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Day 4 - Kalaman


emotionaut

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***

Location:  Outside Kalaman

Day:  4

Time:  7:00 P.M.


The setting sun at their backs, the last fleeing boats from Vogler finally come within sight of Kalaman. The great walled city rises in the distance, spreading across the southern edge of a wide bay. Ships sails to and from the city's harbor, their courses lit by a pair of towering beacons.

On the shore ahead, where the Vingaard River meets Kalaman Bay, hundreds of survivors from Vogler have pulled their mismatched boats ashore and begun making camp. Heather, Jaqi, Bastion, Jonas, Kora, Eirik, and Andir are among the very last to arrive. Their captain, who has remained silent for the duration of their journey, guides their small boat in among the others. He tosses a line to a waiting hand, and a group of a dozen exhausted men draw the boat aground.

The villagers cast sidelong glances at the squires and mages as they disembark, but bow their heads should any look their way. Hatred and suspicion have long been favored for the Knights of Solamnia and the Mages of High Sorcery, but this is something different. Through whispered words and furtive glances, it is becoming clear that the villagers were in shock, but now a sense of awe is overtaking them. They have seen the horror of war come to their peaceful community. They have seen Death's hand reaching for everyone they know and love. And they have seen this group of young heroes stand in defiance.

The group wanders through the hastily erected camp, looking for anyone they might know. Some may hold out an irrational hope to see Sir Viharin, Mage Nightsong, or June-Bug run up to them in the firelight. But Andir and Eirik made it clear that the three held their last stand at Thornwall Tower. The old knight was known for quoting a particular line from the Measure. "When standing in the right place, one knight can be worth a hundred." Of course, every time he quoted it, he misquoted it. Sometimes one knight was worth a thousand. Sometimes he got more poetic. Sometimes less. To the point where Jaqi and Bastion aren't sure of the original wording. But the spirit of the quote was always the same. And they both know that while the old man was in decline, he was still skilled enough to hold back an army given the right footing.

By the same token, Jonas and Kora both known Mage Nightsong well enough to hold out some hope that she had a trick up her sleeves to escape that magical inferno. Given the mysteries of the tower and Nightsong's own capabilities, it's possible that she got them out of there at the last second. But they also know her well enough to realize that she would sacrifice herself without hesitation or regret if it meant safeguarding the Order and its secrets.

And so while they do not find Viharin, Nightsong, or June-Bug, the group does find Mayor Taven. The woman stands at the center of a maelstrom of activity, issuing orders to other villagers as they establish the camp. There are problems at every turn, not the least of which being that the city has not yet opened its gates to them. Beyond that, the villagers struggle to establish fires with the meager wood available near the shore. They have little in the ways of tents or other shelters. And food and clean water are in short supply.
 

OOC

New location, so new thread. Please remember to do your level up crunch if you haven't already.

With Sir Viharin and Mage Nightsong missing, you guys are on your own. As a reminder, you have Greenshield's journal (which had been delivered to the Knights of Solamnia), a strange artifact (which had been delivered to the Mages of High Sorcery), and Greenshield's research (recovered from Thornwall Tower). You're not sure what any of it means, only that it appears to deal with local bloodlines. The Dragon Army was also demanding Vogler turn over anyone if Istari descent.

As the Heroes of Vogler, you now have influence that may feel undeserved, given your ages. But the people will be looking to you for guidance and understanding. RP that how you wish.

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tZ7ip34.jpgKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 22/22 | awareness.svg PP: 11 | Spell Slots: 1st 3/4, 2nd 2/2 | Sorcery Pts: 3/3 
Inspiration | Languages: Common, Draconic, Dwarven, Sylvan


Kora had kept quiet and distant from the rest of the group during the boat-ride to the shores of Kalaman. She never strayed too far from a searching eye, not wanting to draw suspicion from the others, particularly Jaqelenna. But she removed herself from their immediate company, avoiding conversation for fear of being asked pointed questions that she cared not to answer. As their boat arrived, Kora was quick to disembark and assist with anyone who needed help coming ashore and setting up a place to rest. She frowned at the disorder and the walls of the city. Was this going to be another example of folk with power unwilling to share with those in need?

