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Chapter 02d: Shadow of War (Wheelwatch Outpost)


Kamishiro_Rin

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Date

On This Bakukal, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 6th Day of the Campaign - About 2:00 PM–3:00 PM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

   Marshal Vendri, Governor Miat, Mayor Raven, and everyone else is very happy to see you around 2 PM. You’ve all had a long rest, and feel much stronger, like you’ve gained experience and insight into your class’s more advanced abilities.

   Everyone levels up to 5!

   Despite everything none of you seems to get an opportunity to really talk until later. Marshal Vendri has apparently moved the time of your meeting to grant you your well-deserved rest, but things can’t wait forever. It’s hustle-bustle from getting up at noon to snarfing down a hardy breakfast, to traveling by horse into Kalaman proper from the Folketh barony.

   Marshal Vendri explains that she’s sent out a number of strike teams just like you, including one commanded by Ser Derrett Highwater. All of them came back successful, though a couple of teams returned with some deaths, and more casualties. Ser Derrett’s capable leadership prevented any such casualties or deaths in his team, though.

   Strike Team 1—that’s you allare celebrated for securing a ‘valuable asset’, a ‘veritable goose that lays golden eggs’, and a ‘gift that keeps on giving’, though in the meeting held with all the other teams, Tatina’s name, or even what she is, is left out. The fewer people that know who she is, where she is, or what she is, the better.

   Strike Team 2 was sent to a farmstead 18 miles east of Kalaman. There, they fought a group of Dragon Army soldiers training some hobgoblin mercenaries. The team’s success secured them not only a handsome sum of cash that they’ll be using to enjoy drinks, fine dining, and entertainment tonight, but more importantly, they managed to bring back 6 sets of authentic Dragon Army uniform chain mail emblazoned with the symbol of Takhisis. The Dragon Army soldier also carried the following message:

Found Note:

   “The Highmaster requires soldiers, not thugs. Figure out which you have, then dispatch the ones not suited to the task. This is the Dragon Queen’s will.”

   Strike Team 3 went 20 miles east of Kalaman to investigate claims of soldiers attacking travelers near the Estwilde border. There they lost two men fighting five baaz draconians and a more advanced one that fired off magic spells. One of the men was lost when he was petrified by the gas coming out of one of the baazes, and the other man died when, upon its own death, the mage draconian’s bones exploded, sending bone shrapnel into him. They returned with 60 days of rations, 120 gp, and an interesting little sphere with a set of runes carved into it, and a larger set that appears to be a word.

   “Our resident mage, Wyhan, has at the expense of the Kalaman coffers, performed the spellcasting services necessary,” Marshal Vendri explains, “First using the comprehend languages spell, she says the runes read:

‘Command me to dawn once, and I shall illuminate your path! Command me to dawn a second time, and I shall rise like the sun and shadow you whither you go. Command me to dawn a third time and I shall provide you with the light of day!’—‘Dawn!’

   “She then performed the detect magic spell and said it gleamed with the powerful, bright, red rays of evocation magic.

   “Finally, she performed the identify spell upon it and says that it is something called a ‘Driftglobe’. She said:

   “If you are within 60 feet of it, you can speak its command word once as an action and cause it to emanate the light1 hour—bright light in a 20-foot radius and dim light for an additional 20 feet spell.

   “You can speak the command word a second time as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

   “You can speak its command word a third time as an action and cause it to emanate the daylight1 hour—A 60-foot-radius sphere of light spreads out from the driftglobe. The sphere is bright light and sheds dim light for an additional 60 feet. spell. Once used, the daylight effect can’t be used again until the next dawn.”

   “. . . But we need the command word—which she can’t give us because apparently, the command word is in the original language engraved upon the globe! Assuming we can discover the command word, she says it can cast the light spell and the daylight spell.”

“Can anyone with expertise in ancient languages help us?”, Governor Miat asks. The assembled body all look at each other, but have no answer.

Coporal Ser Derrett Highwater   Strike Team 4—lead by Ser Derrett—went to track down a pair of scouts keeping tabs on Dragon Army movements north of the Vingaard River, twenty miles northwest of Kalaman. They found one scout tied to a tree in the center of the camp, being harassed by two baaz draconians; the other scout was found nearly dead nearby, but was also saved. A kapak draconian hidden in the trees above the camp ambushed the them after combat began. They killed the baazes and the kapak.

   The freed scouts stand up and report that the Dragon Army has split its forces to attack communities across Hinterlund and Nightlund. The army seems intent on isolating Kalaman from the Solamnic cities of Maelgoth and Palanthas in the west.

   Darrett’s happy to report that, on their way back, they met up with the last of the Ironclad Regiment, and by some miracle, Cudgel Ironsmile. The dwarven woman stands up, and you can see that the last few days have aged her badly from the terrific violence she’s seen. She looks ashen, gaunt, and haunted—you didn’t even recognize her as Cudgel sitting next to Ser Derrett.

   Cudgel is delighted to see you all survived the evacuation of Vogler. In the chamber, she explains that she and her 50 troops here are all that remains of her mercenary company, the Ironclad Regiment—down from its original 350—after they engaged the Dragon Army outside Vogler. Since their defeat, they’ve taken a winding route to avoid the enemy as they make their way to Kalaman. Cudgel seeks to rest and find work in the city. She reports that she and her fifty loyal, bloodied veterans have pledged themselves to Kalaman’s military—after a long, and well deserved rest.

   If asked about Jeyev and Ser Becklin, she sours and says that Jeyev cut her and Ser Becklin down, but when she woke up after the battle—stabilized and cared for by one of her soldiers—no sign of Becklin nor her body was found. Likely she—or her corpse—were taken.

   Marshal Vendri also introduces Mayor Raven as a new Lieutenant in charge of ‘Vogler’ Platoon—a force consisting of what remains of Vogler’s milita, Ser Derreet’s Strike Team 4 (which is actually a squad of four soldiers commanded by, rank-wise, Corporal Derrett), and a number of Kalaman soldiers with ties to Vogler through family or personal history.

