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About This Game

Can the PCs deal with the many problems before them, overcoming multiple challenges as an unknown enemy attacks the cathedral from all directions? Can the party face down the slavers, rescuing the villagers from a terrible fate, or will they fall for the tricks and bluffs of the mysterious humanoids that use the very darkness as a weapon? Can anyone stop this attack and prevent the remorseless, merciless Rise of the Drow?

Game System

D&D 5e
  1. What's new in this game
  2. Got 5 tables now running. All with 6 players each, except one, which has 4.   Here's a discord invite. https://discord.gg/HhcfdeP
  3. I'm here. How's the paid DM'ing going? I hope it's going well but it's good to see you back on here. I jumped off your discord when you left, could you send us another invitation?
  4. Might be able to restart this game, doing a player check in to see who is still around. @Underleaf @LucianV @Krezzlar @Gralhruk @Sala @BobtheWizard
  5. Fritz Trebarley - Tree-Borer Halfling Wild Magic Sorcerer sheet AC: 13 (16 Mage Armor) | HP: 20/20 | Init: +2 | Pass Percept: 10 | Spell Slots, 1st: 2/4, 2nd: 2/3 | Sorc Pts: 2/3 | HP: 3/3 Fritz waits until everyone else is down the rope before he tries descending. Before hs does, he looks around up above one more time to make sure nothing is coming for us, and then shoots a bolt of fire at the wight.  He descends gracefully, his years of climbing trees paying off.    Mechanics Main Hand: Empty Off Hand: Empty Action: Firebolt Bonus Action: none Move: Follow Eve and Zuma. Manipulate: none Concentrate: dancing lights        
  6.  Zuma/Early Sprout - Kobold Ranger (Hunter) AC: 18(+1 vs melee slashing) | HP: 28/28 | Initiative: +0 | Passive Perception: 14 | Superiority Dice: 3/3 | Grovel: 1/1 | Hero Points: 3/3   Waiting his turn, Zuma drops down and then draws his macuahuitl at the bottom, shield raised and ready. Battle has already been joined as he arrives, so he quickly rushes in to stand behind Amber, preparing the cycle in past the halfling.       Mechanics Held: Macuahuitl (1h), Shield +1 (1h) Climb down and Dash to get behind Amber and Sabyne.      
  7.  Sabyne Kuznetsov - Human Paladin AC: 17 | HP: 22/28 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 1/3 | Divine Sense: 2/3 | Lay on Hands: 5/15 No sooner was she down the rope than she was acutely aware of the undead presence.  Not only could she see it, but she felt it in her bones.  It was a cold shiver that caused the hair to stand on end.  Before she could shout warnings to her companions, they were quickly following the path down the rope.  For all her hatred of what Eve stood for, the warrior could not deny the elf's prowess in combat.  It was what made her lies hurt so much. Without a second thought, Sabyne ran forward, silently agreeing with Amber's suggestion to block the passage.  Within seconds, her hammer was raised, swinging at the menacing figure that had sapped the life from her brother.  A moment prior to her weapon crashing down, sparks of light collided with their enemies.  She had seen the show before, but never so brilliantly.  "You've been practicing what I showed you!  Good job Shayne!"  It felt good to not berate her sibling. Her hammer then fell upon its target, the drums of the Axiomatic General echoing in the tomb as a burst of heavenly light bathed them all.  Not pausing, Sabyne turned the head of the hammer and swung it a second time. Mechanics Main Hand: Warhammer Off Hand: Empty Action: Attack w/smite Bonus: Attack Move: Move to Wight Manipulate: Your one free object interaction goes here. Reaction: Interception Spells Casting Ability: Charisma Spell Save DC: 12 Spell Attack Modifier: +4 Spell Slots: 3  Bane (C)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Bless (C)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. CommandYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Hunter's Mark (B) (C)You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.     Stat Block   Sabyne Kuznetsov Human Paladin of Vengeance (3) Str 16   Dex 10   Con 14   Int 10   Wis 13   Cha 14 HP 28   HD 3d10   AC 17   Speed 30 ft Passive Perception 13   Initiative 0 Languages Common, Dwarvish & Elvish Background Guild Artisan: Blacksmith   Feature Guild MembershipAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces. • Longsword +5 attack, 1d10+3 slashing damage plus Bonus Attack+5, 1d8 slashing • Warhammer +5 attack, 1d10+3 bludgeoning damage plus Bonus Attack+5, 1d8 bludgeoning • Javelin +5 thrown attack, 1d6+3 piercing Proficiency +2   Saving Throws Wisdom, Charisma Skills Athletics, Insight, Intimidation, Perception, Persuasion & Survival Tools Smith's Tools Instruments ... Weapons Simple weapons, martial weapons Armor All armor, shields Feats Dueling MasterUnparalleled in single combat, gain the following benefits: • You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield. • While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. Features Divine Sense (3)Unparalleled in single combat, gain the following benefits: • You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield. • While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative., Lay