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  2. Gently nursing a sore shoulder, Thorkell nevertheless nods, accepting whatever may come as Aurora leads them onwards.
  3. Sorin hopped off Delores and flitted over to Nicoale with a beat of his golden wings, raising his shield in time to repel the feathers that were coming her way with a pulse of Wind Dust before landing on whatever the toughest-looking branches were. "Right, then. Let's...try...this." His golden Aura feathers vanished, the golden light flowing into his weapon like it was running down a plughole as, with his free hand, he activated one after another of his Dust reservoirs. Fire, Water, Electric, Hard Light...it all fused into a single ball of energy that seemed barely contained by Sorin's aura, not entirely unlike a form he'd used - and then he unleashed it, firing a single beam of brilliant light at the worse-damaged Nevermore before letting the recoil spin him into place to fire at the second. OOC Free: Reconfigure Tactical Combatant. 10 points to Blasting Gauntlet [Partial Physical Immunity when Interposing], 11 points to Cyan Feather, 10 points to Adaptability, 6 points to Harrying Follow-Up (forgoing Extra Condition), 11 points to Yellow Feather (forgoing SE and Reversible), 7 points to Project Aura [Range 7], 11 points to Steam Dust (forgoing Contagious and Reversible), 3 points to Shifting Blade [Dangerous 3] Free: Activate Adaptability (5). 1 point to create a variation of Harrying Follow-Up that targets Resistance instead of Attack. -5 points to add Limited (Full Action) to Cyan Feather. 3 points to add Penetrating [Limited: Full Action] to the variant Harrying Follow-Up. 6 points to add Penetrating [Limited: Full Action] to Yellow Feather. Move: Power up. Standard: Attack NM1, all-out attacking for 5, critting on a 17+. DC26+Penetrating/21+Penetrating/21+Penetrating vs Damage Linked Dazed+Impaired+Vulnerable/Stunned+Disabled+Defenceless/Incapacitated Linked Weaken Resistance. - Attack vs NM1 (+5 for AoA) Extra Effort: Do it again! But on NM2 this time. - Attack vs NM2 (+5 for AoA) Status: Partial Physical Immunity [Interpose Only], Bruised, -5 defence, Fatigued, Exhausted next round.
  4. It looks pink in the picture (unfortunately), but if it's brown to others, then yes please-let's make that canon!
  5. ~ Skum Cave ~ ~ Month 2, Day 9: Afternoon ~ Both Quim and his worg manage to land their strikes, with Quim's trident catching the skum in his shoulder and the worg ripping a piece out of his inner thigh. The skum manages to keep his footing and wits, but it's sluggish movements indicate its body is near failing. Draco's rapier pierces deeply into the skum's torso, and as Draco pulls the weapon back out the frog-man drops to the ground. Vannan turns back towards the larger skirmish line and moves to support Byran, who is looking worse with every strike landed against him. He turns his attention to the skum still contending with Ingrid's vines and cuts the bowels of the creature open, and it's entrails spill out as it falls.
  6. Moana Waialiki — Strength: 10 (+0) Dexterity: 14 (+2) Constitution: 14 (+2) Intelligence: 10 (+0) Wisdom: 10 (+0) Charisma: 20 (+5) AC: 15 HP: 35 PP: 14 Moana nodded at Merida. "Sounds like I'm not the only one guarded about Ursula." She shrugged. "I think I've shared my all my apprehensions. I guess all that remains is to do our best and hope that is good enough." "I wish you all the best luck," she told the members of the other group, "May the wind grace your sails." OOC Before entering the portal, Moana will gather the members of the her group and give them a little pep-talk, aka Inspiring Leader. I can do it in-character if you wish to, I just don't want to start it before Merlin has given his final go. It would be highly inappropriate to give a long monologue while ignoring the most important person in the room. I will only be inspiring my own team, as the GM expressed skepticism at using it on the other team, and I'm really not a fan of starting a game by annoying the GM.
  7. Iphigenia kept a wary look-out throughout the long trek homewards. Truth be told, she was fully expecting another Maliente attack-the price to pay for allowing their mage to escape. She was as surprised as any when it never materialized; still, that did little to allay her fears. Were they being watched? She would hate to find herself responsible for another settlement's destruction. Still, she stole what time she could to convey in greater detail what the Oracle had told her. To Karadoon, in particular-but truly to anyone else who would listen-she spoke of what the Oracle had explained about magic. How it had said that everyone had a patina for magic-something that could survive death and even grow after it, and even mirror aspects of the individual that it once belonged to. But she was no mage, and such explanations or theories made little sense to her untrained mind. Free Harbor was a sight for sore eyes. The prospect of a well-cooked meal and a bed made her positively giddy, but she let the dwarf do the talking. She turned to Stavard as Karadoon offered introductions. "Or we can hunker down here for the winter. Fortify the place, make sure that it's as strong as it can be. I haven't heard any reports about the Maliente having a navy of any kind... maybe we are safe from the sea?"
