About This Game
Game System
Advertising
Detailed Description
War Comes to Krynn!
The world has ended, and it’s ending again.
Three hundred years ago, the Cataclysm brought ruin to the world of Krynn. In a single day, an age of wonders came to an end. Countless innocents died, the face of the world was reshaped, and the gods themselves faded into legend. Through ages of struggle, the peoples of Krynn survived, but the world isn’t what it was. Those nations that remain linger in the shadows of their ancestors’ wonders. Only slowly have they begun to push back centuries of darkness and rediscover how the world has changed.
Then came the Dragon Armies, legions of soldiers devoted to the wicked god Takhisis the Dragon Queen, and the world faces ruin once more. The War of the Lance has begun, and in a conflict between gods and dragons, a wounded world hangs in the balance.
- What's new in this game
-
Hunni Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni nods thoughtfully as Mery confirms her noble blood, and continues nodding as Decimus makes his non-answer on the issue of his pedigree. "Exactly. Nobody treat Decimus differently. He is absolutely not a secret Duke," she confirms, winking knowingly. As people rush out, she turns to Merituuli. "Don't worry, I won't treat you differently either, Kai. Master Wyren says Black Robed Mages don't need to worry about that stuff anyway, so I don't plan on it either. Have fun up top with your bird!" Like the others, she then settles down to sleep, muttering softly to her whip. OOC Action: — Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 2 / 2, cast at 2nd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 2nd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 14. Spell Attack Modifier +6. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat) Invocations: Improved Pact Weapon, Agonizing Blast Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
-
Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . Merituuli physically cringes as the others begin to take knees and refer to him by various titles. Waving his hand dismissively, he says, "Oh gods, please don't. I'm only telling all of you in the spirit of honesty. Just Kai is still perfectly fine, please don't treat me any differently than you already have." He considers Mery's idea for a moment before answering, "If you think it'll be useful, I suppose I could. But I'm not sure how much good it would do exactly, given I'm here of my own accord and not on behalf of my mother and Dimernost. Still, if simply the title is enough..." He lets the thought hang, neither confirming nor denying if he's truly accepting of the idea. The others' reveals garners a chuckle from the sea elf. "Well, aren't we a unique little group. Funny how Ispin brought us all together. I think he certainly would be proud... but there's still much left to do, if the vision the rest of you received is anything to go by." He ponders for a moment before continuing, "Not sure if I'll be receiving one, given I don't sleep like the rest of you. Although I have heard your dreams are similar to The Trance, in a way." As Darrett storms out and Mayor Raven storms in, Merituuli answers, "Apologies, Mayor Raven. Some of us received a vision, if you can believe it. I think things have settled down now, though Darrett is... understandably frustrated with recent events." He gives a glance to the Mayor, as if to say, You likely are as well, given what happened. While the others return to sleep, Merituuli shrugs and says, "Think I'll get some fresh air on the deck. See you all in the morning proper." He heads upstairs into the fresh night air, noticing Kalasääski still fast asleep atop the main mast. He catches Artanis and Darrett heading back below deck, but decides to leave the knight and squire to their own conversation. Artanis had been carrying a crate... perhaps a final gift from Ser Becklin? Best if I ask once the sun rises and Darrett has time to process it all. OOC Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 2/2 Favored Foe Marks 3/3 1st Level Spells
-
Category Unit = # Sub-Unit + # Commanding Officer = Total Soldiers Enlisted/Drafted Team = 1 Private + 1 Senior Private = 2 Non-Commissioned Officers Squad = 2 Teams + 1 Corporal = 5 Section = 3 Squads + 1 Sergeant = 16 Commissioned Officers Platoon = 3 Sections + 1 Liutenant = 49 Company = 6 Platoons + 1 Captain = 295 Battalion = 6 Companys + 1 Major = 1,771 Regiment = 6 Battalions + 1 Colonel = 10,627 Red Dragon Army = 6 Regiments + 1 Brigadier General = 63,763 Takhisis’s Dragon Armies = 5 Dragon Armies + 1 Field Marshal = 318,816
-
Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12 StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Chain mail gives disadvantage: 8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0 Arcana: +0 History: +0 Investigation: +2 Nature: +0 Religion: +2: 10 (+0) | WisSave: +5 Animal Handling: +5 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 18 (+4) | ChaSave: +2 Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +2: 10 (+0) Languages: Speak, read, and write Common and Dwarvish Standing next to his bedroll, Coltan nods toward the sea elf with a knowing look. He knew about the prince and was happier that secrets were being revealed among the companions. When Hunni reveals Decimus to be a duke, the dwarf furrows his brow. It's possible, but he struggles to believe the gully. Not that he doesn't trust her, but that her perspective may not be accurate. The smith nods again toward Michelle. His family had worked on many poor manors who could not support a full time smith. He appreciated the gesture of promising something that she did not actually have yet. It was the thought and intent which counted for him. Coltan grimaces in condolences when Darrett storms out. Poor kid. He nods when Artanis follows him out like a good brother and stops nodding when Mery follows them both out. The Apprentice of Reorx replies to the mayor and those left in the men's quarters, "aye. I've a few more winks to get before sunrise." He settles back onto his bedroll and attempts to return to sleep. OOC Action: — Bonus Action: — Movement: — Reaction: — Use Object: — Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +6 or DC 14 | 1st 4/4 | 2nd 3/3 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. 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. Concentration up to 1 minute. Cure Wounds (V,S). A 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. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
-
Ranks & Nobility This may not be how the nobility is ranked or portrayed in the books—I haven’t read them—but it is how I run my game. Category Title (Female Version, if Any) . . . (Office) . . . is Addressed as . . . (or Talked about as) . . . Rules over . . . . . . which Is Subdivided into . . . Peasantry Peasant (Citizen) their name their own private property — Nobility Knight (Knighthood) Ser Name/Dame Name their own private property, though sometimes a manor house or keep — Baronet (Baronetess) (—) Lord Name/Lady Name a town or a village private homes, shops, and public buildings Baron (Baroness) (—) Lord Name/Lady Name a barony various farms, villages, and towns Count (Countess) (—) Count Name/Countess Name a county several baronies Aristocracy Duke (Duchess) (Dukedom) Your Grace (His/Her Grace or Duke/Duchess Name) a duchy several counties Marquess (Marchioness) (Dukedom) Your Grace (His/Her Grace or Marquess/Marchioness Name) a march several counties* Royalty The King (or the Queen) (Office) Your Highness or Your Majesty (His/Her Majesty or King/Queen Name) the kingdom the various duchies and marches Note: A March is a duchy on the border of the kingdom, and has more prestige than a regular duchy. A marquess and a duke are technically on a similar level in rank, but a marquess would outrank a duke by only a tad, rather than a full level. In other words, there are no dukes who answer to marquesses, but if a duke and a marquess argue, the King will side with the marquess.