on Hands (15)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs., Fighting Style: InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction., Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8., Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease., Channel Divinity (1)Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC., Channel Divinity: Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest., Channel Divinity: Abjure EnemyAs an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage., Channel Divinity: Vow of EnmityAs a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious., Oath Spells3rd bane, hunter’s mark 5th hold person, misty step 9th haste, protection from energy 13th banishment, dimension door 17th hold monster, scrying
  8.   Shayne Kuznetsov - Human Warlock AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined  Back into the darkness. As Shayne picked up the rope, memories of their previous fight flooded back to him. He could still feel the icy grip of the Wight in his arm, like it had plunged an icy shard that would never melt into the wound. He'd seen enough undead to last him a lifetime, many lifetimes in fact. But here he was, about to go back into a tomb that had almost murdered him to try and save people he didn't even know. A normal person would just walk away. Shayne wanted nothing more than to drag his sister home. To catch up on all the years he'd missed...to make amends. But in the end, it didn't matter what he wanted. Because his sister was already down there, facing whatever horrors they had just barely escaped from last time. The male Kuznetsov twin took a deep breath and descended into the burial chamber. The damned things were already waiting for them. Shayne didn't know if that was good or bad, but in the moment while Amber and Sabyne were rushing forward, it really didn't matter. Everyone he sort of liked or cared about was in this hole now, and they just had to go through these damned undead. He half stumbled as he hit the ground, but recovered without looking too foolish in front of Eve. Even as he stood, he was weaving a spell of starlight to blast the creature when a muffled 'hoot' escaped his clothes. "Not now. I'm trying to do something, and you're not a dragon." A chorus of hoots broke out, and Shayne's eyes narrowed. "No, I haven't ever tried casting the spell with my other hand." Hoot. "That wouldn't even make sense, I'm right handed." Hoooot. Shayne rolled his eyes and switched his stance, directing the spell with his left hand. "This feels super weird little dude..." The spell exploded, motes of light lancing forward and slamming into the Wight with a force Shayne had never been able to unleash. "huh...okay you can stay...for now." Hooooot. He tucked the little owl-like creature back into his jacket and moved away to make room for the others coming down.   Mechanics Main Hand: Empty Off Hand: Empty Move: Down the rope he goes and out of the way for the next people to come down. 1 North Action: Eldritch Blast Wight (help action from familiar!) Bonus Action: N/A Manipulate: N/A          
  9. Amber Pyresoul - Halfling (lightfoot) Draconic Sorcerer AC: 16 | HP: 20/23 | Initiative: +3 | Passive Perception: 9 | Spell Slots: 1st 3/4 2nd 1/2 (+5, DC 13) | Sorcery Points: 3/3 | Hero Points: 2/3 | Concentration: None   The slide down the rope was easy enough for the halfling maiden. Climbing trees was a common past time in Fairglade, especially during harvest season. The young sorceress had spent many an autumn afternoon fliting up and down various apple trees searching for just the right level of crispness for the evening feast. Those days seemed far away now however.   Amber's joyful memory was interrupted by an ominous moan down the corridor. The wight's eye's reflected back at them from the darkness, like some type of demonic feline. Amber gave a small yelp as her blood ran cold at the sight of these creatures. Raising her left hand, the sorceress summoned a blast of flame that swirled around her focus and then fired off at their undead foes. Then turning to Sabyne, the diminutive halfling started asking "Should we block them from getting into the room? That will give the others room -"   The Kuznetsov warrior was already charging into the fray however, her glowing weapon illuminating the dark tunnel. With a sigh, Amber drew her dagger and rushed in after her to help block off the corridor.   Mechanics Main Hand: Dagger Off Hand: None Bonus Action: None Action: Firebolt at Wight Move: Move E to remain next to Sabyne and block off access to the room. Manipulate: Draw Dagger        
