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Lukenary

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  1. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β€’ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β€’ β—‹ (metamagic) 30th Kythorn: Spider Woods His breath burned in his lungs as he ran up behind Theodoric, facing the final ettercap. The others could take care of the spiders, but Taliesin knew they could ill-afford to lose the horses. He put a hand on the paladin's shoulder as he stepped up, pitching his voice low and hoping none others could hear it over the din of battle. "Theodoric, by the bond we share and the light of justice and the dawn. Stand firm and unyielding. Bring the illumination of civilization and justice to these wild lands. You will be our bulwark." Try as he might to conceal it, the Wanderer could not keep the glow of his faith from enveloping the two of them. "Agh, well it can't be helped," Taliesin remarked with a cynical smile as he unlimbered his mace. He stepped up beside the aasimar and nodded in grim determination. Mechanics Action: Cast Heroism on Theodoric. you get one more melee attack as a reaction under my Voice of Authority power. You also get 3 temporary hit points next round. Bonus Action: Move: Close to melee range with the ettercap. Other:
  2. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β€’ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 The dark, and the light. Which should she embrace, in this benighted land? It would be so easy to give in, to simply embrace the Shadow. Giselle could still feel the pull of the Raven Queen, knowing she was missed at court. She wondered what the Mistress of Shadows would do, if she returned. Could she harden her heart? Do what must be done? This situation seemed so far from the rosy optimism of Lathander. But the Morninglord did have a special fervor for undead; it was one of the few places in his worship that tolerance was not encouraged and celebrated. She turned to Father Donavich, and could see the grief, despair, and mourning begin to take hold. She knew this moment could break the man, and she needed to be strong for him. She laid a hand on his shoulder, meeting his gaze unflinchingly. Though tears sprang to her eyes, her voice was even and true. "Father Donavich, as we depart to confront Doru, take solace in the embrace of Lathander. Allow yourself the time and space to grieve properly for your son, to feel the weight of your loss and sorrow. Know that it is healthy to mourn, to let the tears flow and the pain be felt, for in grieving, we honor the ones we have loved and lost. May Lathander's light shine upon you, guiding you through this dark hour, and may you find peace in the knowledge that your son's soul will find rest in his grace. We will return to you, Father, and together we shall find a way to bring closure to this chapter of grief." She turned on her heel and rejoined her companions. A nod to Joliet, a wink to Bram, and a slight grin to Dynaheir. She'd face the Devil Strahd with these people by her side. And what was this? Tamu stepped up to join them, in this grim duty. She offered a hand of encouragement for the young woman to clasp, and noted with approval the rapier. "I should be in the van, and for the good Father's sake, I should be the one to strike at the vampire spawn. Come, let us rid the world of one small darkness." Having said that, the Paladin of Shadows breathed some words of loss and longing. Darkness reached up from her feet, surrounding her and settling into her black leathers. Tendrils licked out from her shoulders and darkened her face, and in certain light her eyes seemed to glow with a purple-pink hue. She drew her own rapier and indicated the rest should follow. Mechanics Action: Cast Armor of Agathys. Move to the front of the group. Bonus Action: Move Action: Item Interaction:
  3. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β€’ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β€’ β—‹ (metamagic) 26th Kythorn: Payback Taliesin sighed at the mess he'd made with Barbarna. He knew he needed to be more pragmatic, but to be fair when he was speaking to her, he wasn't solely speaking to her. There were other ears around, and if this woman was set on her 'me-first' ways... well, there were others around that might be more persuadable. He drank and diced, but also looked around for other opportunities to gain trust. Were there any sympathetic faces? 30th Kythorn: Spider Woods The Wanderer ducked as he ran full speed, just barely out of the way of a flying web. We need to keep them bunched up, to save the horses. Are we far enough away from the others for me to sling spells, and still keep my cover? I suppose we'll find out. Can't prevent Sulesdeg and and Carlona seeing, though I care less about dropping character in front of the Harper. It was a combination that had worked for them in the past, and this time it needed to be right for them to recover the horses. These spiders were tougher than anything they'd faced before but with Lady Lucienne's mystic impact on them, Taliesin hoped it would be enough. He stretched out a hand and gathered more power than he'd ever used in such an attempt. As he did so, something occurred to him... what about putting the horses to sleep? If the ettercaps couldn't lead them away, it might give them time to catch up and defeat the spiderkin. He murmured in a low voice, "Sleep, so you can see the dawn." Mechanics Action: Upcast Sleep, spending one sorcery point on Distant Spell. Centered on the horses, if it happens to be enough to catch the injured ettercap then fantastic. Try not to catch Wendibear in the area of effect. Bonus Action: Move: Continue toward the nearest ettercap. Other:
