's guild based in Waterdeep visiting the area in hopes to start up a branch of the guild. Drax had been "sick" for most of the journey, constantly sniffling and blowing his nose.
Drax was a lean dragonborn with snow-white scales about six and half feet tall. His twisting horns were also white, and equally white spikes and ridges jutted out from his jaw and head. His eyes were orange, and oddity for white dragonborn, but Zyzix learned in his training that the best disguises always had something memorable about them. Since he could change shape at will, if his disguises had something memorable about them, it would be easier for his other forms to go unnoticed. The Veil had several personas that its members cycled through while out on missions, and Zyzix had put in a lot of practice of being Drax. He was confident in his ability to successfully play the part of Drax.
Smoothing the wrinkles out of his merchant clothes, Zyzix steps out of his caravan, instantly adopting the role of Drax. He looks appreciatively at the stars overhead, taking in the beauty of his surroundings. Noticing a gathering over by the fire, Drax makes his way over to join the group. Smiling warmly at everyone, Drax says in his smarmy baritone voice, "Good evening everyone. Hope I didn't miss anything important; I had to catch up on some guild paperwork. Dreadful stuff." He chuckles amiably after his comment and pulls out a handkerchief to dab his nose. Drax was supposed to be a cheerful, if somewhat oblivious fellow. The Veil suggested that Zyzix pretend to be Drax for the journey. As far as the world was concerned, Drax was a real person part of a real guild, but in reality, he was a simply a role played by several of Zyzix's brethren.
"An apology is not required, my words were meant in caution, not rebuke. As Harben states, many enter, few return. As for the gods, I will let them speak for themselves."
"Of the secrets of the land and the people I shall say little for now, except that the lands are not as lifeless as they appear".
Rollback Post to RevisionRollBack
Cunning Green-moss - Tiefling Barbarian Haj i Rae - Human Gloom Stalker Olan Fargrove - Elf Swashbuckler
Qal Joharge - Human Monk Nyli Bemblade - Gnome Thief
Harben, taking a long, contemplative sip from his flask, meets Cal's gaze. "If I had to guess," he starts slowly, "it's not just one thing. It's a mix. There could be malevolent forces, aye, but also things older than our oldest legends.”
He nods his head towards Haj ”The deserts have always been dangerous to all but the most skilled survivalists but something has changed. Lights on the horizon, strange noises. The desert tribes tribes have become suspicious of outsiders, even traders.”
He spits into the fire . “Whatever it is, the lords and ladies of the realm have been happy to spend the lives of small folk to find out. They’ve sent expedition after expedition into the wastes in search of answers. None ever return. None ‘cept one. A fella named Gort. He and his mates rode east with me towards The Sword near two months ago and he came stumblin’ back last month. Asked me to take him to Shadowdale. Didn’t say a word the whole time but he looked haunted by something.”
((Ok, 24 hours is up, feel free to wrap up any evening RP in your post before engaging with the next day. Please let me know what your character is doing within 24 hours so we can keep things moving. If I dont hear from you I’ll use the default behavior you provided. Also would love some feedback on pacing, how are you guys feeling about the 24 hour limit here?))
The Siege of Shadowdale
Looking to Galdric, Harben shakes his head. “Didn’t say a word. Was pale as a ghost. Just asked me to take him to the inn.” Having said his piece, Harben excuses himself to his tent, nodding to his caravan guards.
As dawn breaks, the caravan sets off from the crossroads, embarking on the next leg of their journey towards Shadowdale. The day's travel is uneventful, with the road winding through the lush, green countryside of the Dalelands. Birds sing in the trees, and the sun shines warmly upon the travelers. There is an air of calm and tranquility, a stark contrast to the ominous tales shared the night before.
However, as the caravan approaches Shadowdale in the late afternoon, this peace is shattered. The distant sound of alarm bells and the acrid smell of smoke on the wind signal trouble. As you crest a small hill, the scene of chaos unfolds before you.
Shadowdale is under attack. To the west, near the entrance to the town (buildings west of 31, ignore the map legend for this one), thick smoke billows from what appears to be a tavern, its structure engulfed in flames. Townsfolk are frantically trying to douse the fire, their efforts hampered by the occasional arrow shot from unseen assailants lurking in the shadows.
To the east, near a small pond, the ruins of what appears to be an ancient Wizard's Tower are is surrounded by a group of armed figures (4). They seem to be trying to force their way in, their intentions unclear but undoubtedly hostile.
