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


Kamishiro_Rin

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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


At the Shore

Decimus accomplishes with a simple cantrip what Meri cannot with his naturaly affinity with water, and Modri cannot his brute strength. The Dwarf grumbles something about, "If I were a wizard..." but by the time they're safely landed he gives Decimus an appreciate smirk in good humor. He can respect a job well done regardless of the source, and his pride isn't so big as to let the embarrassment last more than a minute.

Parting Ways

As it becomes clear the group is splitting up, Modri finds himself at a crossroads. He'd like to make sure Michelle is hanged or anything so foolish, but then again she seems to be able to hold her own and there's others around her. That, and something about the queue to get into the city and the size of the city itself doesn't suit him as well.

Helping a bunch of villagers settle down in tougher conditions is far more in his wheelhouse.

"Ser Artanis." Modri steps up to the Knight of Solomnia. It's the first time he's used anyone's title since they all came together. "That girl needs a weapon and some new armor. Not saying today or tomorrow, but she aught to have a path to both."

He turns to look at everyone starting to depart. "See you all in awhile. You have my permission to have fun and get into whatever scraps you need to. That means all of you." He pointedly looks at each of them. Artanis, Hunni, Decimus, Coltan, the Mayor, and Michelle all in turn, before turning to help do his part to lead the refugees to where they can settle.

Folketh Barony

What a dump. I can make a tent of twigs and hide more proper and civil than this.

He barely holds his observations inside as they approach the manor, and Mery explains the situation. He steps in front of the Bard, though due to his height, her head is still exposed. "And if you don't believe her go ahead and shoot. And when I spank any silly children fool enough to shoot me, then we can have a proper chat about you, this place, some refugees, and whoever these Duskridge bastards are."

It's been a long walk. Taking an arrow or bolt will at least make things interesting in Modri's mind.

 

OOC

-

 

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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 gives Kai and Modri a smile of welcome when the two men join her and the elders, then says to the Sea Elf, "Oh, I don't know, Kai. We might be okay without you if all we need to do is talk, but if we should need to fight, I think having someone like you and Modri along is a good thing. At the very least, I think the presence of the two of you helps us look less like easy pickings for any unscrupulous sorts we might encounter."

 

When the Sea Elf offers help with building a memorial, she says, "Oh yes, Raven should be in on it for a number of reasons. Lady Michelle, too, if she's around. I think your trancing ability could be quite useful if there are any skills lacking for whatever they might want to build."

As they walk along, another idea - or rather the possibilities related to an earlier one - pop in her head. She regards the two men with her thoughtfully before saying, "You know, I think there is something either or both of your help would be quite useful for, given you are both comfortable in the outdoors. The idea I told Jarnathan I'd follow up with him about? There's a little outdoor prep work to be done after I do the shopping but before I talk to him, and I think one or both you would be perfect for that. If you agree, I'll find you when I'm ready for you. Any takers?" She gives them both a hopeful look and a smile.

 

At the Folketh Barony

After Modri steps in front of her, Mery gestures toward him and tells the lead man, "For the most part, he's pretty good about not starting things. There are rumors of this one time, though, when this leader of a gang of five toughs looked at him the wrong way, and Modri took the fight to them, beating all of them by himself and giving the leader this really ugly scar down his cheek and next to his eye. As the story goes, the leader got a lot a lot better at schooling his expression." She grins more than a little maliciously, and hopes Modri won't mind her little fictional rumor.

"I've never seen Modri back down once someone else starts something. You wanna rumble, you'd better be prepared for the fight of your life, 'cause none of us can talk him down once he makes up his mind that's what he wants to do. If you're having trouble with these Duskridge nobles sending people to try to take over Folketh lands, you could do a lot worse than making Modri your friend and getting him to fight on your side. Participating in a nice close fight really makes his day, so if you have any suggestions on where he might find something like that, I'm pretty sure he'd see it as a strong gesture of friendship on your part." She then meets the eyes of each of the farmers in turn, waiting for their response.

 

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
Deception check - start a false rumor
12
1d20+8 4
Intimidate check - make Modri sound tough!
23
1d20+6 17
Persuasion check - make Modri your friend
27
1d20+8 19
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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 . . .


