Jehundik VanyikFirst Circle Apprentice of the Bronze Tower
Physical Traits:
Healthy
Well Fed
Well Rested
Fit
Uninjured
Skills:
Local Folklore: +5
Woodsmanship: +4
Herbalism: +4
Archery: +3
Gardening: +3
Spear Fighting: +3
First Aid: +2
Academic Research: +2
Magic
Fire Magic: +0
Learned Techniques:
Flame Manipulation/Generation
Heat Manipulation/Generation
Learned Spells:
-Heat Fingertips (Instant)
-Candlefire (concentration)
-Speedier Burning (concentration)
-Fan of Flames (instant)
-Fire Arrow (instant)
Light Magic: -4 (No Training or practice)
Learned Techniques:
None
Learned Spells:
-Handlight (concentration)
-Handlight Projectile (concentration)
Bio Magic -4 (No Training or practice)
Learned Techniques:
None
Learned Spells:
None
Possessions Kept on Person:
Sharp Well-Made Blade-Headed Shortspear (held)
Light Woodsman's Clothing (worn)
Stiff Leather Breastplate (slightly loose fitting worn)
Sturdy Hunting Bow (slung over back)
Aged Iron Cap (worn)
Chipped Magical Copper Armband (worn)
Bronze Necklace (worn)
Worn Boots (worn)
Leather Belt (worn)
-Sharp Steel Knife
-Belted waterskin (full, holding a litre and a half of water)
-Hip Quiver (Nearly Full)
--Twenty-three ash-tipped arrows.
A Satchel (Worn, half-full)
-Extra Bowstrings
-flint
-a whetstone
-Twenty five feet of straw rope.
-Coinpurse (mostly empty)
--5 silver coins (an eye on one side, a shattered spear on the other)
--2 copper coins(a pointing hand on one side, a shattered spear on the other)
-small pouch (full)
--Dried Crow's Bane
-small pouch(full)
--Raw Yellow-Chew
-Set of Herbalists Tools (Including mortar, pestle, and small blades capable of precisely hooking or cutting under good lighting.)
-Thick Fur Cloak (rolled up)
-five day's worth of bread and salted meat
Rat Sack (empty)
PartyAlafard
Healthy, well fed, uninjured, well rested.
-five day's worth of Oats and vegetables.
-Simple Cotton Clothing, wool cloak, haversack(mostly full), Simple wooden shield, sharp iron-tipped shortspear, simple club.
Clenat
Healthy, well fed, uninjured, well rested.
-five day's worth of Vegetables and bread.
-Long curved sharp steel knife, light woodsman's clothes, fine quality multi-pocketed backpack, various herbalism tools.
Selarch
Healthy, well fed, uninjured, well rested.
-five day's worth of Bread and Vegetables.
-Short Sharp Steel Dagger,Sharp Iron Woodcutting Axe, haversack, simple linen clothing.
Mule Drawn Cart
Mule is Healthy, well fed, uninjured, well rested.
-five and a half days worth of Oats and hay (for Mule)
-One and a half dozen clay pots of various sizes.
The group gets into position, preparing bows and spears for combat. You unsling and string your bow, and take your position with Gormflaith and two of her hunters a few dozen feet from the entrance. You and the hunters place spears on the ground beside you, prepared to take them up should the creature come close. Meanwhile Alafard and a third hunter flank the entrance, spears at the ready to assault the beast as it begins it's charge towards your position.
There are several quiet minutes of tense waiting, during which no one says a word. Eventually though, as the flames begin to gutter you see something stir at the entrance. If you had not been looking directly at it you might not have even seen it, but there it is, the snout and tusks of a creature, poking just within vision. Gormflaith signals, and the group sets arrow to bow, aiming at the creature. She signals again, and four arrows are let loose into the tunnel.
1d20+3(
Archery)=15
Half the arrows sink cleanly into the creatures snout, one of which your own, one lands short into the swamp-water between the creature and you, and another bounces off of the beasts tusk. Immediately it lets out a squeal of pain and begins to slither out of it's hiding place with great speed, and you get your first real glimpse of it as the first few feet of it's length slide out. It is big, very big, three feet in breadth at it's broadest point. The creature is serpentlike in shape, but it is also completely covered in thick shaggy fur populated with green moss and more of the blue fungi you noticed growing around the edges of it's lair. It lets out a great cry as it charges, showing not only it's thick tusks, but also it's fangs dripping with venom.
Your fellow archers draw and let loose again, attempting to maintain it's attention long enough for your companions to be able to spear it without risking it turning about to gore them both. Only one of the three arrows meet flesh, the other two missing wildly. You however hold your fire, taking more careful aim, with the intention of doing real harm to this powerful creature.
It draws out a little farther, and Alafard thrusts his spear mightily into the side of the creature several times, tearing through meat and spilling blood, the other hunter clumsily drops his spear though, failing to contribute to Nathuaige's demise.
1d20+3(
Archery) +4(
Careful Aim)=17
On the next volley you fire, and this time your arrow sinks into the eye of the creature, leaving it to give another shriek of pain, though it's advance does not abate. The archer fire of your companions is as inneffective as before, leaving only one of their arrows to do any damage at all, and little at that. The continued attacks of the flankers is similiarly inneffective, doing only a little harm, allowing the creature to draw out of it's layer completely and strike out at them with it's thick muscular tail. With frightening, whip-like speed it grabs and wraps around the Tuathé hunter tightly and hauls him along, with Nathuaige only a little slowed by the new struggling burden now being held beneath the swamp-water behind it.
Twice has the creature been significantly wounded, but it is in the quick stubborn charge of a bull, and shows no signs of yet being prepared to quit the fight. It is only a little over 15 feet ahead of you, with Gormflaith backing up to continue firing, while the two other hunters are dropping their bows and bracing their spears. One hunter lies trapped and is probably dying in the creatures grasp, and you cannot see to determine wether Alafard is charging or fleeing. For the first time you feel the grip of mortal terror truly settle upon you. Here is a great beast suited to legend charging for you, and you cannot help but wonder wether you will be the hero who helps vanquish it, or one of any number of it's victims.