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Chapter 2: The Village of Barovia


Gregorotto

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Dynaheir-Minscthara-02-375x500DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3


Dynaheir glances over her shoulder at Mad Mary's angry shouting about "the Devil Strahd," filled with sympathy for the woman and anger towards whoever has tormented her so. She hadn't really been paying attention to much of the woman's rant--apparently Strahd preys on pretty, fair-skinned young girls, which rules out Dyna, Joliet, and Giselle, respectively, as potential targets. (Not that Giselle is old or anything, she's just older.) Mostly, she was just waiting for the others to figure out whose butt needed to be kicked so that she could begin applying boots to posteriors as needed.

Sulimann's comment draws her attention back to him, and she nods. "Do you think this Strahd is the cursed prince from the story we were told? The one who has fallen from hero to tyrant?"

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bramtoke.png.9dfccc21ea93a65b3fda4f82615969f5.pngBramzoz 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

 

Snipssnipstoke.png.504941c5eb410641aac7c36772f2ca50.png

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 nodded to Sullimann's comments about his mentor. He knew too well that Shazzar knew how to handle himself. Bram knew he should be nervous about Shazzar's disappearance, but this was a strange place, and mostly, Bram just missed his friend.

To take his mind off it, he listened to the others discuss what Mad Mary had just shared with them. It was devastating to lose a child, Bram had seen what it did to his own parents when his brother had died, but Mary had hope that her daughter was still alive, but captured by the king? That must be torture. He didn't blame the woman for her "madness."

It sounded like this group he had joined up with had some prior knowledge or warning about this place, and evidently, its leader. Bram decided to stay quiet on the matter, hoping the others would revel more of that they knew.

OOC

Move:  n/a

Action:  n/a

Bonus Action: n/a

Item Interaction:  n/a

Reaction:  n/a

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Giselle Kelyre, "the Drowned"    (Half-Elven Paladin of Conquest 3)Giselle


AC: 18 |  HP: 21/21 |  Passive Perception: 11 | Features | Conditions: None


Spells: ○ ○ ○ (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:

     
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spacer.pngMary sobs, unseen, but responds all the same. "Playthings... dolls... we are but vessels for his unsatiable hunger and infernal whims! He takes who he will, he kills at random, and his servants cannot be restrained! Eyes everywhere, eyes always watching: he looks for the best of us and he takes and takes and takes!" She breaks into a sobbing fit before answering Joliet's question, but does in her time. "A birth mark, under her left ear... just a little mark, some might call it a witch's mark, but that's nonsense: my Gertruda is pure! She's no witch!" The sobbing turns to rage, and soon there is breaking inside, things being broken and yells that are incomprehensible: Mary has lost herself to her mad rage. They could stop her, if they wished, but better to leave her to her grief. They move on.

Back into the street, they follow Ismark's directions and Bram's knowledge, and head south towards the fenced manor. Mist begins to form in the moors beyond, moving up towards the Village; beyond, they spy the sprawling glorified creek that might be called a river surrounded by glens from which the moors rise up in the valley. The fence surrounding the Burgomaster's Manor has seen better days: there is evidence of it having been broken, torn, pushed in from the outside. Indeed, the windows are boarded up from the inside, and glass broken: those boards have scratches on them, and bits of blood here and again.

The blood is new enough: not today, but perhaps yesterday. Around the corners of boarded windows, illumination can be seen on the ground floor. As they approach the porch and front door and foyer, they can hear voices within: voices somewhat whispered, but unconcerned with them.

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bramtoke.png.9dfccc21ea93a65b3fda4f82615969f5.pngBramzoz 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

 

Snipssnipstoke.png.504941c5eb410641aac7c36772f2ca50.png

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

"It's nice to know we have a plan if we run out of options," Bram said a little jokingly about Sulimann's idea to knock on Strahd's door. At Giselle's comments, a shiver ran through his spine. "The thought of being noticed by the most powerful person in the land... and one that is accused of taking people at his whim? That's not a cozy feeling..."

