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  1. Date On This 1 Tarsahk in the Year 1492 DR, the Year of Three Ships Sailing   ★The 1st Day of the Campaign – Candleglass Time★ Magically Auspicious Time. Around “nine bells,” powdered jade was best added to magical immersions during this interval. Chapter 1: A Friend in Need – Tavern Brawl The Yawning Portal    Various attempts to shove the troll and one to lasso it go horribly wrong—though Amberlyn does manage to do it a chunk and a half of damage, which you notice it does not regenerate this round. Durnan sighs and then begins taking a rather large, heavy-looking sword out from under the bar.    It’s about to round on Rurik when several tens of city guards flood the first floor of the building. Durnan puts his sword back under the bar. As the city’s guards spear the troll until it falls down the hole again.    “What befalls!?” one of them demands. “Everyone hold! Down arms! Talk truth!”    “Now, now, Ettain,” Durnan says, placatingly to the officious-looking guard wearing a ranked badge, “These fine young—green--but fine adventurers were just taking care of that troll for us all. There was no need to come bursting in here!”    The man called ‘Ettain’ harrumphs. “That’s not even why we came! We got multiple reports of a massive barroom brawl between the Zhents and Xanathar’s gang, and some lizard man shouting orders at everyone. Someone even reported a holy beam of searing light shining from heaven! Instead, we find a troll terrorizing a . . . well . . . there’s the lizard man . . .” he says, finally spying Badmaw. “Okay, someone wanna show me the searing beam? The Zhents? The eyeball-heads?”    Another voice from the staircase in the northeast corner of the Yawning portal interrupts.    “Gentlemen! I assure you that everything was under control!” You all turn and see a rather flamboyantly dressed, short man coming down the stairs. “In fact, you just ruined the show!”    “Oh, it’s just you, Volo . . .” Ettain grumbles. He turns to Durnan and barks, “Next time you want to have some folks fight a troll for entertainment, let us know in advance! And maybe let your patrons know, too, so they don’t come screaming their heads off to us about some stupid gang fight!”    With a gesture, the city watch mills out of the room. A few of them spare Pen varying looks ranging from narrowed eyes to pity.    Once the guards are gone, Durnan turns to the party and says, “You all fought very well. You should be proud of yourselves. Thank you for holding it off for a while. I was wondering if I’d have to jump in myself . . .”    The man who vouched for you from the staircase approaches. “You be adventurers, am I right? I could use your help. Let’s find a table to talk, shall we?” He finds a table—one that wasn’t wrecked in the fight—and sits. “Come, come! Drinks and food are on me, if you want anything. Have a seat!” He strokes his mustache, adjusts his floppy hat, and tightens his scarf. “Volothamp Geddarm, chronicler, wizard, and celebrity, at your service. I trust you’ve noted the violence in our fair city these past tendays. I haven’t seen so much blood since my last visit to Baldur’s Gate! But now I fear I have misplaced a friend amid this odious malevolence.”    “My friend’s name is Floon Blagmaar,” he continues. “He’s got more beauty than brains, and I worry he took a bad way home a couple nights ago and was kidnapped-or worse. If you agree to track him down with all due haste, I can offer you ten dragons apiece now, and I can give you each ten times that when you find Floon. May I prevail upon you in my hour of need? . . . and of course, if you agree, you can keep those vials of acid my friends and I tossed down to aid you against the troll .. . .” Portraits Volothamp Geddarm OOC    —
  2. Wendy Level 4 Goblin Urchin Druid (Circle of the Moon) AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11 More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.    You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal pavagery, shape water, shillelagh 1st level (4/4 slots): cure wounds, entangle, good berry, healing word 2nd level (3/3 slots): enlarge/reduce, moonbeam Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). List of Beasts Wendy Can Turn into Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 6/10 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon Party Wagon (pulled by Ruby) Wendy and her friends! 6/10 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. “Jellyn . . . Lyn,” Wendy begins, “It’s nice to . . . hey! Where’re you goin’?” As the hobgoblin woman disappears into the crowd. “Well . . . that was rude—WEIRD!—but Rude!” Wendy is crestfallen at learning that the Emerald Enclave would demand such exclusive loyalty. “I just figured that it’d be nice join them and not to have to run away from them from time to time, like I’ve had to do on my way down from Waterdeep.” Leosin makes his case and Wendy acquiesces. “I guess being a harper would be the better choice for me, then,” she says. “Do I have to learn how to play the harp? Because, to be honest, I’ve always much preferred the hurdy gurdy. I’d be thrilled to learn how to play that!” At the mention of code names, she brightens. “Now that does sound exciting! Ooh! Ooh! I’d be . . . I’d be ‘Malachite’! Malachite is what we grind up to get the green powder to make green paint, and I’m green, too! Malachite the Hurdy Gurdy Harper!” OOC Movement: — Action(s): — Bonus Action: — Rection: —