The Castle Keep, standing tall and imposing to the west of the river (33), is in a state of siege. Defenders atop the walls clash with attackers from the north trying to breach the gates. The sound of steel clashing against steel echoes across the town, mixing with the cries of the wounded and the commands of the commanders.
Amidst this chaos, several smaller skirmishes break out in the streets. You notice a group of town guards engaged in a desperate fight against a band of marauders near a local market (around 23). The townspeople are fleeing in panic, some trapped or cornered by roving attackers.
In the town square, a strange figure, cloaked and hooded, stands eerily still, seemingly observing the havoc with a disconcerting calmness (23).
The fate of Shadowdale hangs in the balance, and your actions could turn the tide of this unexpected battle.
((You are to the west of 32 on the road at the edge of the map. Here’s a summary of some things you could do but don’t feel limited to just these options. We will keep combat quick using side based initiative, we can get into details if/when it comes up. Also this is a reminder that combat and encounters are not necessarily balanced to you so good planning and strategy will be key to success))
Flaming Tavern: Assist in extinguishing the fire at the tavern and rescuing trapped townsfolk. (Bell, Cal, Zyzix)
Wizard Tower: Investigate the Wizard's Tower, potentially aiding the defense against the attackers. (Galdric)
Castle Keep: Rush to the Castle Keep to reinforce the besieged defenders. (Aridove)
Streetside Skirmish: Intervene in the street skirmishes to protect the townspeople and engage the marauders. (Taya, Horros)
Town Square: Approach the mysterious figure in the town square, uncovering their role in this attack. (Haj)
At the first sound of bells and the smell of smoke, Taya's senses peak and she nervously made her way towards the front of the caravan. At the sight of the state of the town, she turns to Harber expectantly and calls, "The town is under attack! We must hurry to aid them!" She takes firm hold of her shield and puts her free, gloved fist on her chest. Some light appears to be emanating from under her glove as if her hand is on fire but it disappears as quickly (She casts Longstrider on herself). Without so much as a nod of approval from Harben to abandon the protection of the caravan for the greater good, the defence of the Shadowdale, Taya hurries into the town. She considers to help the struggling defenders of a fort but figures that they are trained and prepared for such battles unlike the civilian populace which need her help far more. Farther inside the town, she sees how marauders wreak havoc near a market and only a few guards protect towns people. She decides to pass by the fort and rushes straight to the aid of the civilians in support of the town's guardsmen. If unarmed townsmen look like they would engage the marauders, she'd provide them with up to two handaxes, then joins the town guards' engagement with the marauders.
(Updated defaults: Taya will use her reaction with Fighting Style: Protection to impose disadvantage on an attack on a target within 5ft of her - she will prioritise civilian targets.)
The acrid stench, and thick, billowing smoke attract Bell’s attention first. Hearing the cries of those still trapped inside, he knows what he must do. He unlimbers the shovel secured to the side of his ruck, and proceeds with all haste, to the burning tavern.
[OOC]Personality: Scholarly, Personable, without being truly gregarious; equally comfortable with both loquaciousness and silence, in turn. Delights in sharing his knowledge, rather than being a gatekeeper of it. Insatiable wanderlust and curiosity.
Background, in brief: Scholar, turned field archaeologist, in search of adventure. Seeker of lore and lost relics.
Bardic Inspiration: Happy to use in any of the following scenarios. 3/ long rest.
Exploration: Relevant Intelligence check (Arcana, History, Nature, Religion), prior to exploration, if possible. Investigation, for the exploration itself. Bell is inquisitive, but not necessarily foolhardy.
Social: Relevant Intelligence check, ahead of encounter, when possible. Persuasion, or Intimidation, if the situation warrants it. Comprehend Languages, if it would prove helpful. Healing Word or Mend, as good will gestures, to gain trust or improve a situation.
Combat: Bell will attempt Social (Persuasion, or even Intimidation), and only reluctantly resort to violence. Opening combat cantrip: Vicious Mockery; Offensive spell: Thunderwave. In melee, rapier and dagger (or whip?), or retreat. Will not abandon companions, but may withdraw, if prudent.
DM: I can’t properly play an adventuring archaeologist, without a whip… Would you consider permitting proficiency with it, in place of hand crossbow?[/OOC]
((Yeah that’s fine. Also as a general FYI I’m going to wait until the 24 hour period is up before moving on to what actually happens in each area so I have an idea of who to put on each map))
Cal hears calls for help, and the sounds of battle. His first thoughts are to run, flee from this place immediately. But he just gave a corny speech last night about the unpredictability of flames and the power to control them, and fate has sought fit to call him on his boasts.