  4. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 Giselle took a deep breath as the wolves and the horsemen retreated. She felt a weight lifted from her psyche, even as she bore the weight of the deceased on her shoulders. She had been struck dumb by the appearance of the honor guard, as if the horsemen and wolves had been paying respects. Or was it observing? In anticipation? "What now? Miss Ireena, we must bury the dead. We must consecrate the ground and observe the proper rites. The Morninglord stands in defiance to those like the Devil Strahd, and even poor Doru. He knows the way to deal with their kind; be steadfast. Be strong. Trust that the sun will rise. "As you say, the next right thing is to finish this burial. Then and only then should we address any other problems." Her eyes glanced back at the chapel and the problem below it. She hoped she could be strong for Father Donavich. She hoped he would be an ally in the struggle to come. "Does anyone have anything to say in remembrance of the burgomaster?" Mechanics Action: Be a good pallbearer. Bonus Action: Move Action: Item Interaction:
  5. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) 26th Kythorn: Payback Taliesin's eyes widened as he caught a glance of the Harper tattoo. It seemed they'd done right in freeing the woman, even if it meant sticking their heads above the parapets. Tongues would wag, and he'd have to do what he can to make sure they stayed undercover. Though in speaking to the woman later that evening, he was sure they'd done well. "Waterdeep, eh? I know my way around the city, here and there. Taliesin Wanderer, at your service. Whereabouts in the city? Mayhap I can help out." Later, around the campfires, he found that "Silent" Piter lived up to his name. Not much luck with him, unfortunately. "Bloody" Barbarna, by the same token, seemed the same. "March back there and put her down? This isn't a dog, or a pack animal. Of course we need to be careful, and she'll need some watching. But she may yet prove an asset to us. "And cold-blooded execution can bring bad luck out here on the road. Attracts the wrong kind of spiritual attention; it can bring the local undead running. That's why the method is used in the first place. By the time the accused is dead, the caravan is long gone. And who's to say we're not being used by Tymora or Beshaba? They're the true executioners, or deliverers of mercy." Pshh. He'd done it again, let his mouth run off when he oughtn't to. Need to let the woman save some face. "Come on Barbarna. I'll share some ale with you, and I wager it will be more fun to put that down than anything at the back of the caravan. I have some dice around here as well, if you're amenable." 27th/28th Kythorn: The Golden Stag Taliesin knew Rahnur was affected more than anyone else in their little group. He made it a point to check in with his friend during the day. "I take it we both are glad the hunt wasn't successful, but you look like the omen means more to you than anyone else. Care to talk about it?" 30th Kythorn: Spider Woods He ran to close ground with the spiders, but used his light crossbow in the meantime. One shot, then he'd ready his mace and shield for the next opportunity. There were other, more flashy things he could do; spiritual hammer came to mind, or even heals. But he thought that would only bring more attention their way. Why would a priest be traveling as a laborer? Uncomfortable questions, to be sure. So: mundane weapons until absolutely necessary. Mechanics Action: Attack with light crossbow, then ready mace and shield. Bonus Action: Move: Straight toward the nearest ettercap. Other:
  6. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 Giselle worked hard, getting her hands dirty. It felt good. Clean, honest work, even if it left smudges on her face. Clearing rubble, organizing pews, restoring some order to a place of darkness and chaos. She knew the dawn was coming, she knew they needed to work hard to get it ready for the ceremonies to take place at sunrise. If she saw herself in a mirror though, she would have recoiled, on reflex. For the smears of dirt on both her cheeks resembled nothing so much as midnight black wings, reminiscent of a raven. Giselle Kelyre, the Paladin of Shadows, was marked... no matter how much she resisted and insisted she had changed. She walked between two worlds, the light and the dark, despite her desire. At the howl of the wolfpack, her blood turned to ice. She could see the set in the others' shoulders, in the determined and grim looks on their faces. Doru will be the first to end. Perhaps it is just. A true undead has no sunrise, has no hope of change for the better. This is why our Dawn Lord hates them so. She moved to stand beside Father Donavich and indicated his vestments. "Can I help, Father? My friends can protect us, but if they are engaged in combat, I will stand with them. The dawn is the best time for such an act, for it is the rising of the sun that banishes the darkness." She also readied herself to grapple the priest if he tried to interfere with what needed to be done with the vampire spawn. She was prepared to knock him out if he impeded them, though she hoped he would be an asset if there was indeed to be a fight against the supernatural wolfpack. They would need all the help they could get. Mechanics Action: Be ready to grapple Father Donavich. Bonus Action: Move Action: Item Interaction:
  7. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 Giselle stands, slowly. Her knees ached, she was unused to kneeling for a long time. Shows how I have gotten out of the habit of being humble. Hmm. Perhaps this a solution for the tarnished Father before me. Her voice was low, reasonable. She looked Donavich in the eye, clear and without judgement. "Perhaps the only way back for you is to start at the beginning. This town has seen horrors; everyone seems affected in some way by the Devil in the castle. As we have all walked in shadow, we need an example of the light, of the dawn. I think no one who lives here is completely clean. Do not hold yourself to that standard. "I think you should come clean about your son. Admit you made mistakes. Do not expect forgiveness, but seek to do right by the villagers. Mend fences. Do small kindnesses. Show humility. "Be the example the Morninglord wants you to be. Engage with the community honestly, cleanly, acknowledging that you are not perfect. But with the worst in the open, at least you will be able to look people in the eye. "Make this chapel a place of holiness again, because it needs to be a symbol of hope. The dawn's light shows there are few enough of those in this land. That can