tbgg Posted September 27, 2023 Clone Share Posted September 27, 2023 (edited) Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions After the Vision Mery tells Hunni, "I don't speak of my birth father because I've never met him and don't know more than about half a dozen facts about him. He is supposedly some sort of minor Elven noble, and I have some noble blood from my human side, too, although it is all illegitimate and I can't claim - nor would I want to - any sort of title or inheritance. Not from them, anyhow. My birth father abandoned my mother as soon as he heard she was pregnant with me, so I consider him to be a despicable coward, and if I ever have the misfortune of meeting that Elf, I will spit in his face." Her face and voice both harden as she speaks the final sentence. With Darrett After Darrett's outburst, Mery's face twists in empathy, and she begins to follow the young squire-now-knight, telling Mayor Raven with a chuckle, "Like the rest of us, he's tired and angry." Upon arriving at the bow of the ship, she doesn't find Darrett there, but having seen Ser Artanis follow Darrett as well, she just catches a glimpse of the older knight heading toward the hold of the ship. She follows, then waits at a discreet distance for Ser Artanis to finish before approaching. Gazing earnestly at Darrett, she tells the young man, "I know we're all tired and in need of more sleep, and I'm guessing you'll need a little time to absorb what the contents of that box mean. So I'll leave you to 'ooh' and 'ahh' over your new shinies and simply ask if I may speak with you after we've both gotten more sleep and have officially arisen for the day." Since Darrett hasn't yet opened the box, she withholds her congratulations for the moment. Once Darrett agrees to speak with her, she leaves the two knights to their business, not wanting to intrude on such a personal moment any more than she already has. She then returns to where she'd been sleeping and climbs into her hammock, deciding to eke out what rest she can manage from the rest of the night. OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - 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: 14 arrows in quiver, 0 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 (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability 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 November 8, 2023 by tbgg (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tyrtaeus Posted September 28, 2023 Clone Share Posted September 28, 2023 (edited) Decimus - Initiate of High Sorcery | Bladesinger Wizard | Human AC: 13 | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14 Senses: Passive Perception 12, Insight 12, Investigation 16 STR: Score: -1 Athletics: -1 8 | DEXScore: +3 Acrobatics: +3 Stealth: +3 Sleight of Hand: +3: 16 | CONScore: 2: 14 | INTScore: +4 Arcana: +6 History: +6 Investigation: +6 Nature: +4 Religion: +6: 18 | 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. Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery You’ve received training from magic-users affiliated with the Mages of High Sorcery. Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. Lunar Spells Moon 1st-Level Spell Solinari Comprehend Languages | Shield You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have. Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat). Source: DSotDQ, page 32 Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits: Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid] Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. | 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. Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier. | 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). PrestidigitationPrestidigitation Transmutation cantrip Casting Time:1 action Range: 10 feet Components: V S Duration: 1 Hour Description: This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. • You instantaneously light or snuff out a candle, a torch, or a small campfire. • You instantaneously clean or soil an object no larger than 1 cubic foot. • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. 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. Aid Aid 2nd Level Abjuration Casting Time:1 action Range: 30 feet Components: V S, M Duration: 8 hours Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.[Adept of the White Robes] Mirror ImageMirror Image 2nd Level Illusion Casting Time:1 action Range: Self Components: V S Duration: 1 Minute Description: Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Decimus has no desire to share any more information with the blonde woman than had already been given, and he does what he does best in the moment. Stay silent and let the boredom on his face convey his lack of interest in the current situation until he was left alone. Thankfully, with all of the others in the room revealing what was left, he had no worries, especially when Merituuli revealed his impressive lineage. Or it sounded so, he knew nothing of his kind, and would have to take the young warriors word for it. It could not have been any more than a trick of the tired mind working with his ignorance of Hunni and her magicks, but the vivid image of the three eyed raven is troubling, and hopefully, just a dream. Decimus' mind is wandering in the rafters as Michelle berates them for their associations with the Black Robes, expecting Hunni will have an answer prepared for her regarding the situation. Knowing it is covered, he covers his mouth with one of sleeves as he yawns widely, feeling the lack of rest slowing his thoughts. And showing him hallucinations apparently. When his little friend implies he has a secret royal background himself, he narrows his remaining eye. "Pardon...? I am afraid I am little more than a simple wanderer... I own no more than