When he reached adulthood, he wanted to travel and see the world, so he packed a few of his belongings and flew. He is not fond of battle or any violence, but acknowledges the need for hunt to eat, and to fight to defend what he thinks is right, so he carries a bow and a dagger. But prefer more civilized ways to solve issues and usually is happy to help around, this is why he developed a strong focus on diplomacy.
A to Z Adventures with Zeekhad
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When he reached adulthood, he wanted to travel and see the world, so he packed a few of his belongings and flew. He is not fond of battle or any violence, but acknowledges the need for hunt to eat, and to fight to defend what he thinks is right, so he carries a bow and a dagger. But prefer more civilized ways to solve issues and usually is happy to help around, this is why he developed a strong focus on diplomacy.
In his head, humming an old travelers melody of his hometown... Hit the road, Jack
He heads carefully the directions and markets and fly the next half hour to recognize the first markets from the air, then continúes walking.
The sun has not yet risen above the horizon and the dim light of dawn fills the sky with plenty of light to fly. Flapping your wings to stay aloft Arc begins to grow a bit concerned. The directions were simple enough and you definitely passed the first landmark and were on your way to the second but something is wrong. The third should have been in sight before passing the second and reaching the second should not take this long. Looking around you are alarmed to realize that it has grown darker instead of lighter despite there not being any clouds in the sky. Arc suspect some form of magic but can not think of anything specific at this point to help him.
In the morning, the sun is supposed to get the day brighter... but grew darker! As in a storm forming, but without clouds. He remembers Arrigal mentioned strange storms, and he doesn't want to be flying if such thing happens.
Arc, not only lost but also worried about this strange weather feels he must change his course.
First he will look for anything in the terrain that looks like some kind of cover in case an actual storm arrives... a cave? a rocky formation? He wants to take cover until the storm passes.
If he can't find any reasonable cover, he will try to go back to the first landmark and look for cover there.
After the probable storm, he will go back to first landmark and, remembering the simple instructions, try to discover what he did wrong to correct the course. Even asking other animals for directions.
As you descend the winds begin to buffet you and an odd haze with ripples in the air, similar to what you have seen in hot dry wastes, cause you to lose all track of the earlier landmarks. As you get lower you look around and blink in confusion. This place is nothing like the are you were flying over earlier . . . .

This was no longer the courtryside he was just flying around. No more of that nice, although hard to navigate, forrest. This was something else! The blinked again as if that was enough to get him back to wherever he was before, but it didn't happened. It was but a reflex reaction, of course he had no training as a wizard.
He saw the sky, without that tingle storm-related feeling, a very different feeling started: a survival instict. He realized this was somewhere else! And so it was futile to look for those landmarks, or even look for those two hunters. What kind of terrible fate waits him now? He would remember briefly those nice nights at the tavern at Dojbri talking with Ina, or those hectic morning at his parent´s store back at home. Both places seemed so distant now. But as fast as those memories arrived they left... He would need to concentrate on survival now, he checked this bag and bow were where with him, and his quiver at his back.
He will look around for bigger landmarks, trying to remember any map that would fit this place. Then...
If the sky shows no more signs of storm, he would try to take advantage of altitude to see far away. He will fly higher again to seach for something that may help, a town, a road, a river, something that may lead to civilization, people's civilization of fey's, didn't matter much to him.
If the sky does show signs of storm, he will get to the ground and continue walking. In this case, searching for cover and speaking with any animal he cross path with.
Rolls
remembering maps - (2d6)
(66) = 12
searching... - (2d6)
(46) = 10
asking animals for description of the place/direction to a town - (3d6)
(544) = 13
Taking to the sky Arc moves cautiously and scans for regular shapes and straight lines. As you get above the treeline then higher still you see a river east of you with a fork to the north-east. West and south the area is thick with vegetation and looks swampy. Far to the north of the are looks more open. The west is also more clear but looks to have more hills. Besides the abundant plant life of the area you realize that this area must have some unusually large animals based on their apparent size when seen at a distance. Some look to be larger than houses. There are flocks of flyers near the river fork and tower as well al more to the south, mostly near the river.
