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Chapter 01d: When Home Burns (Back in Vogler)


Kamishiro_Rin

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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: 26/26 (10 temp) (hd 3d8) | 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


 

Round V

 

As everyone begins attacking, Hunni jumps up and tosses her staff out, yelling the command word. "Go kill the horse, Snakey!"

 

OOC

Action: Activate the Staff of the Python at U56

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

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

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

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

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  1 / 2, cast at 2nd level

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 2 spell slots.  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, Unseen Servant, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

Edited by KingGoblin (see edit history)
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

 

Round V

 

Responding to Hunni's mental, and verbal, commands, the giant snake strikes out at the messenger's horse. Rather than trying to constrict the horse, it simply bites at it. It somehow manages to miss, because of course it does. It is probably still a bit disoriented from the shift into a snake.

 

OOC

Action: Attack the messenger's horse

Bonus Action:

Movement:

Reaction:

 

Edited by KingGoblin (see edit history)
Name
Bite Attack at Messenger's Horse
9
1d20+6 3
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


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


 

 

6th Round

Mery again signals Handsome to move to about 20 feet ahead of the choke point (QR-45-46). She then raises her shortbow, nocks an arrow, pulls back the bowstring, aims at DAS5's warhorse, and looses, feeling more than a little guilty when her arrow hits the animal squarely in the neck. She tells herself, 'I promise I will try to save that horse once we take down the messenger, provided that my friends don't have even greater need of my healing ability.'

She then extends the Heat Metal spell for another round, continuing to heat up the messenger's splint armor.

Before she moves back, she speaks a few sentences in Solamnic to Artanis.

For Artanis only - Solamnic

"The messenger is a lieutenant. Do you think we should offer her the chance to surrender?"

Then she signals Handsome to return to the choke point (MN-44-45) and to dodge any attacks.

 

 

OOC

Action:  Shoot at DAS5's warhorse with shortbow

Bonus Action: Extend Heat Metal on messenger's splint armor. (Round 2 of 10)

Movement: —

Reaction:

Mount Movement: Move first to QR-45-46, then after attacking and extending the spell, back to MN-44-45

Mount Action: Dodge

Actions & Resources

Actions:

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

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

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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

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

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   18 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

 

OOC

The roll of 7 is meant to be the damage from Mery's shortbow. I just forgot to label it as such.

Edited by tbgg (see edit history)
Name
fire damage vs messenger
6
2d8 3,3
shortbow attack vs DAS5 warhorse (AC 11)
14
1d20+4 10
roll
7
1d6+2 5
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 3 Beast of the Sky


AC: 15 (Natural Armor) | HP: 16/16 (3d6+3) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 12 (Darkvision 60 ft.)
Str: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


Round 5

Kalasääski swoops in to assault the prone messenger, attempting to rake at her face with their sharp talons. The messenger handily blocks the flurry of talon swipes with her shield.

OOC - Kalasääski, Round 5

Action: Take the Shred action against DASM.

Bonus Action: —

Movement: Fly to T54.

Reaction: —

Round 6

With Merituuli preoccupied focusing the magics of the baculite shell he carries, Kalasääski flits out of melee range and takes evasive action.

OOC - Kalasääski, Round 6

Action: With no command from Merituuli, Kalasääski takes the Dodge action.

Bonus Action: —

Movement: Fly straight up 30 ft., avoiding opportunity attacks with Flyby.

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d4+5 slashing damage.

Other:

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Edited by PhoenixSlayer (see edit history)
Name
Shred vs. prone DASM
11
keep(2d20,highest,1)+5 6,6
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 47/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Hit Die: 2/3d12 | Rages: 2/3 | Magic Awareness: 2/2


Round 6

The ambush is working like a charm. If anything, it's working too well, what with the last soldier down, their contemptable horses both wounded, of the messenger once standing proud and fearsome now kissing the dirt. Modri, for all his rough and tumble ways has a few things he's a soft spot for. Big dogs. Children who ask lots of questions. Women with scars.

Then again, she was leading the men who would've murdered the townspeople.

It's a conundrum.

Thankfully, Modri is good with conundrums.

The Dwarf half-pivots around, half-pushes the horse to the side so he can reach the messenger. "You know? You look like you've had a rough life. Can respect that." Modri plants a boot on her to keep her held down. "So what do you want? Die here in the dirt, or accept your loss and surrender?"