  3.   Category Unit = # Sub-Unit + # Commanding Officer = Total Soldiers Enlisted/Drafted Team = 1 Private + 1 Senior Private = 2 Non-Commissioned Officers Squad = 2 Teams + 1 Corporal = 5 Section = 3 Squads + 1 Sergeant = 16 Commissioned Officers Platoon = 3 Sections + 1 Liutenant = 49 Company = 6 Platoons + 1 Captain = 295 Battalion = 6 Companys + 1 Major = 1,771 Regiment = 6 Battalions + 1 Colonel = 10,627 Red Dragon Army = 6 Regiments + 1 Brigadier General = 63,763 Takhisis’s Dragon Armies = 5 Dragon Armies + 1 Field Marshal = 318,816        
  4. Ranks & Nobility    This may not be how the nobility is ranked or portrayed in the books—I haven’t read them—but it is how I run my game. Category Title (Female Version, if Any) . . . (Office) . . . is Addressed as . . . (or Talked about as) . . . Rules over . . . . . . which Is Subdivided into . . . Peasantry Peasant (Citizen) their name their own private property — Nobility Knight (Knighthood) Ser Name/Dame Name their own private property, though sometimes a manor house or keep — Baronet (Baronetess) (—) Lord Name/Lady Name a town or a village private homes, shops, and public buildings Baron (Baroness) (—) Lord Name/Lady Name a barony various farms, villages, and towns Count (Countess) (—) Count Name/Countess Name a county several baronies Aristocracy Duke (Duchess) (Dukedom) Your Grace (His/Her Grace or Duke/Duchess Name) a duchy several counties Marquess (Marchioness) (Dukedom) Your Grace (His/Her Grace or Marquess/Marchioness Name) a march several counties* Royalty The King (or the Queen) (Office) Your Highness or Your Majesty (His/Her Majesty or King/Queen Name) the kingdom the various duchies and marches Note: A March is a duchy on the border of the kingdom, and has more prestige than a regular duchy. A marquess and a duke are technically on a similar level in rank, but a marquess would outrank a duke by only a tad, rather than a full level. In other words, there are no dukes who answer to marquesses, but if a duke and a marquess argue, the King will side with the marquess.    
  5. Knowledge of Kalaman    Characters who succeed on a DC 12 Intelligence (History) check know the following details about the city: DC 12 Intelligence (History) check    Capital City. Kalaman is the capital of the Solamnic province of Nightlund.    Ancient Bastion. Kalaman is a thriving trade city known for its strong walls, castle, and harbor beacons, all of which predate the Cataclysm.    Rulers. The city is led by a governor, a council of prominent guild leaders, and a military marshal.    Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains.    Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler. Power in Kalaman    Characters who succeed on a DC 15 Intelligence (History) check know the following details about the city (Use the previous roll for this roll as well, not a separate roll.): DC 15 Intelligence (History) check    Kalaman is led by the following three groups:    Governor. The head of Kalaman’s government is Governor Calof Miat (human noble). He represents the city’s people and speaks on their behalf during council sessions.    Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild, Masons’ Guild, and Shipwrights’ Guild—oversees the city’s broad business interests and runs varied public services. The guilds’ leaders are neutral human and hill dwarf nobles who are prone to bickering and jockeying for influence.    Marshal. Kalaman’s military guards the city and defends eastern Solamnia. The military is robust, as the city can’t afford to solicit aid from the Knights of Solamnia, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (human knight).    Courts (Civil & Criminal). Although the Knights of Solamnia have no military presence in Kalaman, like all cities in Solamnia, the Order of the Rose serves as judges in courts and, if not the law-givers themselves, then advisors to the law-givers of a given locale. Their courts also interpret the will of the King, and the decisions of the aristocrats and nobles that fall within the King’s will, and may overturn or interpret a city’s—in this case, Kalaman’s—laws in light of the King’s will and that of his justly appointed nobility.    Chief Justice Corpher Marbleheart (kender noble), Knight of Solamnia, Order of the Rose, serves as the chief judge in Kalaman along with 8 other judges. They randomly form tribunals in which court cases are tried.