happen with hard work, humility, and honesty on your part. You've made a mess in here, even if not directly physically. Certainly spiritually. Take responsibility for your own shortcomings, admit them, and work toward making them right. She hopes the others are making progress with the problem of Doru. She sees a huddle and wishes she could join, could give counsel. Perhaps her only advocacy would be for such honesty and openness. Maybe there would be a debate amongst the villagers, and she doubted it would be a straightforward conversation. But she thought it would be an opportunity to lance a boil. To see who carries the most poison in the village. And if Donavich can find firm footing with Lathander again, perhaps the path out of darkness would be a little clearer. She claps her hands together, making small clouds of dust around them. "But before we can do any of that, we need to get the chapel clean again. How long has it been, Father? And how nice would it be to make this place inspire those around us?" She looks significantly at the scarred altar in front of her. The place would take some scrubbing, but some symbols of the struggle they all faced were needed. "It can certainly be a symbol of redemption. Let me be the first to worship with you, Father, in this new chapel. Let us be the example to Barovia." She gathered up a pile of debris and began walking toward the door, motioning the dawnpriest to do the same. Mechanics Action: Begin to tidy up the chapel. Bonus Action: Move Action: Item Interaction:
  8. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) 19th - 22nd Kythorn Taliesin shared a look of concern with Theodoric, and the aasimar's glowing eyes did little to reassure him. "This is grave news indeed. I will start trying to rally support amongst the city's divine interests. Should we restrict ourselves to the good gods? Or perhaps bring the interest of the Bitch Queen and other evil gods? As you say, a touch of Tyr and Lathander might make a difference, and as outsiders we can potentially build bridges that you as a local might find difficult to traverse. "And if the Dead Three truly are on the rise... Something must be done, and soon." He clapped his hand to Theodoric's shoulder and nodded at the Mortarch. "Count on this, though. I pledge to do all in my power until I must leave the city to stop these atrocities. Until then, I am your man, Mortarch." Over the next few days, as the body count mounted, Taliesin began to take less and less sleep. He tirelessly crossed the city, making friends among the lower ranks at each place of worship. He never approached temple leadership directly, preferring to build a network among the lower echelons and lean on Aralim's training from the City of Splendors. A social web of influence in the city began to take shape in the Lathanderite's mind, and he kept probing on where the best place to tug on a strand might be. Where he could place a social lever and push. 23rd-24th Kythorn: Venture Forth The open road! Taliesin could feel the breeze clearing the cobwebs out of his mind, that had taken root as he got ensnared further and further into the web of blood and obligation in Baldur's Gate. He much preferred this: it was simpler, easier. Did one of those cobwebs berate him, saying he should have done more? Saved more lives? Cared more? The Wanderer swept it out along with all the others. And the caravan rolled at dawn. A more auspicious omen the Lathanderite couldn't imagine. Taliesin ensured that Dardanelle's wagon ran among the best in the train. He worked so the goblin woman didn't have to worry about anything but navigating their precious cargo through the pitfalls ahead. He tightened harnesses, reshoed horses, oiled axles, replaced frayed ropes, and generally did whatever it took. He pursued this goal with the same single-minded determination he showed back in the city, but he did this task with a whistle on his lips and a glint in his eye. Even when the clouds rolled in and rain began to fall on the second day, Taliesin preferred the honest mud of the road than the ordure of the sewers of Baldur's Gate. When he wasn't busy on the wagon, the Wanderer made friends among the old timers, agreeing with the wisdom of the road they brought. He made sure to cultivate relationships with the other laborers on the train, concentrating on the first two cultist wagons. Was Threadtwister at all like their old friend Chuck, and would the goliath appreciate some of the same bawdy humor? And the Selminstar family... were they siblings? Parents with children? A family on the open road... on the run? Taliesin wanted to dig deep, and see where the roots led. 25th Kythorn: Animal Abuse Nobles. Gods-be-damned nobles. Taliesin spit. Such a shame to see a good horse treated so. He grimaced as he saw the whip come out yet again. Taliesin backed up both Theodoric and Dardanelle as they confronted the man in black and his suffering beast. He swelled with pride as his goblin lady first found out the truth they all knew from the past few days. A truth as ugly as an unneeded whip, unnecessary scars, pain that came through incompetence rather than any lesson life had to teach. Perhaps that was the lesson: incompetence on the road isn't to be tolerated. The Wanderer nodded to himself. That could be a lesson he'd follow indeed. He resolved to be the voice of reason, and waved a placating hand toward Rheirum. Go softly. "Sir, please. The animal's in pain. We can help. Before the Lady Dardanelle decides to do anything rash, let's resolve all this peacefully. I'm sure it will go better for the entire company if we do." In the evening, he spent some time with the Selminstars, if they'd have him. He broke bread with them, shared stories with them (especially repeating some of the best he'd heard at the dinner table back in the City of Splendors). He helped however he could, for they all would only go so fast as their slowest cart. 26th Kythorn: Payback Ah, but here is where the Wanderer and 'road wisdom' seemed to part ways, perhaps for the first time. A look of disgust crossed his features as they came upon the unfortunate woman. He grabbed his medical kit from the wagon and followed Murdoch and Dardanelle, ready to add his own assistance. For the first time in a while, a sharp observer might note a small glow playing around Taliesin's wrists, but nothing too remarkable. He helped dig the woman out, especially if Murdoch is so inclined. Intrigued, he waited with them, trying to give them space and deflect any opposition from the rest of the caravan. In the evening, if he's welcome, he might have spent some time with "Silent" Piter and Bloody Barbarna, taking their measure and building a bridge. 