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A Stricken World

Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



no slide
Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
Hit Points: 15 (increases by 1d10+constitution modifier per level)


AC: 16 (half-plate armor)


Animal Handling: -1


Arcana: 0


Athletics: +3 (-2 when swimming)


Bluff: -3


Bravery: -1 (+2 when dealing with dragons)


Diplomacy: -3


Intimidate: 0


Nature: +1


Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)


Religion: -1


Stealth: 0 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






Keith waited for the rogue to return. He had been waiting for somewhere around an hour now, and had set the bard on the ground near a tree. Last Keith checked, the bard was unconscious. Keith felt more limber and prepared for the next battle, now that he was beginning to warm up to the constant danger of the road.
 
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Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Harp, lute, flute, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse


Shortbow: 1d6 dmg piercing, range 80/320, two-handed.


Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 1/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


Escad began to stir after passing out for about an hour. He felt like he had recovered much during his dirt nap. Luckily, he had been smart enough to close his awful chest wound with magic before passing out, but his head injury was still raw and bloody. He sat up slowly, trying to shake the grogginess from his head. That only made him dizzy, and he leaned against the tree the fighter had set him near to stabilize himself. Licking his dry lips, he glanced around at his surroundings. Their cooking fire was still burning, he assumed the fighter had maintained it. There were corpses from their last battle strewn about the hill they sat on, but there was no sign of the rogue. He vaguely remembered her running off to pursue the fleeing goblins before he had collapsed from exhaustion.


These last few days had been a blur. Dragons and goblins, wargs and orcs? Escad didn't have much experience dealing with any of them. He felt more at home with a glass of strong spiced wine challenging his intellect over a game of dragonchess or trading wits and comments with his silver tongue than out in the wild fighting for his life. He wondered if the blademaster had spent lengths of time on the lonely road with nary a companion to be had. The cold was also a point of contention with Escad. He shivered and wrapped his cloak around him for warmth. Though his family home had been encased in dragon's ice, he had never been fond of the cold. In fact, he hated it now because it reminded him of his frosty estate.


Escad's stomach growled in protest. It had been quite a while since he had eaten a good meal. The three companions had set to roasting stew made of dry rations over the flames before they were ambushed. Perhaps someone remembered to actually add the ingredients to the pot. With any luck, the stew might not even be burned. Perhaps he could dig a trencher out of a heel of bread and have a nice warm helping. His stomach growled again. Escad didn't want to stand up and expose himself to the chill of the night air, but he was dreadfully aware of his hunger pains in his belly. Perhaps he could roll down the hill to the fire...


"Any news from the rogue?" he asked the fighter, shaking the embarrassing notion of rolling down the hill out of his head. Since the sun was practically hidden beyond the horizon now, the shadows would favor her stealth. Of course, Escad had no clue how much further they would have to travel to find the goblin hideout, so the rogue could be gone for quite a while. As he waited for a reply from his armored friend, Escad sulked pitifully, not fond of their situation.
 
Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



no slide
Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
Hit Points: 15 (increases by 1d10+constitution modifier per level)


AC: 16 (half-plate armor)


Animal Handling: -1


Arcana: 0


Athletics: +3 (-2 when swimming)


Bluff: -3


Bravery: -1 (+2 when dealing with dragons)


Diplomacy: -3


Intimidate: 0


Nature: +1


Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)


Religion: -1


Stealth: 0 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






Keith looked at the growing shadows, and stood, beginning to walk into the woods. The area where they were at would do for a good camp sight if the rogue did not get back before dark. "No news." He said simply as he began to walk through the woods. Keith's heavy footfalls could be heard, as well as the snapping of branches and twigs, from the woods. Keith returned with an armload of wood, and dumped it unceremoniously onto the ground. He arranged most of the wood into a pile for a fire, and dragged a few large logs away for them to sit on. After doing all of this, Keith sat down on the log.


(And also @SnakyDragon , can I have the sword that the orc was using, since I searched his body, and he was using a sword? (^.^))
 
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Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
Proficiencies: Sneaking, Mimicking
Flaws: Often overthinks things, Doesn't work well in groups





Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)


AC: 15 (Hide armor plus DEX modifier)


Animal Handling: -1


Arcana: 0


Athletics: -1


Bluff: +3 (+2 when mimicking another person)


Bravery: -1


Diplomacy: +3


Intimidate: +3


Nature: -1


Perception: -1 (-2 when keeping watch at night)


Religion: -2 (overthinks things)


Stealth: +5


Sleight of Hand: +3


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Thieves' Tools


Inventory
1 coin(Ferox's)


Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


(Waiting for SnakyDragon)


Unsure of how far away the camp was Lilliana continued to follow the goblins at a steady pace(,they were obviously heading somewhere?). They showed no sign that they knew of her presence as the sky continued to darken. As she continued to follow them she tried to recall if she had ever killed a bird, it would be much easier to observe their camp in that form not to mention harder to spot or capture.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Harp, lute, flute, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse


Shortbow: 1d6 dmg piercing, range 80/320, two-handed.


Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 1/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


Escad's face turned even more sour at his stoic companion's two-word response. A real charmer, that one, he thought to himself miserably. What he wouldn't give for some real company. As the fighter made a nice campsite, Escad willed himself to stand up and make his way over to the logs the swordsman had set down for them to sit on. He sat huddled over as his head began to spin from hunger and exhaustion.


"Are we mad?" he blurted aloud. He turned to see his traveling partner's reaction. "Are we really expected to slay a dragon? The three of us - provided that rogue hasn't secretly run off with our possessions, that is."
 
Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



no slide
Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
Hit Points: 15 (increases by 1d10+constitution modifier per level)


AC: 16 (half-plate armor)


Animal Handling: -1


Arcana: 0


Athletics: +3 (-2 when swimming)


Bluff: -3


Bravery: -1 (+2 when dealing with dragons)


Diplomacy: -3


Intimidate: 0


Nature: +1


Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)


Religion: -1


Stealth: 0 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






Keith looked over to the bard, after starting a fire to light up the campsite and warm the two up. "We will slay that dragon. Then many more after." Keith said. He stood up from the log he was sitting on, testing the balance of the sword he found from the body of the orc. He held it aloft for a moment, looking at the glint the metal gave off in the growing firelight. "We will conquer increasingly difficult challenges, and grow as a team. We will kill every dragon." He said, and slammed the sword into the ground next to the log log. He sat down on the log, and was silent for a minute, staring into the flames.


@MysticPisces Then he spoke to the bard, still staring into flames. "Don't worry. I don't thing the rogue would betray us like that."
 
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(Yes, @Rand, you can have the sword).


@Aviendha Lilliana successfully follows the goblins for about forty-five minutes, overhearing the occasional grunt or spoken word in Goblin.


You do not recall killing a bird, but do not remember why you thought that would matter. As a changeling who has not grown in power significantly, you do not have the ability to become a non-humanoid creature.


Yet.


As you ponder these thoughts, the goblins come to a sudden stop. in front of them is a large canyon wall, and embedded in the rock is a sigil. The lead goblin places its hand on the sigil and speaks.


"Ragnarok."


The hidden door scrapes open, quite loudly, and the goblins file in. it screeches to a shut behind them before you can think to follow them.


Deciding that the loud noise would ruin any attempts at stealth, you work your way back, and notice it is becoming nightfall. You approach your friends' camp just in time to see Keith slam the orc's fallen sword into a log and sit in silence before speaking something softly, so softly you cannot make out the exact words. Something about a rogue.



(Nothin' for you
@MysticPisces, you're doing a good job of intra-character dialogue. Just remember to level up your character. That goes for the rest of you, too.)
 
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Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
Proficiencies: Sneaking, Mimicking
Flaws: Often overthinks things, Doesn't work well in groups





Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)


AC: 15 (Hide armor plus DEX modifier)


Animal Handling: -1


Arcana: 0


Athletics: -1


Bluff: +3 (+2 when mimicking another person)


Bravery: -1


Diplomacy: +3


Intimidate: +3


Nature: -1


Perception: -1 (-2 when keeping watch at night)


Religion: -2 (overthinks things)


Stealth: +5


Sleight of Hand: +3


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Thieves' Tools


Inventory
1 coin(Ferox's)


Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Lilliana walked back into the camp, the bard and the warrior appeared to be in hushed conversation and she became a little annoyed when she heard the word rouge, but she brushed it off as unimportant. Everyone she ever worked with was always suspicious she was going to steal their belongings because her usual choice of acting a thief, actually stealing their stuff, or on most occasions both. If her guess was right about their conversation their behavior was only natural, even justified as some people would say. If they had indeed been talking about her, it didn't matter one bit to Lilliana. Yet, a small part of her wished that at least once, someone would actually trust her. She was instantly appalled at the idea. No one could trust her kind. No one should. She could never forget the horrible stories and constantly reminded herself of them. Yes, It was best they didn't trust her, best to just act like an untrustworthy thief, any day she might just become like all the rest, she was a- Something brought her back to the present and she sat down smoothly on a log on the opposite side of the fire acting as if she had just been in deep thought, keeping a straight face the whole time. "I believe I've found where they have been camping and i may be able to get us in. There is a secret entrance on the side of a canyon wall about forty-five minutes away from here. I suggest we enter at night, if we enter during the day the light could give us away and we don't want to attract any unnecessary attention until we know what we are up against. Which means we can either leave tonight if you're ready or camp somewhere near the entrance until nightfall tomorrow." She said in a matter of factually tone. Lilliana started into the fire waiting for an answer.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 1/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