Memory of Nightsong's sacrifice made her stifle that old bitterness. Those emotions were distracting here when there were people who needed aid. She hovered near where Mayor Taven was juggling the task of keeping her people organized and in good spirits. What the people of Vogler needed most now were shelter, warmth, and food - that was something Kalaman could provide, if they had the desire to do so.

A nagging urge kept prodding Kora to seek out Andir Valmakos and convince him to let her have another look at Greenshield's research - but she swallowed that desire. It was a selfish one, and not one she would indulge while people struggled around her. She slipped away and made her way toward the gates of the city. She had no delusions that she could convince the city to open their doors immediately - but perhaps she could at least wield her silver tongue to start the ball rolling, as it were.


Tabletop

Kora intends to talk with any guards at the city gates and explain the situation. She would let them know about the tragedy that occurred in Vogler and encourage word to be passed along to those who make such decisions to offer shelter and aid to the refugees. She will be Persuasive but wouldn't be above guilting a guard or commander into pushing things along.

If I need to roll, I can add it to this post.

 

Name
Charisma (Persuasion) check
22
1d20+5 17
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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 20/20 Hit dice: 3/3d10

LR Abilities:  Taunt: 2/2 | Fearless 1/1 | 1st Level 3/3 | Primal spell 1/1

Attacks | Saves | Spells Sheet


Heather too has kept her own counsel on the journey, hood pulled up, seeming to sleep. The rush of pride at Jaqi's comment in the heat of battle has faded now, and she's considering what she saw.

Heather isn't much for grand thinking or philosophizing. She doesn't like violence or savagery, and their attackers had been dealing plenty of both. Their massed ranks were a great monster, like a dragon made of worms. The town had been a good place, of safety and civility, and that was gone now.

The only question was, what to do about it? Fortunately, she didn't have to guess.anymore. As the boat makes land, she taps Bastion. "What next?"

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Jonas Clarkspacer.png


checked-shield.svgAC 11/14 | health-normal.svg HP: 7/7 | awareness.svg PP: 17 | Spell Slots: 1st: 3/1 | InspX | Languages: Common, Draconic | Conditions: Limping (-5 Move)


Jonas spent the boat ride chatting with his charges. The old man, called Gunnar, introduced his sister, Sigda and her daughter, Branwyn. He was a weaver by trade, although his eyesight was failing, and Sigda and Branwyn had pretty much taken over the business.

He watched Andir as the young mage moved among the crowd, always with a gentle touch or kind word. The villagers were scared, confused, and he seemed to know just what to say to help them. I wish I knew how to do that.

When the reached the beaches of Kalaman, he helped Gunnar ashore, then led the trio to a campfire where they were greeted by some familiar faces. He bowed and wished them well, then turned to rejoin the others. The warriors, Jaqi and Heather and Bastion and Eirik, stood in the middle of a circle of wary respect. He rejoined Andir and Kora and joined them. The Mayor was nearby, a familiar authority figure trying to answer all the questions and needs of everyone. She looked exhausted, but resolute.

He cleared his throat. "Er, Madam Mayor. How can we be of assistance? Do you need someone to talk to the authorities in Kalaman? I don't see any of them here yet. They may not know all that has happened."

 

OOC

Jonas is hoping to get the gates of Kalaman open, somehow. Either to bring refugees in, or to bring supplies out.

 

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Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 11/22 Speed 40 ft., PP 13
Sneak Attack 2d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +6
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +5
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.

Survivalist
You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them.

What next indeed?