It's a spur of the moment decision. There's no guarantee the messenger will listen, or in fact any of his companions either since this wasn't part of the plan. Modri can't help but offer an olive branch to someone who's likely to scrap it out their entire life. Of course, that olive branch includes a rough boot to balance it out.

It's then that another magic explosion happens behind him, furthering emphasizing the hopeless situation for the Dragon Army officer.

 

 

OOC

Round IV

Movement: Move to V53 so he doesn't provoke an opportunity attack from the warhorse, but also gets in base with the messenger.

Action: Will try to grapple the messenger to keep her from moving. Advantage on his Athletics roll due to Rage Looks like her Athletics is higher than her Acrobatic so will roll for that.

Bonus Action: One more Flumph, same as before to keep wounding the warhorses.

 

Edited by Peacemonger (see edit history)
Name
Messenger's Contested Athletics Against Grapple
12
1d20+4 8
Modri's Grapple Check (Athletics) with Advantage
21
drop(2d20,lowest)+5 1,16
DAS 5 Horse's Dex Save (DC 13)
4
1d20+1 3
Messenger's Horse's Dex Save (DC 13)
3
1d20+1 2
Exploding Flumph Damage
6
1d6 6
Offer of Surrender (Helped by Artanis)
18
keep(2d20,highest,1)-1 19,15
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 14/22 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

Round VI

Seeing the one messenger swiftly taken care of, and both horses already victim to their ambush, Artanis hastens over to where Modri has restrained the messenger. Keeping his sword ready, he adds to Modi's offer "We would offer fair treatment should you do so - though you would be given over to the Knights at first opportunity. The terms offered include co-operation however, much like your offer to these townspeople." Judging by Mery's advice, it's likely she could be quite helpful to the coming war effort. Though off their current knowledge of near zero anything would be. He hopes she will come to the right decision, seeing herself outnumbered, but steels himself to do the necessary should she not.

 

 

 

OOC

Action: Ready a melee (Longsword) attack if she escapes and gets into range, applying both Precise strike and Rallying mark.

Bonus Action: 

Movement: 30ft Q47 > U51

Reaction: 

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

   Leadership Dice (d6). 2/3 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Edited by PureChance (see edit history)
Name
Persuasion
11
1d20+7 4
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 18 (Chain Mail +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Round 6

Coltan watches the messenger land at his feet and hears his companions offer her terms of surrender. "The Queen of Darkness does not surrender. Better wake her from unconsciousness." The smith spits.

"Purify her intentions, Reorx!" He throws his translucent hammer to tenderize the messenger and burn away the evilness. But, Reorx prevents the surrendered soldier from taking any damage.


OOC

Action: Cast Sacred Flame on DASM

Bonus Action: Move Spiritual Weapon to U53 round 7 of 10

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 3/4 | 2nd 0/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Edited by JubalBreakbottle (see edit history)
Name
Spiritual Weapon vs DASM AC 19
9
drop(2d20,lowest,1)+5 1,4
Sacred Flame (V, S). Dex DC 13 vs DASM
18
1d20+4 14
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Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Morning

Attacking the Dragon Army Soldiers

Round VI Concluded

   It all happened so fast for the messenger, whom at least two people now know to be a lieutenant in the Red Dragon Army. No sooner had she and one of her subordinates turned their horses to race back to the Red Dragon Army that a series of attacks came at them! A mystical, floating hammers with the symbol of Reorx, a tough dwarf, arrows, a giant snake out of nowhere! She was caught flat-footed and neither she nor her subordinate could do anything before the next thing she knew, she was yanked off her horse by a thorn whip.

   She landed hard—thankfully buffered by her splint armor and the gambeson she wore underneath it. The next thing she knew, before she could even get up, a burly dwarf had her grappled in her prone position. She struggled to break free of the grapple, but the dwarf was just heavier and stronger.

   She resigned herself to a meaningless death and began a quick, resigned prayer to Takhisis—Takhisis, lypámai pou o thánatós mou den boroúse na se exypiretísei kalýtera. . .Takhisis, I’m sorry my death could not serve you better . . .—when suddenly, the dwarf did something she did not expect.

