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Chapter 00: Prelude B (Eye in the Sky)


Kamishiro_Rin

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Prelude: Eye in the Sky

Introduction

   The Mages of High Sorcery harness the magical power of the three moons of Krynn: Solinari the White, Lunitari the Red, and Nuitari the Black. Those blessed by the moons might show talent for magic and, with proper training, become apprentice mages. But to be accepted into one of the robed orders, a mage must officially join the Mages of High Sorcery and be subjected to the Test of High Sorcery, wherein their dedication to the magical arts is challenged. Failing the test can be deadly, but those who dare to seek magical power without passing the test are branded renegades and enemies of the Mages of High Sorcery.

   Every year and a half, the moons of Krynn align in an event known as the Night of the Eye. The events of this prelude unfold during one of these fateful nights, shortly before you head to Vogler.

   Decimus and Hunni Collic, you’ve been called to the Barb, a centuries-old spire where promising apprentice mages go to test their magic. It was built before the Cataclysm by the Mages of High Sorcery, but its intended purpose is lost to time. Many extradimensional spaces within it remain active, though they’re accessible only during the Night of the Eye.

Trial of the Barb

   Tonight is an important night. Ahead rises the Barb: a jagged, half-ruined spire of gray stone. Many who aspire to join the Mages of High Sorcery have come here to prove their magical proficiency. The Barb is usually nothing more than a ruin, its construction predating the Cataclysm. But tonight, on the Night of the Eye, when Krynn’s three moons align, the ruin is alive with magic once more. Soft light shines from the archway leading into the structure.

   You both know that you’re here to participate in a test and that if you succeed, you’ll learn the next steps to joining the Mages of High Sorcery. You also know any of the information from this prelude’s introduction.

OOC

@tyrtaeus and @KingGoblin

   This is one of three simultaneous preludes in which your characters will participate at first level. Which one of the three will depend upon their class and background. The prelude occurs after they’ve received the invitation to Ispin’s funeral from Becklin, but before they’ve reached Vogler.

   I intend to leave the Pre-Game IC Thread as mostly canon, sans the un-selected characters—we can say they’ve made other arrangements—and how and when you got there. For whatever reason you can come up with, in that thread, your characters just never brought up the events of these preludes. If you wish to bring them up at any point after we come back to present, in town, that’s fine with me.

Edited by Kamishiro_Rin (see edit history)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 10/10 (1d8+2) | 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: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni nudged the mage next to her, and pointed at The Barb"Look at that," she said, good-naturedly.  "Looks dangerous.  I don't envy the poor slobs who have to go in there."  The gully dwarf chuckled a bit to herself.

"Anyway, where do you think they'll do this test thing we're here to take?"

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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 | HP: 8/8 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar Caster | Cantrips Blade Ward
Booming Blade
Green-Flame Blade
| Level 1Expeditious Retreat
Magic Missile
Tensors Floating Disk
Tash's Hideous Laughter
Identify
Detect Magic
Comprehend Languages
Shield
 


Decimus adjusted the sakkat atop his head, leaning it back and allowing the moonlight to reveal his detached expression.  This had been a moment he had been both looking forward too, and dreading.  There were few things the wizard cherished more than his freedom, and becoming a Mage of High Sorcery felt like the kind of thing that would give him responsibilities.  He shuddered a little bit at the thought of it.  It was one thing to preach peace and love from his position as an initiate, there were no stakes involved, once he had that robe...Well, his word would carry a bit more weight, and that was kind of serious.  He brought a hand up to his rough beard and ran his index finger and thumb across his jawline in thought as he took in the monumental sight of the ritual site before him.  The Barb was truly a sight to behold, especially on this sacred night.  The three moons, all aligned vertically in the sky over the peak of the ancient tower, their light spilling from the cracks and holes in the masonry of the spire forming runes and pulsating as the magicks of the moons light were focused within.  The atmosphere seemed to bear down on him here, the air was thick with magic and he felt the power flow through his body with each breath, which meant he was starting to understand why the test would be held here.  Just the existence of such a powerful relic sent shivers down his spine, you would have to be a fool to gaze upon the stonework and the magics that were clearly at work here and not feel insignificant.  He smiled softly to himself and closed his eye, though the bright moonlight would not be stopped by such a thing.  He was doing the mages work for them by fueling his own anxieties here, too much thinking.  