Bastion was still shocked, the image of that fiery light etched into his mind like a flashbang of magic and death. Where there was help, he helped, a ready distraction to the intrusive thoughts that invaded his head like a horde of draconians. The deference given to them, to him, was more than irritating: what had he done to deserve that? He was but a squire, not a proper knight. Not that the knights ever got that kind of derence either, not until they proved themselves. So what was this? What was he supposed to do?

What was he supposed to do?

Then comes the tap on his shoulder, and the irritation fades: it's not as if this is Heather's fault, and quite the contrary. This is happening to her, too. TO them all. They all... lost something in that blast. They all had questions but no leaders to help them.

What next?

He thinks for a moment, closes his eyes, and sighs. "That Dragon Army came for something in these files. Something we don't yet understand. Without Sir Viharin here, or any of the other.... leaders, so to speak, the choice is ours to make. I don't know what's next... but I know it involves those papers. We make sense of those, and we keep them out of the hands of the Dragon Army, and that's all we can do for now. As for something more concrete... we can't stay near. We have to move." He looked to Kora, to Jonas, to Jaqi, hoping someone had something approaching an answer.

Out of Character

Situational:
Move: 
Action: 
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

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Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Dragonrune Fighter (3) | Conditions: None


 

checked-shield.svgAC: 16 | health-normal.svg HP: 30/30 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 0/1| Insp | Languages: Common, Draconic, Elvish


They approached the shores near Kalaman and Jaqelenna Lanthaloren raises her head from its hung position to stare towards the approaching walls of the city. She finally deigns to pull herself from the ground; she who has lost everyone whom she considered family or friend. Everyone, except Bastion at this point. Her gaze slid to him as he moved about, assisting with the mooring process. She would protect him if it was the last thing she did. She would protect him, and her new allies -- even Kora, if she proved to be an ally after all.

No more death; not for the ones she could protect.

The tattooed runes beneath her eyes shimmer with a faint magic. Jaqi does not seem to notice.

Not for the one's she could keep safe, like whelplings beneath a mother dragon's wings.

The Heroes of Vogler move to the shore and Jaqi remains quiet as she observes the aftermath of the Dragon Armies' march. It takes her, unwilling, back to the most painful time in her life. She recalls the smell of smoke and bright, spiraling embers floating past her, carried on the night's wind. She recalls her slow gait, trudging forward as the fellow refugees of her beloved hometown stumble past her. She is not by herself, but she is alone. Everything is burning. Everyone is burning. But she is shivering.

Bastion's response to Heather pulls the tall Elf from her stupor with a swift and sharp inhalation of breath. She shivers. Her eyes blink repeatedly while she watches Bastion. Did he ask her a question? She does not recall, but imagines the best question to ask would be 'what do we do now?' And so she provides her best answer. "We must know of their goals with the Istari-born." Her voice is still ragged and raspy. "We must get these people behind the walls of Kalaman." She suddenly perks up and looks around, seemingly counting those amongst their party. "Where is Kora? Has she run to hiding already? It does not matter. Come. Our word may not carry a heavy weight in Kalaman, but it carries more than anyone else amongst these disparaged people. We can look into the Dwarf's book-notes when we are safely inside."

 

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***

Location:  Outside Kalaman

Day:  4

Time:  7:20 P.M.


With no sign of representatives of Kalaman currently present, Kora takes it upon herself to approach the city gates. Their landing site is maybe half a mile from the city, but the sheer size of the walls makes it impossible to correctly judge the distance. As she comes closer, she spots statues of titanic soldiers lining those mighty walls. These ancient stone knights stare into the distance, daring would-be invaders to dash themselves against defenses that withstood even the Cataclysm.

Closer to the city, Kora discovers a disorganized neighborhood of tents and ramshackle structures lining the road. These are not the people of Vogler, she quickly realizes, but rather Kalaman's own displaced and disenfranchised peoples. Suspicious and hungry eyes follow her as she crosses the distance to the gate, which remains closed and barred.

Officers in blue and yellow uniforms man a post, where a short line of applicants makes pleas for entry. By the looks of it, it is common practice to turn away all who approach after sunset.