   The Marshal, Darrett and Raven approach you all. “Well done, Strike Team 1!” the Marshal praises you all. “I don’t know what we would have done if . . . ‘the asset’ had fallen into the hands of the enemy. But we’ve got their ‘grass-clearing’ device, its spare parts—again, thanks to you!—and . . . ‘the asset’ can has provided us with a means to produce more of those fargabs. Our ability to coordinate is and project force in this conflict is greatly multiplying! Ser Derrett, Lt. Raven?”

   “Yes,” continues the newly christened ‘Lt.’ Raven, “As it stands, there is an outpost near the boarder with Estwilde—about 24 miles southeast of here—that has been taken by the Red Dragon Army. My platoon is eager to prove its mettle and gain some experience by re-taking this fort for Kalaman. I—we, Ser Derrett and I—we’d be honored if you’d help us.” Here, she presents a map tube and uncaps it. Taking out a map she unrolls it and lays it out across a table.

   “Right, so the fort’s tall northwest tower, here, is a watchtower with a commanding view of the surrounding land,” Lt. Raven explains. “All four corner fortifications are equipped with horns that sentries use to raise an alarm. I don’t know how many Dragon Army soldiers occupy the fort, though, so we’re going to have to prepare for anything. It will take us at least eight hours to get in position in a secluded grove a mile from the fort, so we’d like to leave at the ass-crack of dawn, tomorrow. Please prepare and get whatever you need done, done by then.”

   Raven suggests the characters slip into the fort and open a gate without raising the alarm. However, she’s amenable to any plan that doesn’t risk the lives of her troops or destroy the fort.

   “The Marshal has told me that if we do well in this—combined with my performance bringing back that scout and bringing in Cudgel’s Ironclads, I’ll be given a promotion to Sergeant and pretty quickly to Lieutenant—I’m a knight, officially, so I can take a commissioned officer’s position! I’m just sorry that Ser Becklin isn’t here to see my rise through the ranks. I hope I make her proud.”

   Finally, you’re all dismissed and left to talk. It looks like there is a much-needed discussion to be had and in this empty chamber, suddenly bereft of the bustle of knights, soldiers, and officers, briefing and debriefing, the air is heavy and the silence is almost deafening . . .

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

Statblocks

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

Level 5 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Languages: Speak, read, and write Common and Dwarvish


Coltan kept vigilant the whole four hours walk back to Kalaman. He expected to be attacked or double-crossed so was relieved when they arrived uneventfully. After dropping the gnome off without ceremony, he continued to the Folketh Barony to sleep where he was assigned. Having grew up on the road, he was well-practiced sleeping anywhere and enjoyed the common comforts of sleeping dry and warm. A bed would have a been a true luxury that he seldom tried. After thanking those who rose early to take care of the new arrivals, he stripped off his splint armor and passed out on his bedroll.

He awoke a bit before noon, since he was not a late sleeper. After donning his armor, he shrugged into one of his cloth-of-gold vestments. Reorx had returned, and he felt that a shiny gold reminder was better than preaching all the time, which he certainly would not be good at or enjoy. He broke his fast with those at the barony and found that they were wanted back a Kalaman proper. After filling his belly and blessing the two adherents who had come to verify that Reorx had truly returned, he gathered his gear with a decades old routine of travel and followed the troop back to Kalaman.

At Kalaman, Coltan actively listened to the briefing. He was genuinely happy to see Cudgel but concerned by her appearance. Letting yourself go was sometimes a sign of despair in one's soul and reconfirmed, along with the casualties, that the Queen had brought war again to Ansalon. Reorx had anointed him as his Apprentice to fight against the Queen as best as he could.

After the briefing, he sought out Cudgel to wish her well and provide a blessing from Reorx. He did not push but supported her with what she needed. With their quiet conversation, Cudgel was one of the last to leave the room. When the last person left the room, the silence of the room was heavy with tension. He turned around and surveyed his blessed companions. He returned to his gear and started stripping off his cloth-of gold vestments. While the mission required stealth, the act of removing them gave him something to do in the moment, as opposed to staring at people or at something to avoid staring at people. The gods had brought them together, but they needed to choose to stay together.


OOC

Bonus Action:

Movement:

Action:

Reaction:

Use Object:

Concentration:

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: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

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.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

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. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 75/75 (5d12+20+10+5) | 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

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

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement


“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .


Modri is restless on their way back. It is a tense walk, and Modri can feel it in his gut that if they run across a real dangerous foe... it's likely to be his end. And that's fine... at least it should've been.

Bah! This is what I've hoped for isn't it? A foe that can truly best me? To live by being willing to die? So why am I...

Something about dying in the dark isn't satisfying. No... it's something else. It's these people he's traveling with. It's still wanting to do his part, more of his part, to fight off this Red Dragon Army. It's seeing Ser Michelle... Dame Michelle? Lady Michelle? He isn't sure on the titles any more, never cared before, and only slightly cares now. Well, only slightly cares about the title. He does want to see her thrive. Wants to see her proud and strong again only on their side. Wants to help her through it.

He thinks he may understand what's bothering him.

Like Coltan, he is fast asleep as soon as he's in his room. A part of his does want to stop by and see Michelle, but work first. He makes a rare point to clean himself up, make sure the wounds don't get infected, and tries to clean off all the blood, only half of it his, on himself. As they get new updates, he is contemplative, his normal quiet self during most meetings on politics and strategy, though he does seem to be paying far more attention. To Cudgel he offers a solemn nod, though he's very glad to see her as well. Never a leader himself, he cannot begin to imagine the pain she must being feeling, and dares not even insult her by trying. Everyone has her journey, Cudgel included.

As their help is requested, Modri gives a big grin, and his fully himself again. "Ahar! Wouldn't dream not to! You're one of the few nobles I not only like, but think is good for the people to have you in the role. And you, Darrett, I thought you a bit of an above average warrior, and you've far exceeded! Just tell me when to be ready by, and I'll take care of any all business beforehand."

 

It is with the business affairs done, that he stands ready for a serious conversation. His face shows a degree of uncertainty, his own thoughts undecided until he hears people out.