He settles his nerves. Very well. To the fires. If there was anything he could do to help, that's where it would be.
"They need help"his gaze clearly transfixed on the burning building. He takes off running to do exactly that.
Updated default behaviors for this scenario: Attempts to put out fires and save people from wreckage. Can control flames to extinguish flames, and use Telekinetic feat powers to sift through rubble or yank people from debris.
If he is confronted by enemies he'll aim to Sleep them if no friendly targets are near them, otherwise he'll melt their minds with Mind Sliver or Dissonant Whispers if they get too close to him. He tries to avoid direct confrontation however, only join a fight if he can help from a safe distance.
Galdric has heard enough stories of Shadowdale to know that The Old Sage, Elminster, would be a great asset in turning this fight. Seeing the Wizard’s tower under attack, he surmises that this hostile force had the same idea. Galdric is going to make for the Tower to make sure these enemies don’t manage to take out the mage before he can turn the tide. He announces to any companions that can hear
“I’m going to the Tower. Shadowdale needs its wizard!”
As the night wraps up, Horros would use his blessing of the forge to give Taya a +1 to her armor for the following day (If she declines, he would do the same for himself). He says his prayers to Moradin and tends to his own weapons and arms as needed (standard maintenance) before heading to bed himself.
Being a bit of a battering ram himself and his concern being the townfolk he would charge forward with Taya to the skirmishes in the streets. "Save the townsfolk first! May our wrath be felt on those who trample the helpless!" Upon arrival he would cast Bless on himself, Taya and the next nearest ally whether it be a guard or another pc. In terms of behaviors, he would use his action(s) to attack with his mace or at range with toll the dead if enemies are too far. He prioritizes shielding the helpless when possible.
He would reserve his bonus action to give help with his Fey Gift to provide temp hp to his most potent Ally/whoever is taking the most damage (Hospitality.... 2/per long rest) and in a pinch he would use healing word to bring up any ally combatants up from being downed in combat but only as a last resort.
As the night wraps up, Horros would use his blessing of the forge to give Taya a +1 to her armor for the following day (If she declines, he would do the same for himself). He says his prayers to Moradin and tends to his own weapons and arms as needed (standard maintenance) before heading to bed himself.
(Thank you!)
Taya, unfamiliar with being the one on the receiving end of protective measures, reacts awkward at first to Horros’ offering but, ultimately, accepts it gratefully. “Thank you! I will use it to extend protection to others, I promise.”
As some of the group race towards the town Haj stands and quietly observes the unfolding scene.After a few moments he nods to the old caravanner and heads off towards the town. After crossing the bridge he takes to the shadows, heading towards the mysterious figure at the town centre. As he passes the organised chaos around the tavern he stops and sends a couple of arrows into the shadows.
Attack: 18 Damage: 6
Attack: 12 Damage: 8
The arrows targeting the tavern helpers stop. He moves on towards the town square.
(OOC Pacing works for me so far. Especially with such a large group. I’m US EST… Also is there an OOC Chat or campaign link I should’ve joined? Might be helpful to have no?)
Haj regards the company, and listens to their musings before answering. He looks first to Harben; "my people do not speak of such things lest they anger the gods, but yes, before I joined your group I had noticed a change. I cannot say what; just something.... different".
He turns his gaze to Morfydd, "Those 'Accursed Lands' as you call them are my homelands. If you wish to delve deeper, I would suggest you treat them with great caution, and some respect. They are not forgiving of those who do not". He looks around the rest of the group "Your fire and armour may help you out here, but on the sands they may become a burden instead".
Cunning Green-moss - Tiefling Barbarian Haj i Rae - Human Gloom Stalker Olan Fargrove - Elf Swashbuckler
Qal Joharge - Human Monk Nyli Bemblade - Gnome Thief
“No disrespect intended, either to you, or your homeland: my apologies. I’m afraid I speak of a great many things, often when I shouldn’t; and the gods would very likely be offended, if they deigned to notice.”
”I did not mean accursed, in a disparaging sense, but rather a quite literal one- not the entire region, of course- but there are sections of the desert there, believed to be under a curse, from time untold. Cultural anthropology is of great interest to me, and I would be excited to learn anything you might be willing to share? Or I am happy to respect your silence, on the subject, if this is the way of things.”