 

The knight wishes both the magical duo, and Mery, Modri and Kai the best of luck in their ventures as the group parts ways, hoping that it won't be the last time they meet up. Mery would obviously be seen again, given her investment in Ser Michelle's legacy, but who knows what the Towers would get up to. He chuckles slightly as he sees the odd pair head off into the city again, tall and short, slow and quick, quiet and chatty. He checks the horses one last time before leading Tiergan with him into line; stables should hopefully be easy to come by as long as the stallion wasn't requisitioned in his absence - his status should prevent that but leaving the beast alone was asking for trouble.

 

Whilst they're held up in line Artanis too does well to contain his growing frustration at the hold-up, and the treatment of the people of Vogler. He is at least a little more understanding of the slow wheels of bureaucracy though, having been subject to such checks himself when he sometimes took horses for sale with his father in the city. Certainly taking the Mayor up on her offer seems to have eased their passage as she promised - though perhaps not hers!

 

As the meet their escort within the city Artanis is forced, for the first time, to actually defend his prisoners status. He suspects it won't be the last.

"Ser Michelle is my prisoner, having surrounded her sword to me in combat at the gates of Vogler as a Knight in the Red Dragon Army," Artanis retorts, positioning himself firmly in front of the potential Baroness. "As such, I must insist courtesy extended the same as if you or I were captured - irrelevant of lost titles." Which I really hope Mery is correct about he privately adds.

 

As they pass Barakis the Younger, still inexplicably full of shit despite having just seen the Red Dragon Army assault the town and run away whilst it burned to the ground, the voices of his mentor and Ser Becklin echo in his head, reminding him of the trouble any noble can cause. Especially the ones not fit for the title. Seeing Darrett bubbling beneath his own mail, he quickly makes sure to lean against his foot, catching the squires eye with warning glare. He's somewhat surprised that Coltan doesn't speak up, but perhaps the smith is taking the high road. The dwarf has seemed precious enough with his words and time in the past to not waste it on those beneath him in the past. Artanis wonders if he should try to adopt the same approach.

 

Before he can contemplate this line any further, they are at the keep. He hands Tiergan off to one of their escorts for stabling with thanks and a coin for the stableboy - hopefully enough to ensure only the best for his steed. They ascend through increasingly rich surroundings, the kind Artanis carries only a passing familiarity to, until they end up before the Governor and Knight Marshall.

Coltan's words, affirming the dwarfs own new position, inspire confidence in Artanis to step forward and reply boldly. "Indeed, they were kind enough to grant me their name though I do not carry their blood. Thank you for meeting us on such short notice Governor Miat, Ser Marbleheart. We bring grave tidings I am afraid, and not just of our own words. Before we left Ser Becklin charged me with, amongst other things, this message," he stepped forward, presenting the sealed scroll to the floor. "I, um," he stutters a little, slowly turning red, "presume of course you are Ser Marbleheart on account of Ser Becklin's description of a stuffy, ancient, old, withered, balding, grey haired fartwith three limbs in the grave..." he trails off, clearly unable to continue. In the moments pause that follows, his hand desperately reaches behind his back in vain hope of finding the letter from Ser Becklin that dictated as such.

He takes a deep breath to recenter himself, before continuing in a sober tone - struggling to hide his emotion - "Ser Becklin unfortunately won't be following. She gave her life in defence of the town. Her other request was though a happier one, and regarding her Squire Darrett here - though I appreciate the timing may mean little ceremony can be afforded I don't doubt we'll soon have need of its produce."

 

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).

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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.

 

Though not particularly fond of the achingly slow process of beaurocracy Decimus is glad for the break in pace from the last few days and lets a wide yawn overcome him while they wait for Lady Raven to sort put yet another of the Bakaris family affairs that they seem to be yet embroiled in. Just when he feels as though he is about to fall asleep standing, they are finally given entrance to the city, and are each given their own individual knights to guide to splitting groups. He eyes Hunni as they are assigned their knight, having done his best to not pay attention to her idle diatribes, else draw her attention to his own person. Something he had not the energy for.

Their knight guides them through the city streets at an uncomfortable pace, as though wanting to be rid of this task as quickly as possible, giving a self important speech for which Decimus has no care for, which he 0responds to with a small smile as he adjusts his kimono pointedly.

"Thank you ser... The city is safe in your hands, I'm sure..."