 

OOC

I don’t always put OOC content in my posts, but when I do, I put it in here.

 

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

                         Level 5 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: +7 or DC 151st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4


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


 

Before Arriving Back in Kalaman

Mery rides along on Handsome back to Kalaman in silence. There's a lot she wants to say, to let the others know that she's screaming for help on the inside, but the words won't come out. Besides, she doesn't trust herself. And if they're all tired and weary, silence at least means nothing that causes more problems gets said. It just also means that nothing gets resolved.

For PhoenixSlayer when Kai hugs Mery

Kai notices two things when he hugs Mery. The first is that she is really tense about something, although he gets the impression that she was tense before he hugged her. The second is that she doesn't seem to know what to do with being hugged. He gets the impression that she likes being hugged but something is preventing her from being able to 'receive' a hug. He doesn't know what that might be, though.

 

After Arriving at the Folketh Estate

She stumbles into bed, exhausted, when they finally arrive back at the Folketh estate, but her rest is plagued by nightmares of witches and being maneuvered into things she doesn't want to do by a shadowy masculine figure. She wakes feeling, if anything, worse but is grateful that she at least has her own room and hopefully didn't wake any of the others if her bad dreams made her call out. She takes breakfast back to her room and downs it without tasting it.

She goes out for an early ride on Handsome and spends the rest of the morning until they have to leave learning how to groom him and care for her tack from the lad in charge of the horses. She also restocks Handsome's travel grain and grabs a few apples and carrots to feed him as treats for when they're on the road.

Once they're in the city, she struggles to stay awake, but does find the driftglobe to be interesting. Upon studying it, she debates how to handle what she thinks she might know. She finally decides, a bit reluctantly, to give it a try. Preparing herself to forcefully hawk a loogie on the 'h', she looks at it and says,"Lūkḫūt!" trying a couple of different variations in case she hadn't gotten the intonation quite right, which was always a risk with languages she hadn't grown up speaking. 'I kind of hope this doesn't work.'

She wants to say something to Cudgel, but her exhausted brain isn't working very well. She settles for, "We were told you had died. I am glad to see our source was wrong, and I'm sorry about Jeyev. I would have liked for many reasons to have been proved wrong about him," and a touch on the Dwarf's shoulder.

She also manages to catch Governor Miat before they leave. She tells the Governor, "We encountered a noble of the Cevelcedi family on our mission. They were under the control of a creepy undead skeletal knight. We took out the skeleton, but unfortunately the noble died as well. We took the family crest out of the noble's armor and wanted to return the crest to the family. Can you recommend the best way to get that family a message with the crest and let them know their relative has passed? We unfortunately don't have a first name, but we can describe the individual, and we've got their dirty clothing. We can get that cleaned and send it back as well if you think that's appropriate."

When everyone has left and it's just the group, she starts feeling nauseated and even looks decidedly green around the gills. But there is at least one matter she feels able to address. "There's something unrelated to our business at hand that I've been wanting to tell you guys for what feels like forever now. It's just either not been on my mind or else we've been busy with other matters, but Cudgel's return has brought it to mind again." She then pauses for two beats. "I'm not convinced yet that Ser Becklin is dead. Some things haven't been adding up, starting with that first scout's report when they gave Ser Becklin's helm to Ser Darrett. I didn't want to tell this to Cudgel in case Ser Becklin is dead, but I think we should keep an eye out for her in case she's alive."

 

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

Mount Movement:

Actions & Resources

Actions:

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

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

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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

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

  Bardic Inspiration (4 per long and short rest, for 1d8)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). 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.

  Cutting Words (requires use of bardic inspiration)

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  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:

   20 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
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability
  • 3rd (2/2 slots): dispel magic, hypnotic pattern

Class Features:

  • 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short 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 Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40(hd 5d8) | 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


Before Arriving Back in Kalaman

Hunni rides her giant constrictor snake back with the others, although rather than being alert she looks like she is about to collapse into sleep at any moment. Somehow, it looks almost like she just wants to tie herself to the snake and let it pull her along. Occasionally, she will sit up and poke at her arrow wound, as though hoping it will do something other than get infected and probably kill her, but nothing else of note really happens on the way back.

 

After Arriving at the Folketh Estate

She doesn't really seem to wake up, so much as wander off to her room, although at least she transforms her snake back into a staff when they get near people. The gully dwarf stumbles to wherever she is directed, until she gets to the bed, strips off her armor, and collapses to sleep.

 

She does not wake early, but eventually gets up with to join the others for breakfast. Hunni pokes at her food, mostly eating fruit, and vocally wishing there were more spices to go with everything else. Or at least some mushrooms. A nice greasy rat. Something.

 

At Kalaman Proper

Like before, she refuses to ride a horse, but will ride her snake, if nothing else. During the report she is again distracted, playing with her toys much more than is proper. She looks up at the driftglobe, but doesn't say anything. All of her languages are contemporary, of course. Useful.

 

She is happy to see Cudgel, and curious about where Wyhan is in all this, although she knows it is unlikely that she will have heard back from the Council of High Sorcery yet. At Mery's words, though, she shrugs. "If she isn't dead, she is hiding really well. I don't think she would keep away, if she could help, especially since she is a knight, and has a duty. But I hope you are right, Mery. Or possibly not, I am not sure being captured would be much better than being dead."

 

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, 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: +7 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: +6 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 3rd 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), Hunger of Hadar ©
  • 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.

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

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Date

On This Bakukal, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 6th Day of the Campaign - About 2:00 PM–3:00 PM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

driftglobe   She finally decides, a bit reluctantly, to give it a try. Preparing herself to forcefully hawk a loogie on the 'h', she looks at it and says, "Lūkḫūt!" trying a couple of different variations in case she hadn't gotten the intonation quite right, which was always a risk with languages she hadn't grown up speaking. 'I kind of hope this doesn't work.'

   The very moment she utters the command phrase, the driftglobe lights up with the light spell. And upon uttering it again, even with a little variation, it rises up, five feet into the air. Upon the third utterance, it lights up brightly, shedding bright light out to 60 feet—to the edges of the chamber!