  6. Upon the Fo’c’sle    Darrett looks up from gazing down into the water passing them below. “Oh! It’s you, Ser Artanis,” he says melancholically.    “I’m sorry about that, earlier . . .” Darrett says. “I know she’s important to you as a prisoner. And I know that, if not her, then another. I want to hate her so badly, but her damnable good behavior—doing exactly what she’s supposed to do. The perfect little prisoner . . . and all in a dress that was Ser Becklin’s. It’s very hard for me not to still see that haughty, gruff messenger ordering us to open our gates and quarter those monsters . . . and it feels so . . . unfair! As a prisoner, she probably can’t even provide the kind of information we need, she didn’t even seem to know what was actually going to happen to Vogler. It feels like Takhisis mocking us all the more! ‘Here, have a face you can attach to the atrocity I’m committing, but she’s actually too—ugh, I hate to use the word ‘innocent’ here but, effectively so—for you or me to actually do anything about it!”    He clenches his fists. As Ser Artanis leads him down, they pass the boilerdrak. The machine is still steaming, even though its fires have been quenched. He pounds his fist on its heavy plating with an audible dooong.    “And this thing!” He growls. “My home, my town, my whole world is now cinders because this gods-forsaken thing.” In the Hold    He lets Ser Artanis lead him down into the hold and to the crate.    “Is this what I think it is?” he asks. “Ser Becklin had a crate just like this to store her armor . . .”    “Uh . . . sure,” he says, assenting to Mery’s request to speak, later. “I guess I’ll see you tomorrow morning—I’ll meet you at the fo’c’sle. At 6 bells . . .”    When Mery leaves them, he looks back at the crate and then, when his tired eyes rest upon ‘Sir Derrett Highwater’, they widen in surprise and awe. “Wait . . . it’s!” He reverently unlatches the box and opens it. He picks up the scroll of commission and runs a finger along the polished armor. Below the crest of the Knights of Solamnia, are holes in the brest plate and on the pauldrons.    Ser Artanis would recognize these holes as rivet holes waiting for metal plates bearing Derrett’s heraldic symbol—a symbol he doesn’t have yet.    The thick, roped envelope for Ser Artanis still sits here. He picks it up and hands it to Artanis.    When Artanis opens it, he finds two, thick, sealed envelopes inside, a thin, sealed envelope for Darrett, and a short note for Artanis.    Below her signature, you find a hastily scrawled addendum. In the Women’s Quarters    When Mery returns, Lady Michelle whispers as Mery gets into her hammock, “I told you that you ought to have washed your hands of me.” before going to sleep.
  7.    Lady Michelle takes Coltan’s hand and gives it a firm shake—one unbefitting of the ‘lady’ she’d recently learned she was. “Well, it’s nice to meet you, Brother Coltan Bluetemper. I may be putting the cart before the horse, as I did, with Ms. Mery, but if my estate still exists, and the authorities in Kalaman are guided more by mercy than by vengeance, then I shall extend an offer to you to make yourself at home on my estate and make use of whatever facilities might be available. Often enough, noble estates have smithies on their premises, so should that be the case with the Folketh Estate, then those shall be yours to use as you see fit . . . as for that armor, you and yours have bested me in battle. As you said, ‘spoils of war’. It is yours. It seems that being armored up will not be in my cards for a while.”      Here, Lady Michelle was slightly taken aback, but nodded when Mery came to her defense. “That is correct, Ms. Hunni of Clan Collic. Predjudice was not my aim, but certainly caution is. I cannot imagine that Brother Coltan nor Ser Artanis would associate themselves with a person of dastardly intent, and thus far, you’ve certainly been of more righteous action than I have. Thus, I shall trust that you mages must know what you’re doing. It is nice to make your acquaintence, Ms. Hunni. If my estate has a library, then what scant knowledge you may be able to glean from it is yours to consume. In the exceedingly small chance that any kind of magic-related facilities may exist, those would be open to you as well—but I doubt there would be any such thing.”    Lady Michelle blinks in confusion, then says, “I personally thought it was quite a brilliant move. I see no reason to apologize to me for it. That said, I humbly accept your apology for what it is, and thank you for your magnanimity.”      At this point, Lady Michelle takes a knee. “I do believe that being the son of a Speaker does not make you a noble, Your Royal Highness; it makes you the equivalent of a prince in most human-controlled lands, and thus an aristocrat.” Then she stands. “Now that protocol is taken care of, I imagine that if you’ve waited this long to reveal yourself—and only to us—then its not something you’d like getting in between you and your friends—or me. Unless you’d prefer something else, I shall refer to you as Mr. Merituuli.”    “Oh, no, the gown is fine,” she clarifies. “I’m just not used to such finery.”    