-
Knowledge of Kalaman Characters who succeed on a DC 12 Intelligence (History) check know the following details about the city: DC 12 Intelligence (History) check Capital City. Kalaman is the capital of the Solamnic province of Nightlund. Ancient Bastion. Kalaman is a thriving trade city known for its strong walls, castle, and harbor beacons, all of which predate the Cataclysm. Rulers. The city is led by a governor, a council of prominent guild leaders, and a military marshal. Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains. Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler. Power in Kalaman Characters who succeed on a DC 15 Intelligence (History) check know the following details about the city (Use the previous roll for this roll as well, not a separate roll.): DC 15 Intelligence (History) check Kalaman is led by the following three groups: Governor. The head of Kalaman’s government is Governor Calof Miat (human noble). He represents the city’s people and speaks on their behalf during council sessions. Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild, Masons’ Guild, and Shipwrights’ Guild—oversees the city’s broad business interests and runs varied public services. The guilds’ leaders are neutral human and hill dwarf nobles who are prone to bickering and jockeying for influence. Marshal. Kalaman’s military guards the city and defends eastern Solamnia. The military is robust, as the city can’t afford to solicit aid from the Knights of Solamnia, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (human knight). Courts (Civil & Criminal). Although the Knights of Solamnia have no military presence in Kalaman, like all cities in Solamnia, the Order of the Rose serves as judges in courts and, if not the law-givers themselves, then advisors to the law-givers of a given locale. Their courts also interpret the will of the King, and the decisions of the aristocrats and nobles that fall within the King’s will, and may overturn or interpret a city’s—in this case, Kalaman’s—laws in light of the King’s will and that of his justly appointed nobility. Chief Justice Corpher Marbleheart (kender noble), Knight of Solamnia, Order of the Rose, serves as the chief judge in Kalaman along with 8 other judges. They randomly form tribunals in which court cases are tried.
-
Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions In the Women's Quarters "Oh no, you don't!" says Mery somewhat sleepily. "Wake up, Lady Michelle. You don't get to make a statement like that without hearing from me!" She herself stretches and stifles a yawn, trying to keep from getting too comfortable. "I am not going to wash my hands of you. On the contrary, I'm going to make you my 'cohort in crime', which as you'll soon find out, I mean in a very ironic way. There are going to be some difficulties ahead, and I won't lie to you about that. But we'll get through those one at the time, so let's start with Darrett." "Darrett just saw his entire village get destroyed and the knight he had been serving get killed in a vision, and he aches to see justice done. You happen to be the nearest potential target for his itch to act, and your honorable behavior is frustrating him because he knows he can't justify doing anything. But that is his problem. Ser Artanis will remind him of what the knight's code requires and I plan to speak to Darrett in the morning on your behalf about some of the difficulties you've been through. He may or may not come around given a little time, but all either you or I can do is continue doing what we can to make a positive difference. His problem doesn't make you any less worthy of friendship." "One thing I can think of that you can do to make a positive difference - in the morning - would be to apologize to him for the abrasiveness with which you demanded that Vogler submit to the RDA's demands. That seems to be something of a sore point with him. You might also mention that destroying Vogler was never part of any plan that you knew about. I'm happy to go with you for moral support if it would make it easier for you." All of a sudden, an idea pops into Mery's head and she sits bolt upright as chills run down her spine, just barely managing to maintain her balance on the hammock. "Lady Michelle!" she exclaims in excitement, "I've just had a potentially amazing idea!" She begins explaining, growing more and more animated as she talks. Settling back down in her hammock, Mery finishes with, "Let's keep this between just you and me for right now. The guys won't find the details all that interesting since at this point it's largely women's work and I don't want to get anyone's hopes up with the part they would be interested in hearing unless there's a real chance of making it happen. You probably heard me tell them what we need to do to get you established here, and the only real thing we'd need to add in the immediate term - assuming you're open to the overall idea - is to bring Mayor Raven or someone from her household with us when we visit your estate. I'll plan on speaking to the Mayor in the morning after I've talked to Darrett, unless you give me a reason not to." 'Mishakal's mercy, this is one great idea. I sure hope we can carry out at least a part of it!' OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC Yes, I have another secret brewing and I've got Rin in on it! But it's the very best kind of secret, and you can be sure I'll come forth with it when the time is right. Right now, there just needs to be some more back and forth between Rin and me via Mery, Lady Michelle, and Mayor Raven to find out how much of it he might be willing to run with. If he incorporates even a part of my idea, then we've got some makings for an awesome redemption arc - stay tuned! @Kamishiro_Rin: Please let me know if the private text block I set up for you isn't showing.
-
Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . "That's the tough part of being a Knight, I'm learning. Still doing the right then even when it's not what you want. Doesn't mean you have to like it. Certainly not forget, nor forgive if you don't want. Just abide by it." Artanis commiserates on their walk down. After the unboxing, and an appropriate amount of time for things to sink in, Artanis explains "Obviously the formal ceremony will take place in Kalaman - I'm sure you know the rules and regulations back to front. I certainly did before my knighting. I thought you could use a little good news with everything that's happened though, and enough warning to get appropriately scrubbed up!" He tucks away the rope and remaining letters alongside the scroll Ser Becklin had entrusted, and turns to leave. "I'll hang on to these, just cover it up when you're done looking at it. And don't smudge it! I'm going to cast an eye over the horses again, especially Handsome got burned up bad, and then try to catch some more sleep. I doubt we'll get much in Kalaman either." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).