  10.       Evedriel Bregeneth (Wood Elf Ranger) AC: 14 | HP: 25/25 | Initiative: +5+3 Dex, +2 Wis (Dread Ambusher) | Passive Perception: 14Darkvision 90' | Hero Points: 3/3 | Spell Slots: 1st 0/3 | Concentration: None | Notes* Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. * Favored Enemy: Humans, Drow - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. * Favored Terrain: Forest - When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain additional benefits per the PHB. * Umbral Sight - While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Eve's focus was entirely consumed by the yawning pit before them, and she perched at the edge as first Sabyne and then Amber descended right behind.  Her mouth showed her displeasure, but with the weight of Sabyne's armor it made sense to not overload the rope with the weight of someone larger.  She watched like a hawk until they made it down and then quickly seized the rope and dropped down with them.  Whatever waited, she wasn't going to leave them alone again. Her bow was in her hand almost immediately, her eyes scanning the surroundings and alighting quickly on the pair down the hall.  With a muttered hiss, she fitted arrow to string and raised the weapon to attack position before launching a pair of arrows down the hall, the second following so quickly one might have thought she'd fired them at once. Mechanics ___________________________________________________ Main Hand: Longbow Off Hand: Empty ___________________________________________________ Action: Attack wight with Longbow Bonus Action: Move: Descend the rope Manipulate: Draw bow Free:  ___________________________________________________                    
  11. Book 1: Shadows of the Underworld Chapter 3: The Darkness Revealed Sabyne quickly decended the rope, more repelling than actually climbing which allowed Amber to quickly follow after, her small size not putting too much strain on the rope in the virtual double descent.  Sabyne was already beginning to open up her more unique senses when she spotted the undead, still in the tunnel waiting on them to return. Her divine senses wouldn't be needed after all.   Entering Adrik's Folly 12:14 pm WE ARE IN COMBAT Everyone is up! CONDITIONS Shayne (hit point maximum reduced by 5) MAP IS ACTIVE Please state directions when moving (N,S,E,W, etc) Show Active Maps Chapel of Flaesuros Map (Click Map for Larger Image) Rybalka Regional Map (Click Map for Larger Image) Show Bookkeeping PASSIVE PERCEPTION SCORES Eve 14 | Zuma 14 | Sabyne 13 | Shayne 13 | Fritz 10 | Amber 9  INITIATIVE (Round 1) PC's Undead MECHANICS Not in Use!!! CONDITIONS Shayne Hit point maximum reduced by 5. DESCRIPTIONS Hit Point Maximum Reduced This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. AMBER PYRESOUL Hit Points: 20/23 (brave, lucky) Hit Dice: 2/3 Spell Slots 1st Level: 2/4 (+5, DC 13) *L 2nd Level: 1/2 (+5, DC 13) *L Sorcery Points: 3/3 *L Hero Points: 2/3 Experience Points: 2,427 / 2,700 EVEDRIEL BREGENETH Hit Points: 25/25 (fey ancestry, gloom stalker) Hit Dice: 3/3 Spell Slots 1st Level: 0/3 (+4, DC 12) *L Hero Points: 3/3 Attuned Items: 0/3 Wand of Snares: 3/3 *L (Gains 1d3 charges on long rest) Experience Points: 2,427 / 2,700 FRITZ Hit Points: 20/20 (brave, luck) Hit Dice: 3/3 Current Wild Magic Chance: 5 in 20 Tides of Chaos: 0/1 *L Sorcery Points: 2/3 *L Spell Slots 1st Level: 2/4 (+5, DC 13) *L 2nd Level: 2/3 (+5, DC 13) *L Hero Points: 3/3 Attuned Items: 1/3 (ring of protection) Experience Points: 2,427 / 2,700 SABYNE KUZNETSOV Hit Points: 22/28 (Divine Health) Hit Dice: 2/3 Divine Sense: 3/3 *L Lay on Hands: 10/15 *L Harness Divine Power: 1/1 *L Channel Divinity: 1/1 *S/L Spell Slots 1st Level: 1/3 (+4, DC 12) *L Hero Points: 1/3 Experience Points: 2,427 / 2,700 SHAYNE KUZNETSOV Hit Points: 14/(19)24 Hit Dice: 2/3 Healing Light: 2/4 *L Spell Slots 2nd Level: 2/2 (+5, DC 13) *S/L Hero Points: 2/3 Attuned Items: 1/3 (pearl of power) Pearl of Power: 0/1 *L Experience Points: 2,427 / 2,700 ZUMA Hit Points: 28/28 (sunlight sensitivity, +1 AC versus slashing) Hit Dice: 0/3 Grovel: 1/1 *S/L Superiority Dice: 1/3 *L Hero Points: 3/3 Experience Points: 2,427 / 2,700    
  12.  Zuma/Early Sprout - Kobold Ranger (Hunter) AC: 18(+1 vs melee slashing) | HP: 28/28 | Initiative: +0 | Passive Perception: 14 | Superiority Dice: 3/3 | Grovel: 1/1 | Hero Points: 3/3   Pulling out the enchanted shield on his back, Zuma opts for defense over extra power on his swings. After steeling his resolve, he prepares to lead the way down alongside Sabyne. The potion is clipped to his belt. As soon as Sabyne is on her way down, he swings down after her. And at the bottom, he draws his macuahuitl one-handed. The large blade is more cumbersome to his short arms without the extra leverage, but it will have to do. "We should ssstill pick off the hunting partiess," the kobold voices his two coppers on the subject. "Information... fewer to facsse later... sstarve them out," he lists a few of the advantages he figures it would bring, while he stands next to Sabyne at the entrance to the tunnel, shield up and ready. Narrowing his eyes, he peers as far down as his darkvision will reach.       Mechanics Held: Macuahuitl (1h), Shield +1 (1h)      
  13. Fritz Trebarley - Tree-Borer Halfling Wild Magic Sorcerer sheet AC: 13 (16 Mage Armor) | HP: 20/20 | Init: +2 | Pass Percept: 10 | Spell Slots, 1st: 2/4, 2nd: 2/3 | Sorc Pts: 2/3 | HP: 3/3 Fritz thinks the owl is cute, and possibly very useful. "I like it Shayne. It may not be a dragon, but it should be able to scout ahead for us." He of course waits to go down last, but before Sabyne goes down, he does indeed summon his bobbing lights and send them 60' down the hallway, so she can at least see if more zombies are coming. "I'll go down last then." He also knows he can make it down quickly from spending his youth climbing trees, so he shouldn't be trapped on the rope if the others are attacked before he can make it down. Mechanics Main Hand: crossbow  Off Hand: Empty Action: dancing lights Bonus Action: none Move: Follow Eve and Zuma. Manipulate: none Concentrate: dancing lights        