Meanwhile, the others confer with Mayor Taven, who is both overjoyed to see the heroes alive, but saddened by the news of what may have become of Sir Viharin, Mage Nightsong, and little June-Bug. She promises that at the first opportunity, they will send scouts back to search for survivors, but their first priority is to the men, women, and children currently stranded in the dark outside Kalaman's walls. At Jonas's question, the mayor says, "Lord Bakaris volunteered to speak with the city council on our behalf, but he has not yet returned with news. Perhaps you could go join him and lend the weight of your experiences to our pleas?"

The heroes are eager to do something for the poor villagers, so they head toward the gates. They arrive in time to find Kora just reaching the front of the line, where she engages with the guards. "Our captain already admitted someone claiming to represent Vogler," one of the guards is saying. "He looked the part of the diplomat, whereas you--" He doesn't finish the thought as he suddenly spots the other heroes, with Jaqi looming above even him and his partner. The guards eye the collection of young warriors and give each other a look.

Their hesitation is all the opening Kora requires. Backed by the appearance of her companions, she is able to convince the two men that they were on the frontlines of the conflict that displaced an entire village. Their accounts will be critical to informing the city council of what Kalaman too may soon face. To hear such an outlandish story would normally give guards such as these cause to laugh, but when faced with the bruised and bloodied faces before them, they wilt under Kora's eloquent arguments.

The guards open the postern gate and allow the heroes entry. They suggest hurrying to Castle Kalaman, where the council is still likely in late session discussing the situation in Vogler.
 

OOC

Posting the city map here, but it'll also be in the reference section. You're at the Trade Gate on the left.

image.png.5f524cc7ae18c29fb9f07ecefa4242cf.png

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tZ7ip34.jpgKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 22/22 | awareness.svg PP: 11 | Spell Slots: 1st 3/4, 2nd 2/2 | Sorcery Pts: 3/3 
Inspiration | Languages: Common, Draconic, Dwarven, Sylvan


Kora turned a weary but appreciative smile toward the guards as she and the rest of the bands of young warriors and mages were admitted into the walls of Kalaman. Her expression was all understanding of the guards' duties and gratitude that they were taking their role seriously. As she and the others stepped away from the sentries, who returned to their watchful stations, Kora let her smile drop and the cold hardness returned.

"It will do the people of Vogler no good if that self-centered peacock is allowed to speak on their behalf," Kora observed, referencing the Lord Bakaris with her disdainful tone. "I may not have known him long, but I know the type. If he speaks alone, he will paint himself as the grand hero of this tragedy and cast the refugees under the wagon to secure himself whatever prestige he can steal with his words. Might I recommend we make all haste to the castle so that more truthful testimony can be offered?"

Inwardly, Kora found herself surprised at her sudden willingness (even, eagerness) to join the group in seeking aid from the leaders of Kalaman. The smarter move would be to suggest a moment of refreshment or to split up to look for supplies for the folk of Vogler - then she could slip away from the rest and escape this mess. She could find her way back to Lohezet and find out what was going on. But...perhaps it was the arrogance of Bakaris that irked her, his assurance that his station placed his well-being above others, that triggered something within Kora. She found herself simply unable to just let that man climb to an advantageous position without at least trying to kick the ladder out from under him.

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***

Location:  Castle Kalaman

Day:  4

Time:  7:30 P.M.


Even if the imposing Castle Kalaman didn’t stand atop hundred-foot cliffs, it would still tower over every other structure in the city. The path to it rises up the cliffside, overlooked by gigantic statues matching those that line the city’s walls. At the path’s end, guards stand before an open gate.

As the heroes approach, the guards cross their halberds to block entry and demand they state their purpose. It all has the feeling of ceremony over service. These guards may be older and may stand with straighter backs, but one hard look in their eyes shows that they haven't had a fraction of the experience that the young defenders of Vogler acquired just this day. Kora's words, again set against the backdrop of her battle-haggard companions, are enough to gain them entry. The halberds part, and one of the guards accompanies them across a paved courtyard.