North of the fork you spot a tall vertical structure. To your north you spot what looks to be a road or track running west/east towards where the tower is. Picking the tower as your destination you glide down to an area that looks solid and begin trekking towards the road. Using your wings to bypass the muddier sections you make good time.
As you move you try reaching out to some of the animals. Most are skittish but you manage to get a couple of smaller ones to answer a few basic questions. They fear predators, many many predators. None are aware of people in rocks or dead trees, towns or villages. Then you get a lucky break and talk with a falcon resting on a high perch. It confirms the road and tower has people but that is beyond it's normal hunting area due to the multitude of "sky fishers". Likely the large flocks you saw are territorial and prevent the falcon from hunting in that area.
You reach the road after about half the day has passed. The track is little more than a set of ruts in the grass, this area being higher and dryer than the swamps to the south where you appeared. As you turn to follow the track to the east and the tower you are slightly surprised by the size of the track. Most carts and wagons are about 6-8' wide but these are well over 12' and their wheels are also thicker than normal. Giants? Whoever drives these they do not use normal horses or cattle.
In the midst of your musings you hear a rustle in the grass to your right . . .
A small pack of 4 lizard like creatures, with feathers on their top and sides, running on their 2 hind legs rushes form the grass. 3 move to surround you as one charges in and slashes at you with its rear talons. A nasty cut on your thigh quickly wells up with blood from the vicious cut. 1 damage to you
+ attack (1 damage per success unless stated otherwise)
+ evade (Until you can act again Test at disadvantage any time you are hit to avoid damage)
+ move (move to a new room/field)
+ focus (improve the odds on you next roll)
+ other test
Rolls
attack - (2d6)
(35) = 8
For sure heading for the tower is better than staying at a swamp, but alas! some hunting team attacked me!
2 Attack: Arc fires and arrow to the lizard that looks weaker (if all look the same, one of those two... not the ne right below him).
Rolls
attack - (2d6)
(11) = 2
![]() | Arc lifts off the ground a couple yards as he readies and fires his bow. The small thinks hiss in annoyance and begin circling in agitation. Another of the things darts towards you then leaps into the air as wings extend form it's sides. Only able to slash at you once as it passes the thing quickly descends. Only it seems the others are preparing to execute the same tactic. Based on their small size and the length of the wings you feel a single shot will take one out and they likely can not stay aloft for long periods of time but they do pose a threat in this current situation. |
_______________ |
Rolls
attack - (2d6)
(42) = 6
Rolls
Attack - (2d6)
(45) = 9

As for moving, evading, and loading your bow you are correct in that when you attack you only get 2 actions and when using ranged weapons this consumes both. At this point. There is a trait "Rapid shot" that allows you to reload for free. You can also move short distances for free. Thus my description "Arc lifts off the ground a couple yards".
This lates attack is at Disadvantage so they only get 1d6
Rolls
Wing assisted leap attack Disadvantage due to altitude - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (2) = 2
Rolls
Attack - (2d6)
(24) = 6
You have time for one more shot if you wish or you can just continue on your way.
Rolls
Attack - (2d6)
(43) = 7
You can follow and shoot once more. After that you will need to roll to try a tracking check as they try to lose you if you want to to pursue them further.
His shout is not the loudest one, just enough so the one who spoke can hear clearly. Since they couldn't kill him, maybe they will respect Arc enough for a truce, and eventually a more friendly situation in the future. Arc doesn't know anything or anyone here, so any ally is better than no allies.
Arc also tries to find insight in the behaviour of this pack, probably there is something more than mere hunting to this.
Rolls
Insightful trait - (3d6)
(626) = 14
As Arc flies he realizes he is getting close the the circling flocks of larger flyers and he seems to have caught some of their attention as they glider high overhead, angling out to get overhead.
