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Chapter II: Stopped at the Gate


Gregorotto

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Markus Hallgate awaits the two questions, staring at Iolanthe interrogatingly with bright shining eyes. When the next question comes, he answers after a pause. "I don't know who Zariel is, but cults sound like bad business. I've done nothing to upset one, but does anyone need a reason to be a victim? Just my luck: another mortal sacrifice on the altar of some dark god." If the dead can sigh, Markus does so. Then comes the final question. "Segren? How do you—oh, it doesn't matter. I hope he's alright. Things are getting dangerous in the Gate, and the events in Elturel spooked me. In the last three months, others who came from Elturel have been killed. The authorities won't listen, I tried to say something, but no one believed me. No one but Dovis: he's one of us, originally from Elturel. I wanted to move, so I inquired. Couldn't though: Bolnata refuses to leave her home. She's no farmer's wife. Can't say I blame here, but with the others already dead, what was I supposed to do?"

With that, the lights flicker and fade from Markus Hallgate's mouth and eyes, and his features fall flat on the ground; the Mortarch's own magic fades, and the spell comes to an end. She sighs, trying to shake it off. "I hope you got what you wanted. Unfortunately I cannot call his soul once more from his destination: only the hand of Kelemvor himself can do that." She looks around. "Is there any further need for me here? If not, when I return to the temple I'll send my associates to retrieve the body for autopsy, provided we have clearance from the next of kin."

Neither the Watch nor the Flaming Fist seems to object: this is the Lords' Alliance's and Heroes of the Caravan's crime scene now.

Out of Character

Places of interest:

  • The Hallgate Residence: Where Bolnata Hallgate awaits
  • Dontario's Drink and Doughnuts: Where Markus intended to go the night before
  • Where ever this Dovis is: Whoever that is; maybe Bolnata knows?
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spacer.pngMishka Strakeln (Dwarven Artificer 1)


HP: 10/10 | AC: 14 | Passive Perception: 13
Active Effects: NA

Spells and Expendables

Expendable Used Total Recharge
Magical Tinkering 0 3 NA
Comprehend Languages (no spell slot used) 0 1 Long Rest
Entangle (no spell slot used) 0 1 Long Rest
Spell Slots Lvl 1 0 2 Long Rest

 

Prepared Spells:

Level 1: Absorb Elements, Cure Wounds, Tasha's Caustic Brew, Comprehend Languages*, Entangle*.

*Do not count against prepared spells, as they are granted by my Rune Shaper feat.


As the corpse rattles into stillness and the priest all but says goodbye, Mishka scowls, her lip in an almost pout. "Well, he did not wrap up a nice bow and say yes, here ees my killer, all good and all done... But at least we hef places to go, yes?" She paurses, considering their options. "But we can also ask dis oder name-- Doh-vees. No idea where to find heem, but mehbe dat changes when we visit Bolnata. Or, gods willink, Bolnata does not know, and we must go to dis Drinks and Doh-nuts place to ask questions. And even den, mehbe we know why someone wants to keel him now? He sees Elturel people beink keeled, and tries to speak up, brink attention. Mehbe whoever is keelink does not like his sayink sometink..."

Mishka leaves this echoing on the morning as her last coherent thought on the matter, then turns to Io and says, "A beautiful sonk, that was. Tank you for it."

OOC

Mishka would like to go to Bolnata's next.

I'm uncertain if there are any relevant skill checks for me to make here, but on the way to [wherever we wind up going], Mishka wonders about the name Dovis, and whether or not she's heard it before. The only thing that seems relevant here would be a History check? Feel free to ignore if this is not something she would know or not appropriate.

History

 

Name
History
9
1d20+5 4
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1710466354262.jpg.7c6c9ba2eb32efeb569316d00e2bc66a.jpgGaerzil | HP 17/17 | AC 16 | Initiative +3 | Passive Perception 11
Spell Slots: 1st: 4/4 | 2nd: 2/2
Active Effects: N/A


Gaerzil gives Mishka a nod. "One other interesting thing we've learned: the cult is targeting anyone from Elturel. Perhaps the city itself has some sort of ties to the cult? I mean, I wouldn't be surprised if it turned out the oh-so-righteous Hellriders were actually named that because they started as an infernal cult, and somehow all of this is the result of a bargain they reneged on. Perhaps they cult is seeking revenge on anyone native to the city." He frowns thoughtfully a moment later, tapping his chin with his index finger. "Although... that brings us back to the 'kill the traitor-blood' thing and the 'traitor-blood' in question not being me. I was born in Elturel, too, after all."


