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Avernus is Rising! Are you bad enough dudes to stop it?

Game System

D&D 5e

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Music

Elturel has fallen. Devils surge in its wake.

Only the bold are willing to stand against the forces of Baator.

Who will stop Avernus Rising?

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Where the game is played Our heroes... and villains The story so far Worlds and Maps

 

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Adventurers' League
  1. What's new in this game
  2. Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft. Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) initiative (+2) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 1/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4)dancing lights, eldritch blast, minor illusion, prestidigitation; Spells Known (4 + 1)(1/1 per day) protection from good and evil comprehend languages, healing word, heroism, sleep Spell Slots: 1st2/2; 2nd—; 3rd—; 4th—; 5th—; 6th—; 7th—; 8th—; 9th— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender Inventory Inventory With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order. Money pp gp ep sp cp 0 9 0 13 13 Spent 4 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 10 gp, 4 sp, 3 cp. Converted 1 gp into 9 sp and 10 cp Worn, Carried, or Otherwise Readily at Hand Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access. 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules. 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 potion of healing; Potion, common; Minor tier; 50 gp, ½ lb.; You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. Found On: Magic Item Table A; Source: DMG, page 187. Also found in PHB, page 153. Available in the SRD. 1 Lords’ Alliance signet ring (from faction); Adventuring gear; 5 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. In Containers Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve. 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules. Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. Disguise Kit Activity :: DC Cover injuries or distinguishing marks :: 10 Spot a disguise being used by someone else :: 15 Copy a humanoid’s appearance :: 20 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background) 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Trinket d100 Trinket 76 A four-leaf clover pressed inside a book discussing manners and etiquette IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) 11 Tarkash, Year of Three Ships Sailing, 1492 DR Stonyeyes District, Outer City, Baldur’s Gate, Sword Coast After the Mortarch left to retrieve the priest, Iolanthe turns to the group. “What should we ask?” Iolanthe asked her fellow party members. “I feel like asking ‘Do you know who killed you?’ will result in a yes or no, with no further elaboration—probably just wasting one of our available questions.” She thought a moment and then said, “Given he was stabbed in the back, I’d imagine a ‘Who killed you?’ will be equally fruitless, but I think it’s still worth a try . . . No! Wait! How about, ‘What did your killer look like?’? That would probably be better. Ooh! How about, ‘Why would someone want to kill you?’ and ‘What’s your association with . . .’ well, whatever that cult’s name is?” OOC Movement: — Action: — Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .) —
  3. What Came Before Though Iolanthe can tell her words are getting through to the two cultists, the moment she strides away, the various members of the Flaming Fist that guard the duo break into laughter and mocking, to the effect that such a little thing as her could ever sway a cultist like them. They are sure in this matter and have no problem mocking not just Io, but also the two cultists. Arrival at the crime scene is met with immediate friction, and Hravin and Iolanthe know why immediately: the Watch and Flaming Fist do not always see eye to eye. One is a well-funded military organization, and the other is a massively neglected, underfunded, underappreciated, undermanned peace keeping force without the favor of a single Grand Duke. Iolanthe attempts to soothe the situation a bit, with the dwarf nodding along and Foremantle maintaining his irritating but cordial little smile. Hravin brings forth his questions. "Scene was discovered by a washer woman on her way to the Upper City this morn, about a bell's ringing before the sun's rising. We were the first on the scene, and we secured all entrances in and out as well as every residence and business on the block as well as the Upper City's wall. The Fist was informed, and here we are, with you lot breathing down my crime scene. We didn't investigate, we only secured, per our orders. We know any cult-lookin' activity is Fist territory, and I don't have to like it one bit." Foremantle pays it no remark. Gaerzil walks them through the crime as it happened, step by step, and as he does so, Misty, Hravin, Iolanthe: they all see it as he sees it, as it is described to them. From what is being said, it could have happened no other way, short of a magic jumping spell or potion. There doesn't appear to be any new magic, there doesn't appear to be anything beyond the imagery given: the cult of Zariel was leaving a message, but what about and to whom? Unfortunately, waxing poetic about the name Hall or Hallgate doesn't give anything new: the name is so mundane, how could it mean something cryptic with regards to the baatezu? A thought is brought up: can they speak to the death through magic? Foremantle lets them speak, then nods along. "I have a contact, in the clergy of Kelemvor. She's been part of this type of thing since the Cult of the Dragon crisis a few years back; I can go get her, if you want?" Given the affirmative, he goes quickly and returns half an hour later with a tall human woman, thin with high cheek bones and white hair. "Mortarch Gracie Scyre, in the service of Just Kelemvor. Foremantle has brought me up to speed. I can animate the body for a moment, granting you leave to ask it questions, but this is neither a true resurrection nor would I allow such a thing to happen. Once the spell is cast, you may ask this poor sod five questions. Ask carefully, though." She gets to work, casting the spell, and soon after she finishes, a blue-white light fills the body for a moment, before a gasp comes from its breath. The same pale glow illuminates the now-opened milky eyes and mouth. "Ask away."
  4. Name: Hravin Snaefoss | Race/Class: Human Cleric 2 | HP: 21/21 AC: 14 PP: 13 SS: 0/3 Hravin shook his head at Keryn's request. "Unfortunately, no, speaking with the newly departed is not within my abilities, quite yet. It is a skill I long for, though...especially since we are the new Homicide Squad for the city, apparently. Markus's remains will have to do, for now." With that, he stroked his short beared, to engage in some unchecked thinking, again. "Cults and demons and murders and a city swallowed whole," he mused quietly, "this is big. Oh, this is something very, very big. Bigger than any of us imagined, you know? Like, end-times big." Trailing off, he simply walked around the crime scene, mulling over his thoughts internalling while vaguely examining the crime scene when Mishka's question broke his internal spiral. "Hmm? Oh, Hall or Hallgate, yes. I'm not sure about the name, but I will reflect on that. Zariel, I assume, is our 'fallen' that poor Markus had to be murdered for, but why Markus? Why him specifically and not, say, one of us, or some other random person we don't know?" "Velnar! Since this is your crime scene, what was done to preserve the state of things at the time of discovery? Who made the discovery? Were there any books, like a journal perhaps, or papers laying about?" He turned to the smeared symbol, trying to recall if there were any similar symbols or if the desicrating smear over Zariel's symbol meant anything at all. OOC History Check to see if Hravin has read anything about a connection between the Hall/Hallgate name and devilry, devil worshop, magicks, etc Arcana Check on lore about Zariel's smeared symbol, if the desicration has meaning or why it might have been smeared. insight check on whatever Velnar responds. Action: Bonus: Movement:
