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Act 3: Return


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"Silver? Silver, you say?" one of the fishermen says. He looks at the older man who responded and says, "You don't speak for all of us."

 

He turns to his companions who all agree that real coins, a rare thing for a peasant to acquire, were worth it. They row their boat over and easily fit the party on the large skiff. They make it to the other side and continue their travels upriver to the king's home.

It is darkness when they see the lights of Castle Bronwend in the distance. The party could continue for another hour or rest here for the night.

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Prof. Alberich von Nibelungen, Rock Gnome Wizard

 
ProfAlberichvonNibelungen.jpg.ec3b13d6048b7f92b06eccfafaee0e3b.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

When the mustachioed Cleric of Heilja  mentions silver, the Professor carefully turns his back and checks his purse. Secretly counting his coins, he only finds 5 gp -- no silver. He slowly looks up to the others, his eyes big and sad behind his pince-nez spectacles, a quivering tear starting to form under one eye, afraid to tell them he has no coinage of the proper denomination.

Then Dragos volunteers to pay the required fee, and the tiny wizard brightens. Again he thanks Aurin the Wise for guiding him to such resourceful allies.

Like the others he awaits the paladin's decision as to what the party should do at this juncture. He himself could continue a little while longer as the dark didn't bother him as much as it did humans, he expects. Still, maybe he could get some more information as to the next stage of their strange journey from his new-found friends. That way he could prepare the proper spell to prove his worth.

HP: 26/26
AC: 12 (15)
Spells: Lev1 -- 2/4; Lev2 -- 2/3

 
 

OOC

N/A

 

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  • 2 weeks later...
Sir Belithar Galviston

image.jpeg.d63f1e470af88264067c1ff4dd96740e.jpegAs the others turned to him for direction, the young knight gazed thoughtfully in the direction of the castle.

"Mm… my heart longs to seek the safety of those castle walls. Our quest was to retrieve the sacrosancti, after all, and the sooner we arrive, the less likely we are to be ambushed in the middle of the night.

"And yet, we know of the conspiracy against the king. If some of my fellow knights have also fallen, perhaps we are simply walking into a den of cutthroats and traitors. This decision is not one to be made lightly."

He fell silent again, weighing the choices. Then, with a cautious huff, a resolute look crossed his eyes as he declared, "We march on. Keep details of the quest and the artifact as subtle as you can. The King must learn of our success before all others."

With that, he spurred his steed onward and continued the journey towards Castle Bronwend.

Mechanics & OOC

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 32/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly Regard
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine Sense (4/4)
  • Lay on Hands (20/20)
  • Fighting Style (Defense)
  • Divine Smite
  • Sacred Oath: Oath of the Crown
  • Channel Divinity (1/1 per rest)

Feats

  • Heavy Armor Master

OOC: -

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One of two stone castles in the entire kingdom (the other being Spottswood the castle the party recently evacuated), Castle Bronwend is well-defended. Located on the edge of the River Bron where a jut of rock provides a form of natural defense, access to land is accessible from only one side.

 

It is full dark when the party arrives at the gate to the castle. The drawbridge is down but so is the portcullis. A man-at-arms with a torch stands on the wall above the gate. Looking down at the approaching group, he almost challenges them but recognizes Sir Belithar.

"It's the Sword Templar, back from his adventures. Let him in."

The portcullis is raised so they can pass. The same man-at-arms meets them as they walk in.

"Welcome, m'lord," he bows to the paladin and then nods to Belithar's companion, "and your friends. I'm afraid you'll have to sleep in the stables this evening. His highness will be free to meet you in the morning."

Edited by AFreebornManoftheUSA (see edit history)
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Sir Belithar Galviston

image.jpeg.d63f1e470af88264067c1ff4dd96740e.jpeg"You have my thanks," Sir Belithar replied, "The lodgings will suffice. Though, do us a favor, if you will? Keep news of our arrival quiet until the morning. I would rather not stir curiosity until we've had a chance to meet with the King."

Turning to his allies, he then said, "Come, let us set up camp in the stables. Though we are now within the castle walls, I do not think we are out of the woods yet. We should maintain our guard. I will take first watch, so you all may rest from the journey.

Mechanics & OOC

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 32/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly Regard
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine Sense (4/4)
  • Lay on Hands (20/20)
  • Fighting Style (Defense)
  • Divine Smite
  • Sacred Oath: Oath of the Crown
  • Channel Divinity (1/1 per rest)

Feats

  • Heavy Armor Master

OOC: -

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Prof. Alberich von Nibelungen, Rock Gnome Wizard

 
ProfAlberichvonNibelungen.jpg.ec3b13d6048b7f92b06eccfafaee0e3b.jpg

Statblock

[b][url=http://www.myth-weavers.com/sheet.html#id=2582688]Prof. Alberich von Nibelungen[/url][/b]
[i]Rock Gnome Wizard 4 LG[/i]

[b]AC[/b] 12 [b]HP[/b] 26 [b]Speed[/b] 25ft

[b]Str[/b] 10 (0) [b]Dex[/b] 14 (2) [b]Con[/b] 14 (2) [b]Wis[/b] 12 (1) [b]Int[/b] 16 (3) [b]Cha[/b] 10 (0)

[b]Attacks[/b]
[b]Quarterstaff[/b] 1d20 +2 1d6
[b]Dagger[/b] 1d20 +4 1d4 +2
[b][/b]  
[b][/b]  
[b][/b]  

Wizard Features

Hit Points, PHB, pg. 113
Proficiencies, PHB, pg. 113
Arcana
History
Spellcasting, PHB, pg. 114
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 16, Spell Attack +8) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.

