emotionaut Posted March 8 Clone Share Posted March 8 Joliet HP: 30/30 AC: 14 Init: +3 PP: 13 Speed: 30 Ammo: 6/6 Action Surge: 1/1 Second Wind: 1/1 Fighting Spirit: 3/3 Condition: Normal Features Class Features: Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn., Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again., Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons., Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest. Tools: Thieves' Tools, Playing Cards Languages: Common, Paridon Creole Weapons & Armors: All Weapons, All Armors, Shields Feats: GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You ignore the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Racial & Background: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. IC "Sure, we can help," Joliet replies with a smile that can be heard in every word. "Thing is, Doru, there are some who cast doubts, yeah? Though your words ring true to my ear, some'd say that the Master is pullin' your strings like a puppet in a penny arcade. May be that the words ring true because there's no harm to the Master in spillin' some truth, whilst still concealin' the whole of it. May be that by doin' so, he lulls some folks into a false sense of security. Then he's got a man on the inside, if you follow." She glances back at Tamu and the others, looking for any signs as to which way they might each be blowing. She then continues, saying, "Tell you what, Doru. You say you saw the big man scarred, which would imply there are things in this world harmful to his ilk. Which I'm supposin' is close to your ilk now, too, yeah? So give us something we can work with, something you'd be willin' to corroborate yourself. In a nonlethal manner, of course. And then maybe we'll have the seed of a trustin' partnership. "Because the way I hear it, the only surefire way to cure you of your curse is to bring the big man low. Six feet under low, if you catch my meanin'. You think you can help with that?" OOC Move: n/a Action: n/a AoO: n/a Action Surge: n/a Bonus Action: n/a Reaction: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Insight (on his previous spiel) 9 1d20+4 5 Persuasion with Guidance (since I'm basically asking him to be a guinea pig) 11 1d20+1d4+4 6,1 Second Persuasion roll in case of advantage 23 1d20+4 19 Link to comment Share on other sites More sharing options...
Gregorotto Posted March 12 Author Clone Share Posted March 12 Already wet of face, Father Donavich listens, he nods. When the prayer deepens, he cries more, moaning in reverence and at all that he has lost. His weeping is like a thunder that carries heavy on the soul of everyone, including Joliet, including Tamu, including Doru. When the prayer ends, Donavich sits down, and says plainly, "Make it so, O Morninglord." And putting his face in his hands, he weeps more, before taking Giselle's hand. "The prayer was beautiful, inspired. Not once have I heard a soul beyond myself give even a half nod of sincerity to the Morninglord: you are truly a ray of light in this dark place, Sister." Perhaps the prayer was distracting, but Joliet could not get a read on Doru. Was he telling the truth? Was he gaining her trust to try and get her to do something for him? Whatever the case, she keeps a steady hand on the negotiation and is in what she deems is control, but does Doru? His breathing, heavy before, is shallow behind the locked trap door, and if he is thinking something, planning something, it remains locked in there with him. Joliet offers him a deal: they will fix this, if he gives them information. His breathing increases again. "I... they kept me in the basement. I knew so little! But I remember what my comrade said, when we found him bleeding. He said... what was it... he said 'His heart lies outside the vessel! He is immortal!' I didn't know what it meant. I don't know now. But I know he has spent the last year healing, and is close to being completely healed, if he is not already there. He knows things. He can hear what others cannot hear, see what others cannot see. No spell, no magic, is beyond his reach. He knew the Archmage was coming before he arrived! But... I know not more than that. I do not know his special weaknesses... I do not know anything. I am but a worm before him, and to you, nothing but a hungry dolt. Please... please, just help me. Find a way to feed me. I am still myself when my brain is not starving. Please. If you can cure me, do so, and I do not want to hurt anyone... but I can think more clearly with blood. Please." Ireena and Ismark look to one another, trying to make sense of it; the talk of Strahd knowing things is terrifying, but the idea he is not to his full strength is another thing entirely. That look in their eyes, beyond mourning, is hope. Out of Character We can skip ahead to the funeral, or perhaps we can come up with a blood solution. If you want, feel free to roll an Arcana on that topic specifically. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kavonde Posted March 14 Clone Share Posted March 14 DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3 Dynaheir, standing behind Joliet with her sword still drawn and ready should Doru try anything, feels her heart being wrenched in her chest. Despite her skepticism and resolve to do what was needed to protect the people of Barovia, Doru's words and desperate pleas seem earnest and genuine. This man was a hero who tried to free his people from suffering! To put him to death simply for the danger he might someday present seems too cruel and unjust. "I will offer some of my blood," she says quietly. "It is strong blood, the blood of heroes. Perhaps it will sate him longer than others' might. But we must figure out a way to ensure he is fed while we are gone." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted March 16 Clone Share Posted March 16 Joliet HP: 30/30 AC: 14 Init: +3 PP: 13 Speed: 30 Ammo: 6/6 Action Surge: 1/1 Second Wind: 1/1 Fighting Spirit: 3/3 Condition: Normal Features Class Features: Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn., Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again., Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons., Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest. Tools: Thieves' Tools, Playing Cards Languages: Common, Paridon Creole Weapons & Armors: All Weapons, All Armors, Shields Feats: GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You ignore the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Racial & Background: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. IC "Let's not be hasty," Joliet says to Dyna's generous offer. "May be there's another way? "Oi, Ismark. Are there criminals here in town? Convicted or just reliably known to be? Why deprive Dyna here of her precious life's blood if there's someone else not deservin' of their own. A murderer? A pederast? Someone that would leave the world in a better place for their absence from it, yeah?" She's still not quite ready to believe Doru, but she wants to keep him talking. And if sating his new appetite is what it takes, she's willing to entertain some alternatives to a barbarian bloodletting. OOC Move: n/a Action: n/a AoO: n/a Action Surge: n/a Bonus Action: n/a Reaction: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted March 18 Clone Share Posted March 18 Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 Portent Dice: 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC The conversation was difficult to listen to. Doru's recent life has been a tragedy; there is no question. But, if he was a thrall to Strahd, they couldn't trust his words. Even if every word that Doru spoke was true, there was still the distinct possibility that the words were spoken at the behest of Strahd and had an alterior motive. Bram did sympathize with Doru, but at the end of the day, what he said just couldn't be trusted. He wanted to believe they would be facing a weaker, injured Strahd than Doru and the Archmage had faced, but they had no way of knowing if that was true. The Archmage story had at least been partially verified by the locals, so all they really knew was that Strahd had bested a wizard many times more powerful than Bram himself, along with a local militia. All they really knew was that they were embarking on a most dangerous path. As the conversation progressed, Bram 's musings were interrupted by Joliet's question about possible fodder that they could feed Doru. The thought of feeding a sentient creature to a vampire was sickening, but if they were already slated for death, what was the difference? Bram would just make sure not to watch. "I believe the saying goes: 'Waste not, want not,'" he said. "If some sick fool is to be executed, might as well let Doru clear his head a bit with a good meal. However, I don't take Barovia to be a place that has many people awaiting the headaman's axe. This feels like the type of place that gets that sort of job done as soon as it arises. If there are none on death row, perhaps we could find some large rats instead?" OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted March 21 Author Clone Share Posted March 21 Doru's whimpers are the only indication that he's still there, repetitions of words already said. As they step back to discuss logistics of keeping Doru sane, Ismark and Ireena lean in close as the questions come to them. The idea of feeding the executed to Doru is not a particularly palatable one: these are people they know, and Ireena's face wears that discomfort. Ismark is more introspective. "Five were killed by Strahd, hung on the gallows outside of town, shortly after the Archmage's Uprising. Three more have been killed in the ten months since, but none recently. We are a small population: over half of the homes in Barovia are unoccupied. It is a novel idea; if this were Vallaki, it would work. But the law here works differently, more slowly." Ireena adds to that. "If we revealed we knew Strahd had spies amongst us, it would only turn his vengeance upon the Burgomaster's estate and all of us in it. More importantly, my brother is intent on seeing me out of Barovia: we won't be here to administer justice, and who does that leave us? Father Donavich is judicious but he's a bleeding heart: the fact Doru is down below is proof of that. Bildrath would see half the town hung and would be a petty little tyrant. Handing the keys to the Vistani invites witch hunts and anarchy, if not outright rebellion by everyone else. Who do you hand the gavel and executioner's noose to?" As Bram and Tamu are relatively new, they have no answers either. "Animals could make sense, but how do we do that covertly? 