After being ushered inside, the heroes can hear the echoes of debate from somewhere ahead of them. Castle Kalaman has been designed to be just as confounding to invaders as the city itself, so their path takes a few strategic twists and turns before the group reaches the massive set of doors that lead into the throne room turned council chamber. The guard hesitates at the entryway, but then once more appraises the group and thinks better of any final objections. He opens the doors and steps to one side, allowing the heroes entry. As he does so, he announces them in a loud crisp voice, "May the Council receive the delegation from Vogler!"

Eight serious-looking people sit around a broad table in the middle of the spacious hall. At the table’s end, a tall man with plaited blond hair and a velvet vest of blue and gold stands to greet the newcomers. “Welcome, guests. I’m Governor Calof Miat. Your leader has briefed us on the situation in Vogler, his bold defense, and his eagerness to strike back against these would-be invaders.” As Miat says this, he nods to a man near him—Lord Bakaris, who glares at your intrusion over the edge of a wine goblet.

“Tell us,” the governor continues, “how go the preparations for your counteroffensive?”

There are a number of issues wrong here, not the least of which being Bakaris inserting himself into this narrative. It occurs to the heroes that Bakaris was likely among the first to evacuate, no doubt leveraging the privilege of his wealth and position on Vogler's own council to secure a fast exit. He also probably entered Kalaman the moment his boat came to shore, not waiting to assist with the camp or see the scale of the evacuation. The present scene, and the governor's words, suggest Lord Bakaris has been sitting her sipping wine and spouting uninformed nonsense meant to make himself sound important.
 

OOC

The floor is yours.

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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 20/20 Hit dice: 3/3d10

LR Abilities:  Taunt: 2/2 | Fearless 1/1 | 1st Level 3/3 | Primal spell 1/1

Attacks | Saves | Spells Sheet


Heather doesn't really know enough of cities to be impressed. For all she knows, every town and city has these defenses. Naturally, she focuses on what she does know.

"Hm. But he's lying though."

She states this as though it's the most obvious thing to say in this situation, unaware that it might be the least controversial.

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  • 2 weeks later...

spacer.pngKora Shadowhawk


checked-shield.svgAC: 11 (14) | health-normal.svg HP: 22/22 | awareness.svg PP: 11 | Spell Slots: 1st 4/4, 2nd 2/2 | Sorcery Pts: 3/3
Inspiration:  
| Languages: Common, Draconic, Dwarven, Sylvan


Kora inwardly winced at Heather's bluntness. If Lord Bakaris had been sowing lies and exaggerations about Vogler's situation, then things would be difficult enough to untangle without throwing that insulting bit of truth out into the open. But Kora was also aware that Heather only said what Kora would have wanted to announce as well - just with slightly less tact. 

With a sigh, Kora took a step forward and plunged in. "Counteroffensive, your grace? I'm afraid you have been misinformed." She paused to glance at Heather, making certain that her implication was clear. "Those that survived the assault on Vogler only barely escaped the conflict. The village has been razed and all that remain are huddled, wet and terrified, outside your gates. But, as Lord Bakaris was among the first to flee the attack on Vogler, perhaps he should be forgiven his lack of knowledge of the current situation."

Not willing to allow Bakaris the opportunity to retort, Kora continued speaking. "The Dragon Army that struck Vogler is more than a hundred strong. When we made our delaying action to allow the population to escape, we faced an array of troops - goblins and mercenaries, savages from Taman Busuk, reptilian creatures and ogres, and strange war machines shaped like dragons that expelled flame and could devestate entire buildings with a blast. It was all we could do to stave off the worst of the assault - and even that came at the cost of many lives." She paused, feeling that some gesture toward the sacrifice of the Vogler militia fighters, Sir Viharin, Mage Nightsong, and poor Juniper was needed. But Kora only let the moment of silence last long enough for all to recognize the acknowledgement before moving forward.