She thinks for a few moments and then says, “I remember a very nice middle-aged woman whose daughter I would play with whilst father had his garments made. I suppose I’d recognize her if I saw her, but I remember the girl . . . Cassandra? . . . Yes! Cassie! She had brown hair and brown eyes, and was always quite a bit better dressed than her friends . . . It was so very long ago.”    Lady Michelle blinks again. She then looks at Decimus. “A duke?” she asks, not with a little incredulity. “Mr. Merituuli here, prince though he may be, is after all, the fifth son. I can’t imagine a duke—the person who runs a duchy—himself would find it so easy to gallivant around without a retinue, or his kingdom aflame with the news of His Grace’s mysterious disappearance. Still, tonight has been one surprise after another, so if His Grace is in fact a duke, I’d much rather hear the confirmation now, and keep your secret . . . but I’d also rather not be made a fool.”    “That said, I extend the same offer to you that I’ve extended to Ms. Hunni,” Lady Michelle says. “I believe Ms. Hunni called you ‘Decimus’? It’s a pleasure to meet you, Mr. Decimus. . . . or should I say, ‘Duke Decimus’?”    “This is the second time I’ve heard this ‘Ispin’ named,” Lady Michelle says. “He must be someone special to all of you.”    “He is!” a voice in the corner of the room says, finally. “Was . . .” Darrett Highwater stands up. “Ispin Greenshield was a great man. An adventurer the likes of which legends are written and told. He’s—his death—is the reason everyone is here, together. . . . For his funeral, I mean.”    He approaches her and looks her up and down with narrowed, judging eyes that seems to melt into a resigned listlessness. He sighs. “Ser Becklin—she was the one whose dress you wear right now—was the knight to whom I was squired—she was his—Ispin’s—adventuring teammate along with Cudgel Ironsides. They both died defending my village from your army . . . argh . . . I . . . I know that’s not your army. And they were stabbed in the back by Jeyev . . . but the Dragon Queen’s army is still to blame. Who would Jeyev have betrayed them for if not for them? I . . . I saw something, too. Takhisis mocked me with that high, cold laugh of hers as she replayed over and over Jeyev stabbing Ser Becklin in the back and killing Cudgel—until you burst in the room and woke us up.”    “I’m not going to shake your hand. I’m not going to call you my friend . . . and it’s going to take me a long time to forgive and forget. I won’t wish death upon you, but I don’t really want to be around you, either, ‘Lady’ Michelle Folketh.”    He stands up and pushes past her and out the door. You hear his footfalls creak the wooden stairs to the topdeck and out to the fo’c’sle .    Eventually, Raven uth Vogler, last of her name, baronetess of a pile of ash she once shared a name with, enters the room, tying a robe around her. “What’s all this commotion? It’s only 3 bells for Paladine’s sake! What’s gotten to Darrett? I saw him heading over to the bow.”    “I’m sorry to have woken you all . . .” Lady Michelle says. “I’ll retire to my quarters to sleep, then . . .”
  8.   Date On This 1 Tarsahk in the Year 1492 DR, the Year of Three Ships Sailing   ★The 1st Day of the Campaign – Candleglass Time★ Magically Auspicious Time. Around “nine bells,” powdered jade was best added to magical immersions during this interval. Chapter 1: A Friend in Need – Tavern Brawl The Yawning Portal Round V—Concluded    Ouránia catches one of the vials of acid dropped by a patron in the balcony above and then disengages from the troll before moving well out of the way of the troll’s reach, lest it attack her again!    When she asks Durnan if he’s got any rope, he first raises an eyebrow and says, “What kind of adventurer doesn’t carry rope on her?” He reaches down and pulls up a length of rope from a bag near his leg—the bag couldn’t possibly hold such a long length of rope, but trolls shouldn’t be climbing out of giant wells in the middle of bars. “Here y’are, Miss,” he says to Ouránia. “Yer not gonna tell me you don’t even have yer towel, are you? I mean, you do know where yer towel is, right?”*Hitchhiker’s Guide to the Galaxy    “... a towel has immense psychological value. For some reason, if a strag (strag: nonhitchhiker) discovers that a hitchhiker has his towel with him, he will automatically assume that he is also in possession of a toothbrush, washcloth, soap, tin of biscuits, flask, compass, map, ball of string, gnat spray, wet-weather gear, space suit etc., etc. Furthermore, the strag will then happily lend the hitchhiker any of these or a dozen other items that the hitchhiker might accidentally have “lost”. What the strag will think is that any man who can hitch the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is, is clearly a man to be reckoned with.”    Amberlyn similarly catches a vial and then gives it a good chuck. It’s not a lot of damage, but Durnan’s nod of approval says all she needs to know.    Badmaw kills the stirge sucking his blood and benefits from sucking its blood in return—or maybe his own right out of its stomach? Then he does a very daring, if strategically brilliant move: he distracts the troll to reaction, giving others freedom to move away from it without worry!    