-
Upon the Fo’c’sle Darrett looks up from gazing down into the water passing them below. “Oh! It’s you, Ser Artanis,” he says melancholically. “I’m sorry about that, earlier . . .” Darrett says. “I know she’s important to you as a prisoner. And I know that, if not her, then another. I want to hate her so badly, but her damnable good behavior—doing exactly what she’s supposed to do. The perfect little prisoner . . . and all in a dress that was Ser Becklin’s. It’s very hard for me not to still see that haughty, gruff messenger ordering us to open our gates and quarter those monsters . . . and it feels so . . . unfair! As a prisoner, she probably can’t even provide the kind of information we need, she didn’t even seem to know what was actually going to happen to Vogler. It feels like Takhisis mocking us all the more! ‘Here, have a face you can attach to the atrocity I’m committing, but she’s actually too—ugh, I hate to use the word ‘innocent’ here but, effectively so—for you or me to actually do anything about it!” He clenches his fists. As Ser Artanis leads him down, they pass the boilerdrak. The machine is still steaming, even though its fires have been quenched. He pounds his fist on its heavy plating with an audible dooong. “And this thing!” He growls. “My home, my town, my whole world is now cinders because this gods-forsaken thing.” In the Hold He lets Ser Artanis lead him down into the hold and to the crate. “Is this what I think it is?” he asks. “Ser Becklin had a crate just like this to store her armor . . .” “Uh . . . sure,” he says, assenting to Mery’s request to speak, later. “I guess I’ll see you tomorrow morning—I’ll meet you at the fo’c’sle. At 6 bells . . .” When Mery leaves them, he looks back at the crate and then, when his tired eyes rest upon ‘Sir Derrett Highwater’, they widen in surprise and awe. “Wait . . . it’s!” He reverently unlatches the box and opens it. He picks up the scroll of commission and runs a finger along the polished armor. Below the crest of the Knights of Solamnia, are holes in the brest plate and on the pauldrons. Ser Artanis would recognize these holes as rivet holes waiting for metal plates bearing Derrett’s heraldic symbol—a symbol he doesn’t have yet. The thick, roped envelope for Ser Artanis still sits here. He picks it up and hands it to Artanis. When Artanis opens it, he finds two, thick, sealed envelopes inside, a thin, sealed envelope for Darrett, and a short note for Artanis. Below her signature, you find a hastily scrawled addendum. In the Women’s Quarters When Mery returns, Lady Michelle whispers as Mery gets into her hammock, “I told you that you ought to have washed your hands of me.” before going to sleep.
-
Decimus - Initiate of High Sorcery | Bladesinger Wizard | Human AC: 13 | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14 Senses: Passive Perception 12, Insight 12, Investigation 16 STR: Score: -1 Athletics: -1 8 | DEXScore: +3 Acrobatics: +3 Stealth: +3 Sleight of Hand: +3: 16 | CONScore: 2: 14 | INTScore: +4 Arcana: +6 History: +6 Investigation: +6 Nature: +4 Religion: +6: 18 | WISScore: 0 Animal Handling: 0 Insight: +2 Medicine: 0 Perception: +2 Survival: 0: 10 | CHAScore: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1: 8 Languages: Common, Abyssal, Celestial, Primordial FeatsWar CasterPrerequisite: The ability to cast at least one spell You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits: You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage. You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands. When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature. Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery You’ve received training from magic-users affiliated with the Mages of High Sorcery. Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. Lunar Spells Moon 1st-Level Spell Solinari Comprehend Languages | Shield You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have. Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). Source: DSotDQ, page 32 Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits: Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid] Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. | ActionsRapierATTACK: DEX [3]+ Proficiency [2] RANGE: 5ft MAGIC BONUS: 0 CRIT RANGE: 20 DAMAGE: 1d8 + DEX [3] TYPE: Piercing DESCRIPTION: melee weapon (martial, sword) Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2] RANGE: 5ft MAGIC BONUS: 0 CRIT RANGE: 20 DAMAGE: 1d8 + DEX [3] TYPE: Piercing DESCRIPTION: melee weapon (martial, sword) | SpellsCantrips Blade WardBlade Ward Abjuration cantrip Casting Time:1 action Range: Self Target: Self Components: V S Duration: 1 round Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. Booming BladeBooming Blade Evocation cantrip Casting Time:1 action Range: Self (5ft radius) Target: One creature within the spell’s range Components: V, M (a melee weapon worth at least 1 sp) Duration: 1 round Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Green Flame Blade1st Level Evocation Casting Time: 1 action Range: Self (5-foot radius) Target: One creature within the spell’s range Components: V, M (a melee weapon worth at least 1 sp) Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). PrestidigitationPrestidigitation Transmutation cantrip Casting Time:1 action Range: 10 feet Components: V S Duration: 1 Hour Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 1st-Level <2/4> Expeditious Retreat1st Level Transmutation Casting Time: 1 bonus action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes Classes: Artificer, Sorcerer, Warlock, Wizard Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action. Magic Missile1st Level Evocation Casting Time: 1 action Range: 120ft Target: A creature of your choice that you can see within range Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Tensors Floating Disk1st Level Conjuration Casting Time: 1 Action Range: 30 Feet Target: An unoccupied space of your choice that you can see within range Components: V S M (A drop of mercury) Duration: 1 Hour Classes: Wizard Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. Tash's Hideous Laughter1st Level Enchantment Casting Time: 1 Action Range: 30 Feet Target: A creature of your choice that you can see within range Components: V S M (Tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute Classes: Bard, Wizard Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends. Identify1st Level Divination [Ritual] Casting Time: 1 Minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous Classes: Artificer, Bard, Wizard Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Detect Magic1st Level Divination Casting Time: 1 Action Range: Self Target: Self Components: V S Duration: Concentration, up to 10 minutes Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Absorb Elements1st Level Abjuration Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Target: Self Components: S Duration: Instantaneous Classes: Artificer, Druid, Ranger, Sorcerer, Wizard Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Charm Person1st Level Enchantment Casting Time: 1 Action Range: 30 Feet Target: A humanoid you can see within range Components: V S Duration: 1 Hour Classes: Bard, Druid, Sorcerer, Warlock, Wizard Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. 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. The creatures must be within 30 feet of each other when you target them. Comprehend Languages1st Level Divination [Ritual] Casting Time: 1 Action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 Hour Classes: Bard, Sorcerer, Warlock, Wizard Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. [Initiate of High Sorcery Feat] Shield1st Level Abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 Round Classes: Sorcerer, Wizard Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. [Initiate of High Sorcery Feat] 2nd-Level <2/2> Misty Step2nd Level Conjuration Casting Time: 1 Bonus Action Range: Self Target: Self Components: V Duration: Instantaneous Classes: Sorcerer, Wizard Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Shadow Blade2nd Level Illusion Casting Time: 1 Bonus Action Range: Self Target: Self Components: V, S Duration: ConcentrationUp to 1 minute/em> Classes: Sorcerer, Wizard Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. Aid Aid 2nd Level Abjuration Casting Time:1 action Range: 30 feet Components: V S, M Duration: 8 hours Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.