Decimus jumped as a voice called out from beside him unexpectedly, his eye opening sharply, his head swiveling to his right to look at his new companion, only for a frown to cross his features as he saw nothing.  The genial voice spoke again before he realized it was coming down from below, and he tilted his head forward, his one eye catching the two soft blue eyes of the fellow wizard who was addressing him.  She was not wrong, he did indeed pity them.  His frown eased into a warm smile as she asked what his opinion of the matter was, her warm attitude easing his tension.

"If I had to guess, it looks like we're heading into the spooky tower, but hopefully they'll just see how tough we are and give us our robes

Edited by tyrtaeus (see edit history)
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Rovina   The arch opens into a large atrium lit with flaming sconces and adorned by grand tapestries depicting Krynn’s three moons. Doors circle the room. The light of the moons cascades through broad windows high above. At the center of the room stands a serene-looking woman with long, gray hair and red robes. She nods as you enter. Another person, a gnome girl, is in the room. She looks around the room nervously, as if she, too, is here for the test like you are.

   “Welcome, initiates. I am Rovina,” the red-robed mage introduces herself. “and I serve as the Barb’s caretaker.” She ushers the pair of you into to the atrium. “The Barb is a place of ancient power where, during the Night of the Eye, magic flares to life to test would-be mages. I can answer any questions you might have about the Mages of High Sorcery.”

   When you examine the tapestries recognize each of the three moons and their relation to the three orders of the Mages of High Sorcery.

OOC

   Rovina can answer any question that could be answered by reading the “Mages of High Sorcery” section of “Organizations”.

   ★A character who succeeds on a DC 10 Wisdom (Perception) check realizes★that while the doors in the room should lead outside, no other entrances into the Barb were visible from the exterior.

spacer.png
A Spellbook Emblazoned with the Symbol of the Mages of High Sorcery

Rules of the Trial

   Rovina leads you to a door and says, “To pass the night’s test, you must face the trial in one of the tower’s rooms, which are accessible only for the night. The trial requires magical talent but carries none of the dangers of the Test of High Sorcery. It provides a foundation for the real test. The goal is to complete the challenge presented in the room, implying different apprentices will face different challenges . . . You have until the Night of the Eye ends, at which point the rooms vanish, expelling everyone inside.”

The Trial Begins

   Once you are ready, Rovina opens the door, revealing a portal filled with swirling amber light. She directs you to enter the portal together.

Ellywick Lilli Waywocket Wrenn Shamil Tana Zanna Zook “Sparklegem” Timbers   “Hi,” the gnome girl says, holding out a hand to either of you. “I’m Ellywick Lilli Waywocket Wrenn Shamil Tana Zanna Zook “Sparklegem” Timbers!” Though she’s very excited, much of her nervousness remains. “I was hoping we’d be able to work together, but it looks like we’re getting separate trials . . . Good luck! I think we’re gonna need it!”

Edited by Kamishiro_Rin (see edit history)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Level 1 Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 10/10 (1d8+2) | 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: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni takes the gnome girl's hand, and just sort of holds it.  "Hi, uh, you.  I'm Hunni," she says, pretty sure she won't remember her name.  Or even be able to pronounce it all if she does.  "I belong here!" she declares, in order to ensure there is no confusion on the matter.

"Good luck to you, too, but we'll probably be fine.  It's just magic, what's the worst that can happen?" the gully dwarf tempts fate.

"When do we get our robes?"