Thankfully, regardless of whether or not his sarcasm is detected, Hunni des ends upon thr knight with a flurry of questions that occupy their travel until they arrive at the small store. The clearly occult nature of the store unnerves him, as does the thought of being outnumbered by two spellcasters of the Black Path, but he does his best to hide his discomfort, especially having Hunni challenge his preconditioned notions of the branch of Black Sorcery. As he peers through the glass into the empty eye sockets of a Skull, his reflection overlaid upon it, he cannot help but feel the sense of dread overtake him regardless. Hunni enters the shop first, but with the knight and his thoughts as his only companions once she does so, he enters soon after.

The aroma is striking. The scent of magic is palpable, and a familiarity settles in. The second thing he notices, is that he is not the only spellcaster in the room for a penchant for a bit of drama in their wardrobe, and while he appreciates the dark feathered, raven-like aesthetic, he still prefers his own, more gentle floral patterns. In a disinterested manner, she beckons them for their scrolls, which Hunni immediately abides, but Decimus falters. He holds the scroll before him after digging through his many pockets to find it.

"I don't suppose we can get confirmation that you are Wyhan...? Sensitive matters and all...."

 

 

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Action:

Bonus Action:

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Name
Dex Save (DC 14)
18
1d20+3 15
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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

Walking towards the Barony Folketh

On 10/7/2023 at 11:44 PM, tbgg said:

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?"

   “That sounds like it would be a lovely idea,” Jarnathon responds, with nods of concurrance between the rest of the town elders that accompany you. “The only thing I would caution is that we don’t get ahead of ourselves.”

On 10/8/2023 at 1:09 AM, PhoenixSlayer said:

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."

   “The people of Vogler already owe you and your friends a great debt,” Jarnathan says. “But we would be especially honored by any help you could lend building a memorial to our dead. I half suspect that we’d be hard pressed to prevent them from erecting a statue of the seven of you!”


The Barony Folketh

(Mery, Modri, Merituuli, Jarnathan and Other Vogler Elders)

On 10/8/2023 at 1:09 AM, PhoenixSlayer said:

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.

   They come across as very serious to Merituuli. They don’t feel like they’re playing around.

On 10/7/2023 at 11:44 PM, tbgg said:

"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?"

   The men confronting you begin to relax. But then . . .

On 10/9/2023 at 12:33 AM, Peacemonger said:

He barely holds his observations inside as they approach the manor, and Mery explains the situation. He steps in front of the Bard, though due to his height, her head is still exposed. "And if you don't believe her go ahead and shoot. And when I spank any silly children fool enough to shoot me, then we can have a proper chat about you, this place, some refugees, and whoever these Duskridge bastards are."

   And . . .

On 10/11/2023 at 3:02 AM, tbgg said:

After Modri steps in front of her, Mery gestures toward him and tells the lead man, "For the most part, he's pretty good about not starting things. There are rumors of this one time, though, when this leader of a gang of five toughs looked at him the wrong way, and Modri took the fight to them, beating all of them by himself and giving the leader this really ugly scar down his cheek and next to his eye. As the story goes, the leader got a lot a lot better at schooling his expression." She grins more than a little maliciously, and hopes Modri won't mind her little fictional rumor.

"I've never seen Modri back down once someone else starts something. You wanna rumble, you'd better be prepared for the fight of your life, 'cause none of us can talk him down once he makes up his mind that's what he wants to do. If you're having trouble with these Duskridge nobles sending people to try to take over Folketh lands, you could do a lot worse than making Modri your friend and getting him to fight on your side. Participating in a nice close fight really makes his day, so if you have any suggestions on where he might find something like that, I'm pretty sure he'd see it as a strong gesture of friendship on your part." She then meets the eyes of each of the farmers in turn, waiting for their response.

   . . . Sets them right back on edge. Soon, five more, then ten more men, then 20 more men come filtering out of their homes and making their way behind the initial few, all carrying weapons—mainly longbows.

   The ‘representative’—the first man who spoke—says, “You come waltzing on our lord’s land—our land—and claim not to be sent by those Duskridges . . . but then you threaten us? And you say our lord’s back? But where is Lord Michel? Why ain’t he with you? How about the Young Lady, Michelle? You got any proof with you?”