[Adept of the White Robes] Mirror ImageMirror Image 2nd Level Illusion Casting Time:1 action Range: Self Components: V S Duration: 1 Minute Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Decimus has no desire to share any more information with the blonde woman than had already been given, and he does what he does best in the moment. Stay silent and let the boredom on his face convey his lack of interest in the current situation until he was left alone. Thankfully, with all of the others in the room revealing what was left, he had no worries, especially when Merituuli revealed his impressive lineage. Or it sounded so, he knew nothing of his kind, and would have to take the young warriors word for it. It could not have been any more than a trick of the tired mind working with his ignorance of Hunni and her magicks, but the vivid image of the three eyed raven is troubling, and hopefully, just a dream. Decimus' mind is wandering in the rafters as Michelle berates them for their associations with the Black Robes, expecting Hunni will have an answer prepared for her regarding the situation. Knowing it is covered, he covers his mouth with one of sleeves as he yawns widely, feeling the lack of rest slowing his thoughts. And showing him hallucinations apparently. When his little friend implies he has a secret royal background himself, he narrows his remaining eye. "Pardon...? I am afraid I am little more than a simple wanderer... I own no more than what you see here, and you may call me what you wish" The Wizard dismisses any further attempt at pleasantries with their newest companion, having an uneasy feeling about having her here at all; vision be damned. He chuckles at Modri's claims, but nods his head as he mentions making Ipsin proud. Feeling forlorn as he realizes that the funeral feels both so far away, and so recent, Decimus wonders if the old adventurer will ever rest with the violence that was enacted at his celebration. With Darretts outburst, the spellcaster pulls his sakkat forward, hiding his concern from the rest, wondering what on earth could have enough magical presence to be granting so many visions in such a diverse manner. His frustration at his ignorance is growing further still, but he does feel a small kernel of satisfaction knowing he is not alone in not enjoying the presence of the Lady. After some choice words from Mery about her family, which he feels as though he could most certainly empathize with considering his familial attachments, the group seems to disperse, giving him the opportunity to find his bunk once more. Action: Bonus Action: Movement: Reaction:
-
Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions After the Vision Mery tells Hunni, "I don't speak of my birth father because I've never met him and don't know more than about half a dozen facts about him. He is supposedly some sort of minor Elven noble, and I have some noble blood from my human side, too, although it is all illegitimate and I can't claim - nor would I want to - any sort of title or inheritance. Not from them, anyhow. My birth father abandoned my mother as soon as he heard she was pregnant with me, so I consider him to be a despicable coward, and if I ever have the misfortune of meeting that Elf, I will spit in his face." Her face and voice both harden as she speaks the final sentence. With Darrett After Darrett's outburst, Mery's face twists in empathy, and she begins to follow the young squire-now-knight, telling Mayor Raven with a chuckle, "Like the rest of us, he's tired and angry." Upon arriving at the bow of the ship, she doesn't find Darrett there, but having seen Ser Artanis follow Darrett as well, she just catches a glimpse of the older knight heading toward the hold of the ship. She follows, then waits at a discreet distance for Ser Artanis to finish before approaching. Gazing earnestly at Darrett, she tells the young man, "I know we're all tired and in need of more sleep, and I'm guessing you'll need a little time to absorb what the contents of that box mean. So I'll leave you to 'ooh' and 'ahh' over your new shinies and simply ask if I may speak with you after we've both gotten more sleep and have officially arisen for the day." Since Darrett hasn't yet opened the box, she withholds her congratulations for the moment. Once Darrett agrees to speak with her, she leaves the two knights to their business, not wanting to intrude on such a personal moment any more than she already has. She then returns to where she'd been sleeping and climbs into her hammock, deciding to eke out what rest she can manage from the rest of the night. OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
-
Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Darrett's outburst, and Mayor Raven's admonishments, are rather timely Artanis thinks. Particularly true as well in the case of the Mayor, he adds mentally, stifling a yawn. He can't blame Darrett for the way he feels, Artanis feels the same about Ispin, and now Ser Becklin's loss as well. Cudgel he didn't know and cuts less deep, though she seemed a good soul. Still, the one to blame was Takhisis, and this Fire-Eyes. Were the commander not Ser Michelle it would have been someone else, and the scenes would have played out the same. Worse perhaps, without her unknowingly tempering the actions of her troops. "Indeed, it is late. I think any more revelations should have to wait for morning for my part, unless they involve immediate combat. Hopefully the remainder of the night shall be more peaceful," Artanis announces apologetically to the group. "I'll have a word with Darrett, alone," he excuses himself from the room, following the young squire out. Artanis climbs onto the deck, still in just his open necked shirt, the night air lacking the chill of home. He makes his way across the wooden deck carefully and quietly, wary of the Mayors reprimand. Around him, the night is anything but quiet - the chuckling water, the creak of the sails straining against wood, the buzz and chirp of insects on the bank all serve to mask his approach. "Darrett," he whispers loudly as he nears the boy, not wanting to scare him. Everyones nerves must be on edge after such a few days and the vision on top of it all. For a moment he just leans next to him, watching the water in silence. "Ser Beckin spoke very highly of you, Darrett. She'd be proud of how you held yourself over the past few days," he says gently. "I'm certainly impressed. Perhaps if I'd lived a little closer, or circumstances been different, I would have been where you are. Not that I in any way regret my own service under Ser Brightblade." He paused a moment longer, letting the not quiet silence of nature stretch out, before continuing slowly. "It's ok to be angry too, nothing wrong with that. We'll certainly make sure to get Jeyev next time, and Takhisis' army will fall." His voice carries the warm certainty of absolute faith. "It won't bring her back, but we'll keep her alive. Mery's a writer you know, perhaps she'll end up in stories like old, inspiring kids like me - maybe like you - in years to come." He spends a few minutes more looking back over the waters, the village of Vogler a long distant sight. He tries to imagine what he'd feel if it were his own village up in flames and smoke like that, his own home put to sword; he can't quite manage it, not in a way that feels real. "Come on," he claps a hand across Darrett's back, "Now's as good a time as any - I doubt you're going to get much more sleep tonight, and with the state of things as they are, I don't know how soon you'll need it." Directing the squire back down below deck, he turns him towards the hastily packed cargo areas. "Ser Becklin charged me to fetch something for her when we left. Well actually she asked quite a few things, but this was one. I can't think this is how she imagined it originally, but that doesn't change the importance. Now more than ever Solamnia needs Knights you know, a shining bulwark against the forces of evil. A symbol, sword and shield all in one," Artanis spoke quietly but firmly as they headed, hunched, though the belly of the ship till before them lay the crate. "She wanted you to have this. Asked me to see it delivered to you in her stead." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).