   “How did you know that?” Governor Miat asked. “Our best scholars can’t even recognize those runes!”

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

Statblocks

 

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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 38/38 () | 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 . . .


 

When they finally arrive at the Folketh Estate Artanis rouses himself to at least lead Tiergan to the stables and unsaddle him, conscious that the big warhorse has done just as much as he these past 24 hours. Luckily the young lad in charge of the stables - Fred Farrier he just about recalls - is an early riser, and though dawn has only just broken he's already busying himself. "Gosh, you look dead on your feet!" he exclaims with shock. "No offence intended Ser," he hastily adds as Artanis turns. Artanis just chuckles weakly, "None taken, I feel the same and Ive no doubt Tiergan here does the same. We had to ride through the night." Fred rushes over, offering to help first Artanis out of his plate, then see to Tiergan. Artanis gratefully accepts, wincing a bit at the rather pungent smell that comes with spending all day fighting hard in plate. I know I'm not anywhere near ready for a squire of my own, he thinks, but I can sure see the appeal. He heads from the stables to his room, plunging himself into cold water to at least get some of the muck off, before collapsing into bed.

 

Despite the exercise, he's not used to sleeping during the day and does so fitfully, thoughts of the upcoming confrontation, of witches, of armies and dragons, of undead knights, all churning his thoughts. When he rises he joins Coltan in a simple breakfast - or should that be lunch? he wonders - with little conversation, whilst he mentally prepares his report.

 

At the outpost, he's pleased to see the newly minted Ser Darrett still I one piece, and apparently as successful as they. In fact, most of the strike teams have come back in one piece, which is good. Even if their findings are worrying. Logically, he knows he could not stop a whole army on his own, but that doesn't prevent him worrying about how he can get to all these different prongs. The note seems to confirm exactly how ruthless they already knew the Dragon Queen to be, but privately he recalls the ogre sergeant in Vogler - they sure seemed like they were happy with thugs there. Cudgel is a pleasant sight, even as rough as she looks. He had thought she was dead, but takes her survival as proof that righteousness is still rewarded in some ways.

 

Talk of their next mission refocuses his attention, and he takes in the goals with a slight wince. He's not sure stealth is his forte. The last time he sneaked anywhere was the hayloft with the millers daughter. If Darrett can handle it though, then so can he. He'll just have to lean on his companions... Which brings a whole new churn to his gut as they are left alone in silence.

 

The words out of Mery's mouth are not the ones he had expected. Becklin alive? They had all seen her stabbed in the back by Jeyev before being lost in the melee. True, they'd not seen a body, but survival seemed unlikely. Nevertheless he couldn't suppress the spark of hope that flared in his heart. "I don't know how likely that is, she seems to be one to go down fighting to the last," he said gently "she wouldn't have tasked me with what she did if she thought she was coming back. Though I suppose if Jeyev thought her dead and she was left in the muck of the field she might have survived, depending how thorough the army was. It certainly can't hurt to keep any eye out though," he agreed. "We should be keeping an eye out for any kind of prisoner or survivor anyway."

 

The silence of the hall settled again for a moment, and Artanis took a deep breath before riding into the heart of the tension. "This next mission though, we'll be going into the heart of the enemy. We need to know we can rely on each other to be there, and do their part," he said firmly. "Mery, last night you spoke of conditions. We should have these out in the open before we're deep in enemy territory. The same for everyone, if there's something that means you'll abandon the mission the rest of us need to know."

He took another breath. "I'll start. I like to think I'm a pretty open book. You all know I[m a Knight - true and proper now - of the Crown. I don't intend to hold you all to my Oath, and the Measure. You have not made those Vows. However, the Measure is clear that for some acts standing by and doing nothing is the same as doing it yourself."

 

 

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

   Commanding Rally 3/3 (Long Rest)

Class Features:

  Precise Strike. 3/3 (Long Rest)

  Leadership Dice (d6). 5/5 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).

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spacer.png                       Meryelle "Mery" Keryndon

                         Level 5 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: +7 or DC 151st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4


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


 

With Governor Miat

To the Governor's question, Mery replies, "May I suggest that you advise your best scholars to round out their educations by doing a bit of adventuring if they are able? They might be surprised by what bits of knowledge are out there if they are willing to tolerate a bit of danger."

"If you need a transliteration of that command word into Common or to give someone some coaching on getting that 'h' sound just right—that's the key, you know—I'm happy to assist. Just let me know." She speaks the command word one final time to shut off the driftglobe.

 

With the Party

When Ser Artanis asks about her condition, she wishes for the umpteenth time that they could have had this conversation the way she had asked for it—in the dark, around a campfire, even if that meant tonight instead of last night. It would have made asking for what she needed so much easier.

But if she couldn't have the darkness she craved, maybe she could bring the darkness to herself. It was seeing the judgment and disgust she felt sure would be in their eyes that she found so unnerving. She closes her eyes. Suddenly more advice from Janala echoes in her mind: 'Sometimes you can tell people things a thousand times over and they still don't or can't understand. Sometimes the best way is to show them.'

She lets go of the control she had so painstakingly worked to build over the last six years. Yes, there it was. "Oh gods, gonna puke!" Then she dashes outside of the room and finds the closest convenient corner in which to deposit her breakfast. She grabs her cloak out of her backpack and slings it around her shoulders, then, as she returns to the room, casts her Prestidigitation cantrip to clean the sickness-related sweat from her face as well as any bits of vomit she might have inadvertently gotten on herself.

Keeping her eyes closed, she says, "What you just saw is not a c-case of me having eaten some b-bad f-f-food, and it's not a m-magic-induced effect, either. What you j-just saw is f-fear and anxiety, p-pure and s-simple, so s-strong it makes me p-puke in certain c-circumstances. I told you all b-before that my p-past robbed me of s-several things. What you just s-saw is one of them, b-because I am forced in these p-present c-circumstances to operate in the pl-place where the d-damage is the w-worst. That pl-place in me is like a st-stretch of land that has been d-devastated by a w-wildfire. I don't think it's ever going to be fully r-right, and m-most p-people pr-prefer to t-turn away f-from the ugliness and scars." There is no accusation or emotion in her voice as she speaks the last phrase. If anything, she sounds like a scholar reading a particularly dry scroll. It's just another fact.

