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Chapter 02a: Shadow of War (Arriving in Kalaman)


Kamishiro_Rin

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Date

On This Kirinor, the 24rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Wednesday, March 24, 351 AC)

The 4th Day of the Campaign - Early Early Morning

In the Women’s Quarters

   Mery doesn’t let Michelle get away with self-pityingly sulking and shares her ideas.

   Michelle concurs that they’re all good points but cautions that she is in fact a prisoner and agrees with Artanis. Even if she is a baroness, she is, right now, first and foremost, a prisoner of war—an officer no less, even if she is at the bottom of the commissioned ranks. She suggests that Mery go find the objects mentioned in her father’s encoded note.

   As for the estate itself, she can only remember it being big enough that a trip into ‘the big city’ often necessitated a stay at one of the inns as just going or coming back was a long trip in itself—a few hours by horse-drawn wagon.

   Eventually, exhaustion catches up with them and they sleep for at least an hour or so.


Date

On This Kirinor, the 24rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Wednesday, March 24, 351 AC)

The 4th Day of the Campaign - Dawn

Dawn

Nearing Kalaman

   By dawn the morning after evacuating from Vogler, the characters and Vogler’s surviving villagers arrive within sight of Kalaman.

   The walled city of Kalaman rises in the distance, spreading across the southern shore of a wide bay. Ships sail to and from the city’s walled harbor, their courses lit by a pair of towering beacons.

   On the shore ahead, where the Vingaard River meets Kalaman Bay, dozens of survivors from Vogler have pulled their mismatched boats ashore and begun making camp.

   Various sailing boats and larger, rowed vessels of the city’s military are moving to and fro in the river, directing the boats from Vogler. Many guards ashore are also directing refugees on land.

   You all are among the last to arrive from Vogler.

   One rowed and intimidating longship pulls up alongside your ship and Raven uth Vogler, former mayor of Vogler, shouts at the commander of the longship. They argue and eventually, her crew berth the sailboat in about as shallow water as they can manage without running aground, and small dinghies ferry you ashore.

On the Shores of the River Vingaard

   When you all reach the survivors’ camp, you find villagers organizing to assess their numbers, reunite separated families, and build fires to prepare meals.

   “The city guard is out in full force. They’re not letting an entire town’s worth of people ‘invade’ their city without being processed individually. The whole city is on lockdown. All boats from upriver are to be redirected,” she explains.

   Michelle approaches Darrett and Mayor Raven, unmindful of the eyes upon her—especially the narrowed eyes of Raven.

   Here, she drops to her knees and places her forehead into the dirty, muddy sand at the Vingaard’s shore. “When we came to Vogler, this was to be a standard operation. Occupy the town, fight their militia into compliance if resistance was offered, quarter, move onto the next town. Fight battles as needed. This time turned out quite different. I can’t apologize enough for the part I have played in this. I can only—if my captors see fit—work every day for the rest of my life to rectify what I have helped wrought.”

   After looking down at her for some time, and regaining her composure, Raven says, “Well . . . I believe you demanded we quarter your army. So unless you happen to own a piece of land that the people of Vogler can waltz right into and make their new home—at least until your dragon army friends can kindly **** off to the deepest pits of hell, then I don’t see a good reason not to hang you from this tree right next to us.”

   “As it happens . . .” Lady Michelle says, “I remember this area—we should be able to go straight southwest of here for about . . . two miles? Gods, it’s been so long . . . could be five. The fields are probably still pretty low right now—maybe just planted? The Folketh manor house stood at the center of all the fields. Even one of the fields near the manor house ought to be enough room to set up tents—if we can procure them—and house the entire population of Vogler.”

   At this point, Mayor Raven raises an eyebrow. “Darrett? Ser Artanis? Can someone tell me what this dragon army scum is rambling about?”

   Nearby, Tiergan and Handsome neigh and snort, tied to said tree. Darrett’s precious crate sits atop some sticks—makeshift spacers to keep it off the dirt, grass, and mud.

Refugees at the Shore

   As the survivors of Vogler pull their ships ashore, the reality of their situation sets in, and minor troubles begin confounding the refugees.

Survivor Camp Hardships

Trouble Landing

   Youngsters struggle to land their boat. The boat is 20 feet from the shore and drifting away. A character who swims to the boat can pilot it in by succeeding on a DC 14 Wisdom (Survival) check.

Sprained Ankle

   An older refugee slipped in the shallow water and sprained an ankle. A character can provide relief by succeeding on a DC 12 Wisdom (Medicine) check, expending one use of a healer’s kit, or using any magic that restores hit points.

Shivering

   A couple sits shivering beside an unlit stack of firewood, staring off in the direction of Vogler. Lighting the fire through any means calms the couple and earns a wordless nod of thanks.

Naughty Looters!

   Two rowdy youths take advantage of the chaos to try to rob a disliked neighbor. A character can stop them with a successful DC 12 Charisma (Intimidation or Persuasion) check.

Portraits
Lieutenant Dame Michelle Folketh Darrett Highwater Raven uth Vogler

Lady Michelle Folketh

Darrett Highwater Raven uth Vogler

 

Edited by Kamishiro_Rin (see edit history)
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 4 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 4/4 2nd 3/3 | Bardic Inspiration: 4/4


 “My words,” | ‘My thoughts,’ | My actions


 

On the Shores

Positive that Darrett knows nothing about Raven's question and unable to remember after her short night of sleep exactly how much Artanis knows, Mery addresses the question. "Turns out, Raven, her offer's legit. Her family are originally nobles of Kalaman, and when she was very small, she and her father were forced to flee this area and go into exile. While in exile, they were both forced to join the Red Dragon Army. Her father died about a year ago, and when we captured her, we searched her belongings and found a hidden message from him that she had never seen before that encouraged her to leave the Red Dragon Army behind and claim her birthright. I'm actually the one who encouraged her to offer to shelter the villagers at her home. I told her it was a way she could start to atone for what happened in Vogler." Mery then pauses for a beat and looks Raven straight in the eyes. "I hope you can recognize how much courage it took for her to make you that offer." She then glances over at Lady Michelle and offers her a warm smile.

