Story adapted from Hexage's Reaper - Tale of a Pale Swordsman
It has been over a decade since the Imperium set foot in the Wilderness. Hungry for Her wealth of natural resources, the Imperium decided to bring Wilderness into the fold - either voluntarily, or by force. Yet the colonization of the Imperium never happened. Proud and averse, Wilderling tribes fought back, matching the Imperial war machine with fierce sorcery. After years of perpetual war, both sides grew weary and exhausted. Conflict turned into stalemate. Now the Imperials defend what little ground they've claimed, while only the most radical of Wilderlings continue to fight them. All blissfully aware of what is to come. In a cave deep to the East in the Wilderling woods, a band of adventurers awake, unsure of how they arrived to this mysterious location.
Around a decade ago, explorers and soldiers of The Imperium, a colony far to the North of The Wilderness, reached shore in the North of the so-called 'abandoned' continent. Realizing its abundant resources, The Imperium rushed to claim as much territory as it could - entirely unaware of the tribes that already populate the continent. The Imperium and their citizens are largely devoid of magic.
They attempt to rule through bringing in armies and soldiers of its own citizens, using machinery and crafted weapons fueled by a specific material known as Fluidium, which lies plentiful in The Wilderness. After years of harsh conflict and war, they sketched an uneasy truce with the existing tribes - all but the weak Zavas tribe, who exchange protection from Imperial soldiers and the other tribes for magical secrets and support in the Wilderness.
Common soldiers wear gold-and-blue uniforms, carrying halberds, lances, and other weapons. Imperium elites and royal guards where silver-and-red uniforms with more polished and modern gear than what ends up with the Commoner soldiers.
"Nothing but Pumpkin farmers. The only tribe collaborating with Imperials."
Nearly devoid of the magical secrets that the other tribes cling on to, the Zavas elders struck a deal with the Imperium, knowing they could not fend them off from their natural resources. A medium-sized tribe of small farmers, they are generally peaceful people who avoid conflict wherever possible. Hard working and located in the center of The Wilderness, they are one of the tribes that has suffered the most, and will likely continue to suffer.
Zavas tribe members commonly wear dark green and orange attire.
"Warriors. Their might compensate with poor magick powers."
The Torken are a proud tribe located in the South-Western marshes and jagged mountains of The Wilderness. Being one of the oldest and most powerful tribes, they value might and strength over magic and meekness. Often getting into territorial fights with other tribes, they compensate brains and magic for sheer tenacity and vigor. Despite their solitary and standoffish behavior, they were one of the first to unite the other tribes to attempt to fight off the Imperial soldiers, and will fiercely defend those who they call allies.
The Torken are often seen wearing black and white masks, with yellow-green clothing. The more prestigious members of the tribe carry ornate clubs they use for combat.
The ancient Morka tribe, often called the stark opposite of the Torken both geographically and socially, are sequestered in the high valleys of the North-Eastern areas of the Wilderness. Mighty and mysterious, the Morka are ruled by a subset of elders and powerful divinators that guide and lead the society. Putting strength in their sorcery and minds, the Morka adamantly refuse to have any dealings with the magically dry Imperium.
The Morka traditionally wear purple and red masks that are dotted with symbols of eyes. The concept of sight and scrying is crucial to the Morka.
"Alchemists. Feared by the Wilderlings and the Imperial alike."
The most seclusive of all tribes, the Ochori are located in the swamplands of the West. Possessing magical and strange alchemical secrets, the Ochori are masterminds of social infiltration, assassination, and manipulation of other tribes for wealth and power. They are universally considered untrustworthy, and masters of poison make their name ring fear through anyone who has been unlucky to fall on the bad side of this tribe.
The Ochori wear blue clothing, often with mottled grey-and-brown tones to disguise themselves in the marsh they call home.
"Artists and free thinkers. Often considered insane."