  8. AC: 21 | Hit Points: 105/105 | Passive Perception: 14 | Init: +0 Second Wind: 1/1 | Action Surge: 1/1 | Unwavering Mark: 5/5 | Precise Strike: 2/3 | Rallying Command: 2/3 | Warding Maneuver: 4/4 Skills+8 Athletics +0 Acrobatics +0 Sleight of Hand +0 Stealth -1 Arcana -1 History -1 Investigation -1 Nature -1 Religion +2 A. Handling +5 Insight +2 Medicine +5 Perception +5 Survival +0 Deception +0 Intimidation +0 Performance +0 Persuasion | SavesStrength: +8 Dexterity: +0 Constitution: +7 Intelligence: -1 Wisdom: +5 Charisma: +0 | FeaturesLanguages: Common Solamic, Dragonic Class Features: - Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. - Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. - Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. - Born in the SaddleStarting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. - Unwavering MarkStarting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature. While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. - Warding ManeuverAt 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Background Feature: Squire of SolamniaYour training in the ways of the Knights of Solamnia grants you these benefits: - Mount Up. Mounting or dismounting costs you only 5 feet of movement. - Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. Feats: SentinelYou have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: - When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. - Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. - When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature., Resilient (Wis)Choose one ability score. You gain the following benefits: - Increase the chosen ability score by 1, to a maximum of 20. - You gain proficiency in saving throws using the chosen ability., Resilient (Wis)You are a Knight of Solamnia aligned with the Order of the Crown, a group that extols the virtues of cooperation, loyalty, and obedience. You excel in group combat and gain these benefits: - Ability Score Increase. Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. - Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Aubryn takes in the room and its strange, ritualistic environment. As this encounter turns more to banter, the knight grips her sword in frustration. She says, "This foolish 'knight' needs to tell us where to find the treasure horde on the castle, or I'm afraid we will need to keep being busy-bodies. Any other conversation seems pointless to me. And not telling us would be...inadvisable." The knight is prepared for the wizard to look to attack and she is ready to strike him down. She doesn't like the enchanted mirror and looks around for a means to cover it. Tabletop We can't be sure how difficult the fight will be. Assuming Cole is still with us, he does great damage at range...as long as Aubryn can hold off the melee folks. I do agree that four gargoyles and this wizard might be a tough fight. The wizard is far more dangerous than any gargoyle though.
  9. Heather gave little smiles and waves of her own to everyone as they arrived. "All good! The more the merrier!" she replied to Lily. She gave a kinda sympathetically-understanding look about the family problems, but didn't pry. She was about to say that if she had any questions or wanted a tour or anything (err, time permitting) to feel free to ask, but she didn't actually get a chance before Lily drew her attention to Karl's sudden wooziness, and she went over to check on him in concern. But regardless it wasn't long before they were on the way. Heather would absolutely chatter with anyone who wanted to for basically the entire flight, mostly just on matters of like, speculating on what all might have been happening around town while they were gone and such, with some intermittent but not exactly uncommon pauses to send a text on her phone (Laurel couldn't be there for the Blessing, but they were texting regularly as Heather kept her up to date on their progress or occasionally asked for some advice). Of course, getting a sense that Josef wasn't especially in the mood for conversation, she kept her chatting to the others and didn't pester him. ...Well, she tried. She wouldn't pester him more than once or twice, anyway! She made sure to thank the Baron for his hospitality when he came to see them off. When they landed she gave a little excited "Eee!" as she stood up. Not even because of the whole, you know, almost there, about to get superpowers, and all that. That was definitely exciting, sure, but that little exclamation was for being back home. This had been by far the longest she had ever been away from the village. She knew they wouldn't be there for long, probably not nearly long enough, but she was still excited to be back, and see everyone. She stepped out of the VTOL with a bright smile on her face, waving to anyone she recognized in the crowd - which was basically everyone in the crowd.
  10. For this campaign, is there an assumption that we are strictly delving into the dungeon as far as we can, or are we free to travel back to civilization in between things? I recognize that traveling to civilization would be quite a trek, either way, so I'm not suggesting frequent pit stops. On a related note, may I retroactively adjust my equipment, spending most of my remaining gold on the rare inks needed to scribe new spells into my spellbook? Or would you rather hand-wave that and just spend the gold when we add the spells?