Edited by Kamishiro_Rin (see edit history)
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 | HP: 8/8 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar Caster | Cantrips Blade Ward
Booming Blade
Green-Flame Blade
| Level 1Expeditious Retreat
Magic Missile
Tensors Floating Disk
Tash's Hideous Laughter
Identify
Detect Magic
Comprehend Languages
Shield
 


The large arch opened achingly slowly, the sound of ancient metal and wood groaning under the weight of time, revealing an impressively decorated inner sanctum.  The entrance gave him an unnerving chill, the building seeming more akin to a dragon opening its maw, ready to devour its willing meal.  He moved slowly forward, his robe swishing between his feet as he crossed the threshold, into the awaiting atrium.  The cool night air was washed away as the heat of the sconces surrounded him.  The red robed mage Rovina welcomed them, giving a cursory description of her presence here, and what awaited them.  It figures that a red mage would be the one in charge of a neutral ground like this.  The White robes spent too much time being bleeding hearts, and the Black robes... Well, best left unsaid, their presence alone was an omen of the worst kind anywhere they turned up.  It was then his eyes wandered across the walls, taking in the beauty of the tapestries and what they represented, and scanning the doorways, which itched a part of his brain that made him feel strange.  There had been no other entrances to the Barb, so there was even more at work here than initially expected.  A pocket dimension? 

Rovina stood before another door, explaining that this was simply a precursor test to the real test.  The implication that they would not die in this room was strange, and maybe even a lie?  He could not be sure that the test had already started and his reaction to all of this was simply part of it.  No, that was too much thinking again.  Again, Hunni did a great job being the voice of the two of them as she introduced herself to the Gnome who had began speaking to them as he was lost in his own world of thoughts, bringing him back into the room.   

"Good evening Ellywick Lilli Waywocket Wrenn Shamil Tana Zanna Zook “Sparklegem” Timbers, it would be nice if we could work together, don't give up hope, we don't know what's on the other side of that portal, and Hunni, I wouldn't be so fast to ignore the signs here, prudence would be wise

He felt like an old man, towering over the two small mages in the room with him, and feeling the years in his face as he looked at the two.  Decimus stared at the portal with wonder, before deciding that it was his turn to take the lead, and marched forward with more determination than he had shown in some time, entering the portal.     

Edited by tyrtaeus (see edit history)
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   As you pass through the door, it opens into a wide rotunda with black stone floors and walls carved with elaborate runes. The interior is empty save for a single pedestal at the room’s center. Atop the pedestal, an ornate key balances on its tip.

   Behind you, the door you entered through vanishes. On the opposite side of the room, an identical, closed door appears. The room is 100 feet in diameter.

   There are carvings on the wall around the rotunda.

Ellywick   “I can’t make heads nor tales of these carvings,” Ellywick says, scratching her head. “Can you guys read these things?”

   She gives up and moves forward, suddenly hitting an invisible barrier. “Ow!” she exclaims, rubbing her nose and checking to see if blood might be coming out. She sounded like she hit it pretty hard! Fortunately, no blood drips from her nostrils.

   You all find that you can walk around the edge of the room, examining the carvings, but at two locations—one where you came from, and one at the other side of the room, there seems to be a gap in the invisible barrier.

   Ellywick enters the gap and suffers a similar fate as before as she attempts to walk towards the key. “Is this . . . an invisible maze?”

OOC

A character who examines the carvings learns their meaning by ★succeeding on a DC 14 Intelligence (Arcana) check★   The runes are an arcane cipher for the knock spell. or by spending an hour studying them.