"That poor woman..." Bram said as they turned away from Mary's residence. He was still thinking about his own parents' loss but was shaken out of his thoughts when he saw the mist advancing from the moors. Ever since the night he was taken to this strange place, he had looked at mist differently, like a nefarious entity rather than a natural phenomenon. The

The Burgomaster's Manor turned out to be shockingly in disrepair. Had the manor been sieged recently? The blood alone would be concerning but combine it with the forced entry at the gate and the reinforced windows, it almost looked like battlefield stronghold. "There is something very wrong happening in Barovia. Between this and how you described the temple, it looks like any place that could hold any type of authority has been attacked." Bram held his staff aloft and muttered, "Lux Illuminatio." The top of his staff flared with bright white light to help him see in the gathering darkness of approaching night. He walked up to the scratches on the window boards, investigating them closely, and tried to determine what made them. Tools? Bestial claws? Human fingernails? That designation could go a long way in verifying the conflict that occurred here.

OOC

Move:  n/a

Action:  Cast Light on his staff.

Bonus Action: n/a

Item Interaction:  n/a

Reaction:  n/a

Edited by foxtrot636 (see edit history)
Name
Investigation
23
1d20+5 18
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image.png.96665b6a5ba89c3b8a3da17040db17df.pngJoliet

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 SurgeSecond WindFighting Style - Archery, Fighting Spirit

Tools:  Thieves' Tools, Playing Cards

Languages:  Common, Paridon Creole

Weapons & Armors:  All Weapons, All Armors, Shields

Feats:  Gunner

Racial & Background:  Ear to the Ground

IC

Joliet tucks away her notebook at the group moves on from Mary's house toward the burgomaster's place. As they walk and talk, she grins and responds to Giselle's point. "You stick to the shadows, love. I like to walk straight up the lane in broad daylight and let them see me comin'. Unless they expect you to do that, which case I favor the alleys, rooftops, or sewers. Unless they expect you to expect them to expect you doin' that, which case you find the nearest pub, grab a pint, and wait out their patience with the whole game."

When they reach the burgomaster's manor, Joliet shows an equal curiosity to Bram as to what might have being assaulting the place. If they are about to get in bed, figuratively speaking, with Ismark and his pop, it would be good to know what kinds of enemies they attracted. She leans over Bram's shoulder and follows his light as he examines the evidence. "Never known a man to scratch and claw like that, lest they was tryin' to escape a locked room with no doorknobs. What you figure? They got some trained dogs or somethin'?"

OOC

Move:  n/a

Action:  Survival check

AoO: n/a

Action Surge:  n/a

Bonus Action:  n/a

Reaction:  n/a

Name
I forgot I'm not actually trained in Survival
17
1d20+2 15
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Dynaheir-Minscthara-02-375x500DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3


Dynaheir frowns, rubbing her chin. "Do you remember the strange wolves we encountered on the way into town? Before we reached the manor? Perhaps this was their work. Whatever was commanding them may have ordered them to attack the Boogermaster."

She kneels to examine the claw and scratch marks with the eye of someone who received rudimentary training in tracking but never particularly excelled at it. "I think, though, that we should announce our presence so that those inside do not think we are here to finish the job these wolves started."

Name
Survival
12
1d20+2 10
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Quick Stats

Sulimann.png.07baf15c9c03c015ef32d0ddf8a8e3f7.pngHP:   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:

Oh Boy, Someone Else to do the Talking

"I have no doubt that those are the same people." The walk to the burgomaster's place gives him plenty of time to chew on the idea, and he does his best thinking aloud. He directs the words in Dynaheir's direction but barely gives pause for reply. "I am not clear on the motivation. Whoever attacked that church did so with destructive malice but the priest survives. Taking the townsfolk as hostages against reprisal is a common enough tactic but what do these people actually provide for Strahd? They seem barely able to feed themselves let alone provide supply to the castle." He pauses in his stride as the manor comes into view, the state of the place adding fuel to the bonfire in his brain. He shifts his eyes to Bram as the man makes vocal what all of them are surely thinking. "So he wants to crush resistance. Seems powerful enough to do it, too. He watches the others advance, remaining near the back of the group as to not interfere with their investigations. Stepping in behind Joliet as she moves through, he stops to drag his thumbnail across a blood stain to check it's tackiness. Dyna's observation draws that first encounter back to his mind, the wolves and their vigil.