Bell (Morfydd) looks Haj in the eyes, but there is no challenge, only genuine curiosity.
"That is an honourable offer, friend, and a welcome one," Taya nods appreciatively to Horros. "If our master is correct, soon, your skill and Moradin's blessings will be most needed."
Taya regards her guard companions and notes calmly. "The best place to receive a stronger enemy is with a united front. I think Harben speaks true when he points out that the squabbling thrones bring about their own downfall. They should be uniting and face common foes instead of the petty infighting for every so little advantage over each other."
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
((Sorry for the late response))
Zyzix has kept to himself for the first bit of the evening, practicing a few persona's he could adopt when the occasion requires it. For the caravan ride so far, he had been playing the role of a dragonborn guild merchant named Drax. Supposedly, he was a representative of a small glassworker's guild based in Waterdeep visiting the area in hopes to start up a branch of the guild. Drax had been "sick" for most of the journey, constantly sniffling and blowing his nose.
Drax was a lean dragonborn with snow-white scales about six and half feet tall. His twisting horns were also white, and equally white spikes and ridges jutted out from his jaw and head. His eyes were orange, and oddity for white dragonborn, but Zyzix learned in his training that the best disguises always had something memorable about them. Since he could change shape at will, if his disguises had something memorable about them, it would be easier for his other forms to go unnoticed. The Veil had several personas that its members cycled through while out on missions, and Zyzix had put in a lot of practice of being Drax. He was confident in his ability to successfully play the part of Drax.
Smoothing the wrinkles out of his merchant clothes, Zyzix steps out of his caravan, instantly adopting the role of Drax. He looks appreciatively at the stars overhead, taking in the beauty of his surroundings. Noticing a gathering over by the fire, Drax makes his way over to join the group. Smiling warmly at everyone, Drax says in his smarmy baritone voice, "Good evening everyone. Hope I didn't miss anything important; I had to catch up on some guild paperwork. Dreadful stuff." He chuckles amiably after his comment and pulls out a handkerchief to dab his nose. Drax was supposed to be a cheerful, if somewhat oblivious fellow. The Veil suggested that Zyzix pretend to be Drax for the journey. As far as the world was concerned, Drax was a real person part of a real guild, but in reality, he was a simply a role played by several of Zyzix's brethren.
"An apology is not required, my words were meant in caution, not rebuke. As Harben states, many enter, few return. As for the gods, I will let them speak for themselves."
"Of the secrets of the land and the people I shall say little for now, except that the lands are not as lifeless as they appear".
Cunning Green-moss - Tiefling Barbarian Haj i Rae - Human Gloom Stalker Olan Fargrove - Elf Swashbuckler
Qal Joharge - Human Monk Nyli Bemblade - Gnome Thief
Harben, taking a long, contemplative sip from his flask, meets Cal's gaze. "If I had to guess," he starts slowly, "it's not just one thing. It's a mix. There could be malevolent forces, aye, but also things older than our oldest legends.”
He nods his head towards Haj ”The deserts have always been dangerous to all but the most skilled survivalists but something has changed. Lights on the horizon, strange noises. The desert tribes tribes have become suspicious of outsiders, even traders.”
He spits into the fire . “Whatever it is, the lords and ladies of the realm have been happy to spend the lives of small folk to find out. They’ve sent expedition after expedition into the wastes in search of answers. None ever return. None ‘cept one. A fella named Gort. He and his mates rode east with me towards The Sword near two months ago and he came stumblin’ back last month. Asked me to take him to Shadowdale. Didn’t say a word the whole time but he looked haunted by something.”
Without moving or removing his hood, Galdric addresses Harben.
“And what did the Old Sage have to say about the whole affair?”
((Ok, 24 hours is up, feel free to wrap up any evening RP in your post before engaging with the next day. Please let me know what your character is doing within 24 hours so we can keep things moving. If I dont hear from you I’ll use the default behavior you provided. Also would love some feedback on pacing, how are you guys feeling about the 24 hour limit here?))
The Siege of Shadowdale
Looking to Galdric, Harben shakes his head. “Didn’t say a word. Was pale as a ghost. Just asked me to take him to the inn.” Having said his piece, Harben excuses himself to his tent, nodding to his caravan guards.
As dawn breaks, the caravan sets off from the crossroads, embarking on the next leg of their journey towards Shadowdale. The day's travel is uneventful, with the road winding through the lush, green countryside of the Dalelands. Birds sing in the trees, and the sun shines warmly upon the travelers. There is an air of calm and tranquility, a stark contrast to the ominous tales shared the night before.