  5. Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft. Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) initiative (+2) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 1/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4)dancing lights, eldritch blast, minor illusion, prestidigitation; Spells Known (4 + 1)(1/1 per day) protection from good and evil comprehend languages, healing word, heroism, sleep Spell Slots: 1st2/2; 2nd—; 3rd—; 4th—; 5th—; 6th—; 7th—; 8th—; 9th— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender Inventory Inventory With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order. Money pp gp ep sp cp 0 9 0 13 13 Spent 4 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 10 gp, 4 sp, 3 cp. Converted 1 gp into 9 sp and 10 cp Worn, Carried, or Otherwise Readily at Hand Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access. 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules. 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 potion of healing; Potion, common; Minor tier; 50 gp, ½ lb.; You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. Found On: Magic Item Table A; Source: DMG, page 187. Also found in PHB, page 153. Available in the SRD. 1 Lords’ Alliance signet ring (from faction); Adventuring gear; 5 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. In Containers Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve. 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules. Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. Disguise Kit Activity :: DC Cover injuries or distinguishing marks :: 10 Spot a disguise being used by someone else :: 15 Copy a humanoid’s appearance :: 20 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules. History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity :: DC Identify a tune :: 10 Improvise a tune :: 20 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background) 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. Trinket d100 Trinket 76 A four-leaf clover pressed inside a book discussing manners and etiquette IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) 11 Tarkash, Year of Three Ships Sailing, 1492 DR Stonyeyes District, Outer City, Baldur’s Gate, Sword Coast "Manip Tradran Foremantle, at your service. I'll be your guide on this matter." “Iolanthe Xanthe of the Lords’ Alliance, at your service, Mr. Foremantle. I’m in your care,” Io returns the introduction. There, one of the black-armed guards stops them. "No one is to speak with them. Manip, Hithlin suspects infiltration, and we can't risk it. You understand." Manip Foremantle does not stop anyone from trying to speak to the leaders, but ultimately relents. "Hithlin will grant no exceptions. Best we go." He says this with antagonism in the name of Benn Hithlin. Before they miss their chance, she calls out to the prisoners—giving a meaningful, ‘you owe me your life’ look at the man whose brains were saved from leaking out all over the pavement by her quick thinking and spellwork. “Your executions are almost assured, but the likelihood will increase exponentially if you refuse to coöperate. You are not going to receive some reward from the fiends you venerate, only torture in the nine-hells whilst they laugh at you for stupidly supporting them,” she commands. “And rest assured that it takes a special kind of stupid to place your trust in fiends; even small children know this much. Renounce your cult, apostatize your silly veneration of churlish fiends, and cooperate with the Fist. Your executions are not yet set in stone, and even if you are thrown across the River Styx, at least then, you may yet not be damned. Stop. This. Foolishness. Yesterday.” With that, she turns her back upon them and follows Foremantle out the door. "Yes, Hall was their original name, like Segren's. I don't know how quickly they changed their name but the last time Segren spoke to him, he was already a Hallgate. That was when they were children; Markus is the only member of the original Hallgates left, his siblings having moved north to be part of the New Neverwinter project. I think? He mentioned that in his first and only letter." At no point is Vasha anything but genuine, Iolanthe notes, and she answers entirely honestly. When shown the pendant, her face hardens; Gaerzil and the others realize she must be remembering Vollis, the cultist among them. "I don't know the inner workings of Markus' life, unfortunately. I know like us he and his wife are childless, and I know little of her. Bol... Bolnata? I think? If he had enemies, I wouldn't know it, sadly." “Thank you so much for your time, Mrs. Hall,” Iolanthe says, trying to at least sound empathetic and soothing. She certainly feels bad for how she questioned the poor woman. “Again, I’m very sorry to have to question you like this when everything is still so raw. I certainly hope for the best for your husband.” Eventually they take a side alleyway near a high set of walls and meet with a group of not Flaming Fist but City Watch, a dwarf coming forward. "'bout time you got here. Name's Velnar: and this is my crime scene." Foremantle guffaws. "No one said otherwise, friend." He nods at the symbol of the Flaming Fist. "That says enough right there. Right this way." “We certainly mean no interference, Mr., sorry, Inspector Velnar,” Iolanthe greets him. Then she holds up her hand, palm-side out, showing her Lords’ Alliance signet ring. “If the Fist getting involved gives you a headache, you’re about to suffer a migraine, I’m afraid. This is hardly an isolated incident and has something to do with that city in the east, Elturel, being swallowed up by the nine hells themselves. Again, we’re not here to interfere with your investigation, Inspector, but we are here to obtain information for the Alliance in coöperation with the Fist. Iolanthe Xanthe. Much obliged, Inspector Velnar.” Iolanthe is very careful not to contaminate the crime scene, but she does thoroughly investigate it to the best of her ability (See rolls in ). OOC Movement: — Action: Persuasion attempt at the captured cultists / Later, Arcana & History checks into the mix, for all the good they'll do. Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .) —
  6. Mishka Strakeln HP: 10/10 | AC: 14 | Passive Perception: 13 Active Effects: NA Spells and Expendables Expendable Used Total Recharge Magical Tinkering 0 3 NA Comprehend Languages (no spell slot used) 0 1 Long Rest Entangle (no spell slot used) 0 1 Long Rest Spell Slots Lvl 1 0 2 Long Rest Prepared Spells: Level 1: Absorb Elements, Cure Wounds, Tasha's Caustic Brew, Comprehend Languages*, Entangle*. *Do not count against prepared spells, as they are granted by my Rune Shaper feat. Mishka looks over the area quietly, and listens to Gaerzil's commentary. She furrows her brow, though, when he suggests that levitation magic is involved. "Why two-terds of de city? Why not anyone who can hold a knife and write in Infernal, yes? Or meybe just scribble somtink from memory." She points to the darkened puddle with bloody footsteps leading to it. "Murderer kills this man, plays in de blood, then plays in de puddle to avoid tracks, yes? Assuming dose prints are from de murderer, of course. Meybe dey are from some panicked idiot who found dis man..." She frowns more deeply, trying to think things through and consider all of the possibilities. Keryn's comment on the length of devil lives does make Mishka wonder if she has read anything about the name "Hall" with regard to the infernal forces. "Dat could be, dat could be..." she mutters, to herself more than to the party. "You know, if I were consortink with devils I would not go keepink a journal about it. But I wonder if somethink has been written about it." She turns to Hravin, trying to ignore his comments yesterday about flying among the stars. "Hef you read anythink about that name and devilry?" She ponders it for a moment, but not too long-- most of her reading of history had little to do with man or with devils. Unfortunately, Misty doesn't speak infernal. Though she has a deep and abiding interest in symbols. Ignoring many of the more salient parts of the crime scene, she starts to focus her efforts on the symbol that was crossed out. She, at least, hasn't seen anything like it recently. Possibly some holy symbol, of a kind. Maybe it was crossed out because of frustration. Or maybe it was crossed out intentionally? Like a symbol saying "No consuming pipeweed in this area" or "Down with the crown." For the moment, Mishka simply stares at it silently, thinking. OOC History check to see if the name "Hall" with relation to devilry rings any bells for Mishka. History Check for Devil Halls Arcana, Religion, and Investigation checks, all on the crossed out symbol, specifically. Mishka is single-minded and unhelpful with other aspects of the scene, at the moment. Arcana Investigation Religion