"Lest you worry that I will fall apart in a fight, don't. I did not survive my childhood without learning how to live by my wits, and fighting bad guys and monsters is, in some ways, a lot easier for me than what we're doing right now is. And doing something to kick evil's keyster is, frankly, quite helpful for me at this point—it feels good. I'm upside-down to what you might expect to be normal in that regard."

"That said, there are th-things related to my p-past that I d-deal with d-daily, and probably w-will until the day I die. F-Fear and anxiety are r-right at the top of that l-list and are f-far and away the most c-common. I h-have what I call an Overload Z-Zone, a D-Danger Z-Zone, and a N-Normal Z-Zone. When I hit the Overload Z-Zone, I f-freak out, and that's when I t-tend to r-run away if I c-can. When I h-hit the D-Danger Z-Zone, that m-means I need to s-stop wh-whatever else I'm d-doing and try to get back d-down to the N-Normal Z-Zone. The way I d-deal with st-stuff from my p-past is by d-doing my level b-best to stay in the N-Normal Z-Zone and d-deal with things b-before I ever g-get to the D-Danger or Overload Z-Zone. I'd like to think that the fact it's taken this long for an issue to even come up says something about my ability to do that." If she's aware that she stopped stuttering on that last sentence, she doesn't show it.

"I d-don't need you to have any kind of s-special expertise or provide any kind of special h-hand-h-holding around it beyond just asking from t-time to t-time whether I'm alright, but I do n-need you to r-respect my one n-non-n-negotiable c-condition, which is this: if I t-tell you that 'past business' is up or th-that I'm outside of my N-Normal Z-Zone, I n-need you to do one of two th-things: either treat me like I'm a p-person who you find to be w-worth c-caring about, or if that isn't in your h-heart for whatever r-reason in that p-particular m-moment, then PLEASE LEAVE ME ALONE until I t-tell you I'm b-back to the N-Normal Z-Zone. YOU don't know what it takes to get me there; I do, and I know the fastest way to do it, too, but it's never instantaneous. Unless my l-life is in imminent d-danger and I d-don't know about it, any agendas you may w-want to take up with m-me n-need to w-wait, no matter how r-reasonable or n-necessary addressing them might be. The c-conversation can still be h-had, just not r-right away, and it will go a lot more s-smoothly if I'm in my N-Normal Z-Zone than it w-will if I'm not. And there's another th-thing, t-too. I p-promised m-myself when I left P-Palanthas that I wouldn't stay w-with any tr-traveling c-companions who m-make it h-harder for me to deal with s-stuff from my past when it c-comes up, or who look d-down on m-me or m-mistreat me because of it, and I f-fully intend to k-keep that p-promise if I f-feel it b-becomes n-necessary!" Despite the stutter, her voice is firm as she speaks the last sentence.

She still doesn't open her eyes. It's the only scant protection she has for the part of her that is still so devastated and now stands so frighteningly exposed. She wraps her cloak around her and huddles into its warmth, waiting for her companions' responses, heart thudding loudly in her chest.

 

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

Mount Movement:

Actions & Resources

Actions:

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

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

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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

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

  Bardic Inspiration (4 per long and short rest, for 1d8)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). 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.

  Cutting Words (requires use of bardic inspiration)

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  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:

   20 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
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability
  • 3rd (2/2 slots): dispel magic, hypnotic pattern

Class Features:

  • 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short 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.

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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 75/75 (5d12+20+10+5) | 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

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

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement


“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .


Modri listens intently. That Ser Becklin may still be alive is a bit of hopeful news, made more believable by Cudgel's survival. Still, they've nothing to go on or any powers he knows of to actual find her. As Artanis draws his line, the Dwarf finds it acceptable. He cannot say exactly what the knight's tenets are, but can make some educated guesses. Modri has little urge to be cruel, even to those who may be getting off light with a swift death.

Mery's takes more of his concentration to understand, the Half-Elf scholar living a world apart from him. Even as she needs time to lose her breakfast first to overcome her fears, he stand quietly and patiently. This time he doesn't wander about as others talk. He takes the time to digest it.

"Last night was the first night in a long time I've really thought about death." Modri lets the words linger in the air, before he continues and brings it more fully into the conversation. "I mean, I think about death often enough, fighting, struggling, waiting for some beast or warrior to best me. That march from Tatina's shop was sure a long walk. And I know you all think I'm nigh invincible, but admit I was in a bit of a rough spot... fine, I was in a chunk of a rough spot." Whether the others actually think he's nigh invincible is likely up for debate, and it's still more vulnerability than he's shown before. "Having the time to think on it, I didn't much care for dying just yet. Still things I want to do, people I want to help including you all here. Don't get me wrong, some ancient wyrm comes soaring down upon us, I'm shouting my name with a smile if it means the rest of you can get into cover. I'm not much keen to die for the sake of it."

He's been looking to each of his companions. Artanis, Coltan, Hunni, Meri, and Mery. Now he turns more fully to the last. "Meryelle. You say you need us to speak with care or leave you be when you're in your own rough spot? That's fine enough. You also need to accept that most the world won't care whether you're at your best of worst. The mouse doesn't get to tell the owl she's having an off day. The rabbit doesn't get to explain to the fox he's a family to feed, and if he does, the fox will eat them too. Most the soldiers don't have the same freedom we do, they don't get to step away and take a breather even when they feel they need it. Yesterday, you said you ran into some witches? I bet they didn't let you off the hook because you were down. The goblins we fought certainly didn't hold back because we were missing one of our own.

"That's my ask, my condition. We accept that this world isn't all civilized, it's not all kindly, and it's not going to conveniently give us a break. In fact, that's when life will really decide to spit in our faces. We have to do what we can rain or shine, else we can't complain when this Red Dragon Army wins because they fought when we didn't."