Harboring strange magical powers and enchantments that make the Pakora who they are, their area in the Middle-Eastern part of the Wilderness grants them a geographical goldmine for travelers and artisans who look to perfect their crafts. Although the tribe is known for being open and welcoming to travelers of all walks of life, they are strangely united in thoughts and actions - they are protective of their grounds and their people.
The Frako have no distinct attire; the cosmopolitan nature of the tribe pushes them towards experimentation.
"Facilitators. Secretive and wealthy beyond their austere appearance."
The Pakora, located in the South-Eastern woodlands, are one of the most secretive and reticent tribes in the Wilderness. Cunning and devious, they are masters of military coups and political treachery that make up the power play in the politics of the Wilderness. The most wealthiest tribe - but also the smallest, they are dangerous to cross, and even more dangerous to upset.
The Pakora wear brown masks with arrays of white paintings. Traditional tribes members wear red clothing.
For whatever reason, dozens of Outcasts have gathered in the edges of the Wilderling tribes and taking shelter in the recesses of the world after violating the codes of whatever tribe they originate from, and being subsequently banished. Those who cannot make it to the Frako - or those who choose not to - form bands of nomadic travelers and barbaric raiders known as the Outcasts, a loose faction of allied exiles that seek to etch a living in the refuse of the greater tribes.
Equal parts deserters of the Imperium as they are specialized soldiers of the elite forces, the Stormers are a band of marauding mercenaries that will undertake any task for the right price. Often considered cruel and merciless, they will not hesitate to turn on a previous employer if the others offer enough gold.
Alright! Time to begin the campaign! The characters are:
I will be using Italics and an appropriate color for important characters, but most common dialogue will be in Grey. Without further ado, let's get into it!
Your eyes flutter open, your head pounding with blood and anxiety. You see a wonderfully starlit night sky up above. Lying flat on your back, you can feel your body aching - you feel like you've been battered and thrown upon a bunch of rocks. Anyhow, you are nestled on a patch of soft grass, and turning your head, you can see a shallow cave in one direction, a trail in the other, and a large amount of strangely dead and desecrated trees surrounding the area - it seems like a forestfire or some sort of natural disaster had emptied the area of life.
You have no recollection of how or why you have made it here. Four other bodies are lying not far from where you are - some familiar, some not. Whatever your circumstance and previous life, this is where you are now.
On a more concerning note, whichever of you are to wake up first, you'll notice a petrifying sight. Off to your left, there's what seems to be a gigantic boar - Razorbacks, as they're known in the Wilderness - eyeing your party down. Razorbacks are mean-spirited, deadly, and unintelligent creatures that roam the Wilderness, with two characteristic sharp tusks jutting from their mouths. Its back is bristling and it begins to stamp its legs, preparing to charge on the unsuspecting party.
And with that, my friends, we have begun! Nothing like a bit of combat to begin a campaign, right?
Instead of rolling Initiative, please make a Constitution saving throw to determine who wakes up and has time to react to the threat that is approaching the party. Don't worry, you won't die this early into the campaign, but I cannot promise that for later fights!
Additionally, please describe your character - and how they look like - in your first post.
This post has potentially manipulated dice roll results.
"Uggh."A well-dressed, wiry man groans as a throbbing pain comes from his head. Rivulets of blood flow down his pale face from a scratch on his scalp. As his vision clears, Lazarus sees the beautiful night sky. Despite the pain, he takes a moment to admire it, until he is alerted to the reality of his situation- in the form of a bristling Razorback seeking to gore him!
Lazarus scrambles to get up, frowning when he notices that his fine clothes are scraped and dirtied. How did he get in this forsaken wood? The last thing Lazarus remembered doing was sitting in a comfortable seat in his cozy cabin, composing a dissertation on the decomposition of bodily humors upon death.
Nevertheless, that question can be answered later. Now, he must gather his might and magic and fight for his life!
Constitution: 8
(I finally remember playing this game like six years ago!)
This post has potentially manipulated dice roll results.