   He had her at his mercy, but she managed to look up and find a grudging respect and kindness in his eyes she’d never seen before.

   “You know? You look like you’ve had a rough life. Can respect that.” Modri plants a boot on her to keep her held down. “So what do you want? Die here in the dirt, or accept your loss and surrender?”

   And then the green knight approached and reiterated the offer. “We would offer fair treatment should you do so - though you would be given over to the Knights at first opportunity. The terms offered include co-operation however, much like your offer to these townspeople.”

   Her fanatical devotion to Takhisis warred in her head but she ultimately realized that she was about to die a meaningless and ignoble death here on this bluff, in the middle of nowhere. All the blood, sweat, and tears she’d poured into fighting tooth-and-nail to her position, all about to be wasted if she doesn’t accept their offer.

   Ironically, it was when Reorx’s self-proclaimed apprentice attacked her anyway—but the attack did no damage—that clenched it for her.

   “I accept your terms,” she finally says, searching Modri’s green and light brown eye for the slightest hint of deceit. Maintaining eye contact, she slowly unbuckles the belts that the hilts of her swords are attached to and holds them out to Modri, at first, but then stops and pulls back slightly. “You have convinced me, dwarf, but protocol must be followed,” she explains.

   “Sir Knight of the Green Shield!” she addresses Artanis, “I am Lieutenant Dame Michelle Folketh, commander of the 3rd platoon, Drake company, 2nd battalion, 5th infantry regiment of the Red Dragon Army, Fire of Takhisis’s Invincible Conquering Forces. As one Knight to another, I officially offer my surrender to you and your forces. My arms, Sir! You have my cooperation and capitulation, but I shall warn you: the only information you will get from me is my name, my rank, and my unit—which I have just given you. I am not privy to information beyond my orders—which was to deliver Belephaion’s demands to this town, and then hold the position to ensure those demands were followed.”

   She then looks at Coltan and says, “Apprentice of Reorx! Even your god has seen fit to stay your weapons, even if you won’t stay your hands. Ha!”

   Protocol seemingly followed, she unbelts her heavy crossbow and hands it off to whoever takes it, as well as a handful of ten javelins to another—but the swords—those she only allows Artanis to take.

   Artanis, given his knowledge of how knights and armies work—and given this woman’s insistence on protocol—gets the strong impression that there is no need to tie her up as it is beneath her position to attempt to escape like some common soldier. He has her arms—and thus, her word as bond. He also knows, however, that the five men you all killed are at most a fifth of the soldiers she commands, and could be little as a tenth, so if the rest of them come to rescue her, it’s going to be hard to stop them—If.

   “Sir Knight of the Green Shield!” she asks, suddenly, “May I remain in my armor? I would feel much safer—and grateful—if you were to allow me to retain this one dignity.”

   For now—and this is your best guess—as far as they would know, she’s returned to Vogler as part of her mission of being “the Messenger” with the 4, now 5 DASs, and later that evening, the army will march in to be quartered because of course Vogler will capitulate to their demands, right? So, probably, no one is going to come to rescue her, right now. But when the army comes, the rest of her platoon probably will attempt it when they realize that five of their unit are dead, but she’s missing.

OOC

spacer.pngDragon Army “Messenger”

  • Lieutenant Folketh (alternatively, “Dame Michelle” or “Ser Michelle”) :: HP 40 :: AC 19 (splint, shield) :: SV +3 / +4 / +2 / +1 / +4 / +1 :: Skills Athletics +4, Perception +4
  • DASM’s Warhorse :: HP 19 :: AC 11 :: SV +4 / +1 / +1 / –4 / +1 / –2 Dead!
  • DAS 5 :: HP 22 :: AC 17 (scale mail, shield) :: SV +2 / +1 / +1 / +0 / +0 / +0 Dead!
  • DAS 5’s Warhorse :: HP 19 :: AC 11 :: SV +4 / +1 / +1 / –4 / +1 / –2 Dead!

Anyone who succeeds on a DC 13 History check (Artanis doesn’t need to make this check; he knows it already),
knows that, give or take a few minor differences between different nations, a platoon . . .