  14. Amber Pyresoul - Halfling (lightfoot) Draconic Sorcerer AC: 16 | HP: 20/23 | Initiative: +3 | Passive Perception: 9 | Spell Slots: 1st 3/4 2nd 1/2 (+5, DC 13) | Sorcery Points: 3/3 | Hero Points: 2/3 | Concentration: None   Amber stood at the edge of the open grave, peering blankly into the darkness. The halfling didn't relish the thought of going underground again, especially considering how long it took them to resurface the last time. Still, if this gave them an unguarded path into Adrik's Folly (and more importantly an unguarded path OUT) then it was worth the time and danger it would take to explore.   Shayne's hoot and cough broke the sorceress from her thoughts and she turned her head to address the male Kuznetsov's inquiry.  "Huh, what was that? Oh well, I think first we'll want to just determine if this really is the path to the fortress. From the stories, I guess this is how the assassin got into Adrik's Folly 8 years prior. I think if we can make our way there, and clear out any undead in between, we then rest and wait until the right time to break in. I think maybe we try during the day? We don't really know how many dark elves or humans there are in there but we at least know that they send out about a dozen of their fighters during the day. Maybe that will help us just a little bit."   Turning back to the grave, the halfling maiden noticed Sabyne had already begun her descent while Amber was talking with the female paladin's brother.  "Oh drat, awfully eager to put herself back in danger isn't she? I think we hold off on the Daylight scroll for now Eve. Fritz, maybe you can summon those bobbing lights of yours again? You guys cover the entryway and I'll join Sabs below. And stop hooting at me Shayne. I'm going. I'm going." Mechanics Main Hand: Empty Off Hand: Empty Bonus Action: None Move: Descend after Sabyne Action: None Manipulate: None        
  15. Shayne Kuznetsov - Human Warlock AC: 13 (leather) | HP: 14/24 | Initiative: +2 | Passive Perception: 13 (120ft Darkvision) | Spell Slots: 2nd 2/2 (+5, DC 13) | Healing Light: 1/4 | Hero Points: 2/3undefined  After his sister dropped a handful of charcoal into his lap, Shayne looked up with appreciation and wonder in his eyes. "I can't believe you remembered I needed this!" Or that she even knew what it was, but even he knew better than to say that part out loud. As the rest of the group moved back to the main chapel and prepared to go back into the tomb, Shayne sat cross legged just inside the building, the afternoon sun spilling through the door just in front of him. Such rituals always went better in areas where light and dark met. "Sabyne you are going to love this! There were some salvageable pages in Alin's journal, combined with some things I already knew, I'll probably be able to summon some sort of dark devouring angel. OooOOh, or maybe a dragon." His sister waved at him passively as she continued to make her way outside, his eyes flitting to Amber as she followed. "Maybe not a dragon." He muttered to himself. The seal on the floor sat half in the sun, and half in the shadow. Shayne closed his eyes as the ritual completed, the lines drawn in charcoal shifting hues of white and black. Motes of starlight began to coalesce above the small braizer. Light flashed as the power reached the crescendo, Shayne covered his eyes but continued to speak anyway. "Welcome mighty creature! I am your master!" The smile faded as his eyes adjusted and he finally saw the form in front of him. "What the f-" A tiny avian creature in colors Shayne had never seen before trembled in front of him. He couldn't tell if the creature was cold, or simply about to be crushed by the weight of his own head. The male Kuznetsov twin looked around, glad that no one had been here to see his spell go awry. "Please tell me you're just shape changed to throw everyone off..." The little 'bird' looked up at him continuing to tremble as though it had just been plunged into an icy river. "No...I didn't think so." While it wasn't as impressive as Shayne had hoped, he did sort of feel bad for the pathetic little thing. He stuffed it into an inner pocket of his jacket and rose to his feet. "And we don't say anything about this to Sabyne..." He muttered to himself as he joined the others, now ready to head down the hole and back into darkness. As he came upon them discussing the use of magic. On the one hand, hampering the wight would be helpful. On the other if it could hamper the Drow, that almost seemed more valuable to him. "I guess the question I'd pose is: Are we only going to clear the path to the fortress, or is the plan to actually assault it now? I know we don't need to pick off any raider groups since we have a way in, but they would still have information about the fortress that might be valuable. Not to mention, the time of day seems relevant for planning our attack. If there are Drow, they are most likely alert at night. But if the majority of the force is human, catching them while they slept would have a lot of advantages."  A muffled caterwaul, half way between a hoot and a meep escaped from Shayne's coat, but he gave it a light shove and did his best to cover it with a cough.    Mechanics Main Hand: Empty Off Hand: Empty Bonus Action: N/A Action: N/A Move: N/A Manipulate: N/A Shayne casts the find familiar ritual as the short rest ends and summons an "owl"         ef6575190500efa8ffb8cada7d9473d3.jpg.url
