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


Kamishiro_Rin

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


AC: 13 [+ 3 Bladesinging][+5 Shield]  | HP: 13/21 | Speed: 40 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 CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou 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 RecoverYou 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.
BladesongYou 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.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
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 BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level <2/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: 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.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: 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.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

 

The fury with which they attacked was remarkable, and it all seems to be over before anyone can think, with the small Dwarven fighter doing somethin the Wizard had hardly ever expected. Talked. Still, the weight is off his shoulders, and as they wind down, with Mery and Artanis taking the lead regarding conversations with the messenger, Decimus peruses the items that have been stripped from the woman. He is idly thinking when the question of how to bring everything back down is raised, his Tensor's Floating Disk spell could be of some help here, but they would have to process the horse before it would be light enough for it to carry, and he suspects there is simply not enough time to do all that.

"I'm of the belief the preparation and transportation of the equine is a task outside our time frame... As our new friend has so eloquently stated, those soldiers are our problem, not hers..."

As Decimus looks over their well earned loot, he admires the small art collection, wondering why a warrior of such fanaticism would keep such things on her person. None of these items seemed to have any relevance to Takhisis, but he kept his thoughts to himself. The cloak was of particular interest to him, it had a magical ability that would heighten its wearers defenses, though the boots were not something he could articulate the abilities of without further study. Picking up the cloak with some reverence, he looks to the rest with his single eye slowly looking over who could make most use of it.

"This cloak is remarkable, it would certainly make the wearer harder to hit..."

Artanis mentions the javelins, showing the burn he received during their ascent, and the Wizard nods, pulling his kimono and showing the burns across his side as well.

"I can only assume what powers they have until I gain the necessary items to fully reveal it... But they were certainly powerful weapons, you'd be wise to make good use of them..."

 

 

spacer.png

Action:

Bonus Action:

Movement:

Reaction:

Edited by tyrtaeus (see edit history)
Name
History Check: Art [DC 12]
25
1d20+5 20
Arcana Check: Cloak [DC 17]
21
1d20+5 16
Arcana Check: Boots [DC 17]
7
1d20+5 2
Arcana Check: Javelins [DC ??]
12
1d20+5 7
Arcana Check: Lance [DC ??]
7
1d20+5 2
Investigation Check: Gem Value [DC ??]
16
1d20+5 11
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 36/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


Merituuli is ready to take another swing at the messenger, but Modri's offer of surrender makes him stay his hand. He is pleasantly surprised that Lieutenant Folketh accepts... Perhaps not all of them are fanatics after all... but he remains vigilant to any sign of perfidy from the woman. Still, he gets the same impression Artanis does, stating to the others, "I'm inclined to agree with Artanis on this. Lieutenant Folketh doesn't strike me as the type to breach protocol. That said, I also agree that taking her armor is wise, at the moment. There could be an enchantment on it like the fire enchantment on their weaponry. Worth a look."

He can't help but chuckle softly as the reason for Modri's offer of surrender becomes clearer - it was much more of a personal matter for the dwarf, apparently. He also caught the blush from the Lieutenant... I wonder, can love bloom even during a war? Suppose we'll just have to see.  He picks up on Mery's insistence on speaking with the others further when back in town - Must have to do with what she was speaking to Cudgel about.

Hunni's idea of cooking up the horses causes equal parts curiosity and disgust for the shoal elf. "As much as I am... hesitantly curious to learn how horse tastes, I doubt we have the time for such a thing. As the Lieutenant said, the Red Dragon Army is still coming."  He doesn't mention the evacuation plans in the moment - just as Dame Michelle saw it wise to withhold information, so too should they limit how much she knows about their plans.

Letting the magics fade from his shell, he calls Kalasääski back to perch on his shoulder. He lets his allies look over the magic items - he was just beginning to understand his own magics, after all - but the bracelet and other assorted art objects catch his eye. "I'd like Dame Michelle to keep the handkerchief after a quick inspection. I know how important a reminder of the past like that can be. The other items I'd wager to be worth around 25 gold each if we find the right buyer."