Arcane Recovery, PHB, pg. 115
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 3, and none of the slots can be 6th level or higher.

Arcane Recovery: (No Action)
/
Long Rest
Arcane Tradition, PHB, pg. 115
School of Illusion
Illusion Savant, PHB, pg. 117
The gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion, PHB, pg. 115
2nd level
When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

FEAT, PHB, pg.
Magic Initiate (Wizard)
You learn two cantrips of your choice from the wizard's spell list -- Minor Illusion and Mold Earth.

In addition, choose one 1st-level spell from the wizard's spell list -- Color Spray. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat.

Intelligence is your spellcasting ability for these spells.

RACIAL TRAITS
Darkvision, BR, pg. 37
You can see in darkness (shades of gray) up to 60 ft.

Gnome Cunning, BR, pg. 37
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer’s Lore, BR, pg. 37
Add twice your proficiency bonus to History checks related to magic items, alchemical objects, or technological devices.

Tinker, BR, pg. 37
You are proficient with tinker's tools and can use them to construct tiny clockwork devices.

While riding behind the tall paladin on his mighty steed, the rock gnome could only gape and stare at all of the grand scenery that is Castle Bronwend. To be honest, the Professor had never seen the like in his wanderings. Obviously his friends are all highly connected in this society.

Following Dragos' lead, Alberich kept his tongue quiet. As soon as he could get the opportunity, though, he would record all of his experiences in this strange place.

HP: 26/26
AC: 12 (15)
Spells: Lev1 -- 2/4; Lev2 -- 2/3

 
 

OOC

N/A

 

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The stables smell, the straw is itchy, and the animals they're sharing the space with are not quiet. Still, exhaustion wins and everyone sleeps quite well.

 

Abainath 22, 941

When they awaken the next morning, they find a stableboy, likely no older than 12 or 13, staring down at them in wonder.

"Lords sleepin' in my stables? It's the End of Days already, issit?"

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Dragos Draper - Cleric of Heilja

Dragos laughs and says, "Well, young man, we are not all lords. Maybe one of us. Lovely morning isn't it! Thanks for the gentle wake up."

 

He stands and tosses a silver piece to the stableboy, "We got in very late last night."

 

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Sir Belithar Galviston

image.jpeg.d63f1e470af88264067c1ff4dd96740e.jpegThe Templer gave the boy a friendly smile and nod. It did not seem all that long ago when he was in the stablehand's shoes, though he was but a babe when his humble beginnings were taken from him.

"May Artema's blessings be upon you, boy," Sir Belithar replied, rising calmly from his spot in the straw. Donning his armor and gear once more, as well as double-checking that the sacrosancti was still in his possession, he waited for the others to be ready before heading towards the King's halls, leaving behind his trusty steed.

Mechanics & OOC

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 32/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly Regard
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine Sense (4/4)
  • Lay on Hands (20/20)
  • Fighting Style (Defense)
  • Divine Smite
  • Sacred Oath: Oath of the Crown
  • Channel Divinity (1/1 per rest)

Feats

  • Heavy Armor Master

OOC: -

Edited by rogueblade0729 (see edit history)
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The boy's eyes bug out at the silver and replies back, in a voice too loud and cracking with early puberty, "S'pon you too, m'lords!!" and runs around the corner, perhaps to spend the money immediately.

 

Some soldiers, different from the ones at the gate last night, are patrolling. They glance at the party but don't confront them. The courtyard is beginning to bustle with early morning activity but the keep itself looks dark and quiet.

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Sir Belithar Galviston

image.jpeg.d63f1e470af88264067c1ff4dd96740e.jpeg"Stay close, now. And remain alert," Sir Belithar counseled his companions quietly, before turning to depart for the castle. Time to meet with the king and return the sacrosancti.

Mechanics & OOC

Statblock

Sir Belithar Galviston

Human (variant) Paladin (Oath of the Crown) 4 LG/LN

AC 19 HP 32/46 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 16 (3)

Attacks
+1 Cold Iron Longsword +6 1d8+4
Javelin +5 1d6+3

Features

  • Knightly Regard
  • Bonus Feat (Heavy Armor Master)
  • Bonus Skill Proficiency (Athletics)
  • Divine Sense (4/4)
  • Lay on Hands (20/20)
  • Fighting Style (Defense)
  • Divine Smite
  • Sacred Oath: Oath of the Crown
  • Channel Divinity (1/1 per rest)

Feats

  • Heavy Armor Master

OOC: Sir Belithar heads for the King's halls!

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