After Raven has had a moment to digest this news, Mery continues, "To be honest, Raven, we need your help. Lady Michelle's still technically a prisoner and is going to be elsewhere for a while while we alert local leaders that the army is just down the river and then turn her over to the Order of the Rose. We need someone who knows something about how things get done on a noble's estate, and even if she returns, she has no practical knowledge or experience doing so herself. Can we count on you and/or anyone from your household who managed to evacuate with us for that?"

 

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

Mount Movement: -

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (3/3 slots): prestidigitation, vicious mockery, message
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

Since there are only 4 items in the Refugees at the Shore section, I'm going to leave those up to the rest of you. For the CHA option, I'd love to see a reappearance of tough guy Modri! Got a kick out of Peacemonger's portrayal of that during the evacuation.

P.S. Mery's secret's out now. Rin graciously managed to speed things along in such a way that it didn't have to stay a secret for very long.

Edited by tbgg (see edit history)
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 spacer.pngColtan Bluetemper

Level 4 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


After dawn, Coltan wakes and dons the cloth-of-gold vestments, that he found on the ogre, over his splint armor. He wants to look like an Apprentice of Reorx even if he doesn't really feel like one. The traveling smith packs up his bedroll and breaks his fast with personal rations, not wanting to share in what stores were available on the ship.

He starts circulating among the refugees learning their stories and names and providing morale support that the Worldsmith will give them another opportunity to rebuild and thrive. He mends what he can to demonstrate that the Worldsmith helps them.


On the shores of the River Vingaard, the Apprentice of Reorx in his gleaming gold vestments shouldering all of his personal belonging assists the refugees in the shallows getting from the ship to the shore.

One senior twists her ankle. Coltan attends her and provides relief by stabilizing her ankle. He helps her to the shore and leaves her with her family, so he can help other refugees.


OOC

Action: Use Medicine

Bonus Action:

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 4/4 | 2nd 3/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • 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.
Edited by JubalBreakbottle (see edit history)
Name
Medicine
18
1d20+3 15
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


The gully dwarf hears the talls arguing about tall stuff, and wanders off.

She sees that some people are having a hard time getting a boat in, and considers sending her snake out to fetch them, but re-thinks the idea of creating a huge monster in the middle of an already tense situation. She is always such a font of practicality. Knowing nothing of boats, she considers sitting and watching them struggle from the shore, but there are other people who need help first.

Wandering around, Hunni sees Coltan helping an older person with a sprained ankle, and some rowdy youths helping themselves to another tall's stuff. She figures that this is all in hand, being used to gully dwarves brawling over everything until someone tells them something better to do. Anyway, if they are taking something, they must need it, so as long as there are nothing but bruises it isn't really a problem. At least, it wouldn't be in a communal aghar settlement, which is what she is used to.

The people shivering by the wood, though, she can help them. Crouching near the wood, she wiggles her fingers and chants a little chant, until her index finger catches fire. Smiling at the couple, she says, "Fire works better when it is lit, see!" and thrusts her finger into the firewood, blowing and working until there is a good blaze, before shaking the flame off her fingertip.

OOC

Action: Using Prestidigitation to light a small campfire.

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 14.  Spell Attack Modifier +6.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat)
  • Invocations:  Improved Pact Weapon, Agonizing Blast

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

 

 

Edited by KingGoblin (see edit history)
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 4/4 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has Evasion


My words,  | My thoughts,’  | My actions . . .


 

Artanis rouses himself with difficulty as he hears the ship pulling alongside, creaking. The nights activities, after several days of fighting, have taken their toll and he still has heavy bags under his eyes. Looking around his companions, none seem quite as fresh as that first night in Vogler either. Coltan does appear far more regal in his Cloth-of-Gold however. A far cry from the wandering smith that had pounded down the road to catch up their fight that first day.

He shrugs on his own clothes and mail, before hurrying down to the horses. Much to do if they're to get them ashore in the longboats. Tiergan was probably recovered enough to swim, as would be Handsome if really necessary, but he doesn't want to push it for the latter. He bemoans the lack of time to polish his own armour up before meeting the city's brass, but hopes they'll grant him a little grace for what everyone's been through.

 

Once he's finished helping beast and person ashore, taking special care over Darrett's package too, he joins beside Mery and Mayor Raven, surprise writ across his face at Michelle's actions. Not that he doesn't agree with the sentiment. Mery has clearly been discussing the situation with Ser Michelle whilst alone, and the solution offered is a breath of fortune to their recent ill winds. Hopefully the estates not been taken over by someone else in the mean time; that would be more their luck of late. It's a relief that soon he will be able to hand judgement off to the Rose he thinks - whilst he has found Michelle's company surprisingly easy to date, it's clear those with stronger ties to Vogler still have difficulty around her and mediating this conflict is not something he enjoys. Rather a clear villain to stand against.

 

On the subject of which, he spots a disagreement alongside one of the boats. Making his way over, he forcibly separates the parties before they come to blows. "Men," he interrupts, "How about instead of acting the way Kalaman's afraid of, we show them what the folk of Vogler are really like hmm? And the community spirit that got us out before the army really descended. The spirit you'll need to rebuild." Shamed into better behaviour, the two youths rather sheepishly offer to help unload, rather than steal.