. . . consists of 20 to 50 soldiers, commanded by a Lieutenant—the lowest rank of so-called “Commissioned Officers”—who must be at least the rank of Knight (“Dame” is the female equivalent of “Sir”) or above. Artanis, being a knight, is eligible to be such a lieutenant, and here, he’s being treated as such. Protocol demands she surrender to someone no more than one rank below her, and since there are no “sergeants” in your party, only Artanis can fulfill that role.

   Two to three platoons form a “company”, which is usually labeled in letters—her’s being D, hence Drake.

Using the same roll, a DC 15 success (Again, Artanis knows this, already) lets you remember that a platoon. . .

. . . is sub-divided into “Sections”, each led by a Sergeant. Sections are further divided into “Squads” led by Corporals, and Squads are divided into the smallest unit, the Team. A Team is at least two, but usually three soldiers called “Privates”, led by the senior-most Private. Soldiers, Corporals, and Sergeants are not knights, nor nobility. Corporals and Sergeants are called “Non-Commissioned Officers” or “Non-Coms”, for short.

No Map Necessary—Combat Finished

Edited by Kamishiro_Rin (see edit history)
Name
Charisma Saving Throw vs DC 18 Persuasion (Too Fanatical?)
16
1d20+1 15
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 18 (Chain Mail +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan replies to the Lieutenant. “That’s right. You remember that Reorx is more merciful than His Apprentice.”

”But at least you appear to have more honor than your Queen.” The smith concedes with the surrender. “On the other hand, I would not let her keep her armor. If she follows her Queen, she will find an excuse to immediately rejoin the fight against us.” While he holds aloft his flaming holy hammer, the translucent hammer returns and disappears as it juxtaposes positions.


OOC

Action:

Bonus Action: Dispel Spiritual Weapon

Movement:

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 3/4 | 2nd 0/2

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Name
History
6
1d20 6
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


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


 

 

With Ser Michelle's surrender, Mery signals Handsome to move in to where her friends are so she can join the conversation. She remembers from her history studies about platoon sizes and why Ser Michelle likely surrendered to Ser Artanis - he's the only one of appropriate rank. While Mery remembers that Takhisis is an evil deity, she doesn't remember whether the Dragon Queen tends to be lawful, and so she searches her memory about that. If the Dragon Queen IS lawful, then presumably her followers are as well, and so Ser Michelle can be trusted to an extent.

That said, she doesn't trust the woman at all and says, "I am in favor of showing Ser Michelle as much 'dignity' as we possibly can, but I would ask that we not be naive about it. If she wants her armor, I think we need to consider the possibility that she wants it for reasons other than her 'dignity'. I would ask that one of you with sharp eyes search both her person and her armor. I would also ask that one of you with skill in reading people treat every sentence out of her mouth as a potential lie. Stop and think what you would be doing if the situation were reversed and you had been captured AND you served an evil deity. No matter how much she might try to act like one of us, at the end of the day, she is just a person who can easily disregard morality." In her suspicions of the woman, she continues to signal Handsome to dodge any attacks.

"There's something else I need to alert all of you to, but not until we're back in town."

Finally, she turns to Ser Artanis and says, "If I heal the horses, are you up for taming them? Even if no one in our group wants them, I suspect we could sell them for a good price where we're going. If these soldiers mean that war is coming, then one has to figure that a few battle-trained animals are going to be valuable."

As though her words about the horses inspire a sudden thought, Mery leaps down off of Handsome and begins rifling through the saddlebags of the two downed horses. There might not be anything in them like there were the saddlebags from the horses they had captured or slain at High Hill, but what if Ser Michelle's words about only knowing her current orders were a lie intended to distract them from searching? The woman might not violate her word once given, but what was to stop her from lying in an effort to protect something she deemed valuable? "Someone, please help me search the horses and the saddlebags!"

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: Dodge

Actions & Resources

Actions:

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

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

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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

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

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   17 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

@PureChance Mery won't heal the horses unless she knows you are on board about taming them.

I'm not sure where the second Religion roll came from - it took a really long time to complete, then bammo, two rolls were present. But since the 22 was the first roll, I assume that's the one that counts.