As the rogue set herself upon a log opposite the fire, Escad barely noticed her return. He felt a little sheepish talking about her in such a manner behind her back, but he would probably speak the same words to her face had she not proven herself in the last fight. She happened to save his life without receiving a single scratch of her own. Escad listened to her account of how she followed the goblins to a secret door hidden in a cliff of stone. He agreed that it would be wise to enter by nightfall, but once inside, they would need some source of light, wouldn't they?


"You say it's less than an hour's march to the hideout?" he asked just to clarify. "I, for one, believe we should rest up here for the night. If we move closer, we have a better chance of being detected before we strike, no?" he reasoned, looking to the swordsman for input. "If they decide to send a patrol to locate those that have gone missing," he added, gesturing over to the carcasses of the massacred warg, orc, and goblins, "we'll just whittle their numbers down a bit more."


It seemed a logical argument in Escad's mind. After all, he desperately needed a meal and a good night's rest to recover his strength of body and mind to fight and cast spells the next day.


(@SnakyDragon I did level up. My sidebar reflects it, too. I only recovered one hit die of HP due to a short rest. I need a long rest to recover spell levels and the rest of my HP.)
 
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Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



no slide
Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
Hit Points: 15 (increases by 1d10+constitution modifier per level)


AC: 16 (half-plate armor)


Animal Handling: -1


Arcana: 0


Athletics: +3 (-2 when swimming)


Bluff: -3


Bravery: -1 (+2 when dealing with dragons)


Diplomacy: -3


Intimidate: 0


Nature: +1


Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)


Religion: -1


Stealth: 0 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






Keith looked at the rogue, and nodded as if something he previously thought was confirmed. Then he began to speak to those assembled. "We sleep through the night, but when we wake, we will go into the entrance you speak of. There's probably no way to sneak in because they will have guards posted, so when we enter, we might as well have the advantage of sunlight on our side." After speaking, Keith went silent, waiting for the others to communicate their ideas.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 14/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 1/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


The fighter had spoken. His manner of speaking left no room for argument or discussion. Relieved that they would not be moving camp tonight, Escad found the motivation to set a pot of water to boil above the fire. He was hungry, and he was going to get his stew come goblins or dragons. As he fumbled with the cooking pot - he was unused to having to cook for himself, much less with using a fire to do so - a realization came to the noble. "We haven't actually made proper introductions, have we?" he asked the others. It had dawned on him that he had only been referring to his companions by their professions because he didn't know what to actually call them. Normally, he would never associate with such manner of people, but desperate times called for desperate measures. He wondered if his brothers relied on hose less fortunate than themselves to hunt dragons. He imagined that all the dragonslayers were of noble birth. After all, who else could afford the necessary equipment and the long hours of tutelage to master the sword, the spear, and the bow? Not to mention all the provisions needed to live on the road comfortably.


Escad stood, poised and proper, ready to give his introduction. "I am Escad von Opthorne," he announced, his voice soft, yet firm, "fourth and youngest son to the late Lord Evian von Opthorne, lord of the once great and bountiful Knightbridge, ancestral home of the Silvermen." He bowed deeply and with a flourish.
 
Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
Proficiencies: Sneaking, Mimicking
Flaws: Often overthinks things, Doesn't work well in groups





Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)


AC: 15 (Hide armor plus DEX modifier)


Animal Handling: -1


Arcana: 0


Athletics: -1


Bluff: +3 (+2 when mimicking another person)


Bravery: -1


Diplomacy: +3


Intimidate: +3


Nature: -1


Perception: -1 (-2 when keeping watch at night)


Religion: -2 (overthinks things)


Stealth: +5


Sleight of Hand: +3


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Thieves' Tools


Inventory
1 coin(Ferox's)


Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Lilliana muttered under her breath and sat glaring into the fire at their apparent agreement to go during the day. The light was a minor plus really with a worse downside of being detected. At night they might not be noticed and she could easily put to sleep guards if there were any. However it might not have made much difference with the warriors armor. She was prepared to go in the night be herself if need be, the only problem was that she might not be able to take them all down even if she did happen to assassinate them one by one. She settled to go along with their plan this once, but the next time they got a chance to sneak somewhere, she was doing it whether they liked it or not. So, she didn't say anything when the bard set a pot onto the fire and introduced himself. She glanced up at him, a little distaste showing on her face, she didn't like nobles. Settling on her usual name replied simply, "I'm Lilliana Mahara"
 
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Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



no slide
Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
Hit Points: 15 (increases by 1d10+constitution modifier per level)


AC: 16 (half-plate armor)


Animal Handling: -1


Arcana: 0


Athletics: +3 (-2 when swimming)


Bluff: -3


Bravery: -1 (+2 when dealing with dragons)


Diplomacy: -3


Intimidate: 0


Nature: +1


Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)


Religion: -1


Stealth: 0 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






(LETS DO IT!)