-
Lady Michelle takes Coltan’s hand and gives it a firm shake—one unbefitting of the ‘lady’ she’d recently learned she was. “Well, it’s nice to meet you, Brother Coltan Bluetemper. I may be putting the cart before the horse, as I did, with Ms. Mery, but if my estate still exists, and the authorities in Kalaman are guided more by mercy than by vengeance, then I shall extend an offer to you to make yourself at home on my estate and make use of whatever facilities might be available. Often enough, noble estates have smithies on their premises, so should that be the case with the Folketh Estate, then those shall be yours to use as you see fit . . . as for that armor, you and yours have bested me in battle. As you said, ‘spoils of war’. It is yours. It seems that being armored up will not be in my cards for a while.” Here, Lady Michelle was slightly taken aback, but nodded when Mery came to her defense. “That is correct, Ms. Hunni of Clan Collic. Predjudice was not my aim, but certainly caution is. I cannot imagine that Brother Coltan nor Ser Artanis would associate themselves with a person of dastardly intent, and thus far, you’ve certainly been of more righteous action than I have. Thus, I shall trust that you mages must know what you’re doing. It is nice to make your acquaintence, Ms. Hunni. If my estate has a library, then what scant knowledge you may be able to glean from it is yours to consume. In the exceedingly small chance that any kind of magic-related facilities may exist, those would be open to you as well—but I doubt there would be any such thing.” Lady Michelle blinks in confusion, then says, “I personally thought it was quite a brilliant move. I see no reason to apologize to me for it. That said, I humbly accept your apology for what it is, and thank you for your magnanimity.” At this point, Lady Michelle takes a knee. “I do believe that being the son of a Speaker does not make you a noble, Your Royal Highness; it makes you the equivalent of a prince in most human-controlled lands, and thus an aristocrat.” Then she stands. “Now that protocol is taken care of, I imagine that if you’ve waited this long to reveal yourself—and only to us—then its not something you’d like getting in between you and your friends—or me. Unless you’d prefer something else, I shall refer to you as Mr. Merituuli.” “Oh, no, the gown is fine,” she clarifies. “I’m just not used to such finery.” She thinks for a few moments and then says, “I remember a very nice middle-aged woman whose daughter I would play with whilst father had his garments made. I suppose I’d recognize her if I saw her, but I remember the girl . . . Cassandra? . . . Yes! Cassie! She had brown hair and brown eyes, and was always quite a bit better dressed than her friends . . . It was so very long ago.” Lady Michelle blinks again. She then looks at Decimus. “A duke?” she asks, not with a little incredulity. “Mr. Merituuli here, prince though he may be, is after all, the fifth son. I can’t imagine a duke—the person who runs a duchy—himself would find it so easy to gallivant around without a retinue, or his kingdom aflame with the news of His Grace’s mysterious disappearance. Still, tonight has been one surprise after another, so if His Grace is in fact a duke, I’d much rather hear the confirmation now, and keep your secret . . . but I’d also rather not be made a fool.” “That said, I extend the same offer to you that I’ve extended to Ms. Hunni,” Lady Michelle says. “I believe Ms. Hunni called you ‘Decimus’? It’s a pleasure to meet you, Mr. Decimus. . . . or should I say, ‘Duke Decimus’?” “This is the second time I’ve heard this ‘Ispin’ named,” Lady Michelle says. “He must be someone special to all of you.” “He is!” a voice in the corner of the room says, finally. “Was . . .” Darrett Highwater stands up. “Ispin Greenshield was a great man. An adventurer the likes of which legends are written and told. He’s—his death—is the reason everyone is here, together. . . . For his funeral, I mean.” He approaches her and looks her up and down with narrowed, judging eyes that seems to melt into a resigned listlessness. He sighs. “Ser Becklin—she was the one whose dress you wear right now—was the knight to whom I was squired—she was his—Ispin’s—adventuring teammate along with Cudgel Ironsides. They both died defending my village from your army . . . argh . . . I . . . I know that’s not your army. And they were stabbed in the back by Jeyev . . . but the Dragon Queen’s army is still to blame. Who would Jeyev have betrayed them for if not for them? I . . . I saw something, too. Takhisis mocked me with that high, cold laugh of hers as she replayed over and over Jeyev stabbing Ser Becklin in the back and killing Cudgel—until you burst in the room and woke us up.” “I’m not going to shake your hand. I’m not going to call you my friend . . . and it’s going to take me a long time to forgive and forget. I won’t wish death upon you, but I don’t really want to be around you, either, ‘Lady’ Michelle Folketh.” He stands up and pushes past her and out the door. You hear his footfalls creak the wooden stairs to the topdeck and out to the fo’c’sle . Eventually, Raven uth Vogler, last of her name, baronetess of a pile of ash she once shared a name with, enters the room, tying a robe around her. “What’s all this commotion? It’s only 3 bells for Paladine’s sake! What’s gotten to Darrett? I saw him heading over to the bow.” “I’m sorry to have woken you all . . .” Lady Michelle says. “I’ll retire to my quarters to sleep, then . . .”
-
Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 3Con + 2Shield ) | HP: 61/61 (4d12+16Con Modifier 4*Level+8Tough Feat: 2*Level+4Dwarven Toughness: 1*Level) | Speed: 25' Senses: passive Perception 11, Insight 11, Investigation 10 Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1) Languages: You can speak, read, and write Common, Dwarvish, Elvish Hit Die: 4/4d12 | Rages: 3/3 | Magic Awareness: 2/2 With Hunni's direct question, Modri takes a step to her and away from Michelle. He also finds the number of apparent nobles among them curious, but he's never been one to worry too much about such things. There's good apples and rotten ones regardless of how many coin they have. The rotten apples can be a real problem money or no. As far as he's concerned a title is mere decoration on top of what matters. "I dunno. I drank some cactus juice and dreamed of getting these tattoos. Don't think any of them give me a title, but who knows? My mother always said my grandpa was more bear than Dwarf. Maybe he was the King of Ursines and that makes me crown prince! Aharhar!" He does take a sober moment to nod to both Meri and Decimus, respecting what was shared is important to them. "As far as I'm concerned, we all did right today, no matter our high or low birth, or the color of our robes. We would've made Ispin proud." OOC Movement: - Action: - Bonus Action: -
-
Hunni Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven Hunni stops glaring at Lady Michelle for a moment, as Merituuli makes his announcement, and Mery her statement. "Huh," she comments, "Aren't we the noble group. I was supposed to marry the Highcollic, Merituuli is some elf royalty, Decimus is a secret Duke," she pauses for a moment, then looks panicked. "Sorry, Decimus, I forgot we weren't telling anyone." She looks back at everyone else. "He isn't a Duke, forget I said that. Um. Coltan is the Apprentice of a God, Artanis is a noble knight, Mery doesn't want to talk about who her father is, so he must be more than she says, and even our captured Lieutenant turns out to be noble..." Her eyes narrow again, as she looks at Modri. "Wait, who are you, really..." OOC Action: — Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 2 / 2, cast at 2nd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 2nd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 14. Spell Attack Modifier +6. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat) Invocations: Improved Pact Weapon, Agonizing Blast Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
-
Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions After the Vision Mery turns a placating hand to Hunni. "I don't think Lady Michelle is trying to judge you, I think she just wants to understand you better. Would you be willing to either tell her about the curse you hope to lift or allow me to? Just as much as you've already told us?" Kai's announcement doesn't take her entirely by surprise, so she smiles at the Sea Elf. "I'd kind of figured you were more than just a simple Sea Elf, although I wasn't certain of the specifics. Nevertheless, it's a pleasure to have you along. If you choose to come with us to see Kalaman's leaders, whom I've just recalled include a governor, a military marshal, and a council of craft/guild leaders, identifying your family connection will help our message to sound more legitimate, if you would not be opposed to doing so. Although I suppose it's possible that Ser Becklin's letter to the governor may vouch for us, which would make identifying your family connection less necessary. May we still call you Kai, or is there some title we should call you by?" She tells Lady Michelle, "I understand that my gown seems a bit fancy to you - I prefer practical clothing as well, if I'm honest, but the gown is the only extra clothing I have, and it's clean. Unless the others are willing to allow us a little time upon arriving in Kalaman to shop for you an outfit more to your liking, I think having you appear in clean clothing is probably our best move, if you can tolerate it for that long. Speaking of clothing, I wanted to ask: Do you remember anything about Telwyn, by chance? It seems like your father must have trusted him or her quite a bit." Knowing the others won't understand the question, she clarifies for their benefit, "The two items we seek for Lady Michelle are located in front of a shop called Telwyn's Tailorie in Kalaman." OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.