However, as the caravan approaches Shadowdale in the late afternoon, this peace is shattered. The distant sound of alarm bells and the acrid smell of smoke on the wind signal trouble. As you crest a small hill, the scene of chaos unfolds before you.
Shadowdale is under attack. To the west, near the entrance to the town (buildings west of 31, ignore the map legend for this one), thick smoke billows from what appears to be a tavern, its structure engulfed in flames. Townsfolk are frantically trying to douse the fire, their efforts hampered by the occasional arrow shot from unseen assailants lurking in the shadows.
To the east, near a small pond, the ruins of what appears to be an ancient Wizard's Tower are is surrounded by a group of armed figures (4). They seem to be trying to force their way in, their intentions unclear but undoubtedly hostile.
The Castle Keep, standing tall and imposing to the west of the river (33), is in a state of siege. Defenders atop the walls clash with attackers from the north trying to breach the gates. The sound of steel clashing against steel echoes across the town, mixing with the cries of the wounded and the commands of the commanders.
Amidst this chaos, several smaller skirmishes break out in the streets. You notice a group of town guards engaged in a desperate fight against a band of marauders near a local market (around 23). The townspeople are fleeing in panic, some trapped or cornered by roving attackers.
In the town square, a strange figure, cloaked and hooded, stands eerily still, seemingly observing the havoc with a disconcerting calmness (23).
The fate of Shadowdale hangs in the balance, and your actions could turn the tide of this unexpected battle.
((You are to the west of 32 on the road at the edge of the map. Here’s a summary of some things you could do but don’t feel limited to just these options. We will keep combat quick using side based initiative, we can get into details if/when it comes up. Also this is a reminder that combat and encounters are not necessarily balanced to you so good planning and strategy will be key to success))
At the first sound of bells and the smell of smoke, Taya's senses peak and she nervously made her way towards the front of the caravan. At the sight of the state of the town, she turns to Harber expectantly and calls, "The town is under attack! We must hurry to aid them!" She takes firm hold of her shield and puts her free, gloved fist on her chest. Some light appears to be emanating from under her glove as if her hand is on fire but it disappears as quickly (She casts Longstrider on herself). Without so much as a nod of approval from Harben to abandon the protection of the caravan for the greater good, the defence of the Shadowdale, Taya hurries into the town. She considers to help the struggling defenders of a fort but figures that they are trained and prepared for such battles unlike the civilian populace which need her help far more. Farther inside the town, she sees how marauders wreak havoc near a market and only a few guards protect towns people. She decides to pass by the fort and rushes straight to the aid of the civilians in support of the town's guardsmen. If unarmed townsmen look like they would engage the marauders, she'd provide them with up to two handaxes, then joins the town guards' engagement with the marauders.
(Updated defaults: Taya will use her reaction with Fighting Style: Protection to impose disadvantage on an attack on a target within 5ft of her - she will prioritise civilian targets.)
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
Harber curses Taya runs ahead. “Damn these greenhorn do-gooders… Can’t leave my wares unprotected… You lot, make sure she gets back in one piece.”
The guards run after Taya, into the town.
Number of guards Harber sends to help: 3
The acrid stench, and thick, billowing smoke attract Bell’s attention first. Hearing the cries of those still trapped inside, he knows what he must do. He unlimbers the shovel secured to the side of his ruck, and proceeds with all haste, to the burning tavern.
[OOC]Personality: Scholarly, Personable, without being truly gregarious; equally comfortable with both loquaciousness and silence, in turn. Delights in sharing his knowledge, rather than being a gatekeeper of it. Insatiable wanderlust and curiosity.
Background, in brief: Scholar, turned field archaeologist, in search of adventure. Seeker of lore and lost relics.
Bardic Inspiration: Happy to use in any of the following scenarios. 3/ long rest.
Exploration: Relevant Intelligence check (Arcana, History, Nature, Religion), prior to exploration, if possible. Investigation, for the exploration itself. Bell is inquisitive, but not necessarily foolhardy.
Social: Relevant Intelligence check, ahead of encounter, when possible. Persuasion, or Intimidation, if the situation warrants it. Comprehend Languages, if it would prove helpful. Healing Word or Mend, as good will gestures, to gain trust or improve a situation.