Holden slowly awakes gritting his teeth through the pain of a throbbing headache. “Where... am... I,” he says quietly. One looking at Holden would see a large half-orc standing at about 6’3”. Despite his bulging muscles, he seems oddly lanky or disproportionate, almost like he isn’t entirely sure of himself. He wears common clothes, has a great axe strapped to his back, dark brown eyes, and a mop of curly brown hair.
This post has potentially manipulated dice roll results.
Hush's Con Save: 16
Hush sits up slowly, holding his head as he does. For a moment, he runs a pale-skinned hand though his dark brown hair before quickly and suddenly looking down to make sure he had his things. Everything is still here, he assures himself. He looks around to see the Razorback, and the halfling quickly jumping to his feet and brushing off his simple, grey clothes.
Looking about to see if anyone else is up, he reaches out to them telepathically. "Don't know who you are, but I've got your back if you have mine."
This post has potentially manipulated dice roll results.
Constitution: 4
Derek awakens as if from a dream. He remembers hearing drums in a rhythmic beat, chanting, a large bonfire, no not a bonfire, a funeral pyre... The rest is a blur of jumbled images a large avian creature, a beautiful maiden with wilding features, and a green lush land as far as the eye could see.
Derek rises to his feet. He is a slender man, though muscular. He is a few inches shy of six feet. He has short brown hair and brown eyes. He is dressed in a bloody and singed Imperial uniform of a soldier.
As he rises, he sees a fellow from his post. He recalls he was one of the intellectual sorts. He is bleeding. Something most have happened was the post under attack?! No, he remembered the post was attacked. He and Lazarus had freed the prisoners and then a blank...
His reverie is brought short by a snort and he turns to take in the monstrous razorback as it charges at the group.
This post has potentially manipulated dice roll results.
Constitution Saving Throw - 14
Luxaeneflutters awake, exercising her control to refrain from making any noise. Was it the thumping pain that did so? Living up the name of the Wilderness, but was expecting to experience the meaning so quickly.
She looks to see others... Colours she recognises a bit, but others rouse concern.
Her religious loose garments of purple lined with red now covered in dirt and ash, but she remains protected with the grey armour underneath. When was she thrown around so? Nothing a little magic cannot clean up...
A shocking familiar scraping sound. That's what woke her - a Razorback. The others seem to be coming to, why and how they got here will have to be put aside otherwise they'll end up like the trees all around them...
Note on combat: Feel free to make your turn in your initiative group even if someone before you has not posted, as to keep combat from dragging on for too long. 'Initiative Group' means any PC that has an initiative between foes in the Initiative order, so - Derek, Hush, Holden, and Luxaene would be in the same Initiative Group, but Lazarus would not. That means any of Derek, Hush, Holden, and Luxaene may make their turn in any order.
The Razorback is approximately 40 feet away, hidden among the underbrush that juts out of the dead forest. I will have a map for more significant encounters, but for simple ones such as this, let's keep it simple.
Derek staggers to his feet and feels a rush of heat radiate from his torso as a rush of energy. He cries out in fear and discomfort as he is briefly surrounded by heat waves slightly distorting his appearence for a moment before the heat gathers as lance of white hot energy manifests in front of him and lances out at the monstrous razorback.
Action: Derek casts Guiding Bolt at the Razorback.
Spell Attack: 14, Damage: 15, If it hits, Hush would have advantage on his attack.
Without hesitation, Luxaeneholds her hand over her necklace, a light glows that seemingly sticks to her fingertips. With an outstretched arms, she aims at the razorback, the light intensifies, crackles and fires at the creature...
With Derek's magical bolt and Holden's axe both striking true, the unfortunate Razorback - looking for easy prey - begins to heavily reconsider its actions. Turning around as Hush makes a quick run for the mutated boar, it begins to turn tail and flee, only to be struck down by a bolt of arcane magic from Luxaene. With that, combat has ended.