 

Artanis makes his way back towards Darrett and the crate, checking the various messages he's been entrusted with still remain secure. "By your leave Mayor Raven, I've no intention to pile more upon your plate alongside the organisation of the estate for your people, but now we've arrived myself and Ser Michelle need to seek audience with Ser Marbleheart regarding her fate - not pursue vengeance over justice," he entreats politely. "Myself and Darrett also require audience with Governor Miat, both separately and together, though I suspect we'll have. harder time meeting him that Ser Marbleheart. However I image he'll be rather keen to speak to you with what you've brought to his doorstep, so I'm rather hoping you could usher us along with you. Perhaps as an honour guard? If you can delay any such meeting till after we've spoken with Ser Marbleheart it might make discussion around Ser Michelle clearer as well."

 

OOC

Action: 

Bonus Action: 

Movement: 

Reaction: 

Object Interaction: 

Mount Action: 

Mount Movement: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

  RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

  Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

Commanding Rally. 2/2 (Long Rest)

  Leadership Dice (d6). 4/4 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Edited by PureChance (see edit history)
Name
Persuasion (DC12)
27
1d20+7 20
History of Kalaman (DC12/15)
18
1d20-1 19
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Nearing Kalaman

Merituuli is among the first to spot the walled city of Kalaman, mostly by merit of being awake and abovedeck. Impressive. Not as impressive as Dimernost, obviously, but still a respectable city. His sharp eyes pick up the many evacuee boats from Vogler, as well as the evacuees themselves, being held outside the city proper. Frowning, he lets out a sharp whistle, waking Kalasääski from their sleeping perch atop the mast. The osprey perches upon his shoulder, looking towards him expectantly. "Could you fly ahead to the shore and take a look? Seems like the people from Vogler aren't getting in anytime soon. Any sign of danger, give a screech, right?" With the command given, Kalasääski takes to the skies and flies ahead of the boat.


On the Shores

The sailboat berthed in shallow waters, Merituuli waves off the offered dinghy, instead stating, "Oh, no need for me. Take someone else, please," and diving into the water, swimming ashore. Stepping onto the shoreline, he whistles to Kalasääski, who once more perches on the sea elf's shoulder.

Overhearing the conversation between Mery, Artanis, and Mayor Raven, Merituuli chimes in with, "Mayor Raven, you have every reason not to trust Ser Michelle given what happened, but a number of us had that vision last night - including her. All of her men were brutalized and murdered by the very army she served, just due to their association to her. The Red Dragon Army has deemed her a traitor for simply following knightly protocol. Trust me, if not her - she has no love for those monsters."


Refugees

Looking along the river for any more boats that may have been lagging behind, Merituuli spots a small sailboat piloted by a smattering of young ones - the oldest couldn't be older than 12, based on how he understood human maturation to work. Looking to Kalasääski, he nods his head towards the boat and says, "Perch on the bow and get their attention. I'll be right behind you." The osprey flies ahead, perching upon the small boat and catching the younglings' attention before Merituuli's head pops up from the waters beside the boat. "Looks like you need some help. Mind if I come aboard and join my friend there?"

What initially appears to be an easy task ends up vexing the sea elf - the sail is stuck in place, not budging an inch, and the wind is catching it in such a way as to bring the boat further and further away from shore. He thinks for but a moment before looking to the children and saying, "Bad news - sail is stuck and I can't get it the right way. Good news - I'm a great swimmer, so if you all are willing you can hitch a ride on my back and I can get you to shore one-by-one."

OOC

Action: —

Bonus Action: —

Movement: —

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 2/2 Favored Foe Marks
  • 3/3 1st Level Spells

 

Edited by PhoenixSlayer (see edit history)
Name
Survival to Guide Boat
10
1d20+6 4
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 4 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 4/4 2nd 3/3 | Bardic Inspiration: 4/4


 “My words,” | ‘My thoughts,’ | My actions


 

On the Shores

Seeing Darrett, Mery remembers that she had been supposed to meet him that morning on the fo'c'sle, but had missed the meeting due to her short night of sleep. 'Drat!' She tells Raven, "I need to speak with Darrett, and unless there's something else that urgently needs your attention, you might want to follow me and listen in at a discreet distance."

She walks up to Darrett and says, "I suppose congratulations are in order on your becoming a full knight, although I am assuming I will not be required to call you Ser Darrett until after your formal ceremony?" She gives him a slight teasing grin.

"Congratulations are, of course, not the reason I asked to speak with you last night, and I apologize for missing our meeting earlier this morning. After I left you and Ser Artanis last night, I got hit with a brainstorm for aiding the people of Vogler and wound up only getting an hour of sleep." She lets out a self-deprecating chuckle.

"To start with, I don't see anything wrong with being angry or wanting justice under the recent circumstances - those feelings are natural and understandable. My own feelings about what happened are not so different, if perhaps not as strong as yours. You're a good enough man from what I've seen so far that I think you already know what you need to do in terms of refraining from acting on those feelings. I wanted to talk to you because I think I might be able to take some of the struggle out of it and make it easier for you to do that. To that end, I wanted to tell you a story about a boy who grew up to become a knight."

Mery then goes on to tell Michelle's story - only she makes the protagonist an unnamed male and avoids mentioning anything specific that might give away that it's really Michelle's story she's telling. Throughout the story, she humanizes the protagonist by including every detail that she thinks Darrett might be able identify or empathize with, from the flight from the family home and subsequent exile, the father's teachings about honor, being forced to serve in an army new to the region, to the separation from the father, the father's death and the protagonist's grief, and all the happenings in and since Vogler and the protagonist's reactions to them.