Combat: Bell will attempt Social (Persuasion, or even Intimidation), and only reluctantly resort to violence. Opening combat cantrip: Vicious Mockery; Offensive spell: Thunderwave. In melee, rapier and dagger (or whip?), or retreat. Will not abandon companions, but may withdraw, if prudent.
DM: I can’t properly play an adventuring archaeologist, without a whip… Would you consider permitting proficiency with it, in place of hand crossbow?[/OOC]
((Yeah that’s fine. Also as a general FYI I’m going to wait until the 24 hour period is up before moving on to what actually happens in each area so I have an idea of who to put on each map))
Cal hears calls for help, and the sounds of battle. His first thoughts are to run, flee from this place immediately. But he just gave a corny speech last night about the unpredictability of flames and the power to control them, and fate has sought fit to call him on his boasts.
He settles his nerves. Very well. To the fires. If there was anything he could do to help, that's where it would be.
"They need help" his gaze clearly transfixed on the burning building. He takes off running to do exactly that.
Updated default behaviors for this scenario: Attempts to put out fires and save people from wreckage. Can control flames to extinguish flames, and use Telekinetic feat powers to sift through rubble or yank people from debris.
If he is confronted by enemies he'll aim to Sleep them if no friendly targets are near them, otherwise he'll melt their minds with Mind Sliver or Dissonant Whispers if they get too close to him. He tries to avoid direct confrontation however, only join a fight if he can help from a safe distance.
I got quotes!
Galdric has heard enough stories of Shadowdale to know that The Old Sage, Elminster, would be a great asset in turning this fight. Seeing the Wizard’s tower under attack, he surmises that this hostile force had the same idea. Galdric is going to make for the Tower to make sure these enemies don’t manage to take out the mage before he can turn the tide. He announces to any companions that can hear
“I’m going to the Tower. Shadowdale needs its wizard!”
As the night wraps up, Horros would use his blessing of the forge to give Taya a +1 to her armor for the following day (If she declines, he would do the same for himself). He says his prayers to Moradin and tends to his own weapons and arms as needed (standard maintenance) before heading to bed himself.
Being a bit of a battering ram himself and his concern being the townfolk he would charge forward with Taya to the skirmishes in the streets. "Save the townsfolk first! May our wrath be felt on those who trample the helpless!" Upon arrival he would cast Bless on himself, Taya and the next nearest ally whether it be a guard or another pc. In terms of behaviors, he would use his action(s) to attack with his mace or at range with toll the dead if enemies are too far. He prioritizes shielding the helpless when possible.
He would reserve his bonus action to give help with his Fey Gift to provide temp hp to his most potent Ally/whoever is taking the most damage (Hospitality.... 2/per long rest) and in a pinch he would use healing word to bring up any ally combatants up from being downed in combat but only as a last resort.
(Thank you!)
Taya, unfamiliar with being the one on the receiving end of protective measures, reacts awkward at first to Horros’ offering but, ultimately, accepts it gratefully. “Thank you! I will use it to extend protection to others, I promise.”
|| Tryncaryn - Halfling Monk/Wizard - Dragon of Icespire Peak || Berry - Fairy Barbarian - Deathworld: Lost Mine of Phandelver || Taya - Mysterious Fighter - Echoes of Empire || Myrla Stardust - Wood Elf Rogue - After the Fall ||
As some of the group race towards the town Haj stands and quietly observes the unfolding scene.After a few moments he nods to the old caravanner and heads off towards the town.
After crossing the bridge he takes to the shadows, heading towards the mysterious figure at the town centre. As he passes the organised chaos around the tavern he stops and sends a couple of arrows into the shadows.
Attack: 18 Damage: 6
Attack: 12 Damage: 8
The arrows targeting the tavern helpers stop. He moves on towards the town square.
Cunning Green-moss - Tiefling Barbarian Haj i Rae - Human Gloom Stalker Olan Fargrove - Elf Swashbuckler
Qal Joharge - Human Monk Nyli Bemblade - Gnome Thief
[OOC] Pacing seems ok so far. As to the 24 hour period, would it help to know where people are? I'm in UK so timezone is GMT/UTC [/OOC]
Cunning Green-moss - Tiefling Barbarian Haj i Rae - Human Gloom Stalker Olan Fargrove - Elf Swashbuckler
Qal Joharge - Human Monk Nyli Bemblade - Gnome Thief
(OOC Pacing works for me so far. Especially with such a large group. I’m US EST… Also is there an OOC Chat or campaign link I should’ve joined? Might be helpful to have no?)
((Working on a campaign link now. I’m also east coast))