With the Razorback threat relinquished, you begin to take notice of your strange surroundings and the companions around you. The only way out of the dense thicket of dead trees is through a small path leading out of the grove you are cornered in. A looming, but rather shallow cave - more like the face of a wall - juts out from the opposite direction of a trail, and further inspection can show strange symbols in darkly colored paints inscribed on the face of the cave. Crickets can be heard faintly chirping Otherwise, the dead woodland you find yourselves in is entirely silent.
Another note on streamlining game processes; feel free to roll for whatever you'd like to do, whenever. An example would be to inspect the symbols on the cave face - I would normally ask for an Arcana check, but some interpret it as an Investigation check, and it may take some time if the player asks what they should roll, which I have seen to slow down games. Don't let that stop you - as a DM, I will apply modifiers myself. Have fun!
After verifying the threat of the Razorback is over, Derek moves to inspect the symbols in the cave, he is trying to understand what has happened that led to him awakening in a field.
Luxaenelooks to the others, feeling the tension ease but not disappear entirely. She raises her hands and speaks clear enough to be heard by the others, "We're all here? Everyone feeling alright? Luxaene from Morka Tribe. I take it no one else remember how they got here?"
Her eyes scan the eyes around them to try and spot anyone else, be it someone dangerous or in a similar situation...
Derek turns back to the group. He says, "Derek Corinth, formerly of the Empire. I'm unharmed; but I don't recall how I came to be here. I don't remember very much."
Derek, with that roll, you manage to find much more symbols dotting the surrounding area - the ground, the cave, even some of the trees, are all covered in arcane symbols of a nature you can't quite perceive.
Luxaene, with that check, you rest assured that there are no more Razorbacks - or threats - in the nearby area. The dead woods that you are in seem to be devoid of life.
"Hush. Of the Ochori tribe. I too have no idea as to how I arrived in this place, but I'm keen to discover why." He looks around the entrance to the cave, peering inside into the darkness. "This cave seems as good a place to start as any."
“Holden Stonefist,” Holden says. “Used to affiliate myself with the Morka tribe, but at the moment I’m a free agent.” He chuckles cynically, before going back to cleaning his axe.
This post has potentially manipulated dice roll results.
Before the Razorback has a chance to charge, it is quickly brought down through steel and spell. Lazarus looks on, impressed at the strength of his new...companions? Well, he wasn't find his way out of here without some help. He was especially amazed at the High Elf's bolt of arcane magic.
Maybe she could know something about the secrets of death? he thought. Nonetheless, Lazarus beams as he spots an old friend.
"Derek! What are you doing here? It's good to see you again. How's the Army doing for you?"
Lazarus realized that he hadn't yet made his introductions. He nervously dusts off his fine clothing and smooths his hair before speaking with an air of gentility. However, whatever charm he attempts to put on is ruined by his constantly twitching left eye, a result of his extensive magical experimentation.
"I'm Lazarus of House Vernon, son of Lord Theldor. I'm an Imperial as well. A pleasure to meet you."
The various tribes folk both scared and intrigued him. He hadn't seen many of them living in his cabin, but now was an opportune moment to learn more about the native traditions. Lazarus accompanies Derek, who's investigating the arcane symbols.
"Not something you see often in the Empire. Perhaps though..."
Lazarus takes out a dark leather book from his pack and flips through the vellum pages, trying to see if he could recognize the symbols.
Arcana: 11
Rollback Post to RevisionRollBack
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral-Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries;Bernard Lionsbane- Solo Curse of Strahd
To post a comment, please login or register a new account.
Story adapted from Hexage's Reaper - Tale of a Pale Swordsman
It has been over a decade since the Imperium set foot in the Wilderness. Hungry for Her wealth of natural resources, the Imperium decided to bring Wilderness into the fold - either voluntarily, or by force. Yet the colonization of the Imperium never happened. Proud and averse, Wilderling tribes fought back, matching the Imperial war machine with fierce sorcery. After years of perpetual war, both sides grew weary and exhausted. Conflict turned into stalemate. Now the Imperials defend what little ground they've claimed, while only the most radical of Wilderlings continue to fight them. All blissfully aware of what is to come. In a cave deep to the East in the Wilderling woods, a band of adventurers awake, unsure of how they arrived to this mysterious location.