Keith woke up the next morning, stretching as he stood, taking a good look around. The morning air was crisp and clear, and he took a deep breath, smelling the blood that stained the ground from the last battle. Ok. Maybe the air wasn't as clear as he thought it was. He strapped the orc sword into the sheathe on his back, and held his other sword aloft in his right hand as he walked to the others, bending over their prone forms to wake them up with a shake on the shoulder. He looked down the way that the rogue explored earlier, curious about where the day would lead them.
 
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You all begin the 45-minute trek to the goblin lair.


Since it's late at night and I don't want to do an update, are there any battle lans you'd like to discuss, or should I update tomorrow evening with your first fight sequence? (Because let's be honest. There's a fight coming. FORESHADOW.)
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 4/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


There were few things Escad despised more than being rudely awoken by a rough shake of the shoulder. His eyes flashed open to reveal, standing above him, the form of the stoic and domineering swordsman - who still refused to give his name to his traveling companions. As Escad rolled over and pulled his cloak up around his ears, he had to admit that at least the man was predictable. On the other hand, Escad was sure to be rather difficult today. He didn't sleep well at all. Who could with nothing but a travel cloak to keep warm? No pillows, no mattress, no blankets. It was a world of depravity, and Escad hated it. There were bugs in the leaves and flies in the air drawn to the corpses they left scattered in the forest. Escad was just glad that no wild animals attempted to come near the camp to feast upon the fallen. That probably would have sent him over the edge into a full-blown psychosis. O, what one wouldn't do for a roof over one's head!


Their supper the night prior was upsetting as well. Escad, having never prepared a meal in his life, had attempted to make stew by adding the rations he had taken from camp to a pot of boiling water. All he managed to do was make watery trail rations served in a leaky heel of stale bread. He could barely eat any of it for it kept dripping down his front and soiling his nice clothes - which were already torn up and covered in blood. He hadn't thought to pack utensils, either, so he burned his fingers trying to pick bits of dried meat from the stew. And when he bit into the heel of bread, the "broth" ran out from the bread and burned his thighs. At that point, Escad had to stop himself from hurling the crusty bread into the forest. He decided it would be better to eat soggy old bread than to eat nothing at all that night.


A tickling sensation on his nose prompted the young noble to open his eyes once more to find himself being assaulted by a spider. In reality, it was no larger than a copper piece, but Escad reeled backwards, hands clawing at his face to get the bug off. He smashed it with the heel of his boot, finding himself standing up to minimize contact with the ground and the chance of another bug crawling onto him. He examined himself once, twice, thrice just to be sure there were no other hitchhikers looking for a lift on his garments or opportunist bloodsuckers seeking a free meal. At least there was nothing to pick up except his pack. Escad hated picking up after himself. And he especially didn't like dealing with messes. Unfortunately, there was little he could do about his current state. Sure, he had a change of clothes in his pack, but he didn't think changing into clean clothes without a bath would make him feel much better. He dabbed a few drops of perfume on his wrists, neck, and chest to at least attempt to freshen up, though his hair was a nest of knots and snags. He picked out as many leaves and twigs as he could in the short amount of time the fighter was sure to give them to pack up.


Hoisting his pack onto his back, Escad realized how sore he was for the first time in a while. He was familiar with aches from fencing and archery, but his back and shoulders made him feel like he would never be able to shrug again. For some reason, he felt shorter than he remembered, too. After the pack came the quiver of arrows that he had pillaged from camp. As he slung them around his waist with his rapier, one of them fell from the quiver and he inadvertently stepped on it, snapping it in twain. Escad closed his eyes and took a deep breath to steady himself. It would be unwise to utter a curse as loudly as he wanted to in the morning glow of the forest. Especially for a man versed in the magic of speech and song. Who knew what could happen? He left the broken arrow on the ground and buried it under the leaves with a kick of his foot. Nobody needed to know he lost one arrow. It was a measly little thing anyways. He just hoped nineteen would last him the day. Lastly, Escad picked up his bow and strung it with a little bit of struggle. It was just as strong as bows he was used to using, but he was sore and aching.