OOC

-

 

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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 40/40(hd 5d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni looks up as Artanis starts the difficult conversation, and invites everyone to bring up their personal limits, while talking about his. Her expression seems curious, even as she scratches at an old scab on her cheek while he talks of his vows. She doesn't say anything at this point, though, and turns to look at Mery.

She then watches with interest as Mery runs off to vomit, before coming back to speak. She spends most of the speech rubbing her staff, playing with the fangs, as the shadow whip at her side pulses and twists. After an especially active twitch, she looks down at the whip, and lays a hand on it, as though to keep it still. Something is keeping her from talking, or she is holding something back from talking.

After, Modri makes his surprisingly vulnerable and thoughtful speech. She smiles a bit, with a look of sadness, and somehow satisfaction. The tiny dwarf half-raises her hand, as though to pat the much larger barbarian on the arm, but then lets it drop. Still, she holds her tongue.

 

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, 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: +7 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: +6 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 3rd 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), Hunger of Hadar ©
  • 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.

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Languages: Speak, read, and write Common and Dwarvish


Coltan listens to his companions and takes it all in. He's surprised when Mery starts talking about Ser Becklin, instead of her disappearance. "Aye. If Ser Becklin is alive, she's probably a prisoner of the Dragon Army. She's a tough knight, but I would not wish that treatment on anyone."

 

After Artanis shares his point of view, the Apprentice offers, "Knights of Solamnia have defined heroic even before Huma, so I understand you. Now we're going to be sneaking into an enemy stronghold and trying to take it. You'll need to tell us how you want us to treat enemies who don't know we're there and how to handle prisoners if they out number us. Maybe not now. You've got that old knight who you could discuss it with, right?"

 

Then, Mery unloads her emotional baggage after her stomach. He could not believe her fragility, especially when she ironically castigated those who had failed to understand how to activate the Driftglobe that they should go adventuring more. Modri surprises him with his practical condition for her. He makes a note to think about a way to assure the dwarf that Reorx would intervene if he was wounded in battle.

But regardless, Mery just revealed that she is undependable. She knows that she will freeze under certain conditions and is not clear on when that will be. And now, they are being asked to assault and recover an enemy fortress. What's the worst that could happen?


OOC

Bonus Action:

Movement:

Action:

Reaction:

Use Object:

Concentration:

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: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

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.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

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. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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

 
 
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 5 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, 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 . . .


Before arriving back in Kalaman...

Kai senses Mery's tenseness and confusion as he hugs her, and does eventually release her with a curious, concerned look on his face. Regathering himself, he says, "It's been a long day. I know you want to talk, but I think it'll be best done when we're all out of danger." Forcing a grin, he muses, "Then again, danger seems to almost follow us, doesn't it?"  With a final pat on Mery's shoulder, he moves over to Artanis and Tiergan, helping to guide them through the darkness, while Kalasääski flies ahead as a scout. He takes things slowly and quietly, the magical boots he procured muffling his footsteps rather handily. The shoal elf is immensely relieved that they run into no further danger on the four hour trek back to Kalaman. Don't think we could have handled much more... mentally or physically.

At the Folketh Estate...

Merituuli wishes the others a good night before returning to his own personal quarters, the exhaustion of the day finally overtaking him. As Kalasääski perches atop a dresser to roost for the night, Merituuli barely has time to get into a meditative position before The Trance practically forces itself on him. Turning over the day's events in his mind, his thoughts meld with the ancestral memories of the Dimernesti, and he focuses on a singular goal - keeping his new friends alive. Guiding hands of the past show him the hidden depths of herbalism and cooking, and he exits The Trance four hours later as the morning sun has just started to crest over the horizon. With a small chuckle to himself, he mutters, "Suppose the others still need their sleep..." and spends a bit engaging in light calisthenics before gently waking Kalasääski and whispering, "Sorry to wake you, friend. I'm going to step out early to do some shopping. You catch up on sleep and stick with the others when they wake up. I'll meet you all in Kalaman." He then informs the head of the estate that he'll be setting out for Kalaman proper before his companions, and will meet them later at the agreed-upon time. "Please, let them rest. Gods know they need it."

In Kalaman...

Setting out early compared to his companions, Merituuli peruses the morning market, seeking out supplies befitting the knowledge imparted to him a scant few hours ago. He gathers up a metal pot, some basic utensils and a ladle, along with some hardy fruits and vegetables and preserved meats, some of which he is wholly unfamiliar with and asks to taste-test before purchasing. He also purchases a few pouches to store herbs in, clippers and leather gloves, a mortar and pestle, and a few glass jars, and asks the seller about any particular herbs and plants to watch out for in the area that would be useful for healing salves and other such curatives. With his shopping done, he finally grabs a hardy and filling brunch, seeking out the best seafood he can find in Kalaman for a familiar taste of home, before heading to the designated meeting place.

The Meeting

Greeting his allies with a broad smile as they arrive, Merituuli allows Kalasääski to perch on his shoulder once more before saying, "Hope you all got some rest! Didn't want to wake you all, but, well... don't need to sleep. Instead, I did some early morning shopping that I think will help all of us!" He excitedly shows off his gathered tools, much like a child showing off a new toy, before regathering and bringing some seriousness back. "Alright, let's get in there and meet with the Marshall."

Merituuli listens intently to the reports on the other Strike Teams, and gives Ser Derrett in particular a beaming smile and a mouthed, "Knew you could do it!"  He doesn't even recognize Cudgel at first - all life and fight seemed drained from the dwarven mercenary, and Merituuli can't help but look at her with a deep sadness clutching his heart like a vise. The first opportunity he has he gives her a warm hug, if she allows it. He doesn't say anything, simply letting the gesture speak for itself.

With the Marshall, Darrett, and Raven, Merituuli nods along with the description of the mission. "So, slip in and disable the alarms... I may actually have something that can help with that? Bit of a rush of inspiration last night." Unhooking the baculite shell from his back, he taps one end on the ground twice tentatively, and suddenly an aura reminiscent of the silence of the benthic depths surrounds the gathered party, their footsteps muffled by a smooth layer of briny water. "Yep, I think that'll work out well."