-
Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . Artanis nods at Ser Michelle's agreement to abide by his conditions, and the lack of disagreement from his new friends. A knot he didn't realise he's been holding inside releases in relief. He'd strongly suspected Ser Michelle would understand his restrictions, given her nature to date, but the question had still been raised. Her advice that the swords would not taint him for their presence give him a measure of reassurance as well, though he wondered what now they should do with the rest. Perhaps there would be those to whom the swords carried less emotional weight, and who would be only too eager to level the enemy's weapons against them. He would keep them till they obtained judgement at least, on principle. "Perhaps Coltan can turn his hand to weapon as well as armour should the need arise then, though his list grows quite long already. Armour for himself, armour for myself, armour for yourself Ser Michelle, oh and I hand't mentioned it yet but I thought you might be able to refashion that ogres scale for Handsome?", he ticks the tasks off on his fingers. "Were you this popular as a travelling smith as well Coltan?" he jokes, "It's a wonder you ever had time to move on!" He understands little of magic, though knows the reputation of the Black Cloaks and much of what Ser Michelle says resonates with his beliefs. Still, he tries not to prejudge as Hunni says. She seems to have the white robed Decimus to keep her on track at least, and he would know of evil if what he's heard is true. Though his assumptions were wrong about Sunni he recalls. He's still wondering how to raise the question of parentage with Decimus - or whether it's even relevant to - when Merituuli's revelation takes him out the blue. Shucked, he turns to the embarrassed elf. "Sorry what was that?" he asks reflexively, before correcting himself as his brain catches up with what the words entail "I mean, sorry your, erm, Grace?" he ventures. OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (Short Rest, 1/turn) Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).
-
Merituuli Kaiutin Level 4 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft. Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10 Str:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2☆ ☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 8 (-1) Languages: Common, Elvish, Kenderspeak, Kharolian, Khur “My words” | ‘My thoughts’ | My actions . . . On Coltan's comment on keeping secrets, Merituuli grimaces slightly. I know he probably means someone else... but I am keeping a pretty big secret from them, aren't I? If we're going to be traveling together from now on, they deserve to know. Lady Michelle's realization that she doesn't know everyone's names gives him the final reason he needs. Looking to her, he introduces himself with, "Merituuli Kaiutin, of Dimernost. Now that we're allies, I suppose I should apologize for yanking you off your horse. No hard feelings, I hope?" Pausing a moment, he turns to the others and says, "I... suppose I should reintroduce myself to everyone, actually, if we're being open and honest with each other. I've used the Dimernesti version of my name this whole time. It feels much more natural to me, you know, mother tongue and all. The translation to Common is a little crude, but it's basically... Sea Windspeaker." He rubs the back of his head, clearly embarrassed. "I'm Nuqala Windspeaker's youngest child... her fifth, if we're being exact. I have no idea if that would make me some kind of noble under your laws, but me being the fifth in line meant that the role of Speaker was basically never going to go to me. I wouldn't be a very good fit for it anyway. I could have still stayed home, had a cushy job and been well taken care of, sure. But where's the adventure in that? After meeting Ispin, I was never going to be able to choose that life. So... here I am." OOC I welcome you all to use a Finnish to English translator on Meri's name for a surprise! Action: — Bonus Action: — Movement: — Reaction: — Actions & Resources Actions: Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 bludgeoning damage. Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target. Hit: 1d6 piercing damage. Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 1d10+2 piercing damage. Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4+2 piercing damage. Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1d6+1 bludgeoning damage. Versatile damage: 1d8+1 bludgeoning damage. Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target. Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Bonus Actions: Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge. Other: Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return. Ammunition: 20/20 Crossbow Bolts Class Features: 2/2 Favored Foe Marks 3/3 1st Level Spells
-
Hunni Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft. Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 19 (+4) Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven "And I am Hunni of clan Collic," Hunni also replies, "Initiate of the Black Robes, Mage of High Sorcery." She looks at Lady Michelle with narrowed eyes. "Try not prejudge, hm, Lieutenant Folketh?" she asks, pointedly. "In any case, our business with the Mages is our business. But thank you for your... concern." OOC Action: — Bonus Action: — Movement: — Reaction: — Actions and Resources Actions Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target. Hit: (1d10 + cha) force damage. Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target. On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). ☆ Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus) ☆Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (1d4 + 4) slashing damage. Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target. Hit: (1d8 - 1) slashing damage. Versatile: (1d10 - 1) slashing damage. ☆Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 +4) bludgeoning damage. Versatile: (1d8 +4) bludgeoning damage. ☆ Note: With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage. Normally Staff of the Python, but also always Pact Weapon. Bonus Actions Hexblade's Curse. Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point). You can’t use this feature again until you finish a short or long rest. Grovel, Cower, and Beg (Reskinned Draconic Cry). As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Spellcasting Spell Slots: 2 / 2, cast at 2nd level, refreshed at short rest Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion Hunni is a spellcaster. Her spell slots are at 2nd level. She has 2 spell slots. Her spellcasting attribute is Charisma. Spell Save DC 14. Spell Attack Modifier +6. She can use an arcane focus as a spellcasting focus. Cantrips: Eldritch Blast, Infestation, Prestidigitation, Minor Illusion Spells Known: Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat) Invocations: Improved Pact Weapon, Agonizing Blast Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.