Rurik kills the last stirge and heals Pen with a healing word spell.    Pen circles around the troll and attacks it with his glaive, doing quite a bit of damage!    “That’ll do, lass,” Durnan says to Amberlyn. “It won’t be healing up anymore after even just that,” he says, “Just watch! . . . But I imagine that Volo, upstairs, might be looking to capitalize on the ‘favor’ he and his friends just did you all. Those vials of acid ain’t cheap! Ahaha!” Round VI—Begins!    The troll rages at Pen and follows him, trying to bite and slash him with its claws! It’s attempt to bite Pen and the first swipe of its claws both fail, but its second swipe lands, dealing 8 slashing damage to Pen! Portraits Troll Large Giant, Chaotic Evil Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Troll: 42/84 (50%) Speed 30 ft. STR +4, DEX +1, CON +5, INT –2, WIS –1, CHA –2 Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Giant Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. OOC    —
  9. Date On This 1 Tarsahk in the Year 1492 DR, the Year of Three Ships Sailing   ★The 1st Day of the Campaign – Candleglass Time★ Magically Auspicious Time. Around “nine bells,” powdered jade was best added to magical immersions during this interval. Chapter 1: A Friend in Need – Tavern Brawl The Yawning Portal Round IV—Concluded    Amberlyn heals Rani. She fails to get the stirge off her.    However, Pen Calder gets it off of her for her, cleanly splitting it in half from head to tail.    Badmaw tries to bite at the stirge sucking his blood, but fails to get it off him.    Rurik moves over and stabs the stirge stuck to Badmaw.    Ouránia must be in a mild state of shock from the Troll’s attack because she does nothing this round—well, almost nothing. Her body seems to have enough innate self-preservation that she at least takes the dodge action. Round V—Begins!    The thugs that held Krentz between them beat a hasty retreat out the door.    Stirge 1 is all too happy that its next target came to it, instead of it having to go to them as Badmaw steps right into the square it’s buzzing in. It merrily sinks its proboscis into his scaly flesh between the plates of his armor, dealing 4 piercing damage.    Stirge 4, tired of attempting and failing to suck Ouránia’s blood decides to switch targets and heads straight to Rurik! Again! It’s attempts to feed are thwarted, this time by Rurik’s armor!    More of the troll’s wounds close. Gashes, scrapes, and cuts knitting together to reform smooth, green skin!    Seeing movement far more threatening in the corn, the troll ignores the purplly elf girl in front of it—now taking a defensive stance—for the sword-wielding Pen Calder! It moves up and takes a huge bite right out of Pen’s shoulder! However, it’s two followup attacks with its claws miss—though the first looks like it would have literally shredded him into a couple of pieces if it had landed!    For the first time, Durnan, the barkeep says something. “Now, don’t any of you dare think about casting about with any fire here, in my bar, but surely you know a thing or two about how to kill trolls . . . seeing as you all see fit to stay here and fight it rather than running like any sensible person . . .” With that he shouts up to the second and third floors, which look down upon the first floor in a horse shoe shape. “Anyone up there want to help these bold adventurers fight off this troll until the city watch shows up?”    Although there’s raucous laughter, cheers, and jeers alike, a few people lean over the balcony and shout down, “Here, catch!”    5 vials of green fluid are dropped by various patrons from the 3rd and 4th floors. You may use your reaction to catch them (no roll necessary). Another vial of shining, clear, red liquid in astonishingly strong glass also drops from the 3rd floor to land near Pen (too far for him to catch it). It merely rolls around on the wooden floor before coming to rest next to a chair leg in the square next to him.    “Those, there, are vials of acidAcid (vial) Adventuring gear 25 gp, 1 lb. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. Source: PHB, page 148. Available in the SRD and the Basic Rules.. Use that on the troll so it stops looking healthier and healthier every few seconds . . .” Durnan drawls. “Ah, to be a young, green adventurer again!” Portraits Stirge Tiny Beast, Unaligned Armor Class 14 (natural armor) Hit Points 2 (1d4) Stirge 1: 2/2 Stirge 2: 0/2 Dead Stirge 3: 2/2 Dead Stirge 4: 2/2 Stirge 5: 2/2 Dead Stirge 6: 0/2 Dead Stirge 7: 0/2 Dead Stirge 8: 0/2 Dead Stirge 9: 0/2 Dead Speed 10 ft., fly 40 ft. STR –3, DEX +3, CON +0, INT –4, WIS –1, CHA –2 Senses darkvision 60 ft., passive Perception 9 Languages — Troll Large Giant, Chaotic Evil Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Troll: 57/84 Speed 30 ft. STR +4, DEX +1, CON +5, INT –2, WIS –1, CHA –2 Skills Perception +2 Senses darkvision 60 ft., passive Perception 12 Languages Giant Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. OOC    @astronavigatrix, 9 days have elapsed since you last posted. Please make sure to post this week as per the minimum 1/post per week rule.