   “Hey, ain’t you one of them sea elves?” another man asks, looking at Merituuli. “Ain’t you a long way from Dimernesti?” A couple of the other men raise their eyebrows at the man, clearly surprised at his question, but most of them are not so surprised. Instead, they roll their eyes and an obvious thing the man would do, or in this case, say.

   The representative turns to the man who asked about Merituuli and says, “Booker, what’re you even doing here? You can’t fight your way out of a wet paper bag. Go make yourself useful and go back to the big house and get Cap. Chaps ’n’ Straps here” he says, gesturing at Modri, “thinks he’s gonna give someone a spanking. Let’s see what Cap has to say about that.”

   The somewhat scrawny man who looks like he clearly earned his name nods and scrambles back to the ‘big house’—the manor house.

   It’s not long before an old man—probably as old as Jarnathan—maybe in his sixties, with an outrageously bushy white handlebar mustache, and equally bushy eyebrows comes stomping down the path towards you in an unbuttoned guard-captains’ uniform not unlike that of the officers of the watch in Palanthas. His ghillie shirt is stained with sweat from training.

   “Which one of you is ‘Chaps ’n’ Straps’?” He looks at a bunch of bookish town elders from Vogler before skipping right over Mery and then locking onto Merituuli and Modri. He turns to Booker, pointing to you two. “Is it the blue elf with the big conch, or is it the . . . no, it’s definitely the dwarf. I see it now.” He removes his officers’ jacket and hands it to Booker. He walks towards Modri, un-lacing his ghillie shirt and tossing it to the representative. He might look old, but he’s solid muscle.

   “Well, ‘Chaps ’n’ Straps’? Come’n’ give Ol’e Cappy a slappy!” he says with a big grin. “. . . If y’can . . .” He takes a wrestling stance and his muscles bulge even more.

   He pounces, lightning quick and lands a strike, attempting to suplex Modri, but Modri is strong enough to stop the manuver. However, he still takes 4 bludgeoning damage. Cap’s second and third strike fail to connect.

“Cap” or “Cappy”

Medium Humanoid (human)

Armor Class 15 (unarmored defense)

Hit Points 65 (10d8 + 20)

65/65

Speed 40 ft.

STR +3, DEX +2, CON +2, INT +2, WIS +3, CHA –1

Saving Throws Str +5, Wis +5

Skills Acrobatics +4, Athletics +5, Perception +5

Senses passive Perception 15

Languages Common

Unarmored Defense. While Cap is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.

Actions

Multiattack. Cap makes three unarmed strikes.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the target is a Large or smaller creature, Cap can choose one of the following additional effects:

  • Bruise. The target must succeed on a DC 13 Constitution saving throw. On a failure, its speed is reduced by 5 feet until it receives at least 1 point of magical healing. A creature can use its action to make a DC 15 Wisdom (Medicine) check to heal an affected creature within 5 feet of it (including itself), restoring any lost speed on a success.
  • Disarm. The target must succeed on a DC 13 Strength saving throw or drop one item it is holding. Cap can choose which item is dropped, and can pick it up.
  • Suplex. The target must succeed on a DC 13 Strength saving throw or be knocked prone.

Reactions

Clever Fighter. When Cap hits with an attack or is targeted by an attack, he can add his Intelligence modifier (+2) to his damage rolls or AC until the end of his turn.

Endurance (Recharges after a Short or Long Rest). When Cap takes damage, he can reduce the damage by 8 (1d12 + 2).


Processing

On 10/11/2023 at 3:19 AM, PureChance said:

"Ser Michelle is my prisoner, having surrounded her sword to me in combat at the gates of Vogler as a Knight in the Red Dragon Army," Artanis retorts, positioning himself firmly in front of the potential Baroness. "As such, I must insist courtesy extended the same as if you or I were captured - irrelevant of lost titles." Which I really hope Mery is correct about he privately adds.

   The knight tips his visor with a nod of his head. “Apologies, Sir. ’Twern’t me place t’say tha’. ’Twon’t happen a secon’time.”


At Castle Kalaman

(Raven, Artanis, Coltan, Michelle, and Darrett)

On 10/8/2023 at 3:18 AM, JubalBreakbottle said:

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."

   Governor Miat barely shows any signs of being awed by your display, but you can pick them up.

   “So,” he says, “The gods really are back, then?”