-
Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12 StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 14 (+2) | DexInitiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ Chain mail gives disadvantage: 8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0 Arcana: +0 History: +0 Investigation: +2 Nature: +0 Religion: +2: 10 (+0) | WisSave: +5 Animal Handling: +5 Insight: +3 Medicine: +3 Perception: +5 Survival: +5: 18 (+4) | ChaSave: +2 Deception: +0 Intimidation: +0 Performance: +0 Persuasion: +2: 10 (+0) Languages: Speak, read, and write Common and Dwarvish Coltan approaches Michelle with an extended hand of polite greeting. "Lady Michelle, I'm Bluetemper, Coltan Bluetemper, Apprentice of Reorx. I've removed the dragon army symbols from the armor. You can have it back when I can secure a replacement." "And, I don't believe Reorx would see you hang." He nods and returns to stand near his bedroll. OOC Action: — Bonus Action: — Movement: — Reaction: — Use Object: — Actions and Resources Actions +1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 magic, fire damage. Versatile damage: 1d10 + 3 magic, fire damage. Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 bludgeoning damage. Versatile damage: 1d10 + 2 bludgeoning damage. Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d6 + 2 slashing damage. Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 2 piercing damage. Spell-casting: +6 or DC 14 | 1st 4/4 | 2nd 3/3 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. Light (V,M). You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. 1st level spells prepared Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. Bless (V,S,M). You bless up to three creatures of your choice within 30 ft. 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. Concentration up to 1 minute. Cure Wounds (V,S). A 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. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Concentration up to 10 minutes. Healing Word (V) Bonus. A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. Guiding Bolt (V,S). Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage 2nd-Level Spells Prepared Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Channel Divinity: 1/1 short rest Turn Undead. Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Harness Divine Power. As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual. War Caster You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
-
Kalaman Locations Castle Kalaman A symbol of the city, the age-old fortress of Castle Kalaman rises atop rugged cliffs, visible from anywhere within the city walls and for miles beyond. The city’s governor dwells within the castle, and the ruling council holds its meetings here. Castle Kalaman also serves as the headquarters of Kalaman’s military, and its barracks can house hundreds of troops. Extensive catacombs run beneath Castle Kalaman, but the entrances to these tunnels were closed long ago and remain magically sealed. City Market Merchants from across Ansalon do business in Kalaman’s thriving bazaar. Characters can purchase any equipment from the Player’s Handbook here. Vendors from far-off lands—like Ergoth or Mount Nevermind—often bring rare curios here to trade. Hammerstrike Forges Twin forges stand across the street from one another, run by the dwarven cousins Kadmos and Tiria Hammerstrike (hill dwarf veterans). While both are competent smiths, Kadmos specializes in armor and Tiria excels with weaponry. Harbor Beacons The walls of Kalaman extend several hundred feet into the city’s harbor. The tower at each end holds a prominent beacon surrounded by an array of lenses. These beacons were created before the Cataclysm by the city’s Istarian founders, and the light from their flames cuts through the densest fog. Kalaman Harbor At any time, dozens of ships are anchored along the busy docks of Kalaman’s harbor. Small local fishing ships vie for harbor space alongside mighty seafaring vessels, some from far-off lands. Every day there’s a 10 percent chance a merchant ship from a distant land puts into port here, its crew eager to sell unique wares and tell tales of danger on the sea. Meulara’s Oddities Meulara’s Oddities is a small shop piled with trinkets. Its shopkeeper, Meulara (kender commoner), is a silver-haired woman with a bright smile. Meulara claims to know every kender in the city, and most kender new to town are directed to her so they can swap stories and news from their travels. The Steady Beacon The Steady Beacon is a tavern that boasts a large taproom, a fish-focused menu, and modest lodging. Its decor features the broken weapons of defeated bandits. The tavern is a favorite of Kalaman’s soldiers, and most evenings, dozens of off-duty troops relax here. The inn’s owner, Jesen Thold (human veteran), is a friend of Marshal Nestra Vendri, head of Kalaman’s military. Trade Camps Outside the city to the east and west sprawl trade camps. These expanses of ramshackle buildings began as campgrounds for caravans. Over time, the tents were replaced by simple buildings aligned along muddy streets. They now house hundreds who can’t find lodgings within the city’s walls. Wyhan’s Apothecary Wyhan (human mage) is a black-robed Mage of High Sorcery. Though supposedly retired, she keeps a shop that deals in wares few in Kalaman need. Wyhan’s Apothecary sells the occasional good-luck charm, but those who know what to ask for might gain access to the apothecary’s back room, which houses esoteric spell components.
-
Date On This Magetag, the 23rd Day of Brookgreen, in the 351st Year After the Cataclysm (Tuesday, March 23, 351 AC) ★The 3rd Day of the Campaign - Late Evening★ With Mery Before the Vision “We’re going to Kalaman!?!” she says incredulously. “I had no idea we were this close! The coincidence is . . . this has to be too good to be true . . .” She says the last lamentingly. Ser-cum-Lady Michelle lets out a sigh of relief. “I thank you, then, Ms. Mery. You’re right. Much of this is purely hypothetical, for now, and I think the stress of all this is causing me to get ahead of myself—flighty, even. I don’t think you know just how much the battlefield shapes you. It’s both terrifying, but at the same time, it becomes ‘home’ more viscerally than any peaceful dwelling or village.” Her face darkens when Mery describes her terrible childhood. “If I’m not hanged,” she growls, “I may yet earn the sentence should I ever meet this man, Ms. Mery,” she hisses coldly. At the offer of the gown, she looks . . . embarrassed, maybe? “It’s a very lovely garment to be sure, but my life has never been one of fancy, not since perhaps darkly faded memories of girlhood—before we went into exile,” she explains. “I’ll definitely need your assistance. As you can see, my hair doesn’t get much care, either . . . But for now, let’s get some sleep.” After the Vision—Everyone Together Date On This Kirinor, the 24rd Day of Brookgreen, in the 351st Year After the Cataclysm (Wednesday, March 24, 351 AC) ★The 4th Day of the Campaign - Early Early Morning★ When Modri puts a comforting hand on her shoulder, she reaches over and clasps it. “Thank you,” she says with a smile. “Some of them—Kalonos, in particular—you’d have gotten on well with, if we’d met under different circumstances, of course.” “Thank you, too, Mr. . . .” she says to Merituuli. “You know what? Come to think of it, I only know Ser Artanis, Modri, and Ms. Mery . . . And I know you” at this, she points to Coltan, “as ‘Apprentice of Reorx’ . . . What should I call all of you?” Lady Michell’s eyebrows rise at Coltan’s pronouncement. She’d thought he’d be most dead-set against her. “I must admit that I was quite bitter that you took my armor, Apprentice of Reorx—it was the one thing I specifically requested to be able to keep when I surrendered—but now, I shan’t ask for it back. It’s standard issue Dragon Army officers’ armor and I wish to wash my hands of that evil force completely.” She turns to Artanis and says, “On a related note, I don’t want those swords back, either. They’re tainted