The trek wasn't going to go well for him.
 
(Holy shit, @MysticPisces. That is a damn good post. Have an inspiration.)


As Escad grumbles and groans his way through the path with his brute of a fighter ally and rogue acquaintance, the group makes its way to the cliff in little less than an hour.


Standing in the trees outside of the small clearing just outside of the door, you see a few pairs of goblins make their way in and out of the building, holding javelins and maces and the like. Finally, after about ten minutes, the hustle and bustle of morning seems to quiet down, and you are alone outside of the cliff with but one solitary goblin standing just outside the cliff "door" checking her belongings and pack before putting the strap on and preparing to leave.
 
Keith


darksouls_sketch_DaveRapoza.jpeg



Health: 28/28



4 Superiority Dice Left



no slide
Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
Hit Points: 15 (increases by 1d10+constitution modifier per level)


AC: 16 (half-plate armor)


Animal Handling: -1


Arcana: 0


Athletics: +3 (-2 when swimming)


Bluff: -3


Bravery: -1 (+2 when dealing with dragons)


Diplomacy: -3


Intimidate: 0


Nature: +1


Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)


Religion: -1


Stealth: 0 (half-plate armor)


Sleight of Hand: +1


Inventory
Half Plate Armor: 16 AC


Sword: 1d8 +2 dmg


Two Minor Health Potions






This goblin was an easy kill, an opportunity that Keith would never miss. He stands and sprints from the bushes straight at the goblin, cleaving at the goblins head with a ferocious downwards stroke.


[dice]16183[/dice]


(NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO)
 
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Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
Proficiencies: Sneaking, Mimicking
Flaws: Often overthinks things, Doesn't work well in groups





Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)


AC: 15 (Hide armor plus DEX modifier)


Animal Handling: -1


Arcana: 0


Athletics: -1


Bluff: +3 (+2 when mimicking another person)


Bravery: -1


Diplomacy: +3


Intimidate: +3


Nature: -1


Perception: -1 (-2 when keeping watch at night)


Religion: -2 (overthinks things)


Stealth: +5


Sleight of Hand: +3


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Thieves' Tools


Inventory
1 coin(Ferox's)


Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


After leading the others silently through the forest to where the goblin camp was Lilliana crouched in the cold shadows of the trees watching the goblins enter the cave in the cliff face. She waited for the last one to pack up and leave, if they got lucky they could follow it without being noticed. Or if the spoiled noble bard who doesn't even play music had a charm spell they could easily use it as a guide. Before however she could ask him if he had the spell the warrior jumped out to strike the lone creature and missed. Sighing she concluded killing it might be better now that it had seen them, she couldn't even guarantee he had the spell and she got to show that clumsy warrior how fighting is really done. Lilliana ran forward and aimed to give the goblin a swift death.

[dice]16186[/dice]






[dice]16187[/dice]


[dice]16188[/dice]
 
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The goblin screeches in fear as Keith (@Rand) comes barreling through the woodbrush and tries to kill her.


She steps back, fearfully, and begins to say,


"No, wait! I'm leaving forev-"


And then Lilliana (@Aviendha) appears out of nowhere and slices her throat open. The goblin crumbles to the ground.


Escad (
@MysticPisces) watches in silence from the bushes. Perhaps in shock.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Inspired


Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 4/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


The trio came upon the goblin hideout and waited for the enemy to disperse. Eventually, they were left with a single female goblin hoisting a pack over her shoulder. It seemed to Escad that the goblin was heading out on a journey as opposed to a raid. She didn't seem violent or even militant like the others. This struck Escad as odd. All the stories he had read about goblins painted them as crude, savage humanoids that ransacked and pillaged and waged war as a way of life. Based on the few that had the misfortune of crossing paths with him and his companions, the books were all true. His interest piqued, Escad took a step towards the goblin, but before he had even reached the treeline, the fighter charged and missed the goblin's head spectacularly. He was about to shout an objection before the rogue dashed in after the fighter and slit the poor goblin's throat before she could finish uttering her sentence.


Escad's mouth hung agape at the ferocity of his companions. Surely they could have at least gotten information out of the creature before slaying it so unceremoniously. He suddenly wondered if the goblins were actually the barbaric ones or if he and his friends were. Perhaps, if his stomach actually had any food in it, he would have retched on the spot at the cruel display, but alas, he was starved and too weary to care that much. He opened and closed his mouth a few times, unable to form words to express his thoughts at the moment.


"B-but... we could have... I mean.... Why?!" was all he could mutter in shock.
 

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