Edited by Kamishiro_Rin (see edit history)
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Level 1 Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 | HP: 8/8 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Initiative: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar Caster | Cantrips Blade Ward
Booming Blade
Green-Flame Blade
| Level 1Expeditious Retreat
Magic Missile
Tensors Floating Disk
Tash's Hideous Laughter
Identify
Detect Magic
Comprehend Languages
Shield
 


The shimmering light of the portal passes by Decimus, and he continues forward, with the two small mages by his side.  A thoughtful sound escapes his mouth as he slowly turns his head, absorbing the new information, processing it.  The black stone of the floor is smooth and unblemished, but the stones of the walls are marred with a collection of differing runes, none of which he is able to decipher at the moment.  In the center of the room, a carved pedestal stands alone with only a key atop it to keep it company.  A trap?  The glowing light of the portal illuminating from behind him dims, then vanishes, and before them, at the other side, he watches as a new door shimmers into existence.  Ellywick confirms that she too is unable to understand the carvings, so the only hope now, is that Hunni has some sort of understanding of them.  He turns to her to ask, when the Gnome begins moving forward, only to find herself repelled by an invisible force.  Decimus narrows his eyes, then reaches on hand out in front of him, and slowly begins moving forward until he feels the same force that repelled his companion.  Keeping his hand against the wall, he moves around, using to to guide his way all the way around the room until he hits the wall preventing them from getting to the next door.  No point in trying the other way, it is probably the same.  He returns to where they entered.  

"I can't read these carvings, that is troublesome, Hunni, does this ring any bells?"

The wizard sits in a cross-legged fashion on the cool tiles, waiting for a response, cataloguing his thoughts for any memories of these runes or what they could possibly mean.  Given time, he could decipher these, but he had to admit that it hurt his pride so that he did not immediately recognize them.  

spacer.png

 OOCAction: --

Bonus Action: —

Movement: --

Reaction: —

Actions & ResourcesTBC

 

Edited by tyrtaeus (see edit history)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 10/10 (1d8+2) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
StrSave: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
:
8 (-1) | DexSave: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆
☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Initiative: +2
:
14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1
Arcana: +1
History: +1
Investigation: -1
Nature: +1
Religion: -1
:
8 (-1) | WisSave: +3
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +5
Intimidation: +3
Performance: +3
Persuasion: +3
:
17 (+3)

Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni walks around the room, looking at the invisible wall that she can't see.  She touches it sometimes.  At Decimus's question, she replies, "Those squiggles?  They look like writing.  They probably say this is an invisible maze," she comments, just as clueless as the rest of them.

When she gets to the opposite wall, she tries the door.  Wouldn't we feel foolish if it turned out to be just that easy?

OOC

Action: Open the door in the wall.

Bonus Action:

Movement: --

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, 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). 

Whip (finesse, reach). Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: (1d4 + 3) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Currently whip.

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

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 1 spell slot.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers

 

 

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   Neither Decimus nor Hunni can interpret the runes carved into the wall upon first glance, either.

   When Hunni makes her way around the room, she finds the door has no handle to grasp—just a keyhole. Looking behind her, at the center of the room, floats a key! Her attempts to push the door are futile. She even snakes a little finger into the keyhole to maybe yank the door open, but again, it does not budge.

   “I don’t suppose either of you knows how to cast the detect magic spell, or any other spell that would let you these invisible walls, do you? I wish I’d’ve remembered to prepare it! Ahaha!” She does a cute little gesture of bonking herself on the head and sicking out her tongue. Tee-hee!

   Ellywick then begins feeling her way through the maze.

Hour I

   Ellywick spends an hour getting fruitlessly lost in the maze.

OOC

   Ellywick will spend one hour studying the runes, unless either of you does something that would let you finish the maze, retrieve the key, and open the door before she finishes studying the runes.

   A character who casts detect magic sees the walls of the maze glow with auras of illusion and transmutation magic. Other spells that reveal invisibility, such as faerie fire or see invisibility, also reveal the walls. Characters who can see the walls can easily navigate to the maze’s center. Characters who can’t see the walls can still complete the test, but doing so takes an hour and requires a successful DC 14 Intelligence (Investigation) check. Characters can attempt this check again after an additional hour of effort.

   Remember: A character who examines the carvings learns their meaning by spending an hour studying them.