Edited by tbgg (see edit history)
Name
History check about platoons - DC 13
24
1d20+4 20
Religion check - is Takhisis a lawful deity?
22
1d20+4 18
Religion check - is Takhisis a lawful deity?
10
1d20+4 6
Persuasion check - don't blindly trust Ser Michelle
20
1d20+7 13
perception - search horses and saddlebags
4
1d20+1 3
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 47/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Hit Die: 2/3d12 | Rages: 2/3 | Magic Awareness: 2/2


"Ahar! Knew you had some better sense in you. Didn't see it when you were threatening Vogler atop your steed, but something about the way you hit the ground told me you might just be all right. My mother always told me that a woman with scars is a beautiful thing, and aught to give them my respect." He reaches his hand down to help her up so she can hand over her weapons, taking at least a few of them.

And there it is. For any wondering where Modri's burst of restraint and mercy came from, it was less for some deep code of honor, and more because he saw something charming about her fierce, dangerous demeanor and look.

He has no opinion to share about the armor, letting others decide.

Modri also waves off her declaration that she won't spill secrets. "Information, eh? Well, personally I'm more interested in hearing tale of how you got those scars, and how you gave as good as you got." For a moment, it's almost as if the Dwarf's forgotten where they were, and acting like they're swapping stories in a tavern. It's then Modri comes to his senses a little bit, realizing that his companions are very reasonably less likely to be warm to their now prisoner. "Right. We've work to do and all that." He coughts, half-sheepishly.

 

 

OOC

-

 

Edited by Peacemonger (see edit history)
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Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Noon

Captured Lieutenant!

   Modri says, “Ahar! Knew you had some better sense in you. Didn’t see it when you were threatening Vogler atop your steed, but something about the way you hit the ground told me you might just be all right. My mother always told me that a woman with scars is a beautiful thing, and aught to give them my respect.” He reaches his hand down to help her up so she can hand over her weapons, taking at least a few of them.

   The knight, having handed her swords to Artanis, takes Modri’s hand and stands. At being called ‘beautiful’, in addition to being given his respect, Modri catches the brief, faint blush across her face and the flash of a smile just for him that disappears just as quickly as it came when he mentions getting back to business. “Visit me in my cell,” she says, “and I’ll be glad to swap stories of struggle and tales of glory.”

   Mery says, “I am in favor of showing Ser Michelle as much ‘dignity’ as we possibly can, but I would ask that we not be naive about it. If she wants her armor, I think we need to consider the possibility that she wants it for reasons other than her ‘dignity’. I would ask that one of you with sharp eyes search both her person and her armor. I would also ask that one of you with skill in reading people treat every sentence out of her mouth as a potential lie. Stop and think what you would be doing if the situation were reversed and you had been captured AND you served an evil deity. No matter how much she might try to act like one of us, at the end of the day, she is just a person who can easily disregard morality.” In her suspicions of the woman, she continues to signal Handsome to dodge any attacks.

   “The half-elven woman is smart, insisting on searching me,” she says, maintaining eye-contact with Mery, putting her hands behind her head, and standing with her legs at shoulders’ width apart, “Well then? You,” she nods towards Mery, “or the gully dwarf may do it. Or do my captors, prattling on about ‘morality’ insist I be felt up by strange men?”

   Finally, she turns to Ser Artanis and says, “If I heal the horses, are you up for taming them? Even if no one in our group wants them, I suspect we could sell them for a good price where we’re going. If these soldiers mean that war is coming, then one has to figure that a few battle-trained animals are going to be valuable.”

   Lieutenant Folketh barks a hearty laugh at that. She’s still got her hands behind her head, waiting to be searched, but she nods over towards the horses. “Ahaha! Do those look like even your merciful Reorx could heal them? They’re dead. They’ll make a good feast for your villagers to prepare in welcome for our troops when they march into town this evening.”

   Whoever inspects the saddlebags finds—in addition to the parchment scroll with Belephaion’s Demands of Vogler:

  • 2,200 copper pieces,
  • 800 silver pieces,
  • 60 gold pieces,
  • Cloth-of-gold vestments,
  • a Gold locket with a painted portrait inside,
  • a Carved bone statuette,
  • a Small gold bracelet,
  • a Silver ewer,
  • a Embroidered silk handkerchief,
  • an Amulet with a closed eye and a weird symbol,
  • a Blue, hooded cloak with a brass brooch,
  • a Pair of green boots,
  • and a Set of pan-pipes with rat-themed designs on them.