  11. Feeling confident that no immediate threat lies in wait, Valandil waves the group forward. With the light of Mandons' lanterns, both corridors appear at first glance to be equally nondescript. Both corridors terminate in a wall at the very extent of the light provided by the lantern, and based on the shadows you can see that each corridor has a turn to the east. If it were not for one small detail, it would be almost impossible to make any kind of educated decision. That detail, however, only reveals itself after Mandons peers very carefully down the corridor to the north. What appears to be a boot is visible, still attached to a leg. The body to which the leg belongs is prone, the majority of it being hidden by shadow and obscured where the corridor turns east.
  12. Eithne Black AC: 21 | HP: 70/91 | Initiative: +3 | Passive Perception: 21Darkvision 60 ft | Movement: 30 ftFlight 60 ft: 6/10 minutes remaining StatsSTR 13 (+1) DEX 16 (+3) CON 16 (+3) INT 16 (+3) WIS 23 (+6) CHA 14 (+2) | SavesSTR +2 DEX +4 CON +4 INT +7 WIS +10 CHA +3 Resolve Die 1d20+2 Resolve Check 1d20+12 Corruption Save 1d20+14 | SkillsStealth +6 Sleight of Hand +6 (Untrained) Nature +9 Animal Handling +9 Insight +9 Medicine +9 Perception +11 Survival +9 Deception +5 Persuasion +5 | Spell Slots1st: 2/6 2nd: 1/3 3rd: 2/3 4th: 2/2 Spell Gem: Snare (Used) Spell Scroll: Detect Poison and Disease Token: Feather Fall Hex: 1/LR Disguise Self: 1/LR Staff Charges: 4/10 | Hit Dice: 7/7 | Wild Shape: 1/2 Guiding Bolt: 0/3 | Weal/Woe: 3/3 Any pithy comments on the passing of the hated demon would have to wait as Eithne found herself dragged along during its ensuing rampage. An unfortunate side effect of being buried up to her wrist in its blubber. She shocked it again, hit it with more searing light, and hoped her wrist wouldn't snap. Mechanics Starry Form: 2.1 minutes remaining Owl Cloak Wings: 1 rounds Protection from Evil and Good on Vrod: 4.2 minutes Eithne will attack the dredge with another shocking grasp. After, she'll use her arrow attack. Does the advantage disadvantage even out in this case if she didn't move.
  13. Camlann Cobb "But HOW shall I ready myself, Father?" Camlann shoots back with a grin as he assaults the zombie before him with a series of short, sharp chops. OOC: Camlann switches from his Senses aura to his Energy Shield aura. The zombies will take 2 points of acid damage if they hit him or any ally within 30 feet. Show this Free action: Dismiss Senses aura. Swift action: Project Energy Shield aura. Standard action: Take a swing at the zombie in front of him.
  14. Automaton wizard (diviner) 5 AC: 15 | HP: 32/32 | Initiative: +2 | PPPassive Perception: 10Question / 13Raven Spell Attack: +8 | DC: 16 | 1st 4/4, 2nd 3/3 3rd 2/2 Portent: - | Acc. Healing 1/1 | Inspiration: 1/1 Deidre's explanation was disassembled into its core statements, which in turn were linked up with related information available. More than five hundred database entries were referenced or amended by the changes. After getting tricked and captured by the dust goblins earlier, the priority of understanding social clues had been increased, and this would aid in that process. "Informative statement: This unit has spent considerable time analyzing itself. My mother has also aided in the research. This unit agrees Deidre O'Ceallaigh may provide additional insight. Your proposal to study this unit through non-intrusive measures is accepted." She pointed towards the two pulsing crystals on her chest with the same staccato movements. "Warning: This unit contains significant chaotic energies. The mana balancers keep the chaotic energies dormant. Failure to do so may result in dire consequences for this unit, as well as minor consequences for the surroundings. Attempts at intrusive measures may affect the mana balancers in detrimental ways." She started gesturing, but this time her movements were entirely different. They were entirely fluid, outlining symbols and creating a circle in the air. A picture shimmered into existence. To most people, this was probably nonsense, but to an expert like Deidre these were recognizable as the schematic for the mana balancers. It hung silently in the air for a minute before disappearing. Question turned to meet Taborlin's eyes as she gave her introduction and warning. For the fourth time, she made a mechanical curtsy and repeated the prerecorded message. Then, she repeated the play a fifth time for the hyena. "Statement of agreement: This unit finds your guarded attitude logical and commendable," she said in response to the warning. She made no attempt to dislodge Tarbolin's apprehensions, quite the opposite. Mechanics Main Hand: - Off Hand: Arcane Grimoire (+1)Source: Tasha's Cauldron of Everything Wondrous item, uncommon (requires attunement by a wizard) While you are holding this spellbook, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the cube's rarity. You can use this as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Proficiencies: Arcana/History/Investigation +7, Nature/Religion +4, Survival +3 Action: Casting Minor Illusion Bonus Action: As a cantrip, it shouldn't need any stabilizing, right? Move: - Manipulate: - Spells SPELLS PREPARED Cantrips: Crushing Curse Crushing Curse Enchantment cantrip (Void) Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).* | PummelstonePummelstone Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S, M (a pebble) Duration: Instantaneous You cause a fist-sized chunk of stone to appear and hurl itself into the target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage. During its next turn when it makes an attack roll or ability check, the target must roll a d4 and subtract the result from the check. The spell’s damage increases by 1d6 when you reach 5th-level (2d6), 11th-level (3d6), and 17th-level (4d6).