He shrugs. "Regardless, yes, Bolnata should be our next stop. She and this Dovis are the closest things we have to leads."

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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 15 (Studded Leather) | HP: 24/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha)
Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft.
Str: 10 (+0) | Dex: 17 (+3) | Con: 14 (+2) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 14 (+2)
Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant


 

Keryn nods at Io's foresight to cast her spell - whilst he speaks quite a few languages, there are many more throughout the land he does not. Thankfully, it seems the late Markus is co-operative rather than cryptic, though little help. "Indeed, we have a start, and have uncovered several answers in the negative as well," Keryn contributes carefully. "Sometimes as valuable as the positive in divining the truth. Indeed, there used to be an old art style within Myth Drannor where murals were wrought upon city walls in light, through judicious use of space in the architecture. Obviously it was only possible with a degree of central planning and foresight, and has thus been lost, but it was magnificent I believe."

With the crime sene seemingly done for, Keryn takes the time to thank the watchman for fulfilling his duty in preservation, turning over Gaerzil's point in his mind. He inquires as to whether Bolnata has been informed yet, wondering if they are to make a habit of bearing bad news to women.

"Perhaps the rules of such a pact are not so straightforward?" he offers after a few minutes, "What does it mean to be a native of a city? If you were born and left on the first day of your life, would you be native? What if you first drew breath in Baldur's Gate, but had spent all your waking hours in Elturel? Maybe when you left, you left. Though I suppose that would not account for Markus being a target, except that he intended to return?"

"Your point of the hellriders is apt too, though no doubt such origins would have been buried deep no knowledge is every truly lost to those devoted enough. Did you come across anything in Candlekeep Hravin?" he asked the scholar.

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: Absorb Elements if triggered

Object Interaction: -

Actions & Resources

Actions:

Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves.

Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

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

 

Bonus Actions:

Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

 

Reactions:

Absorb Elements 1/1

 

Class Features:

Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll]

Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Edited by PureChance (see edit history)
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The consensus is clear: they are to head to the Hallgate residence and speak to the deceased's wife Bolnata. But before they do, Velnar considers carefully. "Dovis... Dovis... Dovis Tobergate? Wonder if that's who Markus meant."spacer.png

Foremantle considers. "Who?"

The dwarf scoffs at the Flaming Fist, as if he should already know. "Member of the guards in the Upper City. Who knows. If ye all want, I'll send word ahead you're lookin' for him."

Whatever their decision, Foremantle takes initiative and they leave the crime scene, headed for Heapside. The smell changes, because Heapside is ancient: as old as the Old Wal it borders, Heapside is one of the original districts of Baldur's Gate, and the place where the Tax Revolts began. The Old Town became the Upper City, and Heapside was the first district in what became the Lower City. They move past the Blushing Mermaid, and stay north of Sorcerous Sundries, well ahead of where the cultists were trying to flee to yesterday. Children are awake now, playing in the streets as people move about, the smell of bread strong now and with it growing foods of countless varieties. A block away, the investigators come across Dontario's Drinks and Doughnuts, which is open and has a handful of patrons, busy handing out drinks to laborers and day-drinkers alike.

A funny thing, that.

spacer.pngThe Hallgate Residence, with two Flaming Fist stationed outside, is a small thing, a quaint thing where across the street, a butcher has three pigs eating out of a bowl: they stink, but of money. One of the Fists, a young half-elven woman, nods to Foremantle and opens the door for the group. "She's upstairs. Ain't talking much." The door leads into a hallway with two jackets on hooks and boots beside the door, dust on both. The kitchen can be followed by the smell, where a soup sits untouched, a fire sits unlit, and it looks as if life is interrupted. Another open door leads to a sitting room full of posters and scrap books, chap books about adventures in the dangerous North.

The home was a single story domicile until recently, upgraded to have a second story, using what must have been a tall, underutilized roof in an older building, its walls none of them free standing. The smell of flowers is plentiful, though the flowers are not fresh, and heading upstairs, they come into crossway with two bedrooms, one open, one closed. The residence is tight, and uninviting in numbers like theirs. Inside the primary bedroom, a woman sits on the bed, brown hair unkempt and a fine dancing dress and night jacket upon her, her back to them. Gray marks parts of her hair, which she wears gracefully if not for the disheveled manner. Beside her on the bed is an even finer dress, a bright blue one, seemingly discarded: but from the threads, it is brand new.