On 10/11/2023 at 3:19 AM, PureChance said:

Coltan's words, affirming the dwarfs own new position, inspire confidence in Artanis to step forward and reply boldly. "Indeed, they were kind enough to grant me their name though I do not carry their blood. Thank you for meeting us on such short notice Governor Miat, Ser Marbleheart. We bring grave tidings I am afraid, and not just of our own words. Before we left Ser Becklin charged me with, amongst other things, this message," he stepped forward, presenting the sealed scroll to the floor. "I, um," he stutters a little, slowly turning red, "presume of course you are Ser Marbleheart on account of Ser Becklin's description of a stuffy, ancient, old, withered, balding, grey haired fartwith three limbs in the grave..." he trails off, clearly unable to continue. In the moments pause that follows, his hand desperately reaches behind his back in vain hope of finding the letter from Ser Becklin that dictated as such.

   Ser Corpher’s bright enthusiasm wanes as Artanis reveals that he’s not actually Brightblade stock, but returns when Artanis explains that he’s properly been given the name by the family.

   When Artanis repeats Ser Becklin’s in-joke, Governor Miat whips around in a fury, ready to bark out orders for your arrest but stops and looks in baffled askance as Ser Corpher positively cackles with delight. It’s hard to miss the Governor giving Lady Michelle a speculative stare, though, now that he’s facing you all.

   “THREE limbs in the grave?!” He guffaws. “HA! More like four and half my torso! But I’m sharp as a tack up here,” he says, pointing to his bulbous, balding head underneath a mane of white hair.

On 10/11/2023 at 3:19 AM, PureChance said:

He takes a deep breath to recenter himself, before continuing in a sober tone - struggling to hide his emotion - "Ser Becklin unfortunately won't be following. She gave her life in defence of the town. Her other request was though a happier one, and regarding her Squire Darrett here - though I appreciate the timing may mean little ceremony can be afforded I don't doubt we'll soon have need of its produce."

   Ser Corpher Marbleheart is wiping away tears he was laughing so hard and sobers with a “No!” He cries out plaintively when Artanis reveals that his old friend has died in battle. “Not Ser Becklin! It can’t be!”

   He takes the scroll from Artanis and breaks the seal. As he unrolls it, another paper falls out of it. It falls to the floor and the vernerable gnome grunts as he bends over and picks it up. He reads it and then hands it and the scroll over to Governor Miat. They nod to one another.

   Ser Corpher plods over to the right side of the governor and beckons Artanis over to the governor’s left.

   “Derrett Highwater, Squire to the late Ser Becklin uth Viharin,” the governor intones, “Kneel before the King’s Agent and Executor of His Will in this March.”

   Once Artanis is in place at the governor’s left, and Darret is kneeling, the governor continues. “Do you so swear to uphold the oath of a Solamnic Knight?”

   “I do!” Darrett answers solemnly but emphatically.

   “Then I, Calof Miat, Marquess of Nightlund and Governor of the City of Kalaman, in the name of His Majesty, and upon the recommendation of Ser Becklin uth Viharin, name thee Ser Darret Highwater uth Vogler, Knight of Solamnia.” He then taps his huge broadsword upon Darrett’s shoulders. He takes ahold of the decorative ribbon that begins, sealed under the wax of Ser Becklin’s seal, folds it into a twist to the right, then back over to the left and down, pours wax there and seals it. Next to it, he signs it. He then turns to the two on his right and left. “Ser Corpher, Ser Artanis, please sign and seal this scroll, certifying that you have witnessed the birth of a new Knight of Solamnia.”

   Ser Corpher twists the ribbon to the right, left, and down, pours wax on it, seals it, and then signs it. He beckons Ser Artanis over. He sees that there’s enough ribbon to do the same, and have about three inches left under his own seal, with its decorative chevron. It’ll look just as his own certificate scroll looks.

   “If I may make a request,” the newly named Ser Darrett says, “I would be very honored and feel most blessed if the Apprentice of Reorx, Brother Coltan, would affix his seal, or mark, upon the end of this tassle ribbon, and sign it, too.”

   Once all is said and done, Ser Corpher says to Darret, “Ser Darrett, please go retrieve your armor. You should wear it with pride. Ser Conninghem, here, will escort you. He can show you where you need to go from there.” Darrett bids you all good bye and leaves with Ser Conninghem.