  7. Moon Elf Rogue AC: 14 (Leather) | HP: 24/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha) Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant The Aftermath of the Battle Keryn nods slowly at the monks correction to his pronunciation, rolling the word around his mouth carefully. It was not an elven name, nor one in any language he recognised, but given Qan-Di's involvement he would treat it with respect. Otherwise he simply files away this information as neither relevant to their immediate situation, nor seemingly to his own goals for now. What Came Before Keryn sighs as they are denied discussion with the cultists who tried to kill them. No doubt there are infiltrators, and it is not a poor idea to isolate them, however clearly he is not one of those fool enough to throw his lot in with devils. He carefully notes their new guide's rivalry with Manip Hithlin - a tool perhaps for future use - and wonders if the infiltrating aspects could in fact be the very Flame that responded so rapidly. As they walk to the caravan, he gently props the far more affable Tradan on the subject of Benn, trying to ascertain if the dislike is born of rivalry, suspicion or simply mutual dislike. Hithlinn did seem both officious and coarse enough to engender the latter. When they reach the caravan he speaks gently with Vasha initially, wary of teasing out any sore points alongside the story of her husband's past. The woman has had enough responsibility mounted her shoulders recently, and though she has risen to the occasion remarkably well for someone without the necessary years of training it takes but one straw to break the constructs back. It seems there is little to be gained from the recent past, though perhaps further back something may be found? When Io takes the lead in continuing the interrogation regarding Markus he is happy to yield to her expert tongue, figuring with at least half-elven blood she should be capable of some feats. Besides, the association had been made with the original party now and she will no longer be a stranger or Baldur's Gate, but a friend of the caravan by association. Much like the others of their party had been pulled into the Fist's confidence. He double checks whether either of Segren's parents are still alive before leaving, though suspects it unlikely with humans leading such pitiably short lives. What Falls Out As they pick their way around the crime scene, Keryn is careful to avoid disturbing both evidence and Velnar. He notes the wizard, Gaerzil, seems much more at home here in the city that he had out on the road. Perhaps the effect of being home? Maybe he could persuade the Tiefling that a healthier mind is the product of a healthier body, that morning calisthenics will stimulate his intellect as much as his muscle. Though he's already such little time available he probably can't spare dedicating any of it to projects other than the arcane. With Gaerzil taking the lead in investigation, aided ably by the bard, Keryn does his best to placate the City Watch instead; judging it difficult to offend Manip Fremantle he chooses to draw attention to their lack of affiliation with the Flaming Fist - stressing how they only have the city's best interests at heart - in an effort to build bridges. He listens carefully to Gaerzils explanations, tilting his head curiously at the wordings on the wall. He recalls similar accusations being levelled at Segren by the creature formerly Vollis. "Devils live for a damnably long time," he muses aloud, "and humans do not. The fiend within Vollis spoke of more to come, and of killing traitors specifically. Now we see further messages of revenge. Could some ancestor of the Hall's have entered - knowingly or not - into a pact that has since been defaulted on? Clearly Elturel is not new to dealing with devils." He raises a laconic eyebrow at Gaerzil's narrowing of the suspect pool. "On the subject of divine magic, with this being so recent would could perhaps seek out a practitioner still able to question Markus' soul before it departs? Though if he was asleep at the time of the attack as you say he may not be able to tell us much." He frowns, several lines marring his perfect skin. "I suppose the refugees will be keeping them busy as well. I don't suppose, Hravin, you might be able to replicate such a feat...? Otherwise I guess we should visit the widow." OOC Action: - Bonus Action: - Movement: - Reaction: Absorb Elements if triggered Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves. Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage. Bonus Actions: Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reactions: Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round 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. 1/1 Class Features: Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll] Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
  8. | HP 17/17 | AC 16 | Initiative +3 | Passive Perception 11 Spell Slots: 1st: 4/4 | 2nd: 2/2 Active Effects: N/A Gaerzil, walking out of the guard tower providing access to the wall, crosses his arm across his chest and taps his chin thoughtfully. "The victim was caught unawares, some time before Deepnight. The culprit then drew these symbols, which are Infernal runes reading 'for the fallen' and what appears to be an attempt at the unholy symbol of the archdevil Zariel, in the victim's fresh blood. He or she then ascended the wall, likely with the aid of magic, judging by the lack of footprints. Once there, they cleaned their boots in a nearby puddle, concealing any further trail they may have left." He turns to examine the body again. "I think it's safe to assume this has something to do with the devil cults we've been dealing with." He looks at the Artful Dodger and raises an eyebrow in a silent "I told you so." The black-and-white cat rolls its eyes and goes back to licking its paws. "So, we can likely rule out most practitioners of divine magic, since jump, levitate, dimension door and so on are generally the domain of arcane spellcasters like myself, or perhaps the occasional druid or ranger, though... not many of them are likely to worship devils. Of course, anyone familiar with casting spells from scrolls or armed with the right potions could also manage such an escape, so..." He shrugs, spreading his hands. "The only conclusion we can draw from the evidence at hand is that the killer has access to magic through some means or another, which narrows it down to just, say, two-thirds of the city's population or so."