A voice creaks at them, strained. "I'll answer whatever questions you have. Just ask. Just—" Her voice cracks.

Is that disbelief, or exhaustion from grief? Peering over her shoulders, she holds a necklace with a star upon it, well-polished and copper. Her fingers, a laborer's hands, finger the joints of the star.

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Iolanthe ‘Io’ XantheIolanthe ‘Io’ Xanthe

Level 1 Half-Elf Entertainer Lore Bard

AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft.

Proficiency Bonus: +2

STR: 8 (–1); DEX: 14 (+2); CON: 12 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 17 (+3)

Bardic Inspiration (d6): 1/3

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4); Spells Known (4 + 1)

Spell Slots: 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th

Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender

Inventory

Inventory

   With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order.

Money

pp gp ep sp cp
0 9 0 13 13
  • Spent 4 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 10 gp, 4 sp, 3 cp.
    • Converted 1 gp into 9 sp and 10 cp
  •  

Worn, Carried, or Otherwise Readily at Hand

   Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access.

  • 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules.
  • 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 potion of healing; Potion, common; Minor tier; 50 gp, ½ lb.; You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. Found On: Magic Item Table A; Source: DMG, page 187. Also found in PHB, page 153. Available in the SRD.
  • 1 Lords’ Alliance signet ring (from faction); Adventuring gear; 5 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.

In Containers

   Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve.

  • 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules.
    • Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
    • Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
    • Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
    • Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
    • Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
    • Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
    • Disguise Kit Activity :: DC
      • Cover injuries or distinguishing marks :: 10
      • Spot a disguise being used by someone else :: 15
      • Copy a humanoid’s appearance :: 20
  • 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background)
  • 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.

Trinket

d100 Trinket
76 A four-leaf clover pressed inside a book discussing manners and etiquette

 

IC (My thoughts . . .; “My words . . .”; My actions . . .)
11 Tarkash, Year of Three Ships Sailing, 1492 DR

Stonyeyes District, Outer City,
Baldur’s Gate, Sword Coast

   “Well, at the very least, we got a decent recommendation for a place to eat; I’ll give him that,” Iolanthe says of the late Mr. Hallgate. “But it seems nothing of use to our investigation can be found here. Let us move on.”

   When they enter the room with Bolnata, Iolanthe approaches the woman and lays a comforting hand lightly on her shoulder. “Mrs. Hallgate, we’re very sorry for your loss,” she begins. “And I thank you for your willingness to meet with us and discuss Mr. Hallgate’s murder.”

   “Although we don’t currently have a lead on anyone specific, we are able to tell that this nasty business seems to be related to the disappearance of Elturel, and that an evil cult is targeting Elturians living in Baldur’s Gate—and possibly elsewhere as well.”

   As she says this, Iolanthe analyzes the necklace that Bolnata is clutching. What is it representative of? Is it related to the cult of Zariel? Is it just regular jewelry—a favorite piece gifted by her late husband? And what of the brand-new dress laid out on the bed next to her? Does it sport any discernable or decipherable patterns or designs?

OOC

Movement:

Action: Investigating the heck out of that necklace and dress

Bonus Action:

Reaction:

Interact-with-Object:

Concentration:

(To Whom It May Concern . . .)

Edited by Kamishiro_Rin (see edit history)
Name
Necklace Investigation
10
1d20+2 8
Dress Investigation
19
1d20+2 17
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spacer.pngMishka Strakeln (Dwarven Artificer 1)


HP: 10/10 | AC: 14 | Passive Perception: 13
Active Effects: NA

Spells and Expendables

Expendable Used Total Recharge
Magical Tinkering 0 3 NA
Comprehend Languages (no spell slot used) 0 1 Long Rest
Entangle (no spell slot used) 0 1 Long Rest
Spell Slots Lvl 1 0 2 Long Rest

 

Prepared Spells:

Level 1: Absorb Elements, Cure Wounds, Tasha's Caustic Brew, Comprehend Languages*, Entangle*.

*Do not count against prepared spells, as they are granted by my Rune Shaper feat.