"I'd honestly forgotten about those wolves with everything that's happened since. Keen insight." He checks the scratches in the boards for depth and width. Animal claws or human ones? Not much to go on but he wasn't going to be the one to knock on the door here so he has the time to spare. Eldath would most assuredly abhor this place. No peace to be found, which means it is his role to create it. But against such a formidable evil? He is quick to blame the shiver that rolls down his spine on the cold.

OOC Info

How about Medicine and Survival?

Medicine

Survival

Edited by DoNotFearToTread (see edit history)
Name
Medicine
13
1d20+5 8
Survival
21
1d20+3 18
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There's plenty to investigate and plenty to see.

Illuminated by Bram's spell, they can clearly see that not all is as it should be at the Burgomaster's manor. Plainly everyone can clearly see that something has happened here, some kind of assault, but no: a consistent siege is more accurate. Entire ruts of grass are missing between the fence and the exterior walls of the home, which are scarred with deep wounds from weapons, but only rarely: the majority of scars have been made by claws, and by hands. Fingernails and claws even rest within the wood in places, with blood and dirt and bile on the nails from humanoid forms. The same can be said on the boards, which, upon further inspection, are just the latest in a series: there is sign that there were boards before these, torn down or ripped out. All assaults come from outside, and it applies primarily to the lower level: the upper level does have marks, however, but rarely. Where the fence is bent, it is bent in the shape of figures moving over it. Most are two feet off the ground now, while some are lower: allowing access to wolves.

From the missing grass, it's not hard to tell this has been at minimum weeks, but likely longer. And worse yet, Sulimann finds signs of blood in the dirt and remaining grass: days old, however, it means nothing recent has happened with bloodshed.

And yet... yet there is more sign: there has not been an assault in a few days, maybe two or three. Grass is starting to grow in some places, and there is no fresh mark in the wood. In fact, the freshest marks are wet from the rain, but don't have the appearance of mildew of some of the older marks.

What is going on here?

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Giselle Kelyre, "the Drowned"    (Half-Elven Paladin of Conquest 3)Giselle


AC: 18 |  HP: 21/21 |  Passive Perception: 11 | Features | Conditions: None


Spells: ○ ○ ○ (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:

     
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image.png.96665b6a5ba89c3b8a3da17040db17df.pngJoliet

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 SurgeSecond WindFighting Style - Archery, Fighting Spirit

Tools:  Thieves' Tools, Playing Cards

Languages:  Common, Paridon Creole

Weapons & Armors:  All Weapons, All Armors, Shields

Feats:  Gunner

Racial & Background:  Ear to the Ground

IC

"Them wolves, they seemed a might more clever than most. Supposin' it's possible they was trained by someone to serve the big man. If so, we ought to be on the lookout for the alpha so we can punch it in the snout, yeah?" she jokes, nudging Dyna with her elbow. Of all those in their group, the big woman was the one most likely to find some enjoyment in hunting the pack that's been hunting these poor people. She's also probably the best at punching snouts.

When Giselle announces them, Joliet adds her voice to their introduction. "Vermin control! Heard you've had some pests in need of exterminatin'!"

OOC

Move:  n/a

Action:  n/a

AoO: n/a

Action Surge:  n/a

Bonus Action:  n/a

Reaction:  n/a

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There comes a rapping, as if strangers gently tapping, tapping upon the Kolyan Manor door.

The whispers stop immediately, as the two within stare at each other, uncertain as to what to do. Without consulting her companion, the woman whom the outsiders guess must be Ireena speaks up.

"My brother warned me of strangers, but vermin control? What a strange business. Who is there, and how can I be sure it is you? Speak your names and be plain about it."

It is clear Ismark is not here at the front of the house, and they have to play this game to get in. Ireena gives a knowing grin to her companion on the inside.