  9. What Came Before Qan-Di offers Hravin a grin. "Just promise me that where ever this takes you, you come back in one piece. Oh, and if you see any good noodles, get me some, I need some to make some recipes from home. Maybe I'll share?" She winks. The next day, Falburn listens along to their talking and nods with Iolanthe's explanation. "It's not uncommon for folk who emigrate from Elturel to change their name, make it more local. Adding 'gate' is one such method I've heard of." When time to go, Foremantle steps forward. He is tall, muscular, with a perpetual resting rage face; his brown eyes are dark seas. "Manip Tradran Foremantle, at your service. I'll be your guide on this matter." His voice is downright friendly, breaking with the look on his face; his smile is uncanny. Before they leave, everyone looks at the letter and begins reading it over, looking for clues in it. Aside from the blood, there's no hidden cipher to find: there is a straightforward and somewhat desperate request to have a place to return to, as if the city were too dangerous (and clearly it is). The letter is simply that: the blood, however, indicates drippage, as if it seeped from a wound. Dry now, that part of the letter is crumpled. As they finish, Foremantle and Flame Falburn nod to one another and he lays on, first taking them to the cell to interrogate the survivors of the attack from yesterday. There, one of the black-armed guards stops them. "No one is to speak with them. Manip Hithlin suspects infiltration, and we can't risk it. You understand." Manip Foremantle does not stop anyone from trying to speak to the leaders, but ultimately relents. "Hithlin will grant no exceptions. Best we go." He says this with antagonism in the name of Benn Hithlin. Foremantle is generous with his opinions and his time, answering any and all questions. He leads them first back to the Outer City to speak with Vasha, which takes place in excellent circumstances. Misty and Io have little to do with Vasha in the past, so now is a good time to get to know her. A human woman in her mid-thirties from the looks of her, she has crows' feet of sleeplessness and worry about the corner of her eyes, her hair pulled back and the smell of kaeth strong. By reputation, she cares for the needs of everyone in the caravan, keeping peace and negotiating where it is necessary to; she listens to her companions, the heroes of the caravan, in all things, though she is only the civilian leader: the young girl Dara is the spiritual center of all things. "Yes, Hall was their original name, like Segren's. I don't know how quickly they changed their name but the last time Segren spoke to him, he was already a Hallgate. That was when they were children; Markus is the only member of the original Hallgates left, his siblings having moved north to be part of the New Neverwinter project. I think? He mentioned that in his first and only letter." At no point is Vasha anything but genuine, Iolanthe notes, and she answers entirely honestly. When shown the pendant, her face hardens; Gaerzil and the others realize she must be remembering Vollis, the cultist among them. "I don't know the inner workings of Markus' life, unfortunately. I know like us he and his wife are childless, and I know little of her. Bol... Bolnata? I think? If he had enemies, I wouldn't know it, sadly." Studying Segren, Mishka finds relatively little to tell. He has a dark green-brown bruise on his forehead, the swelling significantly down, but he could be sleeping or he could be dead. Is he even breathing? (he is) Once they are done, Manip Foremantle happily takes them back into the Gate, and to the scene of the crime. , the brackish smell of docks filling their nose as the sound of early morning gulls creates a constant cacophony the stirrings of people are now overlapping with. He explains that the Hallgates live in Heapside, but maintain their leadershop in Bloomridge, and it's a straight shot from one to the other if one were to follow the walls of the Upper City, which they are not doing. He takes them down a series of side alleyways upwards in the Steeps, which is true to its name, very steep. The smell replaces brackish salt water with the smell of back alleyways, waste and refuse and the peculiar smell of admixtures. Darker, it is a relief from the morning sun which has already begun its oppressive ascent. Truly, what runs down from the Upper City truly does stink. Eventually they take a side alleyway near a high set of walls and meet with a group of not Flaming Fist but City Watch, a dwarf coming forward. "'bout time you got here. Name's Velnar: and this is my crime scene." Foremantle guffaws. "No one said otherwise, friend." He nods at the symbol of the Flaming Fist. "That says enough right there. Right this way." Sectioned off, the walls are stained with blood almost as much as the ground. The body on the ground is pale, a man in a fine leather vest and what was once a blue workman's shirt, now browned with dried blood reflecting light: blood does seem to take its time drying without natural coagulants. He bears a passing resemblance to Segren, Mishka and the caravan heroes note, with darker hair and a leaner, hungrier face. Most telling of all are the symbols on the wall: the smears of handprints, the clear letters written in Infernal: translated, Gaerzil and any who speak Infernal know it says "FOR THE FALLEN." Bloody footprints indicate a figure of medium height and size, likely a human or an elf, moving around the scene when the blood was fresh. The group moves to the body. It becomes clear death came from the back, where near the kidneys is a single, powerful incision from a sharp, single instrument. The blow was deft, calculated, and immediately fatal. From the blood that quickly came from the ruined kidney, the culprit created the signs on the wall, the spelling precise but the rest of it less than. There is clearly an attempt to draw something, but it was given up in irritation and smeared over. Gaerzil studies it, recalling the unholy symbol of Zariel. Is that an attempt to render that in the same light, but in two dimensions? How drool. While most catch things here or there, Gaerzil takes in the entire crime scene, memorizing the spacing, the lettering, the language, the flaws, the failures, and almost able to map out the culprit's exact movements in and out of the scene. They came behind Markus Hallgate, stabbed him in the back without him knowing (the face of sleepy surprise locked on his features, almost free of rigor mortis and thus indicating the murder took place before deepnightCommon term for midnight). The culprit made the symbols while the blood was fresh, then left: but why are there no bloody footprints leaving the scene? He finds them, follows them about fifteen feet along the Upper City wall, before the figure stopped, stepped in a puddle, and cleaned their boots: the puddle is discolored, almost as if dirty but for lack of dirt beneath the cobbles. Velnar grunts. "Well?"
  10. | HP 17/17 | AC 16 | Initiative +3 | Passive Perception 11 Spell Slots: 1st: 4/4 | 2nd: 2/2 Active Effects: N/A Gaerzil sighs. Another murder investigation? It was either a simple mugging and they were wasting their time, or it has something to do with the damned devil cults. What was the likelihood of there being a third, entirely unrelated conspiracy for them to become embroiled in? Significantly higher than this being related to your ongoing problems, the Artful Dodger tells him, perched on a shelf nearby and idly cleaning his paws. Well, objectively, yes, Gaerzil admits, but come on. There's some mysterious fiendish spirit flitting about that can possess people and bears our caravan a particular grudge. That's to say nothing of all the other cults that apparently exist. How many dark cults can one city possibly play host to? Yes, I doubt the Sharrans appreciate the competition. What? What? Gaerzil glares at the fey feline, then takes his turn examining the letter for any clues. Once he's had a look, he joins the others in visiting the crime scene and combing it for clues.
  11. Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft. Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) initiative (+2) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 1/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4)dancing lights, eldritch blast, minor illusion, prestidigitation; Spells Known (4 + 1)(1/1 per day) protection from good and evil comprehend languages, healing word, heroism, sleep Spell Slots: 1st2/2; 2nd—; 3rd—; 4th—; 5th—; 6th—; 7th—; 8th—; 9th— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) 11 Tarkash, Year of Three Ships Sailing, 1492 DR Stonyeyes District, Outer City, Baldur’s Gate, Sword Coast Iolanthe will study the letter as best she can for any clues—though, like Mishka, she wasn’t at the farm, so there’s a lot she’s missing. “It sounds like a branch of the Halls moved here to the ’Gate and just add it to their name: ‘Hallgate’, if I’m reading this correctly. I guess the very existence of Mrs. Hall points to these names probably not being code names or ciphers.” “There also doesn’t seem to be anything pointing towards a hidden cipher in this letter—strange capital letters, letters higher or lower than they ought to be in the line; the acrostic looks sufficiently nonsensical—If there is a hidden message, then I’m not seeing it.” At the crime scene, Iolanthe will look for clues about the murder. Once she’s had a good gander at the scene, she’ll pull out a pad of parchment and a quill. “Alright, Mrs. Hall,” Iolanthe asks matter-of-factly, “I know you’re grieving, so I don’t want to take up too much of your time, but what can you tell us about Markus Hallgate and the Hallgate family? Did Markus or any other Hallgates contact Segren Hall before . . . well, the incident? What can you tell us about either of their associations with a Zariel cult”—here, she holds up one of the Zariel cultists’ flaming obsidian hammer pendants. “Do you know of anyone that might have wanted Markus Hallgate dead?” Iolanthe is going to keep a keen eye and ear on Mrs. Hall during her interrogation—regardless of who is asking her questions, to suss out any lies she might tell! “Hravin, Keryn, Mishka, Gaerzil, Gwen, do any of you have anything you’d like to ask?” OOC Movement: — Action: Investigation on the Letter/Investigate the crime scene/Interrogate Vasha Hall Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .) —