OOC 

Action:

Bonus Action:

Movement:

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
  • 2/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
History Check
4
1d20 4
Appraise Art Objects
13
1d20 13
Arcana (Amulet)
15
1d20 15
Arcana (Cloak)
10
1d20 10
Arcana (Boots)
4
1d20 4
Arcana (Flutes)
7
1d20 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


 

 

When Decimus talks about what the cloak can do, Mery lets out a frustrated groan. "I am the easiest to hit of all of us and I have no magic available to me that I can use to make myself harder to hit, so something like the cloak sounds supremely useful, yet we keep finding musical instruments that likely only I have any chance of using. Obviously, it would be wrong of me to be greedy and take everything, but I have been honestly wanting something that would make me harder to hit." She sighs.

When it becomes clear Decimus can't tell anything about the javelins, Mery walks over and picks up one of the dead soldier's swords, studying it for a moment. Showing the markings to Artanis and Decimus, she says, "Do you see the flame markings here on this sword? That's what does the fire damage, and I believe that is the type of damage that red dragons do. It seems to be unholy in nature, so I'd say at some level it was infused into the weapon by Takhisis' power. Likely any weapon we find that belonged to a Red Dragon Army soldier or officer that has those flames on it will do the same extra fire damage." She's careful to avert her gaze when the two men show their injuries. It's not that she finds the show of flesh provocative in any way, she just sees respecting their modesty as courteous behavior.

When Artanis half-chides her for her position on Ser Michelle's handkerchief, she gives the knight her most penetrating look and begins speaking in soft, conversational tones. "I can appreciate, Ser Artanis, the kindness that obviously motivates your words. I didn't receive much in the way of masculine kindness during my childhood, and seeing it in you touches a very painful place in me." She's quick to clarify, "...in a good way." Batting irritably at her eyes, she fights for a moment to hold back her tears.

Once she suppresses her tears, she holds up the handkerchief, then continues, "But if you believe that an item as apparently innocuous as this handkerchief cannot be used as a tool of evil and mayhem, then you underestimate the intelligence and ingenuity of women as well as our potential for evil. Where we women excel over most men is in our ability to read, understand, and relate to people, although exceptions do exist on both sides. I myself have some limitations in my ability to read people, although there are some limited circumstances in which I'm pretty accurate. If I were the one captured by the Red Dragon army, I would be fighting to retain any advantage I could, and one way I would try to do so is by making my request seem as innocent as possible. A tale about an item being a final gift from a dead loved one is a great example of how I might go about that."

"I am willing to accept that men are generally better at many objective tasks, and I would ask that you accept that women are generally better with people. Please allow me to rule out the possibilities I see for this handkerchief to be a tool of evil and mayhem, and if you wish to talk mercy, I'm in favor of mercy, but not of extending it blindly. I have some thoughts on how we might go about determining whether mercy is merited in Ser Michelle's case, but it'll require an extended conversation. In private amongst our group and perhaps including someone like Ser Becklin."

She then asks the group at large, "Could one of you do Detect Magic on the handkerchief and perhaps Ser Michelle's armor and gambeson as well? I want to rule out the possibility that any of them have a magical nature."

 

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

I'm making use of Mery's successful arcana check from my previous post here.

Edited by tbgg (see edit history)
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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: 1/2


Modri takes note and nods at Ser Michelle's offer for a conversation later, and also takes note of the brief smile. Huh, I guess I really am too charming for my own good, aren't I? That's an all right reaction...

He lets the conversation go until there's a mild impasse concerning the handkerchief. "All right, all right, let's see here. Is this made of magic?" In truth, Modri only planned to give it a lookover, but then there's a quick flash as those looking can see a number of his marking start to glow. His eyes do as well briefly. "Woah." He can see it, the emanations of magic off several things. He sees the red in the weapons with dark shadows around it, the shimmering of Coltan's weapon. He sees no magic in Michelle's keepsake, or her last gear.

"It's fine. She won't be using the cloth to harm anyone. I say we put the lieutenant on a boat. The town's prison is the first place the army will look, and if I'm being frank don't think the Vogler prison's that secure anyways." There is a logic in his mind. If indeed, they're going to flee by the river, then either they can Michelle with them, or they don't. If they put her in any sort of formal cell, then that means unlocking it, getting her out, and across town when they may be in the midst of a quick retreat. He can't say all of that aloud, catching the hint that they're not revealing everything in front of her.