Out of Character

You all have advantage to negotiate. @Lonewalker you may intercede as you like. Time to get this show on the road! DC is 12, should be fairly easy.

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spacer.pngTamu Zidon


checked-shield.svgAC: 13 | health-normal.svg HP: 21/21 | awareness.svg PP: 15 | Languages: Common, Celestial, Elvish, Infernal

Spell Slots: 1st 4/4, 2nd 2/2 | Current Conditions: None


On the opposite side of the door from the group, Tamu gave a tsk at Irenna's grin. She was puzzled by the other woman's ability to make light after these harrowing few days. For Tamu's part, the confusion and the pain of loss was still fresh enough to quash any levity. But for the sake of her hostess - whose father had taken her in so recently - Tamu would play along, at least for a length.

"And I suppose you'll want me to vouch for these folk that I've never met?" she queried wryly, keeping her voice as low as before. "Very well. Listen to their introductions then ask them to tell you something about Daggerford. Ismark said that's where the people he met claimed to come from, right? I grew up there, so I can let you know if it's true. "

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image.png.96665b6a5ba89c3b8a3da17040db17df.pngJoliet

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 SurgeSecond WindFighting Style - Archery, Fighting Spirit

Tools:  Thieves' Tools, Playing Cards

Languages:  Common, Paridon Creole

Weapons & Armors:  All Weapons, All Armors, Shields

Feats:  Gunner

Racial & Background:  Ear to the Ground

IC

Joliet grins back at her companions. "Please, allow me. I'm tops at introductions," she says, the gleam in her eye not instilling confidence. But she continues before anyone has a chance to object.

"Ma'am, you have here the honors of meetin' one Dynaheir of Rashemen, who with her bare hands could tear this door from its hinges, if that struck her fancy. We also have Giselle, sometimes known as the Drowned, who could likewise cleave the door in twain if it looked at her funny. There is also Sulimann, a man of the cloth, who could likely knock the door in with his head should his prayers not be answered. And our new friend Bram, who I reckon could turn the door to ash or splinters or rice pudding if he were so inclined. And then there's me, Joliet, come by way of Paridon, who could fill this door so full of holes you could use it to strain yer dumplings," she explains.

"Course now, we ain't doin' none of that. Because despite the shoutin' match I had with Ismark this mornin', that was all for show, you see. Seems the walls have eyes and ears, reportin' to the man on the hill, who we've done come here to apprehend or otherwise depose from his high seat. A charge given us by a pack of Vistani who we parlayed with outside Daggerford. And by Ismark's demeanor, I reckon this is an agreeable outcome for you and yours. We're just lookin' for what help we might find to get the job done, yeah?" Joliet concludes.

OOC

Move:  n/a

Action:  n/a

AoO: n/a

Action Surge:  n/a

Bonus Action:  n/a

Reaction:  n/a

Name
Persuasion
16
keep(2d20,highest,1)+4 12,1
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bramtoke.png.9dfccc21ea93a65b3fda4f82615969f5.pngBramzoz 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

 

Snipssnipstoke.png.504941c5eb410641aac7c36772f2ca50.png

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

Just as Bram was able to get a feel for the destruction on the exterior of the manor, a challenge came from inside. It wasn't Ismark's voice, which surprised the young man, but he was ready to play along with the game. Before he had a chance to speak up, however, Joliet met the challenge with respectable grace. He smiled at her estimation of his abilities, which were a bit exaggerated, but not far from the truth, and appreciated her quick tongue. Once she finished their introductions, Bram smiled and nodded at her in thanks. He figured with that introduction, persuading those within that he was himself wouldn't be that difficult.

"As Ms. Joliet said, I am Bram Nannin, from a distant land called Candlekeep. Ismark and I have been conversing for the last few days and he seemed much more willing to speak openly here. So... Here we are, willing to speak openly."

OOC

Move:  n/a

Action:  n/a

Bonus Action: n/a

Item Interaction:  n/a

Reaction:  n/a

Name
Persuasion
11
1d20 11
Persuasion (adv)
12
1d20 12
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