'We'll remove some of the fees, in exchange for blood.' Suddenly who's the vampire?" Ismark laughs at his own grimness. "No. Once my father is buried, we are heading out of town. Father Donavich may be willing to help, but I don't know how receptive any part of town would be to him suddenly having control of things. If he were to become a big game hunter, he would donate what he kills to the villagers, which might buy grace. He's not particularly skilled, from what my father used to say, but it's a possible solution." It seems he has talked himself into it; and why hasn't Donavich done this already? Ireena sighs. In the distance, a wolf howls: not close, but enough to be noticed. "Is that enough? I hate this situation, I wish we could help Doru more." Ireena has no right to speak of bleeding hearts. Out of Character Any thoughts, because otherwise we can move on to proposing this to Donavich and moving onward and ever upwards. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted March 22 Clone Share Posted March 22 Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 Portent Dice: 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram felt powerless in this situation... and he hated it. It wasn't just that it was so utterly heartbreaking for Donavich, but Bram just knew he should do better, have some other solution. But, at the present moment, with their present knowledge, perhaps this was all they could do. Maybe, when they killed Strahd, Doru could be trusted with freedom. Maybe with the death of his master he'd turn mindless and need to be put down. There wasn't much more they could do for now. "I hope you can persevere through this hard time, Donavich," Bram said honestly. "As Giselle so elegantly said in her beautiful prayer, there is hope. Trust in the Morninglord, do what you can for Doru, and we'll do the rest." Then Bram was eager to get moving. He helped in whatever way he could with the funerals. He had no idea how funerals were conducted in this strange plane of existence, so he was actually interested in finding out. Religion had helped him come to terms with some traumatic events of his childhood and since then he had reserved a healthy appetite for academic interest in the various gods and beliefs that he had come in contact with. This was both a learning opportunity as well as a chance for him to connect with his own religious needs. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lonewalker Posted March 23 Clone Share Posted March 23 AC: 13 | HP: 21/21 | PP: 15 | Languages: Common, Celestial, Elvish, Infernal Spell Slots: 1st 4/4, 2nd 2/2 | Current Conditions: None The words of Giselle made Tamu shift uncomfortably, and she reflexively moved her fingers to the three entwined symbols tucked beneath her blouse. Though it was most likely her imagination, she felt a coldness around the little trinkets. Giselle's trust in the Morninglord mirrored a faith she once placed in the Dead Three - but that faith had been misplaced. She wondered how soon before Giselle would be called by her deity to make a sacrifice she couldn't make. Tamu stayed close to Joliet, though she grew more uneasy with Doru's words. Whatever heroic ideals he may have had before, she doubted he possessed much more than the dredges of that morality in his current state. Her gut told her that Doru (or the shade that was left) needed to be destroyed before he could do any harm. But another part of her - Nuzha's voice no doubt - felt her heart torn by Doru's state. There were times Tamu felt life's choices were simpler when she let her anger and frustration direct her decisions. With a sigh, she commented softly, quietly enough not to allow Doru or Donavich to hear, "The man seems maddened by his...condition. I sincerely doubt he would be much use to anyone right now. And offering him blood may give him the strength he needs to think or muscle a way out of confinement. Unless you are willing to kill Doru like the hungry creature he may have become, perhaps the best course is to leave him be, under the watch of the priest. It may not be ideal - it may be delaying an eventual problem - but I don't see how letting a monster regain its strength would do any good to this village." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