When she finishes, she turns to look Darrett in the eyes, a warm light in her own. "The story that I just told you is, with one single exception, to the best of my knowledge true. Given that I told you I wanted to try to make it easier for you to do what you already know you need to, I'm wondering if you might be able to guess what that exception is?"

Mery then studies Darrett patiently, waiting for the light of comprehension to come over his face. It was a bit of a dirty trick she'd just pulled on him, to be sure, wriggling around his defenses in order to tell the story of someone he viewed as an enemy. But this was the best method she knew of for getting someone to hear the story of another with an open heart. Now it would take time to give the seeds she'd just planted the chance to grow into good fruit. 'I wish Janala was here so I could thank her for teaching me that little trick! And I'll have to apologize to Darrett here in a day or two.'

 

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

'

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (3/3 slots): prestidigitation, vicious mockery, message
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

Credit: The technique Mery uses here is adapted from one I read about in a book called The Blessing, by John Trent and Gary Smalley, and the technique itself was written about thousands of years ago in 2 Samuel 12, in the Old Testament of the Bible.

Edited by tbgg (see edit history)
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 61/61 (4d12+16+8+1) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 3/3 | Magic Awareness: 2/2


Modri breathes out a sigh of relief as his legs step on the shore. It's not that he has a problem with water, and more that he wasn't so sure they'd be able to escape the Red Dragon Army. Oh, they're still on their way, he knows that much, but more that he wasn't sure if the refugees would get this far.

He doesn't intervene on Michelle's behalf. She can handle herself, and face her life decisions and life circumstances, and the Dwarf is no knight-in-shining armor. No, he's the kind who'll reach out a hand once someone has fallen on the ground, but he lets them fall first.

As he sees Meri head out into the water, the Dwarf follows, mostly just curious to see the natural-born swimmer in his element. Still, when there's some struggle, he's eager to help.

"Har! If you need something unstuck, I'm the man for the job. Just needs a good push." Perhaps for a different task an extra push would help, but as he start to grab at and try to unstuck the sail there's the sound of a tear, and a pop, and no small amount of creaking. "Er... you said you can ferry them, did you?"

 

OOC

Going to assist Meri with the Survival check. Will go ahead and roll with his ability scores.

 

Edited by Peacemonger (see edit history)
Name
Advantage for Meri's Survival check
11
1d20+6 5
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
Senses: Passive Perception 12, Insight 12, Investigation 16
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +4
Arcana: +6
History: +6
Investigation: +6
Nature: +4
Religion: +6
:
 18 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You 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.

Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
You’ve received training from magic-users affiliated with the Mages of High Sorcery.

Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells
Moon 1st-Level Spell
Solinari Comprehend Languages | Shield

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















 
 | FeaturesRitual CastingYou 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.
Arcane RecoverYou 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.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

PrestidigitationPrestidigitation
Transmutation cantrip
Casting Time:1 action
Range: 10 feet
Components: V S
Duration: 1 Hour
Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

1st-Level <2/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Aid Aid
2nd Level Abjuration
Casting Time:1 action
Range: 30 feet
Components: V S, M
Duration: 8 hours
Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
[Adept of the White Robes]
Mirror ImageMirror Image
2nd Level Illusion
Casting Time:1 action
Range: Self
Components: V S
Duration: 1 Minute
Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

 

The sounds of gulls infect his dreams of flowers and shadows, and he slowly blinks his eye blearily, the creaking wooden boards of the deck above him filling his vision as his weary mind attempts to recall the events of the last few days and put them in order. Kalaman. Surely they had arrived. Sounds of waves lapping against the hull score the slow, rhythmic rocking of the boat, and the gentle to-and-fro almost rocks the Wizard back to sleep before her rubs a knuckle into his eye and yawns, groaning loudly, punctuating the soothing sounds of the coastal city. Soon, the sounds of work join the gulls, as well as voices, and all the sounds one would expect from a city of this size. Using a quick Prestidigitation spell, he washes away the effects of a rough nights sleep, and composes himself, properly tying his hair up and checking over the many pockets of his kimono and robe to ensure all components and books were there. When he is ready, he joins the others, watching the scene unfold as their arrival seems to have caused quite the stir.

Idly, Decimus sits and waits until they are all ferried onto the dock, though he does watch as Merituuli finds his own way ashore, wondering if the Sea Elf felt the cool chill of the water at all. He supposes it would be a refreshing way to wake, though feels no urge to be more awake than he already is. As they arrive to shore, the Wizard makes a face as he feels the wet sand between his toes as his sandals sink in, lifting his robes high enough to keep them from getting wet, he steps onto the more solid road leading to the camp, but looks back at the hardworking people and refugees all working in tandem to find some order in the chaos. One boat in particular that Merituuli and Modri have already clambered back into the water to save catches his attention, though the two mean well, their attempts do not seem to be getting the job done. Looking at a steady foothold, the one eyed spellcaster steps aboard another docked dinghy and follows the two over until he is close enough to see the issue, which they may be too close to the problem to have recognized. With a quick flick of his hand, another Prestidigitation spell is cast, and a poorly positioned knot preventing the sail from moving loosens, until the wind catches the sail again, and the force causes the knot to come undone.

With an eyepatch and children in a boat, Decimus knows what to do next. Putting on his best gruff, seafaring voice, he calls out to the children.

"Come along sprogs, there be land ahead!"

His pirate accent is truly awful, but it's the thought that counts. When everyone is back ashore, he keeps his nose out of the business of the others, humming a shanty of sorts to himself as he admires the town, before looking to Hunni more interested in their affairs than that of an enemy and what her future holds. Though he is no judge or executioner, in his eye, all the blood shed in Vogler is no less on her hands than any others in Takhisis's army. If he had his way, her lands and titles should be stripped from her and she would be cast out and banished. Decimus is no friend to any who would cause the suffering of children, tragic past be damned.