Mishka is certainly a bit suspicious that Markus is now dead shortly after mentioning the string of murders to Dovis Tobergate. Someone also from Elturel. She tucks this bit of information away, but when the dwarf suggests that he might give Dovis some forewarning, Mishka shakes her head and both hands. "No, no-- please do not distrekt heem from hees duties. Wit all of de murders and crime, de last ting he needs is to be waitink around for us. We will find heem when de time is right." Truly, she just wanted to avoid a suspect from getting warning that a bunch of investigators were on his trail. If he was going to be helpful, he'd be just as helpful if surprised. If he was going to run...

Mishka said little else, but did look wistfully in the direction of the doughnuts on their way. "I hef heard of dees tinks, and would like to learn to cook dem... meybe another day..."

At the much more somber house of Bolnata, Misty is instead largely quiet, letting Io do the speaking. She had learned from bitter experience that the half-elf was better with words. Those half-orcs still wouldn't let Mishka back in to the tavern. But, once Bolnata had answered a few questions from Io and others, Misty did nudge her just a tad and whispered, "Dovis... Esk about Dovis Tobergate. Was he a good friend?"

OOC

 

 

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Iolanthe ‘Io’ XantheIolanthe ‘Io’ Xanthe

Level 1 Half-Elf Entertainer Lore Bard

AC: 13 (Dex 2 + Leather 11); HP: 9/9 (1d8 + 1); Speed: 30 ft.

Proficiency Bonus: +2

STR: 8 (–1); DEX: 14 (+2); CON: 12 (+1); INT: 14 (+2); WIS: 12 (+1); CHA: 17 (+3)

Bardic Inspiration (d6): 1/3

Spell Save DC: 13; Spell Attack: +5; Cantrips Known (4); Spells Known (4 + 1)

Spell Slots: 1st; 2nd; 3rd; 4th; 5th; 6th; 7th; 8th; 9th

Senses: darkvision 60 ft., passive Perception 11, passive Insight 13, passive Investigation 12; Tools: disguise kit, guitar, violin, lute, her own voice; Armor: light armor; Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords; Languages: Common, Elven, Dwarven; Size: Medium; Age: 23; Height: 5′–3″ (159 cm); Weight: 106 lb. (48.18 kg); Hair: Blonde; Eyes: Lavender

Inventory

Inventory

   With the exception of starting equipment, all items are in the order that they were acquired. Starting equipment is ordered either by layers from inside-out, or in alphabetical order.

Money

pp gp ep sp cp
0 9 0 13 13
  • Spent 4 gp, 5 sp, and 7 cp on extra gear with starting gold from Entertainer background. Remaining: 10 gp, 4 sp, 3 cp.
    • Converted 1 gp into 9 sp and 10 cp
  •  

Worn, Carried, or Otherwise Readily at Hand

   Any item on this list is readily at hand, and either requires nothing to access (such as pulling out a weapon), or no more than an interact-with-object to access.

  • 1 costume clothes (from Entertainer background); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 leather armor (from Bard class); Light armor; 10 gp, 10 lb.; AC 11 + Dex; The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.; Source: PHB, page 144. Available in the SRD and the Basic Rules.
  • 1 rapier (from Bard class); Weapon; Martial weapon, melee weapon; 25 gp, 2 lb.; 1d8 piercing - finesse; Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
  • 1 dagger (from Bard class); Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules.
    • Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    • Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    • Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
  • 1 backpack (from entertainer’s pack via Bard class); Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 bedroll (from entertainer’s pack via Bard class); Adventuring gear; 1 gp, 7 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 guitar—actually a “yarting” (from Entertainer background); Instrument; A southern instrument from Amn and Calimshan that is a Faerûnian analog to the guitar. Numerous variations have spread across the continent. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: SCAG, page 124. Additional information from XGE, page 83.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 waterskin (from entertainer’s pack via Bard class); Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 hempen rope (50 feet) (bought with starting gold from Entertainer background); Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 signal whistle (bought with starting gold from Entertainer background); Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 potion of healing; Potion, common; Minor tier; 50 gp, ½ lb.; You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. Found On: Magic Item Table A; Source: DMG, page 187. Also found in PHB, page 153. Available in the SRD.
  • 1 Lords’ Alliance signet ring (from faction); Adventuring gear; 5 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.

In Containers

   Any item on this list is carried in a container such as a backpack, bag, chest, or something else. At the very least, it requires an action to retrieve.