   Then Ser Corpher grows serious and says, to the room, “And is the rest of this note, from Ser Becklin true? Is this an officer in the Dragon Armies that just invaded Vogler? I’ll assume that given Ser Becklin’s death in battle, that she didn’t know of the town being taken . . .”

   “Your leader, Bakaris uth Estide, has claimed that the town’s people are regrouping and forming up a militia to retake the town and repel the invaders. You can imagine our worry about allowing nearly 400 armed peasants into the city all at once—regardless of motive . . . Yes, Miss . . .”

   “Baronetss, Your Grace,” Raven says, once acknowledged by the governor. “Baronetess Raven uth Vogler. If you’ll allow my impertinence, Lord Bakaris is merely a resident of my Baronetcy—the Village of Vogler—and his Barony, Estide, is to the west of us. He is no more my town’s leader than Ser Corpher, here, is. And to clarify, a mere 300, maybe 350, survived our town being completely razed to the ground in an unholy column of flame. We’re cold, we’re starving, and we’re grieving. No one is ‘armed’ or ‘ready to repel the invaders’.”

   Governor Miat frowns. “This is all dire news. My heart goes out to your friends and families, but I hope you can understand our reticence to welcome you all through our city’s gates. These aren’t normal times. Marshal? I trust you’ve heard what the Baronetess has had to say?”

   The governor gestures to a stern woman coming in from a side entrance wearing armor embellished with the blue and gold colors of Kalaman. She nods and begins, “Yes, Your Grace,” she answers. She turns to you all and says, “I am Marshal Vendri, commander of Kalaman’s military forces. I’m afraid your situation is far from unique.”

   “And the enemy officer, here?” the governor asks. “What of her?”

   “Grr . . .” Raven grits her teeth. She breathes in deeply and exhales slowly. Finally, she says, “This . . . filth . . . is . . . she’s Ser Artanis’s prisoner—I’ll let him explain. I’d just as soon see her hanged, but that’ll be up to Ser Corpher and his Order of the Rose.”


At Wyhan’s

(Decimus & Hunni)

On 10/8/2023 at 10:19 AM, KingGoblin said:

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."

   Blasted with questions, the knight responds with a kurt, “I’m Ser Bennington. No, we’re not stopping. I’m to take you to the black robe and then escort you either back out of the city until further notice, or to the Castle Kalaman, to rejoin your companions.”

On 10/11/2023 at 4:50 PM, tyrtaeus said:

"Thank you ser... The city is safe in your hands, I'm sure..."

   “And I aim to keep it that way, wizard!” You can tell he’s very mistrustful of those that fiddle with the arcane.

On 10/11/2023 at 4:50 PM, tyrtaeus said:

"I don't suppose we can get confirmation that you are Wyhan...? Sensitive matters and all...."

   The woman merely eyes you, one eyebrow raised.

   Once Hunni places her scroll on the tray, the woman waves her hand at it. It goes zipping towards her, unfurling as it does and floats in front of her. She reads it and sneers a little—only a little—and casually flicks her hands. Suddenly the scroll begins racing out of Decimus’s hand, but he catches it and holds it fast, just in the nick of time.

   She looks at Decimus with narrowed eyes. “I am Wyhan. Scroll? Otherwise, waste not my time and get out of my shop. I have Mage’s test to complete, as you can see. Do you not need to complet yours, as well?”

Portraits
Lieutenant Dame Michelle Folketh Darrett Highwater Raven uth Vogler

Lady Michelle Folketh

Darrett Highwater Raven uth Vogler

Wyhan

Wyhan

Edited by Kamishiro_Rin (see edit history)
Name
Modri Initiative
6
1d20+1 5
Cap Initiative
9
1d20+2 7
Cap Unarmed Strike vs. Modri (AC 17)
20; 4; 3
1d20+5;1d8+3;1d8 [15]; [15,1]; [15,1,3]
Modri DC 13 Strength Save vs Being Knocked Prone
17
1d20+5 12
Cap Unarmed Strike #2 vs. Modri (AC 17)
7; 4; 2
1d20+5;1d8+3;1d8 [2]; [2,1]; [2,1,2]
Cap Unarmed Strike #3 vs. Modri (AC 17)
6; 8; 8
1d20+5;1d8+3;1d8 [1]; [1,5]; [1,5,8]
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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 flatly replies to the governor, "aye. The gods have returned."