The Talk

Being left on their own, Merituuli can feel the rising tension again as they settle down. The initial conversation on Ser Becklin helps put him a bit at ease, and he shares his sentiments - "Ser Becklin's strong... Gods, she needed to be to keep up with Ispin. I'd love to believe she's alive and giving the enemy hell, even if she's being held prisoner. We should keep an eye out for any captives at this outpost we're heading to."

Then things turn to Mery... Kai feels an immense amount of sympathy as she runs out of the room suddenly and lets loose the breakfast from earlier. Gods know I've done that once or twice myself when called to talk in the royal courts. He listens quietly as Mery goes through her terms, nodding along. After a long moment, he sighs heavily, gathering himself for what he's about to say.

These are friends, Meri. You can do this.

"I understand a bit of where you're coming from, Mery. I doubt to nearly the same extent, but I have a bit of passing familiarity. To be honest, the bravado in battle... it's kind of an act? I think the phrase is 'fake it 'til you make it?' It makes me feel brave, at least, and that carries me through. I'm only able to do this right now because I consider all of you to be friends... otherwise I think I'd clam up again and be stuck in my own thoughts. But Modri's right. There are times where the world isn't going to allow us to wait. I think, at the core of it, if we want to help you, we need to know what circumstances can push you out of your Normal Zone, so we can do our best to avoid or mitigate them."

"But I've noticed, a number of times now, that you've kept information from us, or not given us a tell on what your plan is. The incident recently is the latest, but there were also the threats when we first came to the Folketh Estate, and even your thoughts on Jeyev and Ser Becklin. It... it feels like you don't trust us, Mery."

"Now, I know by all accounts we just met a few days ago, but in that time we've been thrust into a war for our homes and for our people. If we want to keep working together, that trust needs to be there. I guess... I just want to know what's holding you back from doing that."

Though Mery still has her eyes closed, Kai reaches over and places a hand on Mery's own, giving it a gentle squeeze.

OOC

Will use Trance to gain proficiency with Cook's Utensils and the Herbalism Kit for the day, and will also purchase said tools for 6 GP total.

Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Concentration:

Bonus Action: —

Action:

Movement:

Reaction: —

Actions & Resources

Actions:

Attacks Per Action: 2

Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target.
Hit: 2d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

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

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +5 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:

  • 3/3 Favored Foe Marks
  • 4/4 1st Level Spells
  • 2/2 2nd Level Spells
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 5 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: +7 or DC 151st 4/4 2nd 3/3 3rd 2/2| Bardic Inspiration: 4/4


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


When Kai squeezes her hand, Mery places one of her own on his and squeezes back. Just briefly.

She isn't sure how she's able to sense that Modri is studying her when her eyes are closed, but she does. 'He said about Lady Michelle that he thought scars were beautiful. I assumed at the time that he only meant physical scars, given how much he loves fighting. Is there any possibility he might be able to have a kind of respect for my scars too, if not now, then maybe later?'

And then the tattooed Dwarf opens up about his recent brush with death and his thoughts about dying. While it's not exactly the response she'd been hoping for, there is something she appreciates about it nevertheless, and she opens her eyes to return his gaze while he continues talking, feeling very much like a wobbly foal. When he sets his condition, her gut clenches. She thinks for a moment, and then replies, "Modri, I want you to know that I am sensing that it is important to you to know that I'm going to be there for this group. And I want to be there for this group. But there's a concern that I have that I need a little time to figure out the best way to articulate. Plus I think some other important issues need to be addressed right now, so I'm wondering if we could have a follow-up discussion about my concern at another time?"

"I also want you to know how cool it is to me to hear you talk some about yourself. I've been curious about you for a while now, but it always seems like you're more about the fighting than the talking. I would really enjoy hearing more about you as we keep adventuring."

She turns then to look at the others. "And so the rest of you know, I have running lists in my head with each of your names on it with topics I hope that we can have conversations about, if we can ever slow down enough to maybe have an evening hanging out at a tavern."

When Kai talks, she says, "I think if faking it until you make it makes you feel brave enough to carry you through, that's probably a good thing."

When he asks about her secret-keeping and triggers, she gives him a tremulous smile. "Kai, I greatly appreciate that you would even ask those questions. You have no idea how much."

"As to the secret-keeping, there are four basic reasons why I can either withhold or appear to withhold information. Three of those reasons do not involve any lack of trust on my part toward you all, but one of them does, and because of that last one, there is a secret I am keeping right now. The thing is, the secret is going to require a bit of explanation. I fully intend to explain all of that to you all, including coming clean about the secret, but due to the length of explanation needed, I want to delay that so I can address some other things that are less lengthy. And after the last shorter thing, I'm going to need a brief break. So I'll cover these shorter things, give you all a chance to respond to what's been said thus far, then pick up with the secret-keeping."

"As to the lack of a tell, it honestly didn't occur to me in the moment that that might be a good idea. It certainly didn't have anything to do with me feeling a lack of trust. I think having a tell is a really good idea, and while I was away from you all, I had an idea for one. The thing is, it's considered a rude gesture. I'm not ordinarily one for using those, and if anybody is offended by it or has some other reason for thinking it's not a good idea, I've got a backup option in mind, but I want to explain why I'd like to use it and then you guys can chime in with what you think. I'm perfectly fine with not using it if you all think that best."

"Because of the devastation from my past, I think a fair amount about dying. There's a lot of pain and a lot of feeling alone in that pain. And then there's the thinking that exists in our world about broken things. If we go to a shop and the shopkeeper sells us an item that turns out to be broken, we take it back and ask the shopkeeper to make things right by either replacing the item with a good one or refunding the coin we paid. No one has much reason to want a broken thing. And that's what I am." Two tears trickle down her cheeks. "So while like Modri I don't want a meaningless death, the idea of dying while taking out one of Takhisis' armies holds a certain appeal. I'd call that a pretty good use for a broken thing, and it means I don't have to hurt anymore or watch people keep turning away from the ugliness of my devastation. While I was away from you all, I realized that if I were to die in that way, I know what I want my epitaph to be." Now the tears start flowing freely and she has to take a few deep breaths to bring herself back to being able to speak again.