Lore Dump / Reference
The Imperials:
Around a decade ago, explorers and soldiers of The Imperium, a colony far to the North of The Wilderness, reached shore in the North of the so-called 'abandoned' continent. Realizing its abundant resources, The Imperium rushed to claim as much territory as it could - entirely unaware of the tribes that already populate the continent. The Imperium and their citizens are largely devoid of magic.
They attempt to rule through bringing in armies and soldiers of its own citizens, using machinery and crafted weapons fueled by a specific material known as Fluidium, which lies plentiful in The Wilderness. After years of harsh conflict and war, they sketched an uneasy truce with the existing tribes - all but the weak Zavas tribe, who exchange protection from Imperial soldiers and the other tribes for magical secrets and support in the Wilderness.
Common soldiers wear gold-and-blue uniforms, carrying halberds, lances, and other weapons. Imperium elites and royal guards where silver-and-red uniforms with more polished and modern gear than what ends up with the Commoner soldiers.
The Zavas Tribe:
"Nothing but Pumpkin farmers. The only tribe collaborating with Imperials."
Nearly devoid of the magical secrets that the other tribes cling on to, the Zavas elders struck a deal with the Imperium, knowing they could not fend them off from their natural resources. A medium-sized tribe of small farmers, they are generally peaceful people who avoid conflict wherever possible. Hard working and located in the center of The Wilderness, they are one of the tribes that has suffered the most, and will likely continue to suffer.
Zavas tribe members commonly wear dark green and orange attire.
The Torken Tribe:
"Warriors. Their might compensate with poor magick powers."
The Torken are a proud tribe located in the South-Western marshes and jagged mountains of The Wilderness. Being one of the oldest and most powerful tribes, they value might and strength over magic and meekness. Often getting into territorial fights with other tribes, they compensate brains and magic for sheer tenacity and vigor. Despite their solitary and standoffish behavior, they were one of the first to unite the other tribes to attempt to fight off the Imperial soldiers, and will fiercely defend those who they call allies.
The Torken are often seen wearing black and white masks, with yellow-green clothing. The more prestigious members of the tribe carry ornate clubs they use for combat.
The Morka Tribe:
"Masters of magick, seers, and sorcerers."
The ancient Morka tribe, often called the stark opposite of the Torken both geographically and socially, are sequestered in the high valleys of the North-Eastern areas of the Wilderness. Mighty and mysterious, the Morka are ruled by a subset of elders and powerful divinators that guide and lead the society. Putting strength in their sorcery and minds, the Morka adamantly refuse to have any dealings with the magically dry Imperium.
The Morka traditionally wear purple and red masks that are dotted with symbols of eyes. The concept of sight and scrying is crucial to the Morka.
The Ochori Tribe:
"Alchemists. Feared by the Wilderlings and the Imperial alike."
The most seclusive of all tribes, the Ochori are located in the swamplands of the West. Possessing magical and strange alchemical secrets, the Ochori are masterminds of social infiltration, assassination, and manipulation of other tribes for wealth and power. They are universally considered untrustworthy, and masters of poison make their name ring fear through anyone who has been unlucky to fall on the bad side of this tribe.
The Ochori wear blue clothing, often with mottled grey-and-brown tones to disguise themselves in the marsh they call home.
The Frako Tribe:
"Artists and free thinkers. Often considered insane."
Harboring strange magical powers and enchantments that make the Pakora who they are, their area in the Middle-Eastern part of the Wilderness grants them a geographical goldmine for travelers and artisans who look to perfect their crafts. Although the tribe is known for being open and welcoming to travelers of all walks of life, they are strangely united in thoughts and actions - they are protective of their grounds and their people.
The Frako have no distinct attire; the cosmopolitan nature of the tribe pushes them towards experimentation.
The Pakora Tribe:
"Facilitators. Secretive and wealthy beyond their austere appearance."