  12. Name: Hravin Snaefoss | Race/Class: Human Cleric 2 | HP: 21/21 AC: 14 PP: 13 SS: 0/3 They Came From Outer Space: Hravin watches with interest as Qan-Di reveals information he had assumed she wanted kept a bit quieter, but smiles when she does. As if the group didn't already think Hravin was a bit of a conspiracy kook, he nodded sagely and jumped in the conversation for a moment. "Braal," he corrected Keryn's pronunciation, elongating the 'a' sounds just barely, "it's...one of many places beyond the sky. I've never been, myself, only read about it a particularly dusty part of the stacks at Candlekeep, but Qan-Di hails from, well, not here, if you catch my meaning. Ahh, perhaps one day we will travel to see it, as I would so love to fish the phlogiston..." Hravin trailed off at the colloquialism that'd he seen once in the same books he mentioned, not knowing what it truly implied, but having some vague idea. Qan-Di shot him a careful glance, indicating he should perhaps keep it to himself, for now. "At any rate, we must survive, uh, all this, first." It would seem, however, that surviving would require some luck. They have been fortunate enough so far, but what happens when that runs out? "Qan-Di, as always, if ever I can repay you for your services, you simply name the price or procedure and I will not hesitate." Always Before The Rooster Crows: Awoken. Again. A groggy thought bubbled into Hravin's mind as he pulled himself from his bedroll far too soon. It escaped his lips. "I do wonder if I will ever get a good night's sleep again without being disturbed by some emergency." Falburn explained, with a new connection to Segren. He wracked his memory to see if he'd ever heard of Markus Hallgate or the surname "Hallgate" before, but it was a big city and not everyone knew everyone else. "We do seem to love investigating things, eh? Perhaps we should have a name for our little, ah, detective agency," he says excitedly to the group. "The note mentions an abandoned name," he pointed out to Falburn and the group, "is 'Hallgate' their original name? Or was it changed? I assume the Fist would have records of such things." Hravin's slight fixation on coded messages and ciphers takes hold yet again, as he scans the words over Mishka's shoulder for any other clues that may start the investigation off on the right foot. OOC Hravin questions the mention of the "abandoned name" and tries to assist Misty with examining the letter for clues and codes. edit: J/K, he only thinks he's looking at the letter! Action: Bonus: Movement:
  13. HP: 10/10 | AC: 14 | Passive Perception: 13 Active Effects: NA Spells and Expendables Expendable Used Total Recharge Magical Tinkering 0 3 NA Comprehend Languages (no spell slot used) 0 1 Long Rest Entangle (no spell slot used) 0 1 Long Rest Spell Slots Lvl 1 0 2 Long Rest Prepared Spells: Level 1: Absorb Elements, Cure Wounds, Tasha's Caustic Brew, Comprehend Languages*, Entangle*. *Do not count against prepared spells, as they are granted by my Rune Shaper feat. Mishka looks the letter over carefully, reading it a few times and paying attention to details like the ink and the handwriting. It strikes Mishka as a bit odd. She's never felt particularly unsafe in Baldur's Gate. Sure, there was violence here in the city, but where wasn't there? What was so particular about this person that he would be murdered? Falburn's commentary on the victim elicits an unexpected first response from Mishka. "Ledderwerkink or only de finished goods? Ledderworkink is such a stink." Mishka wrinkles her nose for emphasis at the comment. "Meybe motif... But also I am not looking forward to de investigation if it is a ledderwerkink shop. But yes, yes, we should talk to Vasha and meybe de cultists before we go dere, yes?" Despite the fact that the murder was not near the shop at all, perhaps it is still related. It doesn't seem a given, to Misty, that the murder is related to anything going on with the cultists and the devils. Of course, she could be wrong. But not every going-on is related to every other. People hate other people all the time. And sometimes kill. "You think we should spend time on de leader from yesterday? I would guess he would just waste time wit lies and distraction..." Misty feels a bit out of place in the room with Vasha as others are asking questions. After all, she wasn't there at the farm. Every movement she makes seems to create some rattling of scale mail or ingredients, which seems so disrespectful to the woman's grief. While Mishka feels that it is not particularly likely that she will find anything new, she does take some time to look over Segren a bit. To distract herself if nothing else. OOC Investigation on the letter Medicine looking over Segren
  14. Qan-Di smiles at Keryn's response. "No, you wouldn't, would you? Some things are better left in the dark." She does not elaborate further, her starry eyes twinkling. The next day, Keryn's questions do not give Flame Falburn much need to look at him, as she has plenty of paperwork and dark circles under her eyes to boot. "Interrogate Ms. Hall at your leisure, if you think it useful, and it may yet. As for details on Markus Hallgate and what he refers to, I'd have to do some digging. I imagine his next of kin would know: he ran a leather goods shop in Bloomridge. He had a wife, Bolnata Hallgate, who you can find at the Hallgate residence in Heapside. My men will take you there. As for interrogating the cultists you hauled in yesterday, you'd have to take that up with Hithlin. I've given him permission, at his request, to isolate the prisoners. It seems as if we have a mole in our midst and I'm not certain what to make of things. He may not let you, and that's his prerogative. But to your question: the murder took place nowhere near there, but at the edge of Bloomridge and the Upper City. A back alleyway. My associate, Manip Foremantle, will lead you to the crime scene and to both the Hallgate's shop and residence when you're ready." Vasha's Tale Should the group pursue the interview with Vasha, they find her freshly awakened, drinking a warm cup of kaeth, two sugars, a bit of milk. She nurses it at their arrival, and smiles. "Heard you were called away early; what gives? Anything we should be worried about?" Once told, she looks grim. "I hate to hear that. I never met Markus but Segren spoke highly of him. He moved from Elturel when Segren was a child, some thirty odd years ago; changed his name to fit in: newcomers to the Gate add -gate to their name to make clear their allegiance, and in those days allegiance to Elturel was seen as negatively as it is in our current predicament. Cut off all contact with Segren for twenty some odd years, and sent him a letter recently regarding his grandfather's farm. I don't know much else beyond that, Segren thought it was odd but welcomed the chance to talk to someone from his childhood. I've seen the farmstead, gorgeous land near the Chionthar." She looks back to the cart where her husband lays, still comatose. "Neither your wizard nor any healers say there's much chance at this point. I'm still making my peace with it. Even if he comes back, he won't be the same." She sighs. "We were talking about having children soon. Before we lost the chance."