"The epitaph I would want is She said 🖕to evil. The tell I want to use is flipping the bird, either behind my back or in a direction where I'm sure at least one of you can see it."

"And speaking of the tell, that reminds me of the situation in which the tell would have been useful, which reminds me of another issue I need to address. My crazy idea with interrogating the Draconian we captured put you all in danger. It was never my intention to do that, but I did. And I don't want to do that again. So while I still like the idea of trying to find a way to use my knowledge of evil to accomplish something good, I will be abandoning the torture approach. I was surprised by how icky that made me feel and I have too many other things that make me feel icky (albeit for completely different reasons) to want another one. And if I get a different idea about how I might use my knowledge of evil to try to do something good, I'll run it by you guys first, if circumstances allow."

"There are things that take me out of my Normal Zone but don't make me puke, but I think I want to wait to talk about those because I want to talk again about Pukesville, or rather the circumstances that tend to drive me in that direction. First of all, I tend to avoid most of the situations that send me in that direction. The majority, though not all, are certain types of social situations. Second, I don't puke every time I'm in one of those situations, but it can happen. Third, I know I told you that me puking would be unlikely to happen in a fight, but it occurred to me after I said that that you all might be feeling a bit uncertain about whether you can rely on me since you don't know what's likely to trigger it." She takes a few deep breaths. "Th-the problem is...n-naming those s-situations...is v-very, very p-painful. S-Sends me in the d-direction of Pukesville, as a matter of fact. But I w-want to try to s-set your m-minds more at ease if I c-can, so if you'll please b-bear with m-me...around h-how h-hard this is f-for me...I will n-name them." Her face becomes pale and drawn, and a bead of sweat appears on her forehead. "One w-would be...if I w-wear a d-dress...and it m-makes me feel p-pretty." Tears start flowing freely again and she closes her eyes, her face lined with pain. "Another w-would b-be...if I w-were with a m-man...doing s-something that w-women often enjoy m-more th-than m-men do...like d-dancing t-together. A th-third one would b-be if a m-man made s-some r-romantic m-move on m-me...l-like trying t-to k-kiss m-me. The primary remaining one...is l-like r-right n-now...when I'm t-talking about...wh-where my d-devastation...is the w-worst." She takes two more deep breaths. "S-so you see, short of a m-mind-control spell being dropped in c-combat and the enemy c-caster somehow picking exactly one of those things, none of those situations are t-too l-likely to occur in a f-fight. "

"And now I'm ready for that short break."

OOC

Action:

Bonus Action:

Reaction:

Movement:

Object Interaction:

Mount Action:

Mount Movement:

Actions & Resources

Actions:

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

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

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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

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

  Bardic Inspiration (4 per long and short rest, for 1d8)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). 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.

  Cutting Words (requires use of bardic inspiration)

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  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:

   20 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
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability
  • 3rd (2/2 slots): dispel magic, hypnotic pattern

Class Features:

  • 4/4 Bardic Inspiration (1d8) with Font of Inspiration, recovered after a long or short 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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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 3/3 | 3rd 2/2

Languages: Speak, read, and write Common and Dwarvish


Coltan actively listens to Merituuli and then Mery. Or, tries to listen to Mery. This lady has so many problems. He has not dealt with someone like this in decades, and they would never be capable of assaulting a fortress. But, the gods brought them together for a reason.

When she finishes, he exhales hard in a long sigh, exhausted by all the drama and emotions. He stands and stamps his feet. He heads to the door and partly opens it holding on to the interior handle. Seeing a servant outside, the dwarf calls out, "we need some ale and wine in here. We can come get it if we know where to go. Or, we could go to a tavern, if you're not generous. Thanks." He waits for a reply from the servant to communicate to his companions where they need to go, because the dwarf does not think we'll solve this situation without alcohol, a long practiced custom.


OOC

Bonus Action:

Movement:

Action:

Reaction:

Use Object:

Concentration:

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: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

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.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

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. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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

 
 
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Date

On This Bakukal, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 6th Day of the Campaign - About 3:00 PM–4:00 PM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

   “We need some ale and wine in here. We can come get it if we know where to go. Or, we could go to a tavern, if you’re not generous. Thanks.”

   The guard at the door is at first very confused to see you all still there, citing his belief that everyone had already left. However, he knows who you all are, tips the brim of his helmet to you and sends for pitchers of wine, ale, and a charcuterie board full of meats, breads, cheeses, and raw vegetables and fruits.

   When he comes back, he does inform you that everyone is to be out of there by the 16th bell.


Date

On This Bakukal, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 6th Day of the Campaign - About 6:00 PM–7:00 PM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

   When Modri returns to the barony, Lady Michelle is ever so happy to see him again and thrills at the chance to spar!

   Some splint armor is scrounged up and polished off. She stands at the ready on an open patch of grass used as training grounds for the barony’s own militia—speaking of which, many of the men you had seen greet you all initially are now gone. If asked, it’s explained that as a barony, they are to provide as many able-bodied men to fight for the Kalaman military as they can, whilst still maintaining the land. Off they were sent to fill the ranks.

   A large circle made of small stones approximately thirty feet in diameter demarcates the sparring ground. She stands at the ready on one side, wielding a hefty wooden practice sword, whilst Modri stands at the other.

   Stebson stands outside the circle as referee. “The match ends when one of you is knocked out, one of you leaves this circle—voluntarily or involuntarily—or, one of you lands four hits. However, you must win by 2, so the match will continue until a difference of two points, beyond 4 is achieved . . . ready? . . . START!”

   Michelle is about to charge Modri, but he’s ‘quicker on the draw’ so to speak!

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

Statblocks

Lady MichelleLady Michelle

Medium Humanoid, Lawful Good(?)

Armor Class 19 (splint, shield)
Hit Points 65/65 (10d8 + 20)—100%

Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Actions

Multiattack. The officer makes two Wooden Sword attacks.

Wooden Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) non-leathal slashing damage.

Edited by Kamishiro_Rin (see edit history)
Name
Modri’s Initiative
19
1d20+1 18
Michelle’s Inititive
8
1d20+2 6
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