The Pakora, located in the South-Eastern woodlands, are one of the most secretive and reticent tribes in the Wilderness. Cunning and devious, they are masters of military coups and political treachery that make up the power play in the politics of the Wilderness. The most wealthiest tribe - but also the smallest, they are dangerous to cross, and even more dangerous to upset.
The Pakora wear brown masks with arrays of white paintings. Traditional tribes members wear red clothing.
The Outcasts:
For whatever reason, dozens of Outcasts have gathered in the edges of the Wilderling tribes and taking shelter in the recesses of the world after violating the codes of whatever tribe they originate from, and being subsequently banished. Those who cannot make it to the Frako - or those who choose not to - form bands of nomadic travelers and barbaric raiders known as the Outcasts, a loose faction of allied exiles that seek to etch a living in the refuse of the greater tribes.
The Stormers:
Equal parts deserters of the Imperium as they are specialized soldiers of the elite forces, the Stormers are a band of marauding mercenaries that will undertake any task for the right price. Often considered cruel and merciless, they will not hesitate to turn on a previous employer if the others offer enough gold.
Alright! Time to begin the campaign! The characters are:
ctleath13's Holden Stonefist
Loaniss's Luxaene
BizarreBalthazar's Derek Coronth
RazorDawn89's Lazarus Vernon
SpieltJoos's Hush Underbough
I will be using Italics and an appropriate color for important characters, but most common dialogue will be in Grey. Without further ado, let's get into it!
Your eyes flutter open, your head pounding with blood and anxiety. You see a wonderfully starlit night sky up above. Lying flat on your back, you can feel your body aching - you feel like you've been battered and thrown upon a bunch of rocks. Anyhow, you are nestled on a patch of soft grass, and turning your head, you can see a shallow cave in one direction, a trail in the other, and a large amount of strangely dead and desecrated trees surrounding the area - it seems like a forestfire or some sort of natural disaster had emptied the area of life.
You have no recollection of how or why you have made it here. Four other bodies are lying not far from where you are - some familiar, some not. Whatever your circumstance and previous life, this is where you are now.
On a more concerning note, whichever of you are to wake up first, you'll notice a petrifying sight. Off to your left, there's what seems to be a gigantic boar - Razorbacks, as they're known in the Wilderness - eyeing your party down. Razorbacks are mean-spirited, deadly, and unintelligent creatures that roam the Wilderness, with two characteristic sharp tusks jutting from their mouths. Its back is bristling and it begins to stamp its legs, preparing to charge on the unsuspecting party.
And with that, my friends, we have begun! Nothing like a bit of combat to begin a campaign, right?
Instead of rolling Initiative, please make a Constitution saving throw to determine who wakes up and has time to react to the threat that is approaching the party. Don't worry, you won't die this early into the campaign, but I cannot promise that for later fights!
Additionally, please describe your character - and how they look like - in your first post.
"Uggh." A well-dressed, wiry man groans as a throbbing pain comes from his head. Rivulets of blood flow down his pale face from a scratch on his scalp. As his vision clears, Lazarus sees the beautiful night sky. Despite the pain, he takes a moment to admire it, until he is alerted to the reality of his situation- in the form of a bristling Razorback seeking to gore him!
Lazarus scrambles to get up, frowning when he notices that his fine clothes are scraped and dirtied. How did he get in this forsaken wood? The last thing Lazarus remembered doing was sitting in a comfortable seat in his cozy cabin, composing a dissertation on the decomposition of bodily humors upon death.
Nevertheless, that question can be answered later. Now, he must gather his might and magic and fight for his life!
Constitution: 8
(I finally remember playing this game like six years ago!)
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd
Holden slowly awakes gritting his teeth through the pain of a throbbing headache. “Where... am... I,” he says quietly. One looking at Holden would see a large half-orc standing at about 6’3”. Despite his bulging muscles, he seems oddly lanky or disproportionate, almost like he isn’t entirely sure of himself. He wears common clothes, has a great axe strapped to his back, dark brown eyes, and a mop of curly brown hair.