* | Mage HandMage Hand cantrip conjuration Casting Time: 1 action Range: 60 feet Target: A point you choose within range Components: Duration: 1 minute An invisible spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. | Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. 1st level: ShieldShield 1st level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Target: Self Components: V S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. (R) | 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. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Feather FallFeather Fall 1st level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Target: Up to five falling creatures within range Components: V M (A small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. (R) | Mage ArmorMage Armor 1st level abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | PendulumPendulum 1st-level enchantment (clockwork) Casting Time: 1 action Range: Touch Components: V, S, M (a small pendulum or metronome made of brass and rosewood worth 10 gp) Duration: Concentration, up to 1 minute You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls to determine the results of attack rolls, ability checks, and saving throws. It instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.* (C) 2nd level: Misty StepMisty Step 2nd level conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. (B) | InvisibilityInvisibility 2nd level illusion Casting Time: 1 action Range: Touch Target: A creature you touch Components: V S M (An eyelash encased in gum arabic) Duration: Concentration, Up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. (C) | WebWeb 2nd level conjuration Casting Time: 1 action Range: 60 feet Target: A point of your choice within range Components: V S M (A bit of spiderweb) Duration: Concentration, Up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. (C) 3rd level: Summon UndeadSource: Tasha's Cauldron of Everything 3rd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S, M (a gilded skull worth at least 300 gp) Duration: Concentration, up to 1 hour You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. (C) RITUALS 1st level: Detect MagicDetect Magic 1st level divination (ritual) Casting Time: 1 action Range: Self Target: Self Components: V S Duration: Concentration, Up to 10 minutes Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. | Comprehend LanguagesComprehend Languages 1 divination Casting Time: 1 action Range: Self Target: Self Components: V S M (A pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. | Find FamiliarFind Familiar 1st-level conjuration (ritual) Casting Time:1 hour Range:10 feet Components:V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration:Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. | IdentifyIdentify 1st level divination Casting Time: 1 minute Range: Touch Target: One object that you must touch throughout the casting of the spell Components: V S M (A pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. | Speak with Inanimate ObjectSpeak with Inanimate Object 1st-level divination (ritual) Casting Time: 1 action Range: Touch Components: V, S Duration: 10 minutes You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions. 2nd level: AuguryAugury 2nd level divination (ritual) Casting Time: 1 minute Range: Self Components: V S M (Specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous Classes: Cleric By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens. Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. 3nd level: Tiny HutTiny Hut 3rd level evocation (ritual) Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Target: A 10-foot-radius around and above you Components: V S M (A small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside. Allies RAVEN Tiny beast, unaligned Armor Class 12 Hit Points 1 (1d4-1) Speed 10 ft., fly 50 ft. STR 2 (-4) | DEX 14 (+2) | CON 8 (-1) | INT 2 (-4) | WIS 12 (+1) | CHA 6 (-2) Skills Perception +3 Senses passive Perception 13 Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. ACTIONS Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage. UNDEAD SPIRIT Medium undead Armor Class 11 + the level of the spell (natural armor) Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each level of the spell above 3rd Speed 30 ft., fly 40 ft. (hover) (Ghostly only) STR 12 (+1) | DEX 16 (+3) | CON 15 (+2) | INT 4 (-3) | WIS 10 (+0) | CHA 9 (-1) Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages you speak Proficiency Bonus: equals your bonus Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled. ACTIONS Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level necrotic damage. Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
  15. "That's our driver." The woman with the purse says possibly recognizing Jonny from his Uber pic, or at the least, playing along. The smallest of the three unhands the woman he had grabbed. "Yo, why you c@#$-blockin'?" he says, taking a step forward. "Yeah, we just wanna spend some time with the pretty ladies." The third one says. Getting closer as he had, Jonny can see this one was very smarmy looking. The big marine takes a wide stance and crosses his arms over his chest but doesn't say anything. Napoleon (the shorter of the three) pipes up again, "why don't you get back in your rice car and go find someone else to drive home." The marine turns his head toward Napoleon and says, "He's in a Honda. I like Hondas." "Shaddup, will ya." Napoleon says, glaring sidelong at the marine.