  16. Evedriel Bregeneth (Wood Elf Ranger) AC: 14 | HP: 25/25 | Initiative: +5+3 Dex, +2 Wis (Dread Ambusher) | Passive Perception: 14Darkvision 90' | Hero Points: 3/3 | Spell Slots: 1st 0/3 | Concentration: None | Notes* Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep. * Favored Enemy: Humans, Drow - You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. * Favored Terrain: Forest - When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain additional benefits per the PHB. * Umbral Sight - While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. As she stowed the potion Eve took a moment to scan the scrolls that they had recovered so far as well.  There was one, capable of bringing the power of the sun into a dark place, that made her pause.  Perhaps now was the time for such a thing. "We don't know what we might be getting into. We set as many additional ropes as we can and descend as many at a time as we may.  This way none are alone for long." She held up the scroll in her hand. It might help against the terror below, but it was also something that might prove valuable against the drow they were sure to face in the future. "This scroll will bring daylight, which may hamper our foe.  Should we use it now or save it in case we need use it against the drow?" Mechanics ___________________________________________________ Main Hand: Longbow Off Hand: Empty ___________________________________________________ Action: Bonus Action: Move: Manipulate: Free:  ___________________________________________________                  
  17. Evedriel Bregeneth She bit back an acid response at Sabyne's first comment, irritated that the hard-headed woman refused to be moved from seeing the necessity of her disguise as anything but a personal betrayal. Eve had learned to listen in the years since she'd been young, and though her elven brethren would no doubt still consider her rash and angry, she knew that holding her tongue would give her more information than speaking her mind. There was something in Sabyne's posture, in her voice, that felt incongruent with the anger, the substance of this whole argument. And as that thought passed through her mind, she felt her own ire dissipate into the chill air. Her eyes narrowed, and she saw the Paladin not as the bastion of strength and determination that she had been but rather as one in pain. There was something eating at her, as Eve had guessed during their initial confrontation over her heritage. So intently was she watching that she flinched as the iridescent tears were squeezed from Sabyne's tightly shut eyes. Without knowing anything else, it was clear that the patterns within those tears were opposites, but it was the darker one, the chaotic one, that drew her in and made her skin crawl anew. There was something sinuously familiar and simultaneously horrible about that chaotic line, something that reached memories buried somewhere in her subconscious, memories that she could not reach with her waking mind. She barely heard the rest of the Paladin's words as she wracked her brain for some answers. In the sudden quiet, she realized Sabyne was no longer speaking and Eve shifted, making enough of a sound that the other would know she was still there while she processed what the other had said. "In this we are indeed agreed. Whatever else may come, time - as you say - will tell."  
  18. Sabyne Kuznetsov Fingers reached for the bridge of her nose, pinching in frustration. "You won't apologize for your deception, and I won't apologize for my beliefs." The drums echoed in the distance of her mind, drawing closer, louder. Sabyne squeezed her eyes closed, as though it might stop the oncoming drum corp. "Time will tell, Eve." She spoke through gritted teeth. "Time will answer all the questions that linger. Too many questions that linger." The paladin took a deep breath, the battle within her still growing. Two tears escaped her closed eyes. They trailed down her cheek, glowing with divine magic. They pulsed opposing patterns, one consistent and rhythmic, the other chaotic and passionate. Sabyne wiped the drops from her skin, unaware of their light, then opened her eyes to stare into the darkness once more. "This path we are on, this mission to save the villagers...there are too many dangers, too many battles to fight." She took a deep breath again. "There is strength in numbers, and while I question your motives I do not question your skill. For the group to survive this, I believe we are both needed." Her mind began to settle, her pulse steadying. "I would hope that is something we can agree on."