"At the moment, our primary concern is the well-being of the refugees from Vogler. They are in need of food, warmth, shelter, and hope. Our leader - Mayor Taven - is out there with her people, tending to their immediate needs and encouraging them to have faith in the mercy of Kalaman." She let her eyes flick to Bakaris when she cut into his assertion that he was leader of Vogler. "We need to see to the comfort and recovery of Vogler's citizens before we can even suggest any sort of organized effort to retake the town." 

"However, once we know that the people will be cared for, you can be assured of our support in whatever endeavor you wish to plan to protect Vogler and Kalaman from the oncoming Army. It is also heartening to know that Lord Bakaris would be willing to join us on the front. With the losses we endured, the extra strong arm will be welcomed."

Kora realized that she had just put the little group at the disposal of Kalaman's governor - with no confirmation from the others or with Mayor Taven. She also wondered at her instinct to put herself forward as well. She had her own agenda, her own goals - but there was no backpedaling now. She would have to hope that the others would back her play.

Edited by Lonewalker (see edit history)
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***

Location:  Castle Kalaman

Day:  4

Time:  7:35 P.M.


Lord Bakaris's face reddens at Heather's casual insinuation, truthful though it may be. And his countenance does not pale as Kora follows up in her tactful manner. Despite her measured words, he blusters, "You can't possibly think to accept the ravings of these whelps!"

Governor Miat holds up a hand, quieting Lord Bakaris. He frowns at the heroes, before saying, "This version of events is in keeping with other reports we've received from the surrounding areas. Dire news indeed." The apparent acceptance of Kora's narrative causes Lord Bakaris to squirm in his padded chair, but he remains silent as the governor continues. "My heart goes out to the people of Vogler, but I hope you can understand our reticence to welcome you all through our city's gates. These aren't normal times. Marshall?"

The governor gestures to a stern woman wearing armor embellished with the blue and gold colors of Kalaman. She nods and stands, her arms clasped behind her back in a rigid posture worthy of a Solamnic Knight. "I am Marshall Vendri, commander of Kalaman's military forces. As Governor Miat has stated, I am afraid your situation is far from unique.

"We've been receiving reports of villages and farmsteads to the south and east found burned, with no apparent survivors. Vogler would be the largest community attacked, to our knowledge, and the only one with victims living to tell the tale. We've also lost several patrols, comprised of experienced soldiers, armed and armored with Kalaman's finest. Cut down and left to rot in the sun,"
she says, her face hardening with anger.

"I am unfamiliar with this so-called Dragon Army, but I've spent my career fighting raiders from Estwilde and the Taman Busuk. These are barbaric peoples, if people at all, and they've never been known to have the numbers or leadership necessary to mobilize on such a scale. I would like to know more. And seeing as how you lot may be the only ones to have fought these forces and escaped with your hides, I would be interested to hear more."

Lord Bakaris can no longer contain himself. "This is preposterous! They are merely children playing at being knights! And don't get me started on the robed ones with their wicked ways! You would take their words over mine own? I'll have you know the Uth Estide family name goes back centuries. It's as old as the walls of Kalaman!"

While the governor and Marshall Vendri appear more than willing to hear the heroes out, the council table is filled with guild leaders and other more practical individuals, who seem more inclined to side with someone with similar motivations to their own.
 

OOC

In your responses, feel free to roll any skills you feel may be appropriate.