27th Kythorn: The Golden Stag The golden stag. The golden stag. At dawn no less. It could not be more clear; they have been blessed. And in Taliesin's estimation, they needed all the blessings they could get. Of course, the cultist wagons are where the idea to hunt the stag comes from. To hunt the stag and kill it. Gods-be-damned fools. Taliesin bodily blocked as many hunters as he could. "All of you, stand down. This stag will clearly be watching over us, it's an omen for the rest of our journey. And you want to hunt it down? Rip out its heart? You may as well damn the entire journey while you're at it. "A golden stag, at sunrise. It's here to lead the way, you fools. You don't kill your scout, your wayfinder, your seer. Do you? The caravan will prosper if we let this noble beast watch over us, and protect us. You want to get to our destination as safely and easily as possible, do you not? The wisdom of the road says you take all the gifts you can get, because you don't know what you'll encounter tomorrow. And you want to kill this gift, and eat it? Make a burnt offering of the very animal the gods sent us as a portent? "Would you spit on what the gods provide while you're at it? Stand down, all of you. And thank the gods in your prayers tonight for sending it." Taliesin, for his part, stayed at his wagon for most of the day. He ate with Lucienne, if she'll have him. He wanted to discuss the stag with her and with Theodoric, if the paladin had no pressing dinner plans. 30th Kythorn: Spider Woods On this day, Taliesin used his mace and shield more than his repair kit. Mechanics Action: Bonus Action: Move: Other: If I need to roll Stealth or something else do let me know.
  9. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 Giselle takes Father Donavich's hands in hers. Eyes brimming with tears at the pain this man experienced, she kneels in front of him and invites him onto the floor with her, to kneel as she does. "Father, it hasn't been easy for you. I myself have walked the shadow, the line between darkness and light. Shadow cannot exist without both darkness and light, for it is the liminal space between the two. And this is where the dawn breaks, and we find redemption. "You have journeyed long by yourself, Father. But you are not alone any longer. Pray with me? "O Morninglord, whose light banishes darkness and brings forth the dawn, Hear my prayer as I stand before you, a humble servant in this land of shadow and despair. Grant me the strength and wisdom to bring hope to those who have lost their way, To kindle the flame of redemption in hearts consumed by darkness. "Lathander, I beseech you, shine your divine radiance upon Father Donavich, Whose heart is heavy with grief and whose soul is burdened by sorrow. Guide him from the depths of despair to the path of forgiveness and renewal, That he may find solace in your eternal light and be redeemed in your grace. "May your divine love illuminate his spirit, dispelling the shadows that cloud his mind, And may the warmth of your compassion heal the wounds that bind him. With your blessing, may he find peace and redemption, and may his faith be restored, A beacon of hope in this land of darkness, a testament to your enduring grace. "In your name, O Morninglord, I pledge myself to this sacred task, To bring light where there is darkness, and hope where there is despair. Guide my steps, O Lathander, as I walk the path of righteousness, And may your divine radiance shine brightly upon us all, now and forevermore. Amen." Tears spill unheeded from her cheeks. Giselle weeps, and hopes that someday she might be worthy of such a prayer said in her name. Mechanics Action: Do some prayin' today. Bonus Action: Move Action: Item Interaction:
  10. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) Taliesin attended Rahnur's father's funeral, though he hung back. He didn't quite know what he was doing there, he hadn't known the man. He was simply there out of a sense that he should be there, for some reason. He didn't quite know what it was, but it was buried deep. Rahnur... there was a man worth getting to know, and supporting. The Wanderer sidled close after the speeches, when others were paying respects. He was impressed by the number of people who had a good story or two to tell about Jemum. He hoped some might do the same at his own funeral, but he knew a life spent wandering meant few deep ties were made. Still, he resolved to try and leave a mark on the world similar to the deceased. At the words exchanged between Jervis and Rahnur, Taliesin felt he should have been elsewhere. Potentially, he should have been there, by Rahnur's side. Giving him a squeeze on the forearm, offering quiet words of support. But he wasn't there, and he didn't. Taliesin felt oddly about this; he wasn't one to cultivate ties, but his instincts were telling him he needed to be there for the half-elf. He shook his head and moved ever closer, watching over proceedings and ensuring things didn't get out of hand. The Wanderer and the Masked Man met at the Mortuary. Obligation, as opposed to personal ties, was something he knew well. It seemed his whole life was an obligation, a duty. And at least the Gauntlet was doing some good in the world. The Mortarch's news was extraordinary, and unwelcome. "More than one. Four, in the last month, you say? An epidemic." He shares a look with Theodoric. "Have you shared your suspicions with anyone else? I realize you may not be believed, but some may take your warnings to heart. Any preparation is better than none at all." Upon the production of the dagger, Taliesin takes a keen interest. He racks his brain for where he'd seen something similar before. It seems confirmation of Cult activity, on the rise everywhere. Even in the cities of the Sword Coast. Taliesin looks at Theodoric again. "I fear there is not much we can do before we go." He includes the Mortarch in the conversation. "What can we do to help before we leave?" Mechanics Action: Trying an Investigation check to listen for rumors; anything related to the caravan or the cult, or the Harpers or the Gauntlet. Bonus Action: Move: Other:
  11. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 The pathos of the situation nearly broke Giselle's heart, and brought tears to her eyes. This man of the light, shrouded in such darkness by his own hand. "Father. Come with me. Let the others talk to Doru. I think... I am no priest of the Dawn God, but perhaps I could hear your confession. We must talk; you have strayed too far into darkness. I know something of this, and I would share my tale with you. "But you must stop thinking you walk this path alone. You bear burdens. Lay them down with me. We are both haunted by the past; let us find our way back to the beautiful dawn together. "I can only imagine what it must have been like, conducting the rites for the people of this village knowing what secrets you keep. I say again, lay down your burden. I cannot bring you absolution, but perhaps together we can find the path to redemption." Giselle nodded to the others, widening her eyes, imploring them to use the opportunity while she distracted the priest. It was no lie, she truly did want to share this time with one she felt was a good man put in an impossible situation. But he still had not looked at himself from an external perspective. He hadn't realized what evil he'd done. She was making herself vulnerable, to benefit others. So unlike her. Was this growth? Perhaps the words she was saying to the priest echoed a little too loudly in her own ears. Mechanics Action: Persuade the priest to come with her. Pay no attention to those adventurers behind the curtain. Bonus Action: Move Action: Item Interaction:
  12. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) Everyone else seemed to have something to do. Taliesin... didn't. He ensured he accompanied Theodoric to meet the Mortach, but that was his only true appointment. He dove into its mysteries with relish... But other than that he had little to do but wait. So, he wandered the city, true to his namesake. The sights, the smells. They were different to his childhood in the City of Splendours, but they were enlightening nonetheless. He made his way around and outside the city, walking through the Basilisk Gate toward Little Calimshan. Dusthawk Hill was truly impressive. Life outside the gates was just a little rougher, just a little closer to the bone. He saw children playing and smiled. He saw rogues pickpocketing, and frowned. He made sure to keep an eye on his own purse. He was propositioned outside the Sharess' Caress. For the first time in his life, he considered entering such a place. It held more mysteries than the meeting with the Mortach did. But, he did not. He didn't know why; Taliesin certainly might have availed himself of similar diversions in the past. If and when he had coin. But not now. Taliesin had drinks at the Blushing Mermaid and the Low Lantern; he supposed it wasn't his usual type of refined place of learning and culture. But there were certainly lessons to be learned. He gambled at dice and lost. He drank with new friends, and won their trust and admiration. He listened to the talk in the tavern, and tried to pick up rumors. Late into the night, he wove his way along the darkened streets with his new companions. He saw skullduggery, he saw heartbreak, he saw low love and high drama. Taliesin saw life in this city in a way he hadn't ever seen it before. Lusty. Desperate. Hopeful and dirty. He knew a measure of desperation, and hope. He sat on one of the promontories overlooking the Chionthar River and watched the sun rise over Dusthawk Hill. The shadow of the hill fell over him, shielding the sun from his view. For a brief moment, Aralim peeked out from behind the mop of dusky hair. Then the sun rose, and Taliesin wandered off in search of a place to sleep. Mechanics Action: Trying an Investigation check to listen for rumors; anything related to the caravan or the cult, or the Harpers or the Gauntlet. Bonus Action: Move: Other:
  13. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 "Father Donavitch, thank the Dawnlord. We've come bearing another body to be interred; much like we have earlier today. I'm not sure why we tend to accumulate bodies... we're nice people, really. "Unless you cross us. In which case, at least so far, we've proven to be good at generating bodies." Giselle knew the sun didn't fully shine from Donavitch; the man had secrets hidden in shadows. That was well and good, she had things she kept private of her own and she'd prefer they stayed in the dark. Still, she suspected the good Father's secrets might be the kind that posed a danger to life and limb. "Is there someone else in the temple, Father? Do you need any help with one of the flock? I'm happy to share the load, if need be. "We heard screams." Better to get it all out in the open if they were to face anything, she thought. A glance at the others - Dynaheir, Joliet, Tamu, Sulimann, and Bram - told them she was ready if there was violence to be done. Mechanics Action: Bonus Action: Move Action: Item Interaction:
  14. Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) As usual, Lady Daniella Rosznar's criticism flowed like water off a duck's back. He wasn't doing things for her approval. He was doing what they were all doing. Trying to oppose the Cult and the Dragon Queen. As crazy as that sounded. Taliesin wandered over to Wendy and began discussing with her the possibilities of "signing on" as a mercenary to protect her wagon. He felt the two of them worked well together and gestured for Theodoric to join them. Imsa... was interesting. He walked with her for a time, trying out his new persona. He had grown up with his mother telling him stories of the Harpers, of their agents going into "deep cover." He felt he had the theory and the background, but very little practice at the idea. And if he was going to live up to his shiny new pin, much less his codename... well, he definitely needed practice. There was a glint in her eye as they conversed; it could be imagined, or it could simply be Imsa's kindness and discretion. Come to think of it, there was a reason Taliesin chose to walk with Imsa, rather than Dani. For a time, Taliesin also thought about whether he was doing right by his god. Am I intentionally lessening the light in the world, by not being open about my allegiance? By not showing the example of the Dawnlord to all? By shadowing my sunny countenance? Taliesin brooded on this for some time, which may have shown how effective the demeanor change was. Aralim tended to believe the best of peopl, forgive any wrongs, and move on. The Wanderer, well... he held on to such slights. At least Matinal had not abandoned him in this change. And that was as good a sign as any that Lathander approved. Mechanics Action: Trying a persuasion roll on Imsa. Bonus Action: Move: Other:
  15. Aralim Empyrean (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) Aralim paid rapt attention to the parameters of the mission, burning them into his memory. The success of the mission means everything. We must not fail... but we also have another pull on us. We have to rescue Loren as well. How long do we have to do that? We have to get hired on, and quick. He wandered around the shop, finding mud, polish and charcoal. He applied a bit to his hair, to his shield. "Hey, Wendy, can I get a little help over here? Can I see some of your darker paints, perhaps to dye some things?" He works a bit, quietly. Matinal lights his way around the shop, venturing forth and calling his attention to things he might need. "Mr. Selebon, we do appreciate what you're doing for us here. The owner of a safe house is a lonely job sometimes, and often unrewarding. But when he's needed, he can save the lives of countless people." Aralim takes a deep breath and snaps off the sunrays so lovingly built into his shield. Now, it is simply a normal, run-of-the-mill small shield. The dawnpriest sighs, but continues marking it up with dirt, paint, and scuffs. Under his breath, one might hear a prayer. "Great lord, let me find another at the Spires of the Morning just like it." He speaks up again to Selebon. "We hope that's what we're doing with this caravan. We've taken on the Cult before, and won. But we're few, and they are many. That's why we hoped allying ourselves with those who harp would multiply our power." He'd seen this before, he realized. He'd seen his mother do it a thousand times. Use the environment, the lighting, the shading. In fact, the border between light and shadow is where Lathander lives, is it not? As he speaks, Aralim's posture changes. He stands straighter, but more relaxed. He applies some of Wendy's paints to his face, and stands in shadow just so. The way his mother taught him. His demeanor changes, and he rests his hands on his belt pouch. He's unrecognizable to the others in the room, a transformation in shadow and mummer's paints. This is not the earnest young dawnpriest they have traveled with for so long. "Taliesin Wanderer, merc for hire. Pleased ta meetcha." His voice gruff and grizzled, he sticks out a now seemingly brawny forearm, to clasp hands with the owner of the stables. Realizing his performance might not be quite what he'd hoped, Aralim says, sotto voce, "I may need a little more help than I realized, Wendy. It's my first time doing this." Mechanics Action: Going with performance. And I'm not going to roll again, dammit, even if Rin is kind and would help. It's just too cool to spoil! Bonus Action: Move: Other:
  16. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 This. This was... untenable. Unimaginable. An entire land, dominated by a vampire. Undead, undeath. One cannot grow when undead, one stays still. Ever in stasis. Ever frozen. By grief, by hatred, by unrequited love. By hunger. But one of the few beings that great Lathander hates above all else is the undead, for they cannot be redeemed. And the vampire is the worst of them. And this vampire? This one seemed the worst of the rest. An entire land, dominated by a vampire. Kidnapping young women. Did his taste tend even younger? Who knew? But Giselle knew, knew in her heart, knew in her being... that this one should burn. This one must be defeated, incinerated by holy, righteous wrath. Again, Lathander is a god of peace, beauty, art, and hope. Except when it comes to vampires. An entire land, dominated by one unchanging and eternal. A place of shadows and mists, where things were not always what they seemed. Why does that sound so familiar? Her eyes, usually wet with unfallen tears, hardened like ice. Her lips, usually moist and slightly trembling, hardened into a thin line. She stood, erect, a straight line, staring intensely at Ireena. "Do you know why he wants you so? What he might want with other young women?" She takes a glance at Joliet and Dynaheir. "He is about to learn that women can take care of themselves. And have wrath like few have seen." She spares a small nod to Bram and Sulimann. "When supported by men who understand, of course." She nodded at Bram's words, and Ismark's. "I think we are here to right this wrong. I think we can make a difference, as outsiders, to do the right thing. We have already set ourselves in opposition to the good Count. It is now a matter of finishing the job." Giselle smiled grimly at some of Joliet's imagery. "Let him try to get 'fresh' with us, eh Joliet? You have your ways of defending yourself, as do you my friend Dynaheir. Me, too. I can fill him full of daylight, oh yes. "By the grace of the Morninglord, I will fill him with daylight." Mechanics Action: Bonus Action: Move Action: Item Interaction:
  17. Aralim Empyrean (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) Few among the companions had ever seen Aralim's face set in as hard a line as it was now. His eyes were tight, his jaw clenched in grim determination. He clasped a hand to Rahnur's shoulder. "We will get her back. No matter what." At Belmund's words, however, the dawnpriest nodded. "We need information. Possibly the worst thing we could do is go sprinting down the wrong street. Trust me, I know how the sun can blind one's eyes to the true path. But one must look past the glare, and choose wisely. "I say we continue to the Blackgate and see what we can dig up with our contact there." There was nothing of the young, optimistic lad about him now. Mechanics Action: Bonus Action: Move: Other:
  18. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 Giselle's eyes brimmed with tears at the tale Tamu told. Her own childhood was a mystery to her, but some of her fondest memories in Daggerford were the times when Luc Sunbright held his sunrise classes for the local children. She assisted with the lessons, and sat with nearly as much wonder on her face at Sunbright's stories as the pupils. She cleared her throat. "Indeed, Shazzar has only been with us a short while, but he has proven trustworthy. Mayhap he has changed, or learned from what he did to you and yours. We should go see him? He was with you, Sulimann, in the graveyard outside the Temple of Lathander, no?" Mechanics Action: Bonus Action: Move Action: Item Interaction:
  19. Aralim Empyrean (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) The family drama playing out before Aralim's eyes broke his heart. And it was happening to Rahnur, of all people, which only made it worse! "Madam, if there is anything I can do to help you in your time of need, please. You have but to say the word. Rahnur here has saved all our lives, it's the least we can do. "In the meantime, may the Morninglord's light surround you, Osnoh, like the gentle dawn that brings hope to a new day. As the sun rises, so too may your heart be lifted with the assurance that Lathander's grace watches over your son and his family. In the face of darkness, trust in the dawn, and may it herald the reunion of your family in the warmth of the sunrise's light." He took a scan of the letter once more. Something was nagging him, and the reaction of Rahnur and Osnoh tugged at his conscience. Like the brilliance of a new day, the darkness over the young priest's eyes finally lifted as he realized what possibly everyone else in the room already knew. "Wait. L-- Loren's pregnant?" Mechanics Action: Bonus Action: Move: Other:
  20. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 The mists closed in, wreathing Giselle raven-dark hair in dewdrops. The water clung to her lashes and lips, making them purple with cold. She shivered and shook her head. Am I seeing things? I could have sworn the burgomaster's son came with us. I'm sure he was right here a minute ago. It was but a shadow, and I know shadows. This land, it's seeking to divide us. To make us doubt each other. To make us doubt ourselves. I will not let it. She spoke up, with a clear voice and smoldering eyes. "I am indeed Giselle the Drowned, and we are here to help. However we can." Mechanics Action: Bonus Action: Move Action: Item Interaction:
  21. Aralim Empyrean (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) Aralim was in shock during the entire confrontation with Akbar and the Calishites, on behalf of Rahnur. What a terrible turn of events to come home to! He stepped up behind Theodoric and was preparing to fight on behalf of his half-drow friend, but things calmed down when Osnoh appeared. The devastation of the ship was heart-wrenching as they entered and looked around. "We... we have to do something. Can we pool our resources, help rebuild? Perhaps Theodoric and I can seek the help of the Stormshore Tabernacle? I don't think there's a temple dedicated to the Morninglord here in Baldur's Gate." He turns to Belmund. "Surely there are ways that some of the organizations you know can help, after all we've done?" After the somewhat manic outburst, a look of stillness comes over Aralim's face. It wasn't peace, quite. But it could be resolve. He walked over to Rahnur and murmured quietly to him. "My friend, if you need the peace or support of the Lord of the Dawn, I am here for you. The sun will rise over the horizon. If there is anything I can do... if you need a confession to lift the burden on your soul, I can help. If you need a solid mace and the wrath of the righteous, well... I am here to the end." At the offering of the note, he clears his throat. "I can read this, it looks like Draconic. This... this is addressed to you, Rahnur." After reading the note aloud, his face tightened. "Loren needs us." Mechanics Action: Bonus Action: Move: Other:
  22. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 Giselle was unnerved by the signs of a sustained struggle. "There's more going on here than simple insurrection against the local lord, as abhorrent as he may be." She looks over at the burgomaster's son. "Ismark, do you know anything about this? This is not exactly evidence of a peaceful house. We've found scant evidence of that anywhere in your land." She took a long look at the man, trying to discern what his state of mind was. Is he hiding anything? Is any of this a surprise? Is he properly concerned? The paladin approached the gate warily, opening it and advancing on the house. She kept to the shadows, as was her wont, but as she drew near to the door she stepped into the light. She called out clearly, "Hello, the house? We come in peace. Do you need any assistance?" I heard voices, but I can't understand what they're saying. She rapped smartly on the door with a gloved hand. "Hello?" Mechanics Action: Bonus Action: Move Action: Item Interaction:
  23. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: β—‹ β—‹ β—‹ (1st) | Lay On Hands: 15 / 15 Giselle looked pensive as they heard a litany of woe from the older woman. She folded her arms and tugged lightly at her bottom lip as she paced while Mad Mary spoke. "Dolls... toys. He sees you as things, not people? Mm. And it's not just Gertruda that's missing? Devil indeed." As Joliet and Sulimann discuss next steps, Giselle nods at the woman in the wide-brimmed hat. "I agree, we need to see Ismark's father first. We should keep an eye out for anything relating to Gertruda or young women who have disappeared, but for now we should remain focused." She grins at Sulimann's wild suggestion of knocking on the front door of the brooding castle above town. "Perhaps if we run out of leads here in the village. I have no doubt we've been noticed, and reported to him. He'll seek us out, should he wish. We may need to be more discreet. Shadows can protect as well as hide." Giselle steps back into the street, wishing to move forward. To do anything, to do something. Her hands itched. She didn't like this, there was real menace and danger here. Morninglord, let the sun rise on this land. Mechanics Action: Bonus Action: Move Action: Item Interaction:
  24. Aralim Empyrean (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) Aralim stepped off the Displacer Beast and took a deep breath. The docks were crowded, busy, noisy, boisterous... it felt a lot like home. The docks in Waterdeep where he'd grown up. And no one exemplified it like Belmund. Aralim took an instant liking to the crusty dwarf who'd greeted them. Belmund obviously knew his way around the city, though he strangely looked a little put-out by being here. And here... well. Even from the Lower City, even to a kid from the City of Splendors... Baldur's Gate was glorious. Belmund saved Aralim from a bit of rubbernecking with his constant commentary. The young priest realized that beneath the gruffness, the information Belmund was sharing with them was gold. He forced himself to catch up. "So, we shouldn't expect to have small tasks that further the Harper cause? Only the big stuff?" He nodded along at Daniella's observation about secret societies. "And surely some secrets are worth keeping close to your chest? A big one being exactly who is a Harper? So, are we actually known as the 'Harper Heroes of Greenest?'" Like Wendy, Aralim can be a near-limitless font of questions. "And is it really that we're known? I can't believe that we're famous, or that rumors have flown this far, this fast. "Is the 'Mission Master' a Harper? How long have you been with the organization? Are we part of a cell, now? Are you our permanent contact? What are our obligations? Do we have to pay a tithe, or a fee? What happens if we lose these pins? Is that a security breach?" The others in the group probably rolled their eyes a bit when Aralim got on a roll like this. Belmund might be forgiven for switching off halfway through. Mechanics Action: Bonus Action: Move: Other:
  25. Aralim Empyrean (Human Cleric 1 / Sorcerer 3) AC: 19 | HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: β—‹ β—‹ β—‹ β—‹ (1st) | β—‹ β—‹ β—‹ (2nd) | Sorcery: β—‹ β—‹ β—‹ (normal) | β—‹ β—‹ (metamagic) The time for the vigil had nearly arrived. The sun sank low in the west, as the rivercraft slowly made its way toward Baldur's Gate. Ah, the Gate. The young priest of Lathander had devoured stories of the history of the Sword Coast while an acolyte in Waterdeep; thrilling at the tales of derring-do from across the land. But there always seemed to be just a little bit more in Baldur's Gate, a little extra heroism and drama. Bhaalspawn. The young priest gave a shudder, but kept his eyes at watch as the last of the sun disappeared below the horizon, sinking the world into twilight much like the morning. But at this time of day, the world only got darker. Feels like that's what is happening with the Cult. We're going to need heroes like Minsc, Jaheira, and Dynaheir. But what we have... is us. He looked up at Theodoric as the paladin joined him. He smiled and sketched a somewhat clumsy Tyrean salute, doing the best he could. His smile grew broader when the paladin lifted the head of his warhammer, lighting the way for the rivermen as they worked the boat. A light in the darkness. It's what we need. We may be no Heroes of Baldur's Gate, but we can hold the breach until some do arrive. We're up for that. He nodded, then turned his attention back to the watch as night fully fell around them. Now is when it was most important to watch over their companions, their friends. Some time later, in the dark of night, Theodoric opened up to the young priest. Aralim was shocked at the paladin's candor and vulnerability. He sensed that this was an extremely rare occurrence, and he was being given a singular honor by the aasimar. Such pain, and such will. Determination. He cleared his throat, and looked his companion in the eye. "Sir Theodoric, I am humbled by your freely given trust. In all that I do, I will attempt to bring honor to you and the burden you carry." He reached up a hand, tentatively, asking for permission to examine the other's face with a healer's eye. "Mmm. Perhaps... my guess is the divine power you channel is too strong for the mortal vessel you inhabit. Lord Tyr would not unjustly curse you with more than you could bear, I think. You are meant to carry such power, and Lathander willing, I will stand with you against darkness to help in any way. Whilst I draw breath, you will not fall on my watch." His vehemence surprised even himself. Aralim motioned for the holy warrior to kneel next to him. Aralim bowed his head, and in a soft but resonant voice, he began a prayer to Tyr. "Mighty Tyr, Lord of Justice, lend your wisdom to Theodoric. Bestow upon him the discernment to wield his radiant power justly and the strength to bear the burden it brings. May he find balance in the pursuit of justice, and may your divine grace guide his every step." As Aralim concluded the first prayer, he turned to Theodoric, inviting him to join in a moment of prayer to Lathander. "Now, let us turn our hearts to the Morninglord, Lathander, Bringer of Dawn. Grant us hope and renewal, that our journey may be filled with the warmth of your light. Bless Theodoric with the resilience to face the challenges ahead and the knowledge that even in the darkest moments, your light shall prevail." Together, they knelt in silent communion, seeking divine guidance and drawing strength from the bonds they had begun forging. And then, with a plosive breath, Aralim grinned at the other man. "Stand up. It's called a vigil, not a sit-in." He stood, offering the other a hand, ready to resume their watch on the shore. Protecting their friends. Standing against darkness. Looking forward to the light, and the day to come. Mechanics Action: Bonus Action: Move: Other:
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