Amulet Hooded Cloak Green Boots Rat-Themed Pan Pipes

   If questioned about the money, she will explain that as the commander of her platoon, it’s her job to distribute her soldiers’ pay, and keep it safe—pay that is in part filtered down from the army’s high command itself, and in part the spoils of war. If asked if she knows what they are, she will shrug her shoulders and say, “Who knows? I just keep them until pay-day and distribute them.” Although she could be lying, her general lack of reaction to any of the items seems like genuine ignorance of their potential value . . . until you get to the silk handkerchief. “Wait . . .” she suddenly pleads. “That . . . that was the last thing my father gave to me when I was a little girl before he died . . .”

   Anyone looking at the handkerchief can see that it is in fact monogrammed with “Michelle”, and has rather adorable little pink and purple butterflies embroidered into it with shiny silk thread.

   Modri can probably guess that that might have been when she had to start fighting for everything she has.

   As to the money, “I am your prisoner. ’Tis no longer my problem if my soldiers don’t get paid. It will be your problem, however, when they march into town and want their salaries.”

   When you search Lieutenant Folketh, you find nothing. When you search the bodies of the DASs, on one of them, you find the insignia of a corporal—a Squad Leader, and on another one of them, you find the common insignia of the privates, but with an extra slash, probably indicating a ‘senior’ private—a Team Leader.

   Addendum: In addition to the two swords Lieutenant Folketh surrendered to Artanis, the heavy crossbow, and the 10 javelins, on her horse, you also find a lance.

OOC
  • spacer.pngLieutenant Folketh (alternatively: just “Lieutenant”, “Dame Michelle”, or “Ser Michelle”) :: HP 40 :: AC 19 (splint, shield) :: SV +3 / +4 / +2 / +1 / +4 / +1 :: Skills Athletics +4, Perception +4
  • DASM’s Warhorse :: HP 19 :: AC 11 :: SV +4 / +1 / +1 / –4 / +1 / –2 Dead!
  • DAS 5 :: HP 22 :: AC 17 (scale mail, shield) :: SV +2 / +1 / +1 / +0 / +0 / +0 Dead!
  • DAS 5’s Warhorse :: HP 19 :: AC 11 :: SV +4 / +1 / +1 / –4 / +1 / –2 Dead!

   With that 22 Religion check, Mery remembers all she read—bits and pieces here and there—about Takhisis, which is essentially whatever you can learn in the books:

Takhisis

   Alignment: Lawful Evil
   Category: Evil
   Domains: Death
   Pantheon: Dragonlance
   Province: Evil dragons, hatred, night
   Symbol: Spiral of five dragon claws

   Takhisis, leader of Krynn's evil gods, is known as the Dragon Queen, the Queen of Darkness, and—on other worlds—Tiamat. She is the god of power, pride, and control, as well as the queen of chromatic dragons. She tempts mortals to her service with offers of dominance over others. Barred from Krynn since before the Cataclysm, she found her chance to return in the centuries that followed. She sometimes appears as a powerful human warrior with gleaming armor and long black hair, but her true form is a five-headed dragon.

   Source: DSotDQ, page 18

   Anyone who succeeds on a DC 12 Wisdom (Insight) check, or who has a passive Insight score of 12 or higher, gets the same, strong impression that Artanis did: there is no need to tie her up—though you can if you want to—as it is beneath her position to attempt to escape like some common soldier. She has surrendered her arms—and thus, her word is her bond.

   To appraise the art objects, you need pass a DC 12 Intelligence (History) checkThey’re worth about 25 gp, each..

   To identify the magic items, you can of course just short-rest with them, but if you want to know right away, you’ll need to pass the following DC 17 Intelligence (Arcana) checks on each item:

DC 17 check to figure out the Amulet

Amulet of Proof against Detection and Location

   Wondrous item, uncommon (requires attunement)
   Major tier
   1 lb.

   While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.

   Found On: Magic Item Table F
   Source: DMG, page 150. Available in the SRD.

DC 17 to Identify the Cloak

Cloak of Protection

   Wondrous item, uncommon (requires attunement)
   Major tier

   You gain a +1 bonus to AC and saving throws while you wear this cloak.

   Found On: Magic Item Table F
   Source: DMG, page 159. Available in the SRD.