  10. Wendy Level 4 Goblin Urchin Druid (Circle of the Moon) AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11 More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.    You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal pavagery, shape water, shillelagh 1st level (4/4 slots): cure wounds, entangle, good berry, healing word 2nd level (3/3 slots): enlarge/reduce, moonbeam Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). List of Beasts Wendy Can Turn into Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.    When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 6/10 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon Party Wagon (pulled by Ruby) Wendy and her friends! 6/10 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.    At the announcement of the Arm Wrestling contest, Wendy pipes up and announces, “And for the winner, I’ll paint your portrait! It won’t even take that long!” To back up her offer as an actual prize, she sets out some of her other paintings to show off her skill and talent.    A hobgoblin woman covered in what looked like tribal tattoos, kept looking at Wendy again and again, but whether or not she recognized Wendy, Wendy certainly did not recognize her. Those tattoos, though, were certainly intriguing!    Wendy, being ever so typically Wendy didn’t waste time. “Hi there!” she said, holding her little green hand out to the hobgoblin woman. “I’m Wendy! I’m a druid from Waterdeep! I noticed you glancing at me—maybe you thought I was someone else? Maybe you know me ma ’n’ me da’? Or . . . maybe you know me as the genius painter Wendy! Did you want me to paint your portrait? Either way, I’m pleased to make your acquaintance. What’s your name?”    When the dwarven gramma—who introduced herself to Wendy as Elssaedrid Cavebraid—sat for her portrait, Wendy made sure to really capture the moment when Frume realized that his defeat wasn’t just inevitable, but ordained by the gods themselves. On the back, using a jar of golden paint, Wendy wrote, ‘Contratulations on your well-earned Victory, Ms. Elssaedrid Cavebraid!’ and of course signed her painting in the front.    Brushing on some sealant, she said to the elderly dwarf, “Give that at least 10 minutes before you handle it, but it’s yours to take home! Congratulations, again!”    With that, she let herself be led downstairs to the meeting.    When Leosin and Frume talk about the Harpers and the Order of the Gauntlet, it goes over Wendy’s head. She’d probably heard of the Harpers or maybe ‘Those who Harp’ at one point or another, but otherwise, she didn’t remember anything about them. The Order of the Gauntlet, ironically was just on the tip of her tongue, but again, she just couldn’t place them.    She could tell that she was being recruited . . . but . . .    “Um . . . I don’t think I’m so good at all the secrecy stuff, and I totally agree with Mr. Frume, here about ‘need to know’ . . . the truth will out, and when it does, it bites you in the bippy. Best just to let the sunshine be the best ditz-insec-tent, as Da’ always says.” she says. “But I don’t know how much Mr. Frume’s people would like me, either, though. I think I’ve disappointed Mr. Aralim, here, more than a few times with how . . .” she thinks on the words and chooses them carefully, “unrepentantly merciless I’ve been to those who have done great evil to innocents. I don’t consider myself evil, but who does? As I said, ‘the truth will out’, and I’d rather it not bite me in the bippy if I were to join your cause, Mr. Frume—I am interested, though. I tell you this all in the interest of pure trance-parent-see.”    Then she says, “Ah . . . and . . . to be honest, although they scare the hell out of me more often than not, I’ve actually wanted to join the Emerald Enclave—If I were given an opportunity to join them, would either the Harpers or the Order of the Guntlet have a problem with me also being in the Enclave? Hyperthedotically speaking, of course!” OOC Movement: — Action(s): — Bonus Action: — Rection: —
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