"Hunni, I hope you know where you left your scroll, we should set off to find Wyhan... Sooner rather than later..."

 

 

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Action:

Bonus Action:

Movement:

Reaction:

Edited by tyrtaeus (see edit history)
Name
Aid Survival to pull the boat 
20
1d20 20
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni smiles up at Decimus when he approaches, and pats the pouch at her side, with its High Sorcery symbol. "Right here, friend. And I agree, we have no business with this, and High Sorcery awaits. Do you think Wyhan will be administering our next Tests? I wonder if Ellywick will be there yet. I hope she is getting on well," she comments, obviously eager to be getting on to something more important.

She looks over at where the city guard is 'processing' the refugees. "Either way, it won't be hard to get by this lot. They'll probably let us by if we ask nicely, or we could just magic our way through. I doubt they want to interfere in Mage business anyway. Shall we go now? People in town can probably direct us to Wyhan."
 

OOC

Action: Using Prestidigitation to light a small campfire.

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 14.  Spell Attack Modifier +6.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat)
  • Invocations:  Improved Pact Weapon, Agonizing Blast

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

 

 

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Date

On This Kirinor, the 24rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Wednesday, March 24, 351 AC)

The 4th Day of the Campaign - Dawn

On the Shores of the River Vingaard

Trouble Landing

   It takes the combined efforts of Merituuli, Modri, and Decimus to rescue the boat from running away down the river.

Sprained Ankle

   Coltan helps where he can and mends the ankle in question.

   “Bless you!” the old man says, “Praise Reorx!”

Shivering

   Hunni lights the fire for the elderly couple with magic—an act they regard as nothing short of miraculous.

   “By the gods!” they say, “Thank you so much, Ms. Hunni! Hail the heroes of High Hill!”

Naughty Looters!

   Artanis’s silver-tongued speech soothes the hearts of the troubled neighbors and they grumble apologies at the man they were trying to loot before slinking off, heads hung low.

   “Thank you, Ser Artanis!” the victim of their thwarted looting attempt says. “If there’s anything I can do for you, good sir, ask it!”


Processing

   To Mery, Darrett nods. “I get where you’re coming from. Thank you, but I’m just going to need time. All I see when I look at her is her holding up that missive from Belepharian or whoever, demanding we quarter her army.”

   Former-Mayor Raven considers Mery’s words. After some consideration, she looks to Derrett and then back to Michelle. She pulls a tube out of her own pack, pops the top off, and pulls out a small map of the region. “Get up. Mark on here where your your lands are so we can get my people off the banks of the river and start rebuilding their lives. If you think for one second that enough space on ‘your’ lands isn’t going become ‘New Vogler’, then I’ll kick your teeth in.”

   Michelle stands and nods, and takes a quill and some ink, once provided, and marks an outline—to the best of her memory, of the Folketh lands.

   “Ser Artanis, since I don’t know how familiar you are with the area, I’ll lead us to Kalaman,” Raven says. “Besides, I’m a baronet, so that should help smooth over this ‘processing’ horse manure.”

   Raven rolls up the map and hands it to Mery. “You take them, see what you can find there. I half suspect the place has been taken over by others.” She turns to the village elders—the people you remember being in the strategy meetings with her in the Brass Crab. “Go with Ms. Mery. See what you can make of these lands, figure out what we can do with it and what we have to do to get it ready for habitation.”

   With that, she departs with Artanis, Michelle, Coltan, Hunni, and Decimus.

   After a two-and-a-half mile walk, you reach the processing station—it’s little more than a table with a bureaucrat and about fifty knights all with halberds and swords at their sides. None of them looks remotely willing to engage in banter. A line of thirty people has already formed. As you approach, you see a Voglerite bowing and thanking the bureaucrat who waves him off with a loud “NEXT!”.

   The man walks briskly past you carrying a corded placard just a tad longer than his fist clenched around it. It looks to have some markings of some sort on it.

   As you get closer, you can see a stout dwarf using a small axe to deftly split wood into just such placards. He takes a brand out of the fire, brands one side and then passes the item to another person who takes a brand out of his own, separate brazier and brands it. A third man uses tongs to switch out chunks of metal from his own brand at the direction of the bureaucrat, and then brands the other side. Finally, it’s handed to the processing bureaucrat.

   He writes down their information and then he takes a brand out of the brazier on his table and burns his mark into it. Handing the still smoking placard to the person with a lanyard, he quickly yells, “NEXT!”

   As you begin walking past the people in line, several knights run up to you.

   “What do you think you’re doing?! Get in line with the rest! Back of the line with you! NOW!”

   Several Voglerites speak up. “Sir, that woman is our mayor! And those are the Heroes of High Hill! If they need to go ahead, they can be in front of me!”

   “Saddup, you!” the knight says winningly.

   However, the entire line, mumbling and grumbling all dutifully move back enough paces for your whole group to be ‘next’. A villager runs off back to the camp with his newly acquired placard and then you’re called forward with a “NEXT!”

   “Name? Party size? State your business and intended length of stay . . .” he says in a bored tone.

   “Baronet Raven uth Vogler, mayor of the Village of Vogler,” Raven says, mildly amused, “accompanied by Darrett Highwater, squire of the late Ser Becklin uth Viharin, Ser Artanis Solamnic Knight Order of the Crown, Hunni and Decimus—they’re here to see Wehan, the Blackrobe—and . . .” she grits her teeth here and virtually chokes out, “Baroness Michelle Folketh of Kalaman.”

   The last one gets his attention and you all see eight sets of eyebrows raise high in surprise.