May as well bring her along. Besides, he can only imagine what the price of failure might be for this Red Dragon Army, or worse, what terrors she'd have to commit to prove herself all over again if given the chance.

 

OOC

Using Magic Awareness. Also rolling Deception as he's trying not to tip Michelle off what they're planning with his recommendation where to keep her for the time being.

 

Name
Deception Check
6
1d20-1 7
Adding Bardic Inspiration!
2
1d6 2
Advantage granted on the Deception
6
1d20-1 7
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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


 

Just Talking

 

With one finger in her ear, apparently digging for something, or scratching, or just wiggling it for some reason, Hunni says, "Yeah, girls are smarter than guys. At least, back in my clan. That's why I left, though, too smart for man wrangling." She isn't kidding, it is clear, although she seems much less worried about betrayal.

"Don't think she'll try anything. We should let her keep her armor, in case there are explosions. She can't run with it anyway. But whatever. Let's get back to town, take what we can carry, leave the rest for villagers to pick up. We have a bit of time now with the guards dead, but it can't last forever."

 

OOC

Action:

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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   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


As everyone discusses, Coltan prays to Reorx to reveal magic auras. Finally, he discriminates what is magical and what is not and announces, "when we return to the village, Reorx will reveal the powers of the magic items using a proper pearl."

"And at the smith's, I should be able to adjust her splint armor to fit me and remove those silly decorations. Spoils of war and all that."

"Let's get back to town. We've much to do." Rolling the bodies down the cliff and climbing down the cliff with a rope seems the fastest way to bring the news and get to work on the armor and unidentified magic items.


OOC

Action: Ritual Detect Magic

Bonus Action:

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)
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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 thanks Modri for ascertaining the lack of magic in Ser Michelle's belongings, and as the others begin making to leave the bluff, she fingers the handkerchief, and upon recognizing it as two pieces of fabric sewn together, says to Merituuli, "Kai, I have one final concern with this handkerchief, but I need some help to check it out, and I think you are the best person to do that. I think if the others are eager to leave, we should let them go, but you and I can hang back. I don't think this will take very long."

She then begins explaining her concern and what she needs his help with in Elvish.

Anyone who speaks Elvish can understand but Kai is the intended audience

Mery starts by gesturing to both the front and the back of the handkerchief. She says, "This handkerchief was constructed by sewing two separate pieces of fabric together along 3 edges and then turning the whole thing inside out and sewing the last edge together. What that means is that it can potentially be used as a small smuggling compartment, provided the items being smuggled are both small and flat enough to fit inside. The sort of things I want to make sure aren't inside would be something like written military orders or maybe a signet ring that would allow the Red Dragon Army to send a phony message to the Knights of Solamnia claiming to be from a trusted noble. I also want to look for evidence that this handkerchief may have been used that way in the past even if it isn't being used like that right now."

"I'm not the best at recognizing things like that, so I need someone with sharp eyes and ears to help me look. That's where you come in - I've noticed that you notice certain things even if you don't always mention what you picked up on. To recognize whether this has been used to smuggle things in the past, look around the edges of the handkerchief for a series of small holes that may be a little larger than the holes used in the stitching currently holding the fabric together, or I suppose there may be a sense of different colors of thread having been used. That would fit with unstitching and restitching the handkerchief to move things in and out."

If something is currently inside, I'd say the best test would be simply to wad up the handkerchief then listen for out-of-place sounds like clinking and feel for hard lumps or edges, thickness that seems like more than simply what can be accounted for by the fabric, resistance, or really anything that doesn't feel like two wadded-up squares of fabric. I may be being ridiculously paranoid, but wars have been won because one side figured out how to get their military's orders out without the other side understanding how they did it. I don't mind being a bit overly paranoid - better safe than sorry." She gives the shoal Elf a wry grin. "Let's both examine this thing." She then proceeds to closely examine the handkerchief, wadding it up and holding near her ear, then hands it to Kai so he can do the same.

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

@PhoenixSlayer : What I'm looking for from you is the Aid action on perception to check the handkerchief for small hidden items. Since this is a very girly way to hide something and this whole concept was my idea, Rin thought I should have Mery make the actual check, but her perception is so bad she needs all the help she can get to make the DC! I'm going to go ahead and roll with advantage under the assumption Kai is willing to help, but if for some reason he isn't, I'll just show both rolls so the correct one can be chosen based on your response.