Con. Save: 16
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Hush's Con Save: 16
Hush sits up slowly, holding his head as he does. For a moment, he runs a pale-skinned hand though his dark brown hair before quickly and suddenly looking down to make sure he had his things. Everything is still here, he assures himself. He looks around to see the Razorback, and the halfling quickly jumping to his feet and brushing off his simple, grey clothes.
Looking about to see if anyone else is up, he reaches out to them telepathically. "Don't know who you are, but I've got your back if you have mine."
Constitution: 4
Derek awakens as if from a dream. He remembers hearing drums in a rhythmic beat, chanting, a large bonfire, no not a bonfire, a funeral pyre... The rest is a blur of jumbled images a large avian creature, a beautiful maiden with wilding features, and a green lush land as far as the eye could see.
Derek rises to his feet. He is a slender man, though muscular. He is a few inches shy of six feet. He has short brown hair and brown eyes. He is dressed in a bloody and singed Imperial uniform of a soldier.
As he rises, he sees a fellow from his post. He recalls he was one of the intellectual sorts. He is bleeding. Something most have happened was the post under attack?! No, he remembered the post was attacked. He and Lazarus had freed the prisoners and then a blank...
His reverie is brought short by a snort and he turns to take in the monstrous razorback as it charges at the group.
Constitution Saving Throw - 14
Luxaene flutters awake, exercising her control to refrain from making any noise. Was it the thumping pain that did so? Living up the name of the Wilderness, but was expecting to experience the meaning so quickly.
She looks to see others... Colours she recognises a bit, but others rouse concern.
Her religious loose garments of purple lined with red now covered in dirt and ash, but she remains protected with the grey armour underneath. When was she thrown around so? Nothing a little magic cannot clean up...
A shocking familiar scraping sound. That's what woke her - a Razorback. The others seem to be coming to, why and how they got here will have to be put aside otherwise they'll end up like the trees all around them...
Combat Initiative Order:
Derek - 19
Hush - 16
Holden - 16
Luxaene - 13
Razorback
Lazarus - 11
Note on combat: Feel free to make your turn in your initiative group even if someone before you has not posted, as to keep combat from dragging on for too long. 'Initiative Group' means any PC that has an initiative between foes in the Initiative order, so - Derek, Hush, Holden, and Luxaene would be in the same Initiative Group, but Lazarus would not. That means any of Derek, Hush, Holden, and Luxaene may make their turn in any order.
The Razorback is approximately 40 feet away, hidden among the underbrush that juts out of the dead forest. I will have a map for more significant encounters, but for simple ones such as this, let's keep it simple.
Derek staggers to his feet and feels a rush of heat radiate from his torso as a rush of energy. He cries out in fear and discomfort as he is briefly surrounded by heat waves slightly distorting his appearence for a moment before the heat gathers as lance of white hot energy manifests in front of him and lances out at the monstrous razorback.
Action: Derek casts Guiding Bolt at the Razorback.
Spell Attack: 14, Damage: 15, If it hits, Hush would have advantage on his attack.
On his turn, Holden will use his bonus action to rage, move 30 feet towards the Razorback, then throw a handaxe.
Attack: 25 Damage: 12
edit: That is without advantage, as I assume Hush will use that first.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Hush dashes forward to meet the razorback head on.
Without hesitation, Luxaene holds her hand over her necklace, a light glows that seemingly sticks to her fingertips. With an outstretched arms, she aims at the razorback, the light intensifies, crackles and fires at the creature...
Action: Eldritch Blast
Ranged Magic Attack: 23 Damage: 5 (force)
With Derek's magical bolt and Holden's axe both striking true, the unfortunate Razorback - looking for easy prey - begins to heavily reconsider its actions. Turning around as Hush makes a quick run for the mutated boar, it begins to turn tail and flee, only to be struck down by a bolt of arcane magic from Luxaene. With that, combat has ended.