   “E-excuse, me, but,” the bureaucrat says, “Is this a joke? The Folkeths were driven out ages ago by the Ferrohs—who are all dead, now, too. Their barronies are about five miles that-a-ways,” he says, flicking his hand in the direction Michelle had indicated.

   “No, it’s not a joke,” Raven states, “It would seem they joined the Dragon Armies of Takhisis, who just burned my village to the ground. The baroness, here, it seems was an officer in their ranks whom Ser Artanis here, along with his friends, captured. We’re here to see her brought to justice.”

   The bureaucrat gets up and talks with several of the knights—many of whom appear to have officers’ insignia, and a couple of other bureaucrats working with him. After some discussion, he returns. One of the knights mounts his horse and rides back into the city just about one or two jousting tilt-yardsA tilt-yard, otherwise known as a list or list yard is the field where jousting took place. It’s anywhere from 110 to 220 feet long. Here, I didn’t want to say ‘football field’, which most American’s can readily conceptualize the length of, because I don’t know how many of you are Americans, or how that relates to a soccer field; and, because I want to sound high fantasy and not modern. But, yes, a 100-yard-long (300 feet or 91.44 m) football field would be the best approximation, here. behind the processing station.

   “As for you, Madam, being a ‘Raven uth Vogler’, that presents us with a problem—in fact, this entire situation presents us with a serious conundrum.”

   “And that would be?” Raven asks testily. “My town burning down and being responsible for over three hundred refugees makes me less than patient nor sympathetic for mere ‘conundrums’.”

   “Yes, well, Madam,” the bureaucrat says, “Your leader reached us last night and informed us that the townsfolk were armed and regrouping to help him retake the town from a group of invaders. He also indicated that many of the town’s governing figures had all been last seen on the wharf, directing refugees to safety and fighting the invaders—and that they were likely either dead, or at best, captured.”

   “What is this crock of bull feces!?!” Raven growls. “And who is this ‘leader’ supposed to be, if not me!?!”

   “Is Baron Bakaris uth Estide not your rightful, Royally appointed leader?” the bureacrat asked incredulously, as if he were asking if water were not in fact wet. “Well, instead, we’ve yet to encounter as single Voglerite with more than butter knife on them, and no one seems to know anything about ‘regrouping to retake the town from invaders’. In fact, several of them have said that the town doesn’t even exist anymore—they claim to have been amongst the last to leave and saw ‘mile-high flames’,” he continues. “To which we are predisposed to lend credence—the city was rather alarmed by what some described as ‘the sun rising in the west!’ last night. Either way, we’ve sent someone to discuss this development with people better suited to sorting it out—way above my pay-grade. Please wait over there,” he says, pointing to some benches that had been erected. “NEXT!”

   “No!” she says, slamming her palms on the table, which causes a number of the knights to put their hands on their sword pommels. I am the leader of Vogler. I am Baronetess Raven uth Vogler of the Vogler Baronetcy, commonly called ‘the Village of Vogler’! Estide is a barony next to the Vogler Baronetcy! He only lives there!”

   “Tell it to someone who can do something about it. Like I said, ‘above my pay-grade’. NEXT!” the bureaucrat yells, waving you all off to the benches.

   With that, the next person steps forward and you are all directed to sit.


Entering Kalaman

   Eventually, the knight who’d ridden off returns with several more knights in tow.

   “Come with us. We’ll escort you to Ser Corpher and Governor Miat. I hope you’ve brought proof of your claims—they’re quite serious!”

   Raven nods, and pulls a decorated metal tube out of her bag that any noble would recognize as a scroll of pedigree, and holds up her hand to show the ring of her house and office.

   They look to Ser Artanis and find the Solomnic insignia on his own armor.

   Then they look at Michelle. “And her? How do we know she’s not some common criminal? She certainly doesn’t look like a Lady Baroness, nor does she look like an enemy officer; she looks like a dirty, torn-up trollop with mud on her face.”

   They lead you into the city.


WyhanAt Wyhan’s

(Decimus & Hunni)

   One knight tugs on Decimus’s robes and points down a different thoroughfare. “This way, to Wayhan’s. I’ll be waiting outside. No. That’s non-negotiable. We’re on very serious lock-down right now, so we’re all tasked with ensuring the city’s safety. No funny business, mages.”

   You reach the shop. Foggy windows obscure a selection of charms and occult trappings for sale. Wyhan’s Apothecary smells of licorice and pepper. The modest shop has a few meager tables displaying good-luck charms, odd animal bones, and vials advertising various remedies. At the rear of the shop, a human woman with raven hair and a dark dress with feathered, winglike sleeves stands behind a counter heaped with open books. She looks up from her reading, eyes you with disinterest, then goes back to her book.

   “Well . . .?” she says, not looking up again, “Do you have them? Set them there . . .” She waves her hands at a gold-inlaid ironwood tray on the counter.


At Castle Kalaman

(Raven, Artanis, Coltan, Michelle, Darrett, and whoever wishes to join them)

   After Decimus and Hunni, and their escort split off, it’s not long before a familiar face riding a horse through the streets trots by you. He stops and looks down at all of you with disdain. It’s Bakaris the Younger.

   “My father has matters well in hand. We’ll be sure to send for you and the rest of the fish-folk once we’ve determined what’s best for them.”

   With that, he trots off, laughing arrogantly. He and his horse fades into the traffic of horse-drawn carriages, carts, and wagons.

   “Arrogant shit,” Raven curses.

   You’re led through the castle gates and the courtyard towards a tower. Inside the huge tower are offices full of cubicles of bureaucrats on several levels. The offices get nicer and nicer as you climb up. Finally, you reach the top. There, they knock and they’re bidden to enter after identifying themselves.