 

Edited by tbgg (see edit history)
Name
perception roll 1 - check that handkerchief!
8
1d20+1 7
perception adv roll - check that handkerchief!
19
1d20+1 18
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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 shrugs at Mery's insistence on checking the handkerchief for magic - between the wizard and the smith it should hardly add much extra time. Not worth righting over. It seems Modri had the same opinion, though the dwarf once again surprised him by being able to perform the feat himself. Now that he thought about it, he wasn't sure where those translucent creatures had been appearing from either. Both the wizard and warlock had seemed otherwise occupied. Though, he supposed, so had Modri. He couldn't recall seeing the tattoos glow before.

 

As Mery's concerns continue past the evidently unmusical handkerchief - confirmed on two accounts - Artanis really does begin to feel his patience tested on the matter. Whatever is driving the historian to such measures clearly seems personal in nature, of which the Lieutenant is bearing the brunt - commander within an evil army or not. Perhaps this supposedly final check will be the end of it, or perhaps she will find some other reason to delay the return of the keepsake.

 

To distract himself from his patient wearing thin, he briefly apologises to the Lieutenant for taking so long over her keepsake, adding he hoped she understood precautions obviously needed to be taken given her clear loyalties. He then moves over to talk to Decimus and Coltan regarding the flame emblazoned weapons. "I've no desire to use the swords - my own carries a degree of sentimental value and I suspect preserving the hilt would damage the enchantment on these blades," he explains. "But the javelins and the lance would add valuable damage to my - or our - attacks if what you say is true. The lance especially is made for devastating single strikes. My concern is if the source of these enchantments, unholy you describe it as, could corrupt over time, or fail to work against Tahksis' own forces? If not, we should still keep the blades - I suspect there will be many more needed in the days to come and not enough plough-shares to go around..."

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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   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


Waiting for the Lieutenant to shrug out of his new armor, Coltan replies to Artanis, "Hard to say if these unholy weapons corrupt their owners over time. I'll ask Reorx about it when we've some downtime."

"But, in the now, we can warn the new owners of the unholiness and tell them to only use them to defend themselves. And since there's an aggressive dragonarmy on the doorstep, the owners will probably get better use of them than alternate weapons in the short term."

"Worst case, Reorx can remove the unholy enchantments, but I would need even more downtime."

"Aren't we in a hurry to save the village?" The smith rhetorically asks himself.


OOC

Action:

Bonus Action:

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.

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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!

   When Mery inspects the handkerchief, she notices that the stitching shows no sign of tampering—at least not in the way she suspected, but then she realizes that there is a third layer inside it. It’s not paper, and not backing, like she initially thought. Ever so slightly rough patches she suddenly realizes are embroidered letters in the inner, third layer.

   Carefully removing the stitching, she removes the silk inner lining held only by a couple of stitches on each side. Sewn with purple silk thread into the white silk of the lining, is the following message.

Quote

Pmcyide Qukjlpwp,

   Xtm hhqtwc’e aknrpe vuvi hro aipqiyip tw tqfkiy frpmt alp cip kqifwp wfwpl, yyoid bjl apwgaug tee tr rzqux zq Xqtyfr’d Eeutqymp tr Winhqly. Vqknhmx jsgz jlvteesm pvx ld Wqz Opgsppxm, dbx ld Pmla Tmnsixtg, Ieczrqau vj Qzpwmvo—e mlvava qyde sgbuphp Vexiohr. Esi swxlvyzv an Mhplxez ipk xsp sfpgy rzmpqa voicp autn rrzh cact ipzyhq pcpv lyh szglr pjie. Bjl Jpcvap hhqtwc ua pv qzci mvf di yz pavilv slzq ipfxstrs bq milc jdwo alpx. M iiu h jzzp fw jhzp usuvgk xsp Vql Fyerzr Mzof aspr ub vvsv zyd pqti ty ijqnl. M slh fw mlia fw eihl, ffe M zmxlv txesqplh jzy’p nqspzh mz ua mszewfmrz eyo juoja jzc xtmo, asz. Jsg lqu’x slzq bq mmrsx rwt alp Cip Lthkzy Edua hrjxsdm! Hsip qvau voitc ihqn jefdi mvf lwnltq jcjo ez Omtctey! Vmdq-Lvptel bzqaine cac hysx Eewpkzmd lrp bjl hplxt ajl atwp nzkuk, xj fqtqcio oegojaic.

