Kamishiro_Rin Posted October 1, 2023 Clone Share Posted October 1, 2023 (edited) 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 Lady Michelle Folketh Darrett Highwater Raven uth Vogler Edited November 9, 2023 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tbgg Posted October 1, 2023 Clone Share Posted October 1, 2023 (edited) 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:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 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 November 6, 2023 by tbgg (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted October 1, 2023 Clone Share Posted October 1, 2023 (edited) Coltan 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
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