   Inside, a huge, single office with an ornate desk at the back sits between you and Governor Miat. On one of the couches set in an oval with the desk at its head, a gnome in flamboyant Solamnian heavy plate armor sits, his feet not reaching the floor. His huge mustache twitches side to side under his bulbous nose.

   “Oh, my, oh my! Are you Ser Artanis of house Brightblade?!” he asks excitedly.

   Governor Miat has his back to you all. He stands with his hands clasped behind his back as he looks up at the gigantic stained glass window behind him. It depicts a grand battle of epic proportions of Kalaman’s ancient past.


In the Barony Folketh

(Mery and whoever wishes to join her)

   Mery leads a party of town elders, including Jarnathan to the Barony Folketh. What she finds is a severly over-grown farm—actually a series of farms. Each one is separated by a line of trees acting as a windbreak. Most of them are also walled off—in fact, the entire barony has a low—4-to-5 feet tall—along the entire border of it. It’s not been maintained, and it’s falling apart in a couple of places, but stone doesn’t really need very much ‘maintaining’, and it looks sturdy enough. A ditch runs the length of the wall between the wall and the road running parallel to it.

When you reach an entrance, the road goes through a stone gatehouse whose heavy wooden doors are rotting off their hinges. The road isn’t well trod as you approach the center of the barony and the manor house.

As they approach the manor house, they find a stately palatial villa at the heart of a number of homes. The closer you approach, you find that just one farm is planted and actually used. The rest seems to have been completely left fallow for the decade the Folketh’s have been gone.

   It doesn’t take long for several men to come out of their homes, some holding farm implements, but quite a few holding longbows and arrows.

   “We tol’ to fu’kin’ Duskridge bastards to stay off the lord’s land, now git, ’r we’ll start shooting! We’ve had enough o’ you bastards trying to take over Folketh lands!”

   The manor house looks unmaintained, and in disrepair. And you can easily spot a number of its shingles now patching holes in the surrounding homes.

OOC

   DC 15 Intelligence (History) check for Mery to identify the Duskridges as a noble family from Kalaman—Baronets. If the same result is 17 or higher, you know that they have a baronetcy just outside Kalaman, likely next to the Barony Folketh.

Portraits
Lieutenant Dame Michelle Folketh Darrett Highwater Raven uth Vogler

Lady Michelle Folketh

Darrett Highwater Raven uth Vogler

 

Edited by Kamishiro_Rin (see edit history)
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 4 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 4/4 2nd 3/3 | Bardic Inspiration: 4/4


 “My words,” | ‘My thoughts,’ | My actions


 

On the Way to the Folketh Barony

Mery finds herself happy to see Jarnathan among the elders walking with her to the Folketh lands - that elder had spunk! "I just wanted to tell you, Jarnathan," she tells the elder with a friendly smile, "how much I appreciated the way you handled Lord Bakaris back in Vogler. I loved how you shot holes in his silly idea and put him in his place!"

As they are walking, three different bits of information come together in her head, and then an idea pops into existence. She spends a short while thinking through what would be needed, and then tells the elder, "I just had an idea for helping the men of Vogler, and I think you might be the perfect person to take point, because it really needs a man and not a woman to get things started. I'll need to do a bit of shopping first, and it won't even make sense to start until we have everyone situated in some kind of shelter, but when the time seems right, I'm going to come find you, okay, Jarnathan?"

They walk on a little further, and she says, "Something else that might be a neat thing to do at some point after everyone gets situated in some kind of shelter is to build a memorial for all of the people who died at High Hill and during the evacuation. I'm not any kind of crafter, but I figure you probably know who in the village is. Those people could figure out something they can build or make to honor those who died and give it a prominent place where as many people as possible can see it and know that their loved one isn't forgotten and then mourners could leave little offerings like flowers or small things that remind them of their loved one. What do you think about that idea, Jarnathan?"

 

At the Folketh Barony

Mery looks around and is a little dismayed the state of disrepair the Folketh holdings are in, but at the same time finds it understandable given how long the family has been away. 'There's a lot of work to be done here. That will at least be good for keeping the villagers busy.'

When the farmers come out bearing weaponry, improvised and otherwise, she holds up her hands with palms facing outward in a gesture of peace. "Easy, friend," she tells the lead man, quickly searching her memory for who these "Duskridge bastards" might be. Fortunately, she remembers reading about them - they are a noble family of Kalaman with a baronetcy she figures is probably next to the Folketh Barony - which explains why the farmers think her group is trying to take over the land.

"We don't have anything to do with the Duskridge family - we come bearing news of the Folkeths. A member of that family has returned to Kalaman!"  She gives the man several seconds to digest this news. "Now would you and your friends put the weapons down, please?" Assuming the man does so and calls off his friends, she continues, "My name is Mery Keryndon, and I am a bard." She then quotes, "'How do you know a thing is true? A bard has said it.'" Mery hopes to the high heavens that this man subscribes to that belief. "Now, on behalf of that returned family member, I need to speak to whoever's in charge around here - would that be you, good sir?"

 

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

'

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (3/3 slots): prestidigitation, vicious mockery, message
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
History check - who are the Duskridges?
22
1d20+4 18
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


The Boat Rescue

Merituuli is initially relieved to see Modri swim over to assist. The dwarf's muscles would make short work of the stuck sail! But a snap and pop resulted in even more problems. Looking at the stout man, he says, "Welp, worth a try. I trust you can get back to shore easily enough? You got over here impressively well given your, well..." The sea elf pauses a moment, looking Modri up and down, before saying, "Lack of webbed appendages and gills." Turning his gaze to the children, he says, "Alright kids, as my friend Modri has said, we're going back to the ferrying idea. One at a time, and grab on tight!"