Arc realizes that looking for more information out of them will be useless. A lot of efford for tiny amount of real knowledge, if any... And he doesn't trust those sky fishers, so he turns around (heading west) and starts to glide lower.
I wish I had learned more about fighting. If I get out of this one, I'll look for someone to train with.
Only after he sees that the fishers gave up and fly away, he will continue walking east, to the tower. He will walk not on the road, but a few meters to the north of the road thus using the trees for hiding from those fishers.
Whenever possible, he will try to get a good look at the tower. Does it has inhabitants, or any sign of living people? Does it look to have some magic? We all know towers tent to be related to magic people or items, but is it also like that here? If it is, there may be a way to go back home in it.
No more humming any travelling song for now...
Rolls
setting false track for the sky fishers - (2d6)
(56) = 11
Hiding of the sky fishers - (2d6)
(45) = 9
Looking at the tower - (2d6)
(26) = 8
You make your way along the road, that skirts the edge of the swamp to the south and begin seeing buildings only to realize they are now ruins. Many structures must have stood here once but now most have crumbled and become overgrown. you see a few larger structures to the north but the road continues east. You finally geet a glimpse of the tower but it is too far to gain any detail so decide to follow th3 road closer.
The road leads you to the edge of a swamp and into it. The rode here is much better cared for and shows signs of heavy traffic to your seasoned merchant eyes. As you near th swamp you spot a small wooden watch tower, about 20' tall, next to th road. A couple of figures can be seen moving atop and at the base of the structure.
Looking at the wooden tower with people, he thinks it means that there is some sort of civilization.
He is still careful for any predator on the road. But then, closer to the wooden watch tower, he will try to speak with those two people.
They should be guards, in a watch tower. They must be aware of all the predators, and created this tower to defend the stone tower ahaed.
When Arc realized the guards notice him, he will stand in the middle of the road with open arms (his bow in his back). And stop walking some safe distance before reaching the watchtower... just enough to hear and be heard. He doesn't want to risk being seen as a danger to the guards.
Greetings! I trust you fare well. Would you be willing to share news and stories with a lost traveler? And hopefully some drinking water, if it is not too much to ask? Arc says, in a friendly tone.
Guard

The give us a fresh barrel each day. Thing is we only use half. And most of that is just to water down the mead to make that last longer.
Where'd you come from? Most come with the caravans or by ship on the river. As for stories well . . . I suppose we can chat for a bit.
The pair seen relaxed but you note that they alternate keeping an eye on you and the surroundings
I am looking for a Tower of Wisdom, of knowledge. I left my village a long time ago, working in different tasks in different villages, until I found a map that showed the tower. It was still far away, so I continue to travel. I recently faced some kind of strange storm crossing a fortest, I tried to avoid It but I couldn't. Then I found myself around that swamp are over there, so I got to the road and walked here. I trust I could help out in something until I'm able to continue my search.
As Arc is telling his tale, he continuosly tries to check how these guarda react to It (insightful).
Rolls
Insight - (2d6)
(41) = 5
Guard

Not to sure about wisdom but there's that Infinite Tower north of here. and he waves that direction.
Sounds to me like you hit one of those border storms. Saved you some time getting here but that may make getting home a bit tougher. and the guard chuckles. Sounds like you were lucky. Some that got caught up in those never came back. Other were taken to other Realms or fought beasts from other Realms that got dumped here.
As for accommodations and employment. Keep heading up the road to the base. Check in with the clerk and he will get you settled in. We get all sorts here and find jobs for most. He and his mates are slightly wary but seem to be telling the truth in a forthcoming manner.
The guard seems a bit intrigued by your tale and will continue to chat if you hang around. Or you can take the road to the expedition base. The guard explains that the expedition was sent to these city ruins to scour them for lost treasure and knowledge. The "Infinite Tower" just showed up later on. It has a couple elves running it that seem to have their own problems. The have occasional work for some of the adventurers but many of their requirements are for individuals with great skill.