  16. Alright, so is the party agreed on their course of action? Make the journey to Glenn Hollow?
  17. The Dwarven Industrial Coalition Chief Executive Martin Cooley Diplomacy: 5+1 Military: 5+1 Economy: 3 Faith: 2 Intrigue: 5 Regions The Central Claims: 97(Capital) Mel-Tori: 90 The Iron-Clan Halls: 95 Actions [MIL] Invade Region 96 Using 3 Space Units and 2 Ground Units led by Dr. Horace Thorne (Mil 10) using the tactical doctrine Engineered Onslaught. [MIL 5] Raise a General: Kent Cumbria Tactical Doctrine: Undermine the Battlefield: ??? [DIP] ??? [DIP 5] Embassy? Great Work? [???] ??? Embassies Trade Routes Non-actions News and Rumors Bookkeeping Characters Hammond Durham: Chief Executive. Expansionist. Pragmatic. Boisterous Dr. Horace Thorne: Engineer/Admiral. Clever. Skeptical. Inquisitive. Reputation BRG 1: +1 to Investigations, +2 in regions with BRG Media Support. REN 2: +1 to Establish and Press claims +1 to resist Impress and Sway Military Units: Unit Cap: 4 + 3 [region] + 3 [govt support] = 10 Ground Units: 4 Space Units: 4 Total: 8 Generals: Admirals: Dr. Horace Thorne: Mil 10. Engineered Onslaught: +1 to battle, +10% enemy casualties. Not perfected. Military Technologies: Cyclone Phased Laser Arrays (equipped) Economy Treasure: 1/5 +1 per round Trade Posts: (S) indicates merchant support Crystal Weave: 88.3 Ice: 97.1 (S) Laser Rifles: 95.1 Meltorian Ale: 90.3 Space Amoebae: 96.1 Civilian Technologies: Aclaustrophobic Psychiatry Algorithmic Imagination Android Industrialization Arcane Amplification Badalian Megadirigibles Fusion Power In Vivo Modification Pseudogravity Engineering Shrewd Business Thaumonuclear Reactor Cores Vacuum Adaptation Wet Navy Ships Xenolinguistic Cataloguing Misc. CI: Industrial Advantage: 2d8 on Buyouts
  18. When Charles touches the man's neck to check for a pulse, he immediately can tell that the man's neck was broken! With only cursory investigation, he can see bruises around the neck. The man didn't fall, he was killed.
  19. The issue has been resolved! Not sure what the issue WAS so I just reuploaded the map and fixed it again. So note you're not in the place your tokens are. I just want your tokens down. I figure you're a couple hundred feet from the camp when you stop to plan your approach.
  20. Vesal look at the treacherous slope. "Well, We tried. Let's go home" she snarks before trying to get safely down this slope. AC: 18 (19 if adjacent to a single foe) HP 6/9 Bard Song 12/12 1st 2/2 Fire Resistance 5 Fast heal 2 1/1 Actions I don't know if we make the survival check as group. She will attempt an aid if she can. Otherwise Vesal will climb. (If she needs to climb, I will use my shirt reroll). Stat Block M N Ifrit (native, outsider) Bard (Dawnflower Dervish), Level 1, Init 4, HP 9/9, Speed 30 AC 18, Touch 14, Flat-footed 14, CMD 15, Fort 1, Ref 6, Will 2, CMB +1, Base Attack Bonus 0, Action Points n/a scimitar +4 (1d6+4, 18+; x2 +2fire) darts +4 (1d4+1, x2) hide shirt (+3 Armor, +4 Dex) wand of clw 50 charges Abilities Str 13, Dex 18, Con 12, Int 10, Wis 10, Cha 15 Condition None
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