Merituuli is about to jump back into the water when Decimus pulls up aboard his own dinghy. With a wave of his hand, the eyepatched wizard loosens a knot that both Merituuli and Modri had missed, letting the sail move freely once more. His poor pirate impression gets a snort and chuckle from Merituuli. He answers in a pirate accent typical of the privateers of the Southern Courrain, saying, "Aye sprogs, we set sail fer tha shoreline!" before giving Decimus an appreciative nod and helping the children sail back to shore.


Folketh Barony

Seeing the others head off towards Kalaman proper, he notices Mery conversing with some of the Vogler elders, planning to head towards the Folketh Barony. Shaking the water off his skin, he approaches and smiles broadly at the half-elf. "Figured you could use some help, though with Elder Jarnathan with you I don't think you'll need it." He gives the sharp-tongued older man a grin and nod.

Mery's suggestion of a memorial gains an enthusiastic affirmative from Merituuli. "I think that would be wonderful, Mery, as long as the elders and Mayor Raven agree. I'm ready to help any way I can."

His usual enthusiasm falters as they enter the Barony proper, the once proud estate reduced to a shadow of its former self. Just like the Dimernesti, he muses to himself. Approaching the manor house, he is surprised to see several men come out, pitchforks and bows held at the ready. Merituuli holds his hands up placatingly, studying the men intently to determine if their threats were serious or a bluff, letting Mery take over the negotiations.

OOC

Action: —

Bonus Action: —

Movement: —

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 2/2 Favored Foe Marks
  • 3/3 1st Level Spells
Name
Insight on Barony Men
26
1d20+6 20
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 spacer.pngColtan Bluetemper

Level 4 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan accompanies the former mayor to the governor within her entourage.

Entering Kalaman

At the processing station in front of Castle Kalaman, the dazzling reflection from the cloth-of-gold vestments remains mostly hidden as the Apprentice of Reorx stands in the back of the entourage. His eyebrows furrow at the situation and his unnoticed presence. The head of his holy warhammer ignites in blue flameLight spell after he prays to Reorx for strength.

Arriving at the castle steps, the smith has no words for the Bakaris and just shakes his head.

Coltan is the last to enter the office of the governor, not winded by the climb of the stairs. Not wanting this meeting to go sideways, the dwarf strides to the desk in the uncomfortable pause following the gnomish knight's question.

Turning toward the side of the desk, the Apprentice of Reorx dramatically puts his still flaming, bluish metal warhammer on the corner of the desk handle up and takes a step back to the side of the desk. He crosses his smith's arms over his cloth-of-gold chest and announces, "the Apprentice of Reorx witnesses."


OOC

Action: Help Artanis Persuasion

Bonus Action:

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 4/4 | 2nd 3/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • 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.
Edited by JubalBreakbottle (see edit history)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Processing

Initially, Hunni is slightly irritated by the dismissive nature of the talls in charge of processing, but then she remembers that she doesn't really care, isn't really in a hurry, and has lots of interesting things to look at and poke at and play with out here too. First, she straps her shield to the outside of her backpack, and, holding her Staff of the Python, looks about thoughtfully. The gully dwarf considers how much better the view would be from her Giant Constrictor Snake's Back, especially if it reared up as high as it could go, so she could see as far as a Huge creature could see.

She doesn't actually cause it to transform, however, as she notices the pointed looks from her party and those people still in line who know what the stick can do.

Instead, while everyone else is sitting, she pulls out her whip, and has it transform into several other weapons. An axe bigger than she is. A sword as long as Decimus. A broken bottle. A table leg wrapped in chains. A giant scythe made of shadow, dripping black wisps of fog. A roll of copper pieces held in her fist. Finally, she settles on a gauntlet with evil-looking blades extending out from the knuckles, which she pulls on over her right hand. Waving it around thoughtfully, she seems captivated by the wisps of shadow-smoke it leaves behind, even as the observers from the town seem more horrified by the sight. It appears as though her right hand is formed of shadow-stuff, rather than flesh.

She spends the rest of the wait writing rude things in Dwarven on the chairs with Prestidigitation, practicing making noises and sparks and such with Minor Illusion, playing with her fish-bone walker toy, and asking the knights how much longer they need to wait every couple of minutes.

At Wyhan’s

Hunni proceeds through the streets peacefully, with her black hand on the right, and snake-staff in her left hand, craning her head to take in all the sights. As they walk, she asks the knight unfortunate enough to be their chaperone, "Hey, what's your name, anyway? Have you always lived here? Where can a girl get some good food to eat, like, is there a cake shop or something nearby? Can we stop on the way? Hey, where do all the gully dwarves live? Do you know what big lizard people who turn into stone when they die are called? Because I don't, either, and nobody will tell me. How much farther is it to Wyhan's? Did you hear that there's a giant fire-breathing weapon of war in the boat we came in on? I'm trying to turn Jezebel into it, but it isn't working too well so far. Are there any gnomes nearby, I wanted to ask them about a gnome-flinger that got burned down earlier."

When they finally arrive at the shop, her eyes get big and round, and she rushes inside to look at everything, although something keeps her from touching anything. It doesn't seem like she has much of value on display in the front, but Hunni knows that if something looks like it is worthless, it is probably even more powerful. Really, only the most amazing artifacts look like junk. And so much in here looks like junk, she is probably surrounded by unimaginable wonders.

Her clan shaman would have bitten his own arm off for any of these obviously holy relics.

When the woman gestures to the tray, she pulls out her scroll, and, standing up on tiptoe, reaches up to set it in the tray on the counter.

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 14.  Spell Attack Modifier +6.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat)
  • Invocations:  Improved Pact Weapon, Agonizing Blast

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

 

 

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