DC 17 to Identify the Boots (Mery has Advantage on this Check)

Boots of Elvenkind

   Wondrous item, uncommon
   Major tier

   While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

   Found On: Magic Item Table F
   Source: DMG, page 155. Available in the SRD.

DC 17 to Identify the Flutes (Mery has Advantage on this Check)

Pipes of the Sewers

   Wondrous item, Instrument, uncommon (requires attunement)
   Major tier
   2 lb.

   You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.

   The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.

   Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

   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.

   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

   Found On: Magic Item Table F
   Source: DMG, page 185. Additional information from XGE, page 83. Available in the SRD.

   I won’t be able to award this treasure hoard properly in the up-coming events, and it won’t make sense in a different place after the up-coming events, so I’m giving it to you, now, in the least incredulous place I can.

Edited by Kamishiro_Rin (see edit history)
Name
6d6 × 100 Copper Pieces
2200
6d6*100 6,3,6,5,1,1
3d6 × 100 Silver Pieces
800
3d6*100 3,2,3
2d6 × 10 Gold Pieces
60
2d6*10 1,5
Treasure Hoard: Challenge 0—4
91
1d100 91
2d4 25 gp art objects
6
2d4 3,3
Roll 1d4 times on Magic Item Table F.
4
1d4 4
Magic Item Table F
26,36,25,92
repeat(1d100,4) 26,36,25,92
25 gp Art Objects
4,10,2,3,1,9
repeat(1d10,6) 4,10,2,3,1,9
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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: 26/26 (10 temp) (hd 3d8) | 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


 

Battle End - Aftermath

 

For her part, Hunni seems confused when Modri lets the lady leader person live, but then she seems to get it. "Oh, the gnarly scars. I wonder what half-dwarfs look like. Cute little bearded human babies... Or Kender..." she shrugs, and recalls her snake back into staff form.

All the while, the black ice clings to her form, and the spikes seem to crawl about her body.

At the discussion of searching her, Hunni seems uninterested. Although most people don't tend to want to have gully dwarves close enough to touch them, she is also aware that the fact that the human woman is twice her height would make searching her difficult. "You search her, Mery. I like her idea about eating the horses, though, we could make a lot of stew from all that meat. Should we just push them off the cliff too?" while the others search her belongings, Hunni looks over the edge again.

"I'm still not sure how we will get down, unless we want to take the long way around."

 

OOC

Action:

Bonus Action: Transform the snake back into a staff.

Movement:

Reaction:

Actions and Resources

Actions

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

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

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

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  1 / 2, cast at 2nd level

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 2 spell slots.  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, Unseen Servant, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

Name
Intelligence (History) (for military knowledge)
19
1d20+1 18
Wisdom (Insight) (to see if she needs to be tied up)
14
1d20+1 13
Intelligence (History) (Appraisal)
9
1d20+1 8
Intelligence (Arcana) (Amulet)
8
1d20+1 7
Intelligence (Arcana) (Cloak)
2
1d20+1 1
Intelligence (Arcana) (boots)
10
1d20+1 9
Intelligence (Arcana) (Flute)
SyntaxError: Unexpected token nan
1d20nan
Intelligence (Arcana) (Flute)
8
1d20+1 7
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


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


 

 

Mery squints at Ser Michelle's tone when she talks about prattling about morality, but she does understand how the woman might not want to be searched by men she doesn't know and conducts the search herself. She does insist on removing the Ser Michelle's armor, telling her, "I want your gambeson searched as well, but I won't do that in front of the men - we can do that back in Vogler where there is some privacy for you. As for your handkerchief, I want that examined as well, and I want to talk to my friends about it, but if we don't find anything untoward about it and my friends agree, we'll consider giving that back. I'm afraid that's all I can promise." As much as Mery wants to be kind, she doesn't want to make any firm promises and she doesn't want to be manipulated by a woman who freely chose to embrace evil.

The art items in the stash of goods don't ring any bells with her, nor do the boots nor the cloak, but the amulet and the pipes do. "The amulet is an Amulet of Proof Against Detection and Location and the flutes are Pipes of the Sewer."