The Apprentice of Reorx witnesses the back and forth and smiles in surprise at Ser Darrett's request. "It would be an honor, laddie." He signs and marks the knight's tassle.

The dwarf resumes his arms-crossed stance beside the governor's desk. The audience had not gone badly, so he continued to support Artanis by sternly surveilling the scene. The smith had little experience with nobles preferring the common folk, so he doubted his blunt words would be better than Artanis's silvery diplomacy. But, he recognized that the eyes of his divine patron required him here, because the results of this meeting had the longest lever to improve the situation of the refugees of Vogler.


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


 

At Wyhan’s

Hunni rolls her eyes at Decimus. "Decimus, really? She's a black-robed mage, which means she's the best kind of mage. You think she would let an imposter take over her shop? Come on, give her the scroll, so we can get to the test."

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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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.

 

Forgive my reticence; it has been a troubling journey here and I am…. Overburdened by distrust as of late….

With Lady Michelle and the traitorous knights back in Vogler, Decius was having trouble believing anyone is who they say they are at this point. While he did not have Meryelles penchant for spotting and solving mysteries, what he did possess an overactive imagination and a nasty habit of seeing surgeries and omens in everything. While her black cloak was not particularly comforting, her similarity to a raven, an omen of death seemed too on the nose for him to ignore. The scroll dances at the tips of his fingers as he holds on tightly, his lamenting smile still on his lips as he ponders her non-answer.

As usual, it is Hunni whose lead he takes, as she rolls her eyes at his actions, he nods, releasing the scroll, allowing it to join its companion.


My apologies Hunni…. Wyhan, I meant no disrespect…. Shall we proceed?

His suspicions are not dissuaded, but trusting Hunni had prevented him from spiralling down the pit of conspiracy before, so he was simply putting to use the lessons learned.

 

 

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Action:

Bonus Action:

Movement:

Reaction:

Name
Insight
14
1d20+2 12
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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

At Wyhan’s

(Decimus & Hunni)

   Decimus’s scroll flies from his fingertips and joins Hunnis, unfurled and floating before Wyhan. She reads over his, as well. She grumbles about no one wanting power and control these days and ‘goodie little two-shoes’ before steeling her features.

   Decimus gets the impression that she puts up with this as a part of increasing the overall numbers of the Mages of High Sorcery, but would probably much prefer initiating straight-up black-robes like herself and would wash her hands of white- and red-robes if she could.

   “Mistrust is a good thing, Decimus of Pouring Rain . . . though too much, misapplied, leads to lost opportunities . . . lost loves when you don’t trust in your own worthiness enough . . .” she says. “Though I have to wonder . . . how does one with such a gifted mind manage to lose a contest of riddles to a troll? Overthinking, perhaps? And my, what poetry you and the Green Shield wrought together. Perhaps you and the new Green Shield can produce even greater poetry in the future . . .”

   “And Hunni of That Place . . . formerly This Place . . . of the Clan Collic . . . And you had dealings with the Green Shield as well . . . and shall continue with the new Green Shield, I see . . .” she intoned. “So . . . Hunni of That Place, student of Wyren, vessel of Jezebel, you won’t run away from some task the Mages of High Sorcery set upon you like you ran away from your marriage, will you?”

   “Both of you, why do you think you’re worthy of using magic? Do you serve your magic, or does your magic serve you? How will you change the world with your magic? If you were to lose your magic, what would you do? Answer me these, and I the test shall be completed. Be candid, be confident, and don’t try to answer the way you think I want you to answer—I’ll know, and I’ll be disgusted. You don’t want me disgusted.”

   You catch sight of your opened scrolls. There appears to be nothing written on them . . .

Portraits

Wyhan

Wyhan

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


 

At the Folketh Barony

Mery steps up next to the 'representative' farmer and pulls him to the side, a short way away from where Modri and the Cap are fighting. Hands empty and manner relaxed, she says, "All the questions you ask are more than reasonable, but the whole thing is kind of a long story. Let me give you the highlights, then let's let Modri and your Cappy fight, then afterward, I'll try and answer whatever additional questions you might have."