  19. Evedriel Bregeneth In the dark, the elf shook her head in resignation. This was futile, and in many respects it was like arguing with a child - truly, she felt the gap in their ages distinctly. She'd been fighting since before Sabyne was even alive, and in those years she'd seen enough blind stupidity to know it wasn't a thing easily dispersed. There was hope, maybe, in the future but not now. "Confirmed what you knew - not what you suspected, but what you knew. You can nitpick all you like, but in the end I've done nothing but help you and you have done nothing but hunt for confirmation of what you already believe." There could be no reasoning without a willingness to listen, and it was clear that Sabyne was not interested in listening. She wanted only proof that the principles she clung to so dearly were right, as if by following a doctrine writ in black and white one could sidestep the responsibility of choosing between shades of gray. "I was once as certain as you, that I knew so much about things I had so little interaction with. There is a proverb - not attributed to the Elves or the Klavek, I am sure - Good decisions come from experience, and experience comes from bad decisions." There had been a kinship between them and it was gone now, like so many other things in her life that she had cherished. It was a bitter pill, that she was cast out from her own people for trying to change the dogma, that she would never be accepted by a people for whom she had given up so much. Bitter, but it had been her choices that led her here, and this didn't change what she had learned, didn't change the resolve she had to make things better. "I did what I did so that this group might know what is in my heart, so they might judge it without the notions of what an elf is or isn't. I will not apologize, nor will I try to sway your belief. Choose as you will, whether I am friend or foe - it will not change who I am or what I will do."  
  20.  Sabyne Kuznetsov - Human Paladin AC: 17 | HP: 22/28 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 1/3 | Divine Sense: 2/3 | Lay on Hands: 5/15 It was a miracle she didn't break anything.  Sabyne managed to stumble into the wall, discovering and knocking over glass bottles, along with nearly crushing an old piece of parchment.  She handed the scroll and one bottle to her brother.  "Don't say I never gave you anything."  Her shoulder knocked into his playfully.  It felt good to just be happy to have him back.  "I'll meet you out there, don't be long."  Her hand slipped one potion into her own bag. As she returned to the group, she held the two remaining bottles aloft.  "Found these.  Zuma...and Eve...should each take one.  I have one for myself and another for Shayne.  We're the most likely to need them.  So Fritz and Amber, stay in the middle, let the four of us protect you."  Even though she had rested and had received healing, the woman still looked and sounded tired.  Her attempt to hide it was failing. Looking back into the darkness of the tomb, Sabyne had little desire to return to its ebony embrace, but with her glowing hammer and the power of her god (or gods), she knew she needed to descend first.  "Hold the rope, I'll go down and help you all as you join me.  Wait for me to tell you it's safe.  Those bastards are smarter than they should be."  Once in the earthen communal grave, the paladin opened her senses, hoping to know where the enemy was, and their number, before the others joined her. Mechanics Main Hand: Warhammer Off Hand: Empty Action: Use Divine Sense once in tomb Bonus Action: ... Move: Climb down rope Manipulate: Your one free object interaction goes here. Reaction: Interception Spells Casting Ability: Charisma Spell Save DC: 12 Spell Attack Modifier: +4 Spell Slots: 3  Bane (C)Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Bless (C)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. CommandYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Cure WoundsA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Hunter's Mark (B) (C)You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Wrathful SmiteThe next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.     Stat Block   Sabyne Kuznetsov Human Paladin of Vengeance (3) Str 16   Dex 10   Con 14   Int 10   Wis 13   Cha 14 HP 28   HD 3d10   AC 17   Speed 30 ft Passive Perception 13   Initiative 0 Languages Common, Dwarvish & Elvish Background Guild Artisan: Blacksmith   Feature Guild MembershipAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces. • Longsword +5 attack, 1d10+3 slashing damage plus Bonus Attack16+5, 1d8 slashing • Warhammer +5 attack, 1d10+3 bludgeoning damage plus Bonus Attack+5, 1d8 bludgeoning • Javelin +5 thrown attack, 1d6+3 piercing Proficiency +2   Saving Throws Wisdom, Charisma Skills Athletics, Insight, Intimidation, Perception, Persuasion & Survival Tools Smith's Tools Instruments ... Weapons Simple weapons, martial weapons Armor All armor, shields Feats Dueling MasterUnparalleled in single combat, gain the following benefits: • You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield. • While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. Features Divine Sense (3)Unparalleled in single combat, gain the following benefits: • You gain a +1 bonus to AC while you wield a one-handed weapon or versatile weapon and no other weapons or a shield. • While you wield a one-handed weapon or versatile weapon and no other weapons or a shield, you can use a bonus action to make an additional attack, the attack must be one handed if the weapon is versatile. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative., Lay on Hands (15)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs., Fighting Style: InterceptionWhen a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction., Divine SmiteStarting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8., Divine HealthBy 3rd level, the divine magic flowing through you makes you immune to disease., Channel Divinity (1)Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC., Channel Divinity: Harness Divine PowerYou can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest., Channel Divinity: Abjure EnemyAs an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage., Channel Divinity: Vow of EnmityAs a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious., Oath Spells3rd bane, hunter’s mark 5th hold person, misty step 9th haste, protection from energy 13th banishment, dimension door 17th hold monster, scrying
  21. Sabyne Kuznetsov A puff of nasal air left Sabyne as she stifled a chuckle. "Your hypocrisy is astounding, Eve." The human woman stopped trying to spot the elf in the shadows. It was as futile as attempting to converse with her. "Appearances deceive, actions do not. Eve...you do realize your action was to deceive WITH your appearance." She shook her head, unable to understand the ranger's thought process. "You want to villanize me by saying I am not being honest. That I decided to hate you, specifically, because you are an elf." The paladin took a deep breath. "But you are simply twisting what you have brought upon yourself to suit your own story. This, however, is the truth. I despise elves. I have very clearly, very openly, despised Liam since he joined the party. I do not hate him, but I do not trust him. His actions proved he steals from places of worship, aligning with what I have known of elves. His words are pompous and self-important, again confirming what I know of your kind. If he were to die in combat, I would not shed a tear. But again, I do not hate him and I do not plan to run him through with my sword. He has never once implied he was anything besides what he is. And I respect that." She sighed. Shayne's words echoed in her mind, asking her not to kill Eve while he slept. The drums began to beat in the distance of her mind, but she squeezed her eyes shut, trying to push them away, not wanting battle to be found in their place of rest. "I've done nothing but be who I am and I will not apologize for that. If you intend to continue traveling with us, I encourage you to explain who you truly are and understand that trust is earned."
  22. Book 1: Shadows of the Underworld Chapter 3: The Darkness Revealed Sabyne busied herself collecting the expensive charcoal from the table, it was the needed component that her brother had been fussing about for what seemed like weeks now.  As she did so, she accidently hit something that opened a secret compartment in the wall.  Moving over to it she found: four potions of healing scroll of word of recall The scroll was a stark reminder that for all the parchment they had collected from multiple chapels now, there was not a cleric among them to benefit from them. Rushing back outside with what she had found the group gathered around the hole once again as it was decided that Eve would go down first this time. But the elf knew if the undead waited near the bottom they would see her decent and likely rush her before she got out of the light. Any last-minute prep needed to be made before they faced the undead again.   Entering Adrik's Folly 12:08 pm I need to know who is getting the healing potions and the scroll. CONDITIONS Shayne (hit point maximum reduced by 5) MAP IS ACTIVE Please state directions when moving (N,S,E,W, etc) Show Active Maps Chapel of Flaesuros Map (Click Map for Larger Image) Rybalka Regional Map (Click Map for Larger Image) Show Bookkeeping PASSIVE PERCEPTION SCORES Eve 14 | Zuma 14 | Sabyne 13 | Shayne 13 | Fritz 10 | Amber 9  INITIATIVE Not in Use!! MECHANICS Fritz Used two Sorcery Points (0 of 3 remaining) Gains one first level spell slot (2 of 4 remaining) Recovers two Sorcery Points (2 of 3 remaining) Sabyne Gains 12 hit points from Shayne's Cure Wounds Has 22 of 28 hit points remaining. Shayne Used Pearl of Power (0 of 1 remaining) CONDITIONS Shayne Hit point maximum reduced by 5. DESCRIPTIONS Hit Point Maximum Reduced This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. AMBER PYRESOUL Hit Points: 20/23 (brave, lucky) Hit Dice: 2/3 Spell Slots 1st Level: 2/4 (+5, DC 13) *L 2nd Level: 1/2 (+5, DC 13) *L Sorcery Points: 3/3 *L Hero Points: 2/3 Experience Points: 2,427 / 2,700 EVEDRIEL BREGENETH Hit Points: 25/25 (fey ancestry, gloom stalker) Hit Dice: 3/3 Spell Slots 1st Level: 0/3 (+4, DC 12) *L Hero Points: 3/3 Attuned Items: 0/3 Wand