Jsgz nvztyk rivoic, Dmd Ukjllpp Rwnries.

   Meanwhile, the Lieutenant doffs her armor, in compliance with her captors’ demand without complaint. “Well, lead the way,” she says.

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

   Vigenere Decoder

   You might guess that the key word is . . .. . . monogrammed right on the handkerchief: Michelle.

The Encyphered Message

Dearest Michelle,

   The family’s signet ring and pedigree is hidden under the red cobble stone, under the welcome mat in front of Telwyn’s Tailorie in Kalaman. Reclaim your heritage not as Ser Michelle, but as Lady Michelle, Baroness of Folketh—a barony just outside Kalaman. The governor of Kalaman and the other nobles there will know your blonde hair and green eyes. The Ferroh family is no more and we no longer have anything to fear from them. I was a fool to have joined the Red Dragon Army when it took our home in exile. I had to keep us safe, but I never imagined you’d follow in my footsteps and fight for them, too. You don’t have to fight for the Red Dragon Army anymore! Flee from their evil cause and escape back to Kalaman! Kiri-Jolith protect you from Takhisis and the death she will bring, my beloved daughter.

Your loving father, Sir Michael Folketh.

 

Edited by Kamishiro_Rin (see edit history)
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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's entire face lights up and her eyes gleam with excitement and interest as she gasps, "There's a ciphered message inside the handkerchief!"

She starts wondering whether the message could contain Ser Michelle's military orders when one thing strikes her as very odd: the purple thread and embroidered letters don't have the sort of utilitarian feel she would expect to see with military orders. And an army that arrayed itself in red and black seemed unlikely to choose purple or use embroidered lettering, even if the use of a cipher felt like something they might do. Even without knowing the content of the message, she decides the feel is just off for anything originating with the Red Dragon Army. "My gut is telling me this is a personal message," she announces to no one in particular.

She feels a strong urge try to find out whether Ser Michelle knows anything about the message and to work on decrypting it, but the others have made it clear they are getting antsy with all the delays are and are feeling the need to return to Vogler and she figures it's about time that desire be honored. Therefore, she slips the embroidered message and handkerchief into her backpack, mounts Handsome, and begins riding back to the small village. Turning her head back to the others, she calls out, "We need to keep Ser Michelle out of public view as much as possible, and certainly don't take her through the center of town or to the Brass Crab. Also, if you happen to see Cudgel or any of her regiment, please don't talk to any of them about Ser Michelle. I'll explain why not later - right now there's simply no time. As it is, I urgently need to speak with Ser Becklin about a couple of things, and there's not really time for that, either, but given that what I know can potentially save her life, I'm going to make the time. I will join you all in our next tasks as soon as I can. You can put me down for talking with the villagers."

 

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

OOC comments, if I have them, go here.

 

Edited by tbgg (see edit history)
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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 thanks Coltan for his insights. "Perhaps the mages at Kalaman will be able to help in that respect as well." he adds. "In that case I'll keep hold of the lance and javelins for now, but trust in the two of you to maintain a watch on my behaviour, and intervene if it appears to slip." he decides. "We should probably not yet distribute the longswords either, lest we find it difficult to retrieve them."

 

At Mery's pronouncement of finding a hidden message, followed by her swift departure, he looks over towards the Lieutenant, frowning once more. Whether or not this was a deception would depend on her foreknowledge of the handkerchief - a personal message as Mery suggested would imply she was not, but would one deceit beget another, disguising orders in a keepsake was perhaps a short step to disguising them as a message from a loved one. She looked surprised though, and besides thinking like that was no way to live for him. He starts to lead the way down the path following Mery, "From what I've seen of her so far, she is trustworthy," he reassures their prisoner. "Given her advice, I think it best we present you straight to Ser Becklin, an old mentor of mine and the Knight stationed here. We can carry on easily enough after."

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).

Edited by Kamishiro_Rin (see edit history)
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