  15. Moon Elf Rogue AC: 14 (Leather) | HP: 24/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha) Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant Keryn tries his best to place the odd elf, or the odd place she mentions as she binds his wounds. He's not quite sure what to make of her. Eventually he gives up and settles for straightforward honesty. He doubts the monk would hold with those of suspect character. "I'm afraid I don't recognise the name - Realmspace or Brawl," he replies simply in common, watching as she cleans the wound and applies various tinctures. Standing once she has finished, he gives it an experimental stretch, judging it will hold for the moment. Seconds later, he is reinvigorated by Io's magic as well, chasing away the post battle fatigue. Between everyone's aid, he judges he'll make it back to the caravan without needing to strain the temples any further, or press on the Fist's very clearly threadbare hospitality further. When they arrive back at the caravan he takes Vasha's report in his stride. The loss of competent fighters was a disappointment, but they had agreed to band together to reach the city, and had done so. No further loyalty was owed. He styles down in a quiet place to trance, working through the days events and sorting the relevant parts to memory or oblivion. Several hours before dawn he rises again - this time without screaming, though the city is far from quiet even during Godswake. Dressed in simple white leggings and vest he makes a round through the camp to wake those who had agreed to join him in morning calisthenics. What follows - aside from grumbling - is a fairly punishing regime of stretching and exercise that leaves even Keryn with a thin sheen of sweat. He then excuses himself to wash and change, mentally debating how much silence he can enforce in these workouts. By the time they are summoned back to Flame Falburn, he is crispy dressed in familiar midnight blue leathers and ultramarine cloak again, seemingly no worse for wear. When the letter is slid across the desk he inspects it carefully. He's not sure there is anything beyond coincidence at play, but for a deal such as Flame Falburn has just offered is willing to trust her gut. Especially after their challenges yesterday. "Very well," he assents, "perhaps Vasha knows of her husband's past in his absence, or of some friends who may. Otherwise do you have details of these other two tragedies he refers to? Or details of any next of kin?" he asks politely. After a moment he adds an afterthought "I don't suppose the scene of the murder was anywhere near yesterday's altercation? Perhaps we can still talk to the ringleader there." OOC Action: - Bonus Action: - Movement: - Reaction: Absorb Elements if triggered Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves. Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage. Bonus Actions: Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reactions: Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round 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. 1/1 Class Features: Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll] Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
  16. As they move through the Basilisk Gate's many rooms, they pass a holding cell: and within are the two men the group spared the day before, including Grant Yoreling, his head in a wrap. As Io passes, he gives her nothing but a contemptuous glare: but the Flaming Fist rushes them past too quickly for anything to pass beyond a look. Daryn Falburn gives Iolanthe a glance, trying to read her, before moving her gaze to Gaerzil, her eyes narrowing at the mention of him being unconscious and the barn being on fire. "Your manifest, if you please." Once given, she goes over the list, and then sighs. "I had hoped this would be simple, that Segren Hall was the guilty party and part of some larger conspiracy that involved outsiders. That would have been the easy answer, but not the right one, it seems. If Segren Hall is comatose, as you say, then that complicates things. You know what you want: you want your caravan to be safe. I can give that to you, no strings attached. But right now I need something in return. "Last night, there was a murder in Baldur's Gate. A regular occurrence to be sure, but last night there were extenuating circumstances. The dead man, Markus Hallgate, had a letter in his hand when we found him, addressed to Segren Hall of Elturel. So, this is what I need from you: I need you to solve this mystery for me. My gut tells me it's connected to something larger despite the face value appearance. If you can do this for me, your caravan will be given a warehouse in Brampton, acting as shelter and protection from the rest of the city." She slides the letter across the desk to them.\ "Are those terms agreeable to you? If so, I'll send two Flames to escort you to the crime scene at your leisure." Out of Character Feel free to study the letter with a check. Also feel empowered to go back to the caravan and discuss this and/or ask Vasha anything you feel is relevant to the case you've been given. The investigation is up to you now! Unless you say no, then I guess we'll call it here.
  17. | HP 17/17 | AC 16 | Initiative +3 | Passive Perception 11 Spell Slots: 1st: 4/4 | 2nd: 2/2 Active Effects: N/A Gaerzil raises an eyebrow at Rivalen's advice. "Get the crowd on my side? I'm a wizard, not a street performer. If I need the crowd on my side, I'll get them there by displaying power and competence." He's happy to let Hravin handle the Flaming Fists' questions, and he mostly remains silent as the others return and events resolve themselves. Their victory is complete and there doesn't seem to be any further need for his talents, so he simply observes the proceedings... and helps search the bodies of the slain cultists, just in case they have any coin secreted away. The next day, they're summoned to the Flaming Fist's barracks at the Basilisk Gate. Gaerzil doesn't do much to hide his annoyance. He doesn't particularly appreciate being lumped in as with the Lords' Alliance, nor does he appreciate being summoned when he could certainly find something more productive to do with his morning. The Artful Dodger pads along behind him, seeming quite amused at his grumpiness. At the question of who Segren Hall is, Gaerzil shrugs. "The unconscious man? I pulled him out of a burning barn myself. He'd been kicked in the head by a horse and still hasn't roused. I'm no doctor, but I suspect it's unlikely he ever will."
  18. Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft. Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) initiative (+2) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 1/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4)dancing lights, eldritch blast, minor illusion, prestidigitation; Spells Known (4 + 1)(1/1 per day) protection from good and evil comprehend languages, healing word, heroism, sleep Spell Slots: 1st2/2; 2nd—; 3rd—; 4th—; 5th—; 6th—; 7th—; 8th—; 9th— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) "Figures. Made a right mess of the place, and you did your best to contain it, given all... this." He indicates the ruined stalls, broken goods, and general mess made by the entangle spell and blood stained stalls. "No matter. I'll lead you from here and to the Outer City, and you'll be allowed back in by morn. We'll clean up the mess from here and take statements. Your work here is, thankfully done." He pauses as Io makes it to the leader, blood actively leaking from the crack in his skull; the lights are not yet gone from his eyes. He steps to Io. "Grant Yoreling. Thought he was the leader of a local gang; a cultist, huh? Figures. Oh well. Once you're done playing carrion, let's get gone, little miss." She is taller than he is. None the less, before she is about to give up the hunt, she finds in his vest a bottle, the typical blue of a healing potion within. “Wait! This one’s still alive!” Iolanthe states, holding a hand up to Hithlin. Gently turning him over, she helps tie up his hands behind his back (or will manacle him if manacles are provided by Hithlin). “Sanaberis!” she incants, holding her hand over his bleeding skull. The fragments of bone knit themselves back together and the blood stops flowing. He’s alive, if barely, but chances are, he’ll have no thanks to give his savior, as he’s about to be arrested. Once that’s taken care of, she will similarly cast the healing word spell on Keryn after she sees that he’s half-dead. Also, anyone who wants it, she’s happy to prestidigitate you all perfectly clean with however many of those it takes, after using the spell to clean herself up, of course. 11 Tarkash, Year of Three Ships Sailing, 1492 DR Stonyeyes District, Outer City, Baldur’s Gate, Sword Coast “We seek the associates of the Lords’ Alliance. Flame Falburn would like a word. Just you: your assistants can stay and continue your work.” Iolanthe goes with them, rubbing the sleep from her eyes. How she envied her Father and her pure-elven kith and kin for their ability to trance a mere four hours, rather need the full eight hours of sleep her human side needs—the side she must suffer. “Hope you got some rest. I’m sure you did your best, but it was not quite enough. A valiant effort, applaudable even in the worst of circumstances. But things get worse and deals change.” Flame Falburn says and places the note down. “Who is Segren Hall?” Iolanthe looked to her new peers. “’Tis the first I’ve heard the name,” she answers, shrugging her shoulders. She tries to peer over and read the bloody-hand-print-stained note. Iolanthe can probably read the whole note, but she ends up being really obvious about it—or at least, way more obvious than she’d have liked to. OOC Movement: — Action: Applying manacles (if provided), or tying his hands behind his back. Casting the prestidigitation spell on whomever asks for it—and herself, at the very least! / Next Morning: Perception or Investigation check to read the note. Stealth check to do so covertly. For the Perception/Investigation, I will roll straight and you can call it a 22 investigation or a 21 perception roll. Bonus Action: — Reaction: Casting the healing word spell on both Grant Yoreling and Keryn. Interact-with-Object: — (To Whom It May Concern . . .) —