Mery is honestly horrified by the idea of eating horse meat, and she doesn't want to tip her hand to Ser Michelle about Vogler's evacuation plans, so she simply says to Hunni, "I personally won't have any time for cooking. I believe we all are going to have some things to do once we get back to town. A couple of the things I need to do are even urgent."

"I assume those of us who came by boat can take that back. I'm not sure about everyone else."

 

 

OOC

Action: 

Bonus Action: —

Movement: —

Reaction:

Mount Movement:

Mount Action: Dodge

Actions & Resources

Actions:

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

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

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

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

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

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   17 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

With the magic items, I am proceeding under the assumption that passing the arcana check only tells you what the item's name is and to understand its function, you need an Identify equivalent.

Edited by tbgg (see edit history)
Name
Insight vs Ser Michelle
9
1d20+1 8
History check for art items (DC 12)
6
1d20+4 2
Arcana check for Amulet (DC 17)
18
1d20+4 14
Arcana check for Cloak (DC 17)
6
1d20+4 2
Arcana check for Boots (DC 17, with adv)
14
keep(2d20,highest,0)+4 10,3
Arcana check for flutes (DC 17, with adv)
17
keep(2d20,highest)+4 13,7
Arcana check - javelin magic? (DC 13)
15
1d20+4 11
Arcana check - is the lance magic? (DC ??)
11
1d20+4 7
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 14/22 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

 

Artanis nods in response to the woman's surrender, pleased that further loss of life has been avoided even if the woman was misguided enough to join under Tahksis' banner. Although perhaps she had no choice. Certainly she has shown her honour here. He sheaths his own sword, and accepts the proffered hilt of hers , introducing himself as he does. "Ser Artanis Brightblade, Knight of the Crown," he omits that his status remains provisional for now. Hopefully defending the town of Vogler and ushering the inhabitants to safety will prove sufficient deed. "As promised, you will be treated fairly, and your dignity shall be protected. As for remaining in the armour I'm afraid I must agree with the Apprentice on this matter. I assume you are wearing a gambeson much like mine beneath, so removing it would not rob you of any dignity. For now, we shall keep it aside, but I suspect if your platoon is anything to judge by it may need repurposed to the war effort before too long." As perhaps a compromise, and given his clear (although perhaps naive) belief in her honour despite being on the opposing side, he adds "We will refrain from binding you however, as long as you continue to co-operate." 

 

At Mery's offer to heal the horses Artanis winces slightly, then offers a kindly smile. "Thankyou for the offer Mery - it does pain me to see such fine beasts cut down, but as the Lieutenant says, these are beyond your help. We will have many mouths to feed and a large stew may help, rather than leaving them to rot here. If we do not, the army certainly will." As Hunni nudges one with her foot he jumps in "Probably best not to push them off the cliff though, it would make rather a large mess below. Perhaps we can rather lower them down? I suspect between Modri and myself we'd manage it a tad more gently."

 

As the items are laid out Artanis looks at them approvingly. The spare javelins will certainly be useful, and a new Lance is an excellent addition to his armoury - the fixing will certainly fit Tiergan's tack as well.

 

He frowns at Mery's confiscation of the kerchief, especially with Ser Michelle's clear distress. "Come now Mery," he half chides, "surely there can be nothing further hidden in a handkerchief. There is even a monogram to back up her story. I'm not saying she's a good person, but we are all human and our mercy is what divides us from the enemy. I'm sure you would feel similarly as to such a keepsake."

 

He continues chatting as he sorts out a pair of ropes to truss the horses ready for lowering. "As for the rest of the items, as the Lieutenant says, the salary of her soldiers is no longer her concern - I'm sure we will be able to deal with it appropriately." Hopefully a lack of pay and some ensuing sedition will even be helpful. It's not as if the soldiers wouldn't be looting Vogler anyway. Clearly they do not hold the same honour or discipline as the Knights of Solamnia.

 

As they tidy up the rest of the battle Artanis tries to catch Decimus' ear. "Decimus, I've several things I wished to ask you about, but foremost these javelins the soldiers threw - to me they look much like any other, but when they struck the heat was beyond natural." He peels back a section of his own gambeson, showing off a painful scald on his otherwise tanned flesh.

OOC

Action:

Bonus Action: 

Movement: 

Reaction: 

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

   Leadership Dice (d6). 2/3 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

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