Edited by Kamishiro_Rin (see edit history)
Name
Ellywick’s DC 14 Intelligence (Investigation) check
7
1d20 7
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Level 1 Initiate of High Sorcery | Bladesinger Wizard | Human

 


AC: 13 | HP: 8/8 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Initiative: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar Caster | Cantrips Blade Ward
Booming Blade
Green-Flame Blade
| Level 1Expeditious Retreat
Magic Missile
Tensors Floating Disk
Tash's Hideous Laughter
Identify
Detect Magic
Comprehend Languages
Shield
 [1/2] 


Hearing Hunni reveal she had no more information about these runes than he did was frustrating, but when Ellywick asked him if he knew how to detect magic, well, Decimus felt like bringing the heel of his palm to his forehead in exasperation.  What kind of wizard forgets his own spells?  Still sitting in the cross legged position on the ground in front of the invisible wall the Gnome had walked into, he began to speak in a low whisper, concentrating his magicks in his core while flexing his fingers in a practiced fashion.  A small pulse of energy released from his body, the cloak that was nestled within his lap fluttered, and the loose strands of hair tickled his nose as it shifted from the pressure.  The walls of the invisible maze did not reveal themselves in a manner of speaking, but their ethereal nature just became juxtaposed against the background dark stone, like negative shadows in a way.  At least he could guide them through now. 

"Ellywick, Hunni, I found the entrance, follow me...

Slowly he entered the maze, keeping his eye peeled for anything else that may endanger them as they moved through the maze, such as runes on the ground through the path.  

spacer.png

 OOCAction: Cast Detect Magic

Bonus Action: —

Movement: --

Reaction: —

Actions & ResourcesTBC

Edited by tyrtaeus (see edit history)
Name
Perception check for traps
15
1d20+2 13
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  When Decimus casts the detect magic spell, the entire room, out to 30 feet, lights up with the yellow aura of illusion magic, and the walls of the maze light up with the orange magical aura of transmutation magic. What might surprise him is that the walls are actually moving throughout the maze!

   Ellywick manages to run into a couple of walls a couple times, and Hunni even hits a wall, as well. But they both figure out how to follow you closely. You make it through the maze to the center.

   When you reach out and touch the golden key floating above the pedestal, it flashes and all the walls of the maze fall down through the yellow, illusory floor.

   At the other end of the hall, you watch the door of the room swing open. A golden, swirling pool of magic awaits you to walk through it—the same golden portal that you entered through into the room.

Conclusion

   Upon completing the trial and passing through the door, the three of you emerge into the atrium of the Barb. Rovina claps her hands and cheers.

   “Congratulates! You’ve passed the challenge and I deem your apprenticeships complete. You are now ready to take the next step on the path to becoming members of the Mages of High Sorcery!”

   She holds out a scroll and hands it first to Decimus, then to Hunni, and finally to Ellywick.

Scroll for Wyhan in Kalaman
After completing the Trial of the Barb, you all receive this scroll and instructions to take it to Wyhan in Kalaman

   Rovina hands each character an ornate scroll and a spellbook emblazoned with the symbol of the Mages of High Sorcery. She says, “These books are meant for you, either to use as spellbooks or to fill with their discoveries. Take this scroll, proof of your completing the Trial of the Barb, to the mage who will lead you on the next step of your journey: a black-robed mage named Wyhan who resides in the city of Kalaman.”

   Decimus and Hunni have already received their invitation to Ispin Greenshield’s funeral, and they know that Kalaman is conveniently nearby.

   “You must not open the scrolls under any circumstances, as their contents are meant for Wyhan only!” she cautions. “Once again, I congratulate you three, and wish you all the best on your travels.”

   As you leave the Barb, Ellywick bids you farewell and says, “Well, this is good bye. I hope maybe I’ll see you again in Kalaman!”

OOC

   Congratulations. Your prelude is finished. Please level your character up to level 2. I’ll be folding you into the third prelude, soon. Please update your Character Sheet Threads to reflect leveling up, and update anything in your posting template (such as HP, etc.).