of Snares: 3/3 *L (Gains 1d3 charges on long rest) Experience Points: 2,427 / 2,700 FRITZ Hit Points: 20/20 (brave, luck) Hit Dice: 3/3 Current Wild Magic Chance: 5 in 20 Tides of Chaos: 0/1 *L Sorcery Points: 2/3 *L Spell Slots 1st Level: 2/4 (+5, DC 13) *L 2nd Level: 2/3 (+5, DC 13) *L Hero Points: 3/3 Attuned Items: 1/3 (ring of protection) Experience Points: 2,427 / 2,700 SABYNE KUZNETSOV Hit Points: 22/28 (Divine Health) Hit Dice: 2/3 Divine Sense: 3/3 *L Lay on Hands: 10/15 *L Harness Divine Power: 1/1 *L Channel Divinity: 1/1 *S/L Spell Slots 1st Level: 1/3 (+4, DC 12) *L Hero Points: 1/3 Experience Points: 2,427 / 2,700 SHAYNE KUZNETSOV Hit Points: 14/(19)24 Hit Dice: 2/3 Healing Light: 2/4 *L Spell Slots 2nd Level: 2/2 (+5, DC 13) *S/L Hero Points: 2/3 Attuned Items: 1/3 (pearl of power) Pearl of Power: 0/1 *L Experience Points: 2,427 / 2,700 ZUMA Hit Points: 28/28 (sunlight sensitivity, +1 AC versus slashing) Hit Dice: 0/3 Grovel: 1/1 *S/L Superiority Dice: 1/3 *L Hero Points: 3/3 Experience Points: 2,427 / 2,700    
  23. Evedriel Bregeneth Hate Since they were dealing in truth, Eve might as well admit to herself that this was indeed the reason she had avoided this very confrontation for so long. It had been clear to her from very early on that there was no room in Sabyne to see things from any point of view other than her own, at least not without great effort over an extended period of time. Her relationship with Shayne, the one person she was closest to, was as far as one need look for evidence. Eve was searching for acceptance, and given her past along with what she knew of the prejudice of humans, it had seemed the wiser course to prove herself first. Then, when she had gained some modicum of trust and respect, perhaps her heritage would not weigh so heavily against her. Obviously, this was not a tactic that Sabyne could tolerate. "I said it earlier and I will say it again: you bend the truth into what you want to see. You are looking for an excuse to hate me, and so you fix upon my appearance. Appearances deceive, actions do not." Her gray elvish eyes bored into Sabyne's, though the human could not see them, and she weighed the other woman's words and found them overwhelmingly wrong but in one thing she was very much correct. Eve was angry, and she was angry at Sabyne for hating her though not for any of the reasons the fiery Klavekian had listed. "Admit that this is formality only. You made up your mind, and your pride will not let you change it no matter my reasons or my actions."  
  24.  Zuma/Early Sprout - Kobold Ranger (Hunter) AC: 15(+1 vs melee slashing) | HP: 28/28 | Initiative: +0 | Passive Perception: 14 | Superiority Dice: 3/3 | Grovel: 1/1 | Hero Points: 3/3   Seated with Fritz, Zuma shares with him their last Goodberries since the strange elvish wizard had vanished. Only so long before they'd lose their power, he knows from experience with druids back home in the jungle. Following the blue halfling's troubled gaze, he watches Shayne and Eve going back and forth from a distance. Perhaps they would finally resolve this spat of theirs'. "A tribe divided cannot sstand," he agrees with Fritz's concerns. Though it looks almost like the elf and Klavek man are starting to get along now... almost. "And with dangerss at every corner, we sshould no longer ssplit up. Even for sshort dissstancess." Gratefully, he accepts the ring, though the prospect of heading up the front lines is still daunting when everything else is three feet or more taller. "I will try not to... disssappoint."   That said, he gets up when he sees Eve preparing to delve again into the domain of the dead. Approaching, he advises her and the twins, "You sshould lead Eve, but we sshould remain asss one group. No one remaining alone."       Mechanics ...      
  25. Sabyne Kuznetsov "It's not me who". Sabyne cut off her sentence, realizing a moment too late what Eve had done. She closed her eyes, chiding herself for falling so easily to the spy's gambit. "But you are right, we all carry expectations. It was foolish of me to say I don't have any of you and, of course, you must have had some of me." The paladin turned her head to face where she thought she heard breathing, where she believed the elf's voice had come from. "You expected me to appreciate a fellow female capable in battle, a Klavekian comrade. You expected me, a woman who clearly has trouble making friends, to hold tight and defend one who appeared to truly appreciate me. Turn a blind eye to the signs that you were not who you appeared to be." Sabyne frowned, knowing the words she spoke were not false. "You expected me to be an ignorant and naive idiot. But you misstepped." She shook her head, strands of tangled red hair batting her cheeks. "You are angry at me for how I hate you, as though my hatred proves something to you. But how can it? Had you had an expectation for how I would react when your truth was uncovered or were you so full of hubris that you couldn't imagine ME figuring it out? How would you react, if you found out someone you thought you could trust had been lying to you about who they were?"
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