emotionaut Posted March 26 Clone Share Posted March 26 Joliet HP: 30/30 AC: 14 Init: +3 PP: 13 Speed: 30 Ammo: 6/6 Action Surge: 1/1 Second Wind: 1/1 Fighting Spirit: 3/3 Condition: Normal Features Class Features: Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn., Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again., Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons., Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest. Tools: Thieves' Tools, Playing Cards Languages: Common, Paridon Creole Weapons & Armors: All Weapons, All Armors, Shields Feats: GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You ignore the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Racial & Background: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. IC "Sit tight, Doru," Joliet says as she climbs to her feet. "Need to confer with some folks." She then cocks her head back towards the others, inviting Tamu to step away from the captive and out of earshot with her. She listens to the discussion going on between Ismark and Ireena, but her furrowed brow betrays her lack of understanding. Politics, whether small town or big city, are beyond her ken and frankly beyond her desire to know. As far as she's concerned, the problem is simple. There's a monster here, and it needs dealing with. "Right, I'll leave the administratin' of this here burg to the lot of you. But as for Doru, we need to decide if there's opportunity to be had, yeah? If he and this Strahd are similar beasties, do we test this one to learn what makes the other tick? Are there stories of weaknesses or other failings we might confirm on the pup, to make our huntin' of the big dog all the easier? Or do we just put this dog down before it can bite anyone in our absence? Happy to do the doin' if nobody else has a taste for it," she offers, with a spin of her strange weapon's cylinder for effect. OOC Move: n/a Action: n/a AoO: n/a Action Surge: n/a Bonus Action: n/a Reaction: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lukenary Posted March 27 Clone Share Posted March 27 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: ○ ○ ○ (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: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gregorotto Posted March 27 Author Clone Share Posted March 27 At the mention the party is moving away to confer, panic overtakes Doru immediately. "No, wait, PLEASE! COME BACK! I NEED IT, I'M SO HUNGRY, I'LL DO WHATEVER YOU WANT! JUST COME BACK! DON'T LET HIM LEAVE ME DOWN HERE! FATHER!" Desperation is not a good look for someone supposedly of his own free will. Bram becomes quite certain: he is still enslaved to Strahd's will, no matter his feelings. Nearby, Giselle and Bramzoz speak with Father Donavich, whose nerves seem to return to frayed terror for a moment before relaxing, spying the whispered tones of Tamu with Ismark, Ireena, and the others. "Y-yes... the community. My job, first and foremost, is to foster my community, no matter how little faith they have. Meet them where they are, show them the light. And how can I do that when my church and my home look like the emptied husk of my heart? Let us begin. Let us clean, Sister." Ismark and Ireena sigh, unsure of what to do. "It is a gamble, truth be told. If we leave him, there's a good chance he's a thrall of Strahd and could kill with abandon while we're gone." Ireena nods. "But are we not judged by our actions if we put him down now? What if we find a cure, a way to sate his thirst and break whatever bonds connect him and the Devil in the meantime?" Ismark sighs, looking at Tamu and Joliet. "Which gamble are you willing to take, sister?" She does not reply, and the question falls to Joliet and Tamu and anyone else willing to answer it. The church is cleared of broken wood, all moved to one side which will be used for kindling and potential small projects. There is surprisingly little space, but repairs must be done to the floor. Can they be done with Doru in the basement? Who can say? As hours pass and the dark of morn begins to face tinges of blue, the howling of wolves returns, this time closer, and this time the whole of a pack appears. Donavich looks out the window, steeling himself. "His servants are close. We cannot delay if we aim to bury the Burgomaster at dawn. We must begin the ceremony. Sister, can your friend protect us while we go through the last rites?" Below, Doru moves wildly, sounding awful close on the bottom of the floor. "MASTER! MASTER! I AM HERE! PLEASE!" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DoNotFearToTread Posted March 29 Clone Share Posted March 29 (edited) Quick Stats HP: 24/24 AC: 15 Init: -1 PP: 13 Spell Slots: L1 - 4/4; L2 - 2/2 Spells: Heroism [D], Sanctuary [D], Aid [D], Warding Bond [D], Cure Wounds, Guiding Bolt, Protection from Good/Evil, Shield of Faith, Calm Emotions, Prayer of Healing Conditions: No Time to Waver "If we leave this man and he kills while we are away, we consign countless souls." Sulimann does not wish to think on how many this creature could kill if unbound and unconfronted. This entire town could easily fall beneath his fangs. "If we kill him and later learn of a cure, we consign only Doru to release from his curse and ourselves to guilt." Doru stood against evil in his life, he has no doubt earned a place in the after among his lord of light. The creature beneath them now is not the man he once was and conflating the two makes this choice harder than it needs to be. "There is no question there. Doru fought against Strahd in his life, he should not be made to serve him in death. Let him die with the memory of being a good man." It is the only viable response. One could not leave a town knowing a ravenous monster lurked beneath it and still consider themselves on the side of good. The fact that this monster bears a man's face does not change the facts. "We must see these burials done." The tiefling moves to the door and stares out at the gloom beyond. They could stand in defense of the priest while he does his work, to be sure, but it would be easier done without the threat of a released Doru on their mind. "I will watch over those performing the ceremony." It seems a task for which he is uniquely suited, and he summons hope that Eldath will see him through it. OOC Info N/A Edited March 29 by DoNotFearToTread (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