With the Razorback threat relinquished, you begin to take notice of your strange surroundings and the companions around you. The only way out of the dense thicket of dead trees is through a small path leading out of the grove you are cornered in. A looming, but rather shallow cave - more like the face of a wall - juts out from the opposite direction of a trail, and further inspection can show strange symbols in darkly colored paints inscribed on the face of the cave. Crickets can be heard faintly chirping Otherwise, the dead woodland you find yourselves in is entirely silent.
Another note on streamlining game processes; feel free to roll for whatever you'd like to do, whenever. An example would be to inspect the symbols on the cave face - I would normally ask for an Arcana check, but some interpret it as an Investigation check, and it may take some time if the player asks what they should roll, which I have seen to slow down games. Don't let that stop you - as a DM, I will apply modifiers myself. Have fun!
After verifying the threat of the Razorback is over, Derek moves to inspect the symbols in the cave, he is trying to understand what has happened that led to him awakening in a field.
Investigation: 13
Luxaene looks to the others, feeling the tension ease but not disappear entirely. She raises her hands and speaks clear enough to be heard by the others, "We're all here? Everyone feeling alright? Luxaene from Morka Tribe. I take it no one else remember how they got here?"
Her eyes scan the eyes around them to try and spot anyone else, be it someone dangerous or in a similar situation...
Perception: 20
Holden grunts in acknowledgement, before sitting on a nearby rock to clean his bloody axe.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Derek turns back to the group. He says, "Derek Corinth, formerly of the Empire. I'm unharmed; but I don't recall how I came to be here. I don't remember very much."
Derek, with that roll, you manage to find much more symbols dotting the surrounding area - the ground, the cave, even some of the trees, are all covered in arcane symbols of a nature you can't quite perceive.
Luxaene, with that check, you rest assured that there are no more Razorbacks - or threats - in the nearby area. The dead woods that you are in seem to be devoid of life.
"Hush. Of the Ochori tribe. I too have no idea as to how I arrived in this place, but I'm keen to discover why." He looks around the entrance to the cave, peering inside into the darkness. "This cave seems as good a place to start as any."
“Holden Stonefist,” Holden says. “Used to affiliate myself with the Morka tribe, but at the moment I’m a free agent.” He chuckles cynically, before going back to cleaning his axe.
Alton Thorngage- (Klein’s One Shot String Adventure)
Holden Stonefist-(A Tale of Mercenaries)
Fenrick Wolfsbane- (Icewind Dale: Rime of the Frostmaiden)
DMing-Ctleath13’s Lost Mines of Phandelver and Ctleath13’s Out of the Abyss
Before the Razorback has a chance to charge, it is quickly brought down through steel and spell. Lazarus looks on, impressed at the strength of his new...companions? Well, he wasn't find his way out of here without some help. He was especially amazed at the High Elf's bolt of arcane magic.
Maybe she could know something about the secrets of death? he thought. Nonetheless, Lazarus beams as he spots an old friend.
"Derek! What are you doing here? It's good to see you again. How's the Army doing for you?"
Lazarus realized that he hadn't yet made his introductions. He nervously dusts off his fine clothing and smooths his hair before speaking with an air of gentility. However, whatever charm he attempts to put on is ruined by his constantly twitching left eye, a result of his extensive magical experimentation.
"I'm Lazarus of House Vernon, son of Lord Theldor. I'm an Imperial as well. A pleasure to meet you."
The various tribes folk both scared and intrigued him. He hadn't seen many of them living in his cabin, but now was an opportune moment to learn more about the native traditions. Lazarus accompanies Derek, who's investigating the arcane symbols.
"Not something you see often in the Empire. Perhaps though..."
Lazarus takes out a dark leather book from his pack and flips through the vellum pages, trying to see if he could recognize the symbols.
Arcana: 11
DMing:
Solo Hoard of the Dragon Queen
Playing:
Baral- Coliseum of Conquest, Lazarus Vernon- Tale of Mercenaries; Bernard Lionsbane- Solo Curse of Strahd