  19. Hithlin listens to the explanation given him, eyeing the lithe elf Io as she moves through each body, searching them. She finds relatively little, save on each of them a holy symbol of Zariel—a flaming obsidian hammer—except for the leader. There she finds one additional thing. "Figures. Made a right mess of the place, and you did your best to contain it, given all... this." He indicates the ruined stalls, broken goods, and general mess made by the entangle spell and blood stained stalls. "No matter. I'll lead you from here and to the Outer City, and you'll be allowed back in by morn. We'll clean up the mess from here and take statements. Your work here is, thankfully done." He pauses as Io makes it to the leader, blood actively leaking from the crack in his skull; the lights are not yet gone from his eyes. He steps to Io. "Grant Yoreling. Thought he was the leader of a local gang; a cultist, huh? Figures. Oh well. Once you're done playing carrion, let's get gone, little miss." She is taller than he is. None the less, before she is about to give up the hunt, she finds in his vest a bottle, the typical blue of a healing potion within. Qan-Di is all smiles when she listens to Hravin's tale and comes to Keryn, looking him in the eyes; he sees only stars, in a way utterly atypical of elves he has met, be they sun, moon, eladrin, shadar-kai, wild elves, or even drow. "You Realmspace elves are all so needy. So this is one of your buddies, huh Hravin? Particular about your clothes. You'd fit right in with those ragamuffins on Braal." She nods along as she produces a few vials and begins applying them to wounds, not minding the fact the dwarf wanted to lead them onward. "I let you loose for just a moment, Hrav, and this is what you get up to? At least you've met some interesting sorts. This elf, that tiefling, that dwarf over there with the funny accent. There, good as new, Mr. 'Blue absorbs Blood.' Now let's not let the Flaming Fist get any flamier." The whole time, the halfling accountant seemed terrified of the whole ordeal, and seems to reconsider his position. Still, he follows out the Basilisk Gate, where Hithlin leaves them, as the group rejoins the caravan. Vasha awaits them. "They sent a guard to tell us what you were doing, we've done our best to get everyone in working order. Silvia wandered off, and convinced Grug and that dragonborn to go with her. So we're to be exposed to tests, to document our lives and such? Ippon has already blown up a storm about it, but I think everyone will comply. If they won't Dara will convince them. Or you lot will." And she's right: everyone submits, even surly Ippon, even Wellum and his pride, even Pal and his morbid humor. Every name is documented, every body checked, every bit of material accounted for. What diseases there are can be handled with magic and medicine; what feelings are hurt can be nursed with time. Given the orders they were given, it becomes increasingly clear that finding them jobs and housing will be difficult. Rivalen offers Hastrine and Ippon jobs, the latter refusing because she is more than a mere "shopkeeper's assistant." Pal takes the position, while Vasha is happy to join to work at a tavern, befitting her background. Wellum and Gordrick are willing to work as smiths even if it's not together, but there don't appear to be any willing to take them on for whatever reason; perhaps if they had more time. Finding them shelter is another thing entirely. They'll have to see how tomorrow goes, as the moon rises and night stretches on. 11 Tarkash, Year of Three Ships Sailing, 1492 DR Stonyeyes District, Outer City, Baldur's Gate, Sword Coast It is not dawn when the Flaming Fist comes for them. "We seek the associates of the Lords' Alliance. Flame Falburn would like a word. Just you: your assistants can stay and continue your work." These are the same black-banded guards, but this time without the dwarf Hithlin. They lead them onward, through the quiet streets of Baldur's Gate and into the Basilisk Gate's guard rooms. The hustle and bustle of the Flaming Fist and the City Watch indicates that, to the keen of mind, something is going on. They are led to the same room as the day before, where Flame Falburn, sweat on her brow, reads a letter, stained dark red-brown with a handprint that is not hers. "Hope you got some rest. I'm sure you did your best, but it was not quite enough. A valiant effort, applaudable even in the worst of circumstances. But things get worse and deals change." She places the note down. "Who is Segren Hall?"
  20. Moon Elf Rogue AC: 14 (Leather) | HP: 3/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha) Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant Keryn nods in response to Hravin's apology and offer-by-proxy, unwilling to spare more words than necessary. "The dark colours hide blood well, by design," he mutters "for duels I wear white, of course, but for battle blue." It occurs to some that he arrived in blue. The strips of cloth he receives with a nod of thanks, indicating them laid upon the wagon he had commandeered as his resting post. When his fellow Cloak, Mishka he recalls, offers aid, he peels back the cloth to take a second look. "Between the cloth and the herbs," he nods towards Qan-Di, "I should be alright if I've some time to bind the wounds. If the Fists need us immediately however I would be grateful. Others may have greater need." He does, however, gratefully accept any help in binding the wounds from both the unknown Qan-Di and Mishka. OOC Action: - Bonus Action: - Movement: - Reaction: Absorb Elements if triggered Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves. Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage. Bonus Actions: Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reactions: Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round 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. 1/1 Class Features: Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll] Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
  21. HP: 10/10 | AC: 14 | Passive Perception: 13 Active Effects: NA Spells and Expendables Expendable Used Total Recharge Magical Tinkering 0 3 NA Comprehend Languages (no spell slot used) 0 1 Long Rest Entangle (no spell slot used) 1 1 Long Rest Spell Slots Lvl 1 0 2 Long Rest Prepared Spells: Level 1: Absorb Elements, Cure Wounds, Tasha's Caustic Brew, Comprehend Languages*, Entangle*. *Do not count against prepared spells, as they are granted by my Rune Shaper feat. While Misty takes no joy in the death of others, she wasn't particularly looking forward to running for any extended length of time in her armor. Misty pretends that she does not see Io looting the bodies of the fallen as she heads over to the gnome's tent apologetically. "I am sorry for de hammer-- was trying to save a friend. Friend could tek care of himself, is seems." She attempts to retrieve the hammer without much further social conflict. The Fist had arrived, and it would need to be dealt with. Misty sighs openly, but is glad to see that Keryn is handling the issue. Hravin has noticed the elf's pallor from loss of blood (or perhaps Keryn was always that pale), and she moves toward the group to help. Assuming that Qan-Di did not have sufficient herbs to heal the elf, she says, "Eef you need more, I can provide some help. But eef we ken conserve resources, it seems dat today may yet bring unwanted surprises." Seeing the Fist, and the fact that others are offering their explanations, Misty shrugs and offers her own. "I em a smith, and my boss told me to help dem with deir task. We were on our way to process de refugees at de gates. Much recordink to do." OOC Happy to burn a 1st level spell slot if Keryn would like some healing here, but didn't want to burn it unless it's wanted / needed. :) If you'd like it, just let me know, and you can roll the dice for it. 1d8+3.