   Many apologies for the “cut-scene”-ish nature of these preludes.

   Incidentally, for future reference, when I describe magic auras for the detect magic spell, I use the following colors for the auras of each school of magic, as well as the opposing color for the ‘opposing’ school.

School Color   Opposing School Color
Abjuration: white Necromancy: black
Conjuration: green Evocation: red
Divination: blue Illusion: yellow
Enchantment: purple Transmutation: orange
Edited by Kamishiro_Rin (see edit history)
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 10/10 (1d8+2) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
StrSave: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
:
8 (-1) | DexSave: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆
☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Initiative: +2
:
14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1
Arcana: +1
History: +1
Investigation: -1
Nature: +1
Religion: -1
:
8 (-1) | WisSave: +3
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +5
Intimidation: +3
Performance: +3
Persuasion: +3
:
17 (+3)

Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


As Decimus casts his spell, Hunni entertains herself trying to find a way to pry the door out of place; thankfully, the mage knows Detect Magic, so the three of them are able to actually make progress.

After, when they all get their scrolls and spellbooks, Hunni looks at hers thoughtfully.  Being warned not to open it, she makes a face, then sticks it in her fancy pouch.  "Explosive Runes?" she asks, and decides this is important enough that she will commit it to memory.  Then, she promptly forgets the scroll entirely.

"Good bye?" she asks the complicatedly-named gnome, "Why?  If we are all going to the same place, why not travel together?"  Hunni then looks at Decimus.  "Do you want to travel together?  We can get there faster, if there are two of us!" she enthuses, smiling.  "Do you know where we are going, though?  I am not sure where Kalamas is."

OOC

Action: Open the door in the wall.

Bonus Action:

Movement: --

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, 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). 

Whip (finesse, reach). Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: (1d4 + 3) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Currently whip.

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

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 1 spell slot.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers

 

 

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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Level 1 Initiate of High Sorcery | Bladesinger Wizard | Human

 


AC: 13 | HP: 8/8 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Initiative: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar Caster | FeaturesBladesinger  | Cantrips Blade Ward
Booming Blade
Green-Flame Blade
| Level 1Expeditious Retreat
Magic Missile
Tensors Floating Disk
Tash's Hideous Laughter
Identify
Detect Magic
Absorb Elements 
Charm Person
Comprehend Languages
Shield
 [3/3] 


Passing through the door leads them right back into the atrium of the Barb again, filling the one eyed wizard with relief.  Rovina provides the group with more positivity, but with Hunni & Ellywick already as bright and cheerful as they are, Decimus feels as though that quota had been filled already.  Nonetheless, he shares a small smile with them as he takes the scroll from her hands and examines it.  The scroll has the typical pomp and circumstance as any other items that the High Order decides they need, but he does appreciate the care and power that had gone into the worn leather of the spellbook.  Maybe once the tattered pages of his current one become torn and unusable, he will begin to transcribe his spells over, but for now, he graciously accepts his gift and places it within the folds of his cloak as the proctor explains the ornate scroll now in his long-fingered hands.  His thoughts turn slowly as he is presented with the information.  A Black Mage, Wyham of Kalaman.  None of that sounded good, but he does not voice his concerns.  He tucks the scroll into his robe as well as Hunni asks if he would like to travel with her, and a warm smile crosses his face, for once, reaching his eye. 

"I'd be happy to travel with you Hunni, I always appreciate good conversation, and you seem full of it"    

 

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 OOCAction: Cast Detect Magic

Bonus Action: —

Movement: --

Reaction: —

Actions & ResourcesRitual Casting
You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Arcane Recovery
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Bladesong
You can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required).
While your Bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Spells
Cantrips: Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
, Booming Blade, Green-Flame Blade

1st Level: Expeditious Retreat, Magic Missile, Tensors Floating Disk, Tash's Hideous Laughter, Identify, Detect Magic, Absorb Elements, Charm Person, Comprehend Languages, Shield

Edited by tyrtaeus (see edit history)
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