foxtrot636 Posted April 2 Clone Share Posted April 2 Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 Portent Dice: 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram became steadily more certain that Doru was Strahd's, through and through. And while he would prefer to see what effect, if any, killing Strahd might do to Doru's freedom, Bram had to admit the others were right. The risk was too great. Bram's stomach tightened into knots, thinking about what they must do. He would help, of course, but he feared what this event might do to him, how it might change him. It was a gruesome task, a cruel task, one that weigh heavily on his soul. Bram cursed Strahd for putting him in this position. Resigned as he was to this course of action, he was of two minds when it came to Joliet's idea. On the one side, Bram rarely passed up an opportunity to learn, especially about a subject as intriguing as this one. On the other hand, finding Doru's weaknesses sounded like poorly disguised language which really meant torture. "I concede the point," Bram said, having made up his mind. Whether or not his opinion mattered was beside the point; he had to at least make his voice be heard. "I agree that we can not risk a thrall of Strahd's being loose in the village. I will help destroy this monstrous form of his so that he may be remembered as he was: a brave, albeit failed, liberator. But I do not think we should waste time on trying to find his every weakness. For one, I don't believe he deserves it. Better to free what's left of his soul cleanly and swiftly. Secondly, I don't believe we have time to experiment, not with Strahd's servants calling so closely from outside." Bram stood by to assist in any matter that needed doing. Whether it was putting down Doru, or helping bury the dead, he was ready and willing. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kavonde Posted April 2 Clone Share Posted April 2 DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3 Dyna, who has stayed unusually quiet during this debate about what to do with Doru, gives a decisive nod when both Sulimann and Bram throw their support behind the idea of dealing with Doru before he can break loose and harm others. "If Doru was a hero, he would rather have died one than become a monster. I know I would." She moves to stand beside the others who have voted to end the man's suffering. "It is cruel and heartless, what we must do. But the truly cruel and heartless one is the man who forced this choice upon us. When we tear his castle down and firmly apply boots to his wretched backside, Doru's name will be on my lips. And perhaps written on my footwear." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Lonewalker Posted April 2 Clone Share Posted April 2 (edited) AC: 13 | HP: 21/21 | PP: 15 | Languages: Common, Celestial, Elvish, Infernal Spell Slots: 1st 4/4, 2nd 2/2 | Current Conditions: None Tamu's lips became a thin line. She saw the direction the group's thinking was going and silently agreed with the path. Like Bram, she stepped away from Joliet and Dynaheir, both of whom seemed more than prepared to face whatever monster Doru had become. Part of her wanted to retreat to the furthest corner of the rundown parish or even withdraw into the exterior to avoid the unpleasant but necessary event unfolding. But a chiding cry from Nuhza stayed her pace. Instead, she moved to where she could still see the doorway of the side room and the two warriors girding themselves. Her hand dropped to her rapier in anticipation. The voices around her grew louder, more insistent. Now is not the time. I must concentrate. But the clamor continued. Fine. I will hear one of you. Come forth and speak. The air around Tamu grew cold, evidenced by the visible steam as she breathed. She reached out with her free hand, fingers outspread, and after a moment...something small seemed to grasp at her one finger. Tamu could hear the soft, frightened voice, someone who had tried to flee the horrors they saw only to fail and fall. She gripped the ethereal hand gently, keeping the presence close by. Worry not, dear one. I am glad you called to me. Perhaps you will be able to aid us. Tabletop Move: Shift position to one of the two squares just inside the hall from the main church. Bonus Action: Expend a Bardic Inspiration to use her Tales from Beyond feature, summoning a spirit to stand at the ready. Action: Ready. She will cast toll the dead on Doru if he emerges into the hallway (presuming combat). Edited April 2 by Lonewalker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Spirit Tales 4 1d6 4 Link to comment Share on other sites More sharing options...
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