  22. Name: Hravin Snaefoss | Race/Class: Human Cleric 2 | HP: 21/21 AC: 14 PP: 13 SS: 0/3 Hravin drew his mouth tight and exhaled hard through his nose. His flimsy mastery of the lighter side of the arcane had dwindled and that last attempt was a waste of an effort. Still, he was no worse for wear... Keryn, on the other hand, was not looking well. Hravin rushed to the Elf, offering some small strips of cloth to help staunch the bleeding, should he need them. "Apologies, Keryn," he began, "the excitement of the chase got the best of me. My energies should have been focused on aiding you. Rest assured, this is a lesson to me." Waiting a beat after his apology for his tactical mistake, he called Qan-Di over. "Qan-Di! Have you any tonics or herbs to assist my friend, here?" She did tend to have an assortment of medical odds and ends, but whether or not she brought them on this particular summon was only a guess. As Keryn offered his explination to Benn Hithlin, Hravin turned to Qan-Di. "As you know, Elturel has been swalled into abyss. My brother was working in the city as an arcane architect where I was planning to visit him. I was...out of options. Candlekeep is no longer a welcome place for me, and it is getting harder to find steady income, this damnable economy! I thought that I would visit with him, extend the olive branch as it were and perhaps get back on my feet with his assistance. It seems like so long ago that I was jarred from sleep in a roadside inn that was being attacked by netherlings when this group arrived to fight them off. Since then, it seems to have been a never-ending string of run-ins with cultists, wicked things bursting forth from the flesh of the living and ridiculously aggressive wasps." He rubbed his left cheek that still had some sore spots. "And like the wasps, it seems we have attracted some unwanted attention." OOC Hravin tries to convince Qan-Di to help Keryn with some o' that sweet sweet HP, if she can, while also explaining his involvement in the situtation up to this point. Action: Bonus: Movement:
  23. Moon Elf Rogue AC: 14 (Leather) | HP: 3/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha) Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +0 Athletics: +4* Carrying Capacity: 150 lb. Lift/Push/Drag: 300 lb.: 10 (+0) | DexInitiative: +3 Save: +5 Acrobatics: +5 Slight-of-Hand: +3 Stealth: +5: 17 (+3) | ConSave: +2: 14 (+2) | IntSave: +2 Arcana: 0 History: +2 Investigation: 0 Nature: 0 Religion: 0: 10 (+0) | WisSave: +0 Animal Handling: +0 Insight: +4* Medicine: +0 Perception: +2 Survival: +0: 10 (+0) | ChaSave: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +4: 14 (+2) Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant Keryn breathes a sigh of relief as Gaerzil's magical darts strike the cultist unerringly, the man faltering and stumbling into the web of arcane energy Keryn had erected before slamming into the cobbled street, his eyes glazed over. Keryn didn't think he could take another hit. He leans over a tears a strip of cloth from the fallen fanatic's robes to first clean his rapier and then staunch the bleeding at his shoulder, casting a quick eye over the fellow for any obvious livery. He then limps back through the gathering crowd to greet the Sergeant. He hopes this violence won't play poorly in front of the Flame for their caravan, but is politically aware enough to know it will. The city doesn't care for trouble, be it they who start it or they whom it finds the end result is the same - we'd rather it happen elsewhere. Best nip that in the bud however he could. "Keryn Donnathlascen, Courtier" he introduces himself with a hiss - talking proving more sore than he'd anticipated now the adrenaline was fading. "We were on business for Flame Daryn Falburn," - nothing wrong with a little name dropping even if it was stretching the truth - "when these cultists sprung from the crowd, presumably in an attempt to spread chaos and undermine our fine city's noble humanitarian projects aiding those displaced from Elturgard." He tried his best at a winning smile that came out more of a grimace. That nicely positioned them as both important residents and innocent victims of circumstance, as well as primed the guardsmen to take a pro refugee position rather than align themselves with cultists. At least, it was the best he could do in as few words as possible. The guard doesn't look entirely convinced. Well, if more is needed someone else will need to step up. He leans against a nearby wagon with unmasked relief, and should anyone go to mention the name Vollis is ready to do his level best to silence them with a glare. OOC Action: - Bonus Action: - Movement: - Reaction: Absorb Elements if triggered Object Interaction: - Actions & Resources Actions: Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves. Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage. Bonus Actions: Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reactions: Absorb Elements1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round 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. 1/1 Class Features: Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll] Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
  24. Level 1 Half-Elf Entertainer Lore Bard AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft. Proficiency Bonus: +2 STR:save: (–1) athletics (–1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs. 8 (–1); DEX:save (+4) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+4) (from class) initiative (+2) 14 (+2); CON:save (+1) 12 (+1); INT:save (+2) arcana (+4) (from class) history (+4) (from class) investigation (+2) nature (+2) religion (+2) 14 (+2); WIS:save (+1) animal-handling (+1) insight (+3) (from class) medicine (+1) perception (+1) survival (+1) 12 (+1); CHA:save (+5) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) 17 (+3) Bardic Inspiration (d6): 1/3 Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4)dancing lights, eldritch blast, minor illusion, prestidigitation; Spells Known (4 + 1)(1/1 per day) protection from good and evil comprehend languages, healing word, heroism, sleep Spell Slots: 1st2/2; 2nd—; 3rd—; 4th—; 5th—; 6th—; 7th—; 8th—; 9th— Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) With the fight over, Iolanthe begins moving from body to body, searching each thoroughly for clues, evidence, and coin. She is, after all, a bard, and bards are somewhat rogue-adjacent—even if she does work for a very lawful organization. They’re dead, anyway, so it’s not like she’s stealing from them . . . When the Fist arrives on the scene, she reports the events to the best of her memory, and presents any clues or evidence she found on the bodies. OOC Movement: — Action: Searching bodies Bonus Action: — Reaction: — Interact-with-Object: Or would this be for searching bodies? (To Whom It May Concern . . .) —
  25. The Caravan of Elturgard When Elturel fell into Avernus, First Layer of the Nine Hells of Baator, immediately a caravan was formed by a group of heroes and another: a Chosen of Ilmater by the name of Dara. This young girl from Amn had been led by her god to a great destiny in Baldur's Gate but took a longer journey through Elturel, and by chance a caravan of refugees was formed under her wing and the protection of these heroes. Dara Ghorin (and Clyde) Billiam Straodwall Gordrick Ironarm Hastrine Leaftender Ippon Watson Pal Tithrin Segren Hall Vasha Hall Wellum Smith
  26. ⛧ Round III ⛧ As Hravin fires off his bolt, Qan-Di bites her tongue as she scoffs. Then, she gives in. "Well, you could not do that, for one." The conclusion comes swiftly enough. Io's eldritch blast catches the woman square in the chest, causing her to scream before flinging her through a shop window and to the ground. The leader's eyes go wide in fear for her, and for himself, and his own cry begins to come before Keryn stops it with his booming blade. Before the cultist can flee, however, several magical missiles appear from behind Keryn and slam into the cultist like three punches, sending him sprawling on the ground, where his head hits with a crack that leaves little to the imagination. Gwen, for her part, knocks the entangled cultist unconscious. The crowd still watching, those who haven't run, standing around murmuring as a voice comes clear from elsewhere. "Make way, the Fist is on the scene!" Rivalen claps Gaerzil on the shoulder. "Well done my boy, though it could use some finesse and crowd-pleasing. Let them know they should be rooting for you." The Flaming Fist arrives soon thereafter, led by an over the hill dwarf who wears a simple black armband on his left arm, as do his compatriots; the group recalls a few such Fists in the Basilisk Gate with such armbands, but not everyone. "Well well, you're the lot Falburn mentioned I should be on the lookout for. Benn Hithlin. Looks like you got into some trouble; got an explanation for me?" Rivalen looks to Gaerzil, as Qan-di looks to Hravin. Well? Out of Character Feel free to search bodies; this is mostly for roleplay; after my next post we'll do some fast forwarding and move into the second and final part of Part 1.
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