with Takhisis’s unholy evil. As far as I know, they won’t hurt you to use and you aren’t at risk of being possessed or controlled by her if you keep them—but I don’t want them back. I know that, should I be freed, you are technically supposed to give them back, but I would sooner accept a butter knife from a kitchen table to complete the ceremony than touch those swords again.” When Hunni brings up her patron, Lady Michelle says, “What is a ‘Jeza Bell’—is it a sort of gong for signaling troops?” At Hunni’s explanation, she says, “A three-legged crow? A weapon?” And just as Decimus ponders, for just a flash, the three-legged crow in the rafters ethereally appears for everyone and caws in everyone’s mind before fading just as quickly. When Artanis states his position—and the position he, and therefore Lady Michelle is in—she straightens and an air of formality seems to emanate from her. “Yes. Agreed. As much as it heartens me to hear even the Apprentice of Reorx come to my defense, I am, nonetheless Ser Artanis’s prisoner by my own surrender, and I shall see this through. I have comported myself honorably and shall continue to do so. Regardless of what my father has revealed to me, I know only the code of Knighthood first. If I am not hanged—perhaps if I am even freed—then I shall have to learn to comport myself as a Lady. Then, and only then.” When Decimus and Hunni mention the Black Robes, Lady Michelle’s eyes narrow. “The Black Robes have been innumerable supporters of Takhisis throughout her invasions of eastern Ansalon. Although I’m not privy to the details of just why we’ve invaded Nightlund, I do know that Kansaldi Fire-Eyes—she’s the General in charge of the Red Dragon Army—specifically invaded the Northern Wastes and Nightlund on the suggestion of the Black Robes. Finally, one of the Field Marshals: the head of the White Dragon Army is led by Highlord Feal-Thas, a Silvanesti elf and black-robed member of the Mages of High Sorcery. I have immeasurable taint upon me I would need a lifetime to scrub off me. Why would you willingly bathe in that corruption? I suppose I’m in no position to judge, but please help me understand!” Portraits Lieutenant Dame Michelle Folketh, a. k. a. “Lieutenant”, “Lieutenant Folketh”, “Dame Michelle”, or “Ser Michelle” Warhorses, “Handsome” and “Tiergan” Boilerdrak Military Structure Unit = # Sub-Unit + # Commanding Officer = Total Soldiers PCs/NPCs Team = 1 Private + 1 Senior Private (non-com) = 2 — Squad = 2 Teams + 1 Corporal (non-com) = 5 — Section = 3 Squads + 1 Sergeant (non-com) = 16 Darrett Highwater Platoon = 3 Sections + 1 Liutenant (com) (Technically a 2nd Liutenant (a 1st Liutenant is the senior-most Liutenant in the Company Nither 1st nor 2nd are spoken in address) = 49 Artanis, Raven uth Vogler, Ser Becklin uth Viharin, Dame Michelle Folketh Company = 6 Platoons + 1 Captain (com) = 295 Lord Bakaris Battalion = 6 Companys + 1 Major (com) (a Lt. Colonel is the senior-most Major in the Regiment) = 1,771 Maj. Fewmaster Gholcag Regiment = 6 Battalions + 1 Colonel (com) (a Lt. General is the senior-most Colonel in the Army) = 10,627 Belephaion Red Dragon Army = 6 Regiments + 1 Brigadier General (com) = 63,763 Kansaldi Fire-Eyes Takhisis’s Dragon Armies (Red, Blue, White, Green, Black) = 5 Dragon Armies + 1 Field Marshal (com) = 318,816 Dragon Highlord Verminaard
-
Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions After the Vision Mery tells Hunni with a chuckle, "I kind of envy you not having to go speak to the leaders of Kalaman, but it is, unfortunately, necessary. I wish you success on your errand." Assuming, of course, that Hunni wasn't going to be getting up to any Black Robe shenanigans. Mery liked the little Gully Dwarf as she was, thought there was an innocence to her that was quite endearing, and hated the idea that Hunni might lose that in pursuit of her goal to aid her people. 'But that's a concern for another day.' She tells Modri, "I can appreciate that you want to protect Lady Michelle. But this is her home, and if we can get her name cleared, she won't have to worry about her past coming back to haunt her. That's a wonderful gift to be starting a new life with. But if the powers that be prove unwilling to give her the chance we both know she deserves, I'll be with you in figuring out a way to help her." She completely ignores Coltan's grimace. 'Judge me all you want, Dwarf. If you can't express whatever's eating you as a concern, it's not my job to read your mind. All you're doing is refusing to be a part of any solution to your concerns, and that refusal to take a risk for the sake of making things better is on you and you alone. It's obvious you're always going to view me as unworthy scum no matter what I say or do. But males who judge me for the unpardonable sin of being different from them only bring out my determination to shine!' Ser Artanis' words about the Order of the Rose being the ones to hear Lady Michelle's case tickles something in the back of Mery's mind about the military presence in Kalaman and whether that included Knights of Solamnia. What was that? And who were Kalaman's leaders? The letter from Ser Becklin that Ser Artanis was carrying was addressed to the governor of Kalaman, and Lady Michelle's message from her father mentioned the governor of Kalaman as well. But Mery is pretty sure the governor isn't the city's only leader. 'Ah heck. While I'm at it, I might as well try to recall everything about Kalaman that I can. It's a port city - I know that because I came through Kalaman's port on my way to Vogler. And port cities usually have a pretty good trade going. What else?' "We have quite a bit of business to cover with Kalaman's leaders. Ser Artanis needs to deliver his letter from Ser Becklin and inquire about Knights of Solamnia from the Order of the Rose in the area, we need to tell them about the Red Dragon Army, see that Vogler's residents get the aid they need, and inquire about what will be necessary to see Lady Michelle installed as the head of her House. While I can agree with Coltan that aiding the residents of Vogler should be high on our list of priorities, I think the news we carry about the Red Dragon Army is likely to be the most important to the city's leaders. We should bring Lady Michelle with us - she knows quite a bit more about the RDA than we do. And the message from her father mentioned that the governor of Kalaman should be able to recognize her blonde hair and green eyes. If the person currently holding the position of governor is the same person who held it at the time Lady Michelle and her father fled the city, that could work to her advantage." 'Or disadvantage, if the governor had anything to do with the circumstances that led to their needing to disappear...but I bet my companions would grump at the delay if I took some time to learn what kind of reputation these leaders have before we meet them. But if we have to stop and ask for directions anyway, maybe I can make a quick inquiry.' OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - Actions & Resources Actions: Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: (1d6 + 2) piercing damage. Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target. Hit: (1d4 + 2) piercing damage. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4+2) piercing damage. Bonus Actions: Healing Word A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st. Bardic Inspiration (3 per long rest, for 1d6) As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Heat Metal Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again. Ammunition: 14 arrows in quiver, 0 arrow bundles in backpack. Spellcasting: Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: Cantrips (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability Class Features: 3/3 Bardic Inspiration, recovered after a long rest Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.) Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.) Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.) OOC OOC comments, if I have them, go here.