  • 2 costumes (from entertainer’s pack via Bard class); Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 5 rations (day’s worth) (from entertainer’s pack via Bard class); Adventuring gear; 5 sp, 2 lb.; Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules.
  • 1 disguise kit (from Bard class); Tools; 25 gp, 3 lb.; This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.; Source: PHB, page 154. Additional information from XGE, page 81. Available in the SRD and the Basic Rules.
    • Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.
    • Deception. In certain cases, a disguise can improve your ability to weave convincing lies.
    • Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.
    • Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.
    • Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.
    • Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.
    • Disguise Kit Activity :: DC
      • Cover injuries or distinguishing marks :: 10
      • Spot a disguise being used by someone else :: 15
      • Copy a humanoid’s appearance :: 20
  • 1 violin (from Bard class); Instrument; 30 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency. Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.
    • History. Your expertise aids you in recalling lore related to your instrument.
    • Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
    • Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
    • Musical Instrument Activity :: DC
      • Identify a tune :: 10
      • Improvise a tune :: 20
  • 1 the favor of an admirer (A cloak pin made from enamel in the shape of a butterfly; when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again) (from Entertainer background)
  • 5 candles (from entertainer’s pack via Bard class); Adventuring gear; 1 cp; For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.; Source: PHB, page 151. Available in the SRD and the Basic Rules.
  • 1 bell (bought with starting gold from Entertainer background); Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 blanket (bought with starting gold from Entertainer background); Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 soap (bought with starting gold from Entertainer background); Adventuring gear; 2 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules.
  • 1 two-person tent (bought with starting gold from Entertainer background); Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules.

Trinket

d100 Trinket
76 A four-leaf clover pressed inside a book discussing manners and etiquette

 

IC (My thoughts . . .; “My words . . .”; My actions . . .)
11 Tarkash, Year of Three Ships Sailing, 1492 DR

Stonyeyes District, Outer City,
Baldur’s Gate, Sword Coast

   At the much more somber house of Bolnata, Misty is instead largely quiet, letting Io do the speaking. She had learned from bitter experience that the half-elf was better with words. Those half-orcs still wouldn't let Mishka back in to the tavern. But, once Bolnata had answered a few questions from Io and others, Misty did nudge her just a tad and whispered, "Dovis... Esk about Dovis Tobergate. Was he a good friend?"

   “Ahem!” Iolanthe coughs into her fist for effect, “Yes, and, if I may ask . . . Dovis Tobergate: was he a friend of yours or your late husband’s—if either of you even knew him at all?”

OOC

Movement:

Action:

Bonus Action:

Reaction:

Interact-with-Object:

Concentration:

(To Whom It May Concern . . .)

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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 15 (Studded Leather) | HP: 24/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha)
Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft.
Str: 10 (+0) | Dex: 17 (+3) | Con: 14 (+2) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 14 (+2)
Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant


 

Keryn thanks the watchman for the lead - it definitely would save them time. Indeed, he is about to take them for arranging a meeting - very happy to avoid waiting, when Mishka interrupts to decline. Not wanting to show display conflict amongst cloaks, he holds his tongue till they are clear before inquiring as to her reasoning. Her explanation however proves surprisingly sound. "A good idea, the last thing we want is another Vollis situation. Better it be contained."

 

He is happy again to let Io take a more gentle lead than he would have, given the little time they have to waste. He does chip in with his best attempt at consolation however, "If you had taken his suggestion to move back to Elturel you would likely all be dead now, rather than just Markus. Don't blame yourself for his death." The star does draw his interest, and he continues with a gesture towards it "A memento of your husband's or your own?"

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: Absorb Elements if triggered

Object Interaction: -

Actions & Resources

Actions:

Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves.

Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

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

 

Bonus Actions:

Cunning Action . Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

 

Reactions:

Absorb Elements 1/1

 

Class Features:

Sneak Attack . Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll]

Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

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1710466354262.jpg.7c6c9ba2eb32efeb569316d00e2bc66a.jpgGaerzil | HP 17/17 | AC 16 | Initiative +3 | Passive Perception 11
Spell Slots: 1st: 4/4 | 2nd: 2/2
Active Effects: N/A


Gaerzil lurks in the background, letting the sociable people handle the questioning while he observes the questionee and her surroundings. The star necklace she's wearing seems particularly noteworthy; lots of faiths and philosophies use stars in their symbolism, and he tries to piece together which specific institution this one might be a mark of. He also generally observes the room, looking for hints that her grief may be less genuine, or at least less unexpected, than it appears.

Name
Investigate/Religion on the star necklace (both +5)
21
1d20+5 16
Investigate on the rest of the room
20
1d20+5 15
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