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Bastion

Bastion Wrencrest TokenBastion Wrencrest, Squire of Solamnia Banner

My words | My thoughts | My Actions
AC 14 HP 11/22 Speed 40 ft., PP 13
Sneak Attack 2d6 Precise Strike 2/2

Attacks and Scores

 

 

Scores Skills
Strength 8 (-1)
Save -1
  • Athletics +1

Dexterity 16 (+3)
Save +5

  • Acrobatics +5
  • Sleight of Hand +7
  • Stealth +7
Constitution 13 (+1)
Save +1
 
Intelligence  15 (+2)
Save +4
  • Arcana +2
  • History +2
  • Investigation +4
  • Nature +6
  • Religion +2
Wisdom 12 (+1)
Save +1
  • Animal Handling +1
  • Insight +1
  • Medicine +1
  • Perception +3
  • Survival +5
Charisma 10 (+0)
Save +0
  • Deception +0
  • Intimidation +0
  • Performance +0
  • Persuasion +0

Dagger Melee or Ranged Weapon Attack: +5 to hit, reach 20/60 ft., one target. Hit: 1d4+3 piercing damage, Simple, Finesse, Light, Thrown, 2 total

Shortbow. Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6+3 piercing damage, Simple, Two-Handed, Ammunition

Unarmed Strike. Melee: +1 to hit, reach 5 ft., one target. Hit: 0 bludgeoning damage.

Class and Race Abilities

Mobile
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Squire of Solamnia
Your training in the ways of the Knights of Solamnia grants you these benefits:

  • Mount Up. Mounting or dismounting costs you only 5 ft. of movement.

  • Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit 2 times per long rest, but a use is expended only if the attack hits.

Expertise
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. Choose two additional proficiencies.

  • Stealth
  • Sleight of Hand

Sneak Attack
1 per turn
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Skirmisher
You can move up to half your speed as a reaction when an enemy ends its turn within 5 ft. of you without provoking opportunity attacks.

Survivalist
You gain proficiency in the Nature and Survival skills and your proficiency bonus is doubled for any ability check you make that uses either of them.

What next indeed.

Bakaris, overblown peacock that he is, is nothing but deserving of contempt, and he grunts in agreement with Heather's blunt way of putting it. Kora argues their case quite well, pointing out Bakaris' inaccuracies and spelling things out quite clearly, a blessing indeed given that record's consistency with other accounts... which, why are there other accounts? How big is this army, that there are other raids, other attacks, just like this one? And with no survivors? What is there to say to that? Bastion's face flushes, fierce in his guilt: that they are not doing enough. Their vow is to help people: and they did. But even if they did, they aren't doing enough, there is too much to fight against.

Then Bakaris speaks, and loathing bubbles up like a frothing mead. "The walls of Kalaman will fall if we take your 'word' for it, my 'Lord,' as well as your 'good' family name. We are the ones supplying accurate information: you are more concerned with manicuring your 'good' name. These are people's lives, my Lord. These are people's livelihoods. I may not be a Knight of Solamnia yet, but I took an oath to serve and protect against the forces of darkness. That includes you: so if you have anything resembling the barest amount of self preservation, step aside and let us do our job." He huffs, sighing, and tries to regain his composure. "We have served the people of Volger as best we can: they need entry and protection, even if they are not unique. If need be, my companion Jaqi and I, and I suspect Heather and the others, are all too invested in this conflict to step aside. We offer ourselves as a service, to help stop this Dragon Army as possible. If that is the price of Volger's remnants' protection, so be it. Who will have my bow and blade?"

Out of Character

Situational:
Move: 
Action: 
Bonus Action:
Reaction:
Ongoing Effects/Conditions:

Name
Intimidation on Bakaris in particular
14
1d20 14
Persuasion on the rest
13
1d20 13
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Jaqi-removebg-preview.png.b3541d0c0510d68f8de0fcef4a59de2b.pngJaqelenna Lanthaloren

Silvanesti Elf Dragonrune Fighter (3) | Conditions: None


 

checked-shield.svgAC: 16 | health-normal.svg HP: 30/30 | awareness.svg PP: 13 | 2nd Wind: 1/1 |Action Surge: 0/1| Insp | Languages: Common, Draconic, Elvish


The party meets with Kora at the Kalaman gates and Jaqi locks eyes with the shady young woman. Her expression is completely neutral, save for her usual narrow-eyed stare. Many think this expression makes her seem cold and unapproachable, but anyone who has spent enough time with her would know this to be her usual look. “I was thinking that you had already runned away — Eh…ran.” She corrects herself quickly. “But no, you have thought ahead. Good.” She does not let it show, but Jaqi is surprised to see that Kora has taken the initiative to get them inside the city gates…if that is indeed her intention.