"About 3 years ago, Lord Michael and Michelle were forced to join this army of Takhisis that showed up where they were living in exile, and then promptly separated into different fighting groups. A year or so ago, Lord Michael passed away when his group was sent to invade Elven lands. The group that Lady Michelle was in currently has plans to invade Kalaman, and in fact, if it weren't for my group - Modri, the Sea Elf here with us, 4 others inside the city, and me - interfering with their plans for a small fishing village called Vogler about 30 miles up the Vingaard River from here, that army would be invading Kalaman as we speak. All we managed to do was buy some time - they still have their sights set on invading this city. During our time in Vogler, the army judged Lady Michelle as worthy of death due to her unwillingness to compromise her honor and she is currently with two of my group in the city warning the city's leaders of that army's plans for Kalaman. I believe she will be sharing what she knows of them from her time serving them, and this need to help start the defense of the city is why she's not here right now."

"As for proof, we know that Lord Michael hid proof of the family's identity within the city, and Lady Michelle has charged me personally with retrieving it - I just haven't done so yet due to the need to start on another task she authorized - the one that has brought us here beyond just telling you about her return. If you mean proof that what I am saying is true, then I don't have anything like that, but I expect we can probably arrange something that will satisfy you."

"There's a bit more to this story and why we're here, but this is a beginning."

She turns to take a look at how the fight is going. "Show them who you are, Modri!" she calls encouragingly to the Dwarf barbarian, feeling a little shy about calling out, but wanting him to know she believes in him.

 

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)
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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


 

At Wyhan’s

Hunni looks slightly insulted, then her eyes fog with a dreamy look. "I didn't run away from Kopi. He was a real twit. He is a real twit. He will be good HighCollic. I ran to something else... Not away from the family and clan that I loved. Love..." the dreamy look fades from her eyes, even as she glances at Decimus.

"Um. Decimus should answer first. I should not... Influence..." her look is slightly calculating. As calculating as a simpleton Aghar can look, anyway. "Your questions are dangerous. Is answering in front of... Him... Part of the test? If not, I want... I insist... I need to answer in private. Master Wyhan." As she speaks, the bladed glove on her right hand dissolves, and her eyes, if possible, turn more dung-brown, as she regards the ground in front of her.

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.

 

 

Edited by KingGoblin (see edit history)
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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

At Wyhan’s

(Decimus & Hunni)

   Wyhan smiles as you say her questions are dangerous. “Dangerous, hmm?” she muses, “Well, Mr. Decimus, please wait here. Come, Hunni my office is in the back.” She ushers Hunni back there and says, “Well? Dangerous girl, what say you?”

Wyhan

Wyhan

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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


 

At Wyhan’s

Hunni nods quickly, and moves to follow Wyhan. On the way, she trips over her own feet, and stumbles into a table. Attempting to recover, her staff hits some baubles hanging above her, sending a cloud of dust around, and she sneezes loudly. Apologizing, she rushes into the back office.

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.

 

 

Edited by KingGoblin (see edit history)
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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 Barony

Merituuli remains confident that negotiations are going swimmingly, even when Modri steps in front of Mery protectively. Things quickly took a downward spiral with Modri's and Mery's combined threats, and he can't help but cringe a bit. Oh dear, wrong tack with these folk. They're deadly serious about this.

The man referred to as Booker's observation of his lineage receives a cocked eyebrow of interest, and judging by the others' reactions, such an astute and educated comment isn't unusual for him.

The bare-knuckled brawl between Modri and Cappy breaks out quickly, and Merituuli watches for a moment before noticing Mery moving over to speak with one of the farmers. Fearing that she may be misunderstanding the mood and could be stabbed by a pitchfork at any moment for even approaching, Merituuli follows closely behind, keeping a watchful eye on the gathered men. He does shoot a quick glance and grin over to Booker, saying, "Good observations. Maybe we can settle things down here and have a nice talk?"

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
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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

At Wyhan’s

(Decimus & Hunni)

   “Now, I feel like your white-robe friend will want a chance to answer,” she says, escorting you back to the front of the shop.

   To Decimus, she asks, “Will you be needing the privacy of my office, as well?”

Portraits
 

Wyhan

 

 

Wyhan

 
Edited by Kamishiro_Rin (see edit history)
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