 

The towering Elf marvels at the human architecture of Kalaman as they wind through the slithering, curled streets that lead to the central fortification. Elf architecture is, at least in Jaqelenna’s opinion, much more elegant and efficient. However, she cannot help but admire the clever human engineering that made the old city as rigid as it was imposing. These walls had stood the test of time, and she could only hope that they would continue to do so when faced with the might of the Dragon Armies. 

They are allowed entrance into the council chambers and, once more, Jaqi finds herself impressed at Kora’s ability to carry herself with an unexpected grace while being wholly convincing to anyone she argues her case against. She even deigns to give Kora a nod of approval as she enters the fort, “To argue a point is a battle in itself. You armor your words with reason and logic; this I commend you for. Let us hope it is enough for what is to come.” She does not wait for a response. Instead, she strides past her with steeled resolve.

 

Jaqi can hardly believe what she is hearing. She has had her fair share of experiences with the arrogant and cowardly, but nothing could prepare her for the presumptuous ‘Lord’ Bakaris. Not even their battle against a mechanical Dragon’s head that belched flame could prepare her for the amount of hot air that spewed from Bakaris’ wine-stained lips. 

The foreign squire’s fists clenched tightly at her side and her nostrils flared with anger. She took a single step forward, ready to grab the bloated liar by his collar and drag him out of the chamber like an undisciplined child. Yet, a simple statement from Heather causes her to hesitate and rethink her approach. This is a chamber designed for logic and reason; brute force would only hamper their goals. Better to show him as the cowardly fool he is than to lower herself to his level, no matter how much he deserved it. Logic; Reason; Speeches; this is where the others will shine. She was meant to wield silvered blades and steel shields, not a silvered tongue or steeled words.

Kora does not disappoint; Even Bastion chimes in with a response that is as brave and true as Bastion himself. Both of them voice the decision that is already firm in all of their minds: They are here to stop the Dragon Armies’ advance; they are here to help. Jaqi’s clenched fists loosen ever so slightly and her shoulders drop from their heightened state. She needs to calm the burning embers of ire within her guts, lest she find herself breathing fire much like their enemy and setting all that is around her aflame. “The words they speak are right and true. I am new to your human-lands, but I have witnessed first hand the destruction wrought by these abominations in my own home. They have strength and numbers — bolstered by scaled mutants and the cultists who worship them. My home was destroyed by them — Silvanesti was brought to its knees — and when I was lost, your people — humans — took me in and gave me a chance to fight back.” 

Jaqi raised a clenched first to her breast, just above her heart, and lowered her head — an Elvish sign of deference. “Here I am. I am ready to fight again, and again, and again. All that is being asked is that you extend to the survivors of Vogler the same kindness. Feed them; clothe them; protect them while they are lost; put a blade in their hand. In return, they will fight for you when the hour comes — for it is coming.”

Name
Persuasion
9
1d20+0 9
Advantage
14
1d20+0 14
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Screenshot_20230201-234440.png.db8ce705b7312ec5a47bc51f8fc3dc97.pngHeather Nonameyet 

AC: 14 | HP: 20/20 Hit dice: 3/3d10

LR Abilities:  Taunt: 2/2 | Fearless 1/1 | 1st Level 3/3 | Primal spell 1/1

Attacks | Saves | Spells Sheet


Heather suspects there is more being said than she realises, but she doubts any of it is big enough to hide the clear truth of the matter:

"You must open the gates. If not, you kill these people as surely as if you threw them to a pack of wolves."

Edited by Knave (see edit history)
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