what you see here, and you may call me what you wish" The Wizard dismisses any further attempt at pleasantries with their newest companion, having an uneasy feeling about having her here at all; vision be damned. He chuckles at Modri's claims, but nods his head as he mentions making Ipsin proud. Feeling forlorn as he realizes that the funeral feels both so far away, and so recent, Decimus wonders if the old adventurer will ever rest with the violence that was enacted at his celebration. With Darretts outburst, the spellcaster pulls his sakkat forward, hiding his concern from the rest, wondering what on earth could have enough magical presence to be granting so many visions in such a diverse manner. His frustration at his ignorance is growing further still, but he does feel a small kernel of satisfaction knowing he is not alone in not enjoying the presence of the Lady. After some choice words from Mery about her family, which he feels as though he could most certainly empathize with considering his familial attachments, the group seems to disperse, giving him the opportunity to find his bunk once more. Action: Bonus Action: Movement: Reaction: Edited September 28, 2023 by tyrtaeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted September 28, 2023 Author Clone Share Posted September 28, 2023 Upon the Fo’c’sle 20 hours ago, PureChance said: Artanis climbs onto the deck, still in just his open necked shirt, the night air lacking the chill of home. He makes his way across the wooden deck carefully and quietly, wary of the Mayors reprimand. Around him, the night is anything but quiet - the chuckling water, the creak of the sails straining against wood, the buzz and chirp of insects on the bank all serve to mask his approach. "Darrett," he whispers loudly as he nears the boy, not wanting to scare him. Darrett looks up from gazing down into the water passing them below. “Oh! It’s you, Ser Artanis,” he says melancholically. 20 hours ago, PureChance said: Everyones nerves must be on edge after such a few days and the vision on top of it all. For a moment he just leans next to him, watching the water in silence. "Ser Beckin spoke very highly of you, Darrett. She'd be proud of how you held yourself over the past few days," he says gently. "I'm certainly impressed. Perhaps if I'd lived a little closer, or circumstances been different, I would have been where you are. Not that I in any way regret my own service under Ser Brightblade." He paused a moment longer, letting the not quiet silence of nature stretch out, before continuing slowly. "It's ok to be angry too, nothing wrong with that. We'll certainly make sure to get Jeyev next time, and Takhisis' army will fall." His voice carries the warm certainty of absolute faith. "It won't bring her back, but we'll keep her alive. Mery's a writer you know, perhaps she'll end up in stories like old, inspiring kids like me - maybe like you - in years to come." He spends a few minutes more looking back over the waters, the village of Vogler a long distant sight. He tries to imagine what he'd feel if it were his own village up in flames and smoke like that, his own home put to sword; he can't quite manage it, not in a way that feels real. “I’m sorry about that, earlier . . .” Darrett says. “I know she’s important to you as a prisoner. And I know that, if not her, then another. I want to hate her so badly, but her damnable good behavior—doing exactly what she’s supposed to do. The perfect little prisoner . . . and all in a dress that was Ser Becklin’s. It’s very hard for me not to still see that haughty, gruff messenger ordering us to open our gates and quarter those monsters . . . and it feels so . . . unfair! As a prisoner, she probably can’t even provide the kind of information we need, she didn’t even seem to know what was actually going to happen to Vogler. It feels like Takhisis mocking us all the more! ‘Here, have a face you can attach to the atrocity I’m committing, but she’s actually too—ugh, I hate to use the word ‘innocent’ here but, effectively so—for you or me to actually do anything about it!” He clenches his fists. As Ser Artanis leads him down, they pass the boilerdrak. The machine is still steaming, even though its fires have been quenched. He pounds his fist on its heavy plating with an audible dooong. “And this thing!” He growls. “My home, my town, my whole world is now cinders because this gods-forsaken thing.” 20 hours ago, PureChance said: "Come on," he claps a hand across Darrett's back, "Now's as good a time as any - I doubt you're going to get much more sleep tonight, and with the state of things as they are, I don't know how soon you'll need it." Directing the squire back down below deck, he turns him towards the hastily packed cargo areas. "Ser Becklin charged me to fetch something for her when we left. Well actually she asked quite a few things, but this was one. I can't think this is how she imagined it originally, but that doesn't change the importance. Now more than ever Solamnia needs Knights you know, a shining bulwark against the forces of evil. A symbol, sword and shield all in one," Artanis spoke quietly but firmly as they headed, hunched, though the belly of the ship till before them lay the crate. "She wanted you to have this. Asked me to see it delivered to you in her stead." In the Hold He lets Ser Artanis lead him down into the hold and to the crate. “Is this what I think it is?” he asks. “Ser Becklin had a crate just like this to store her armor . . .” 19 hours ago, tbgg said: Gazing earnestly at Darrett, she tells the young man, "I know we're all tired and in need of more sleep, and I'm guessing you'll need a little time to absorb what the contents of that box mean. So I'll leave you to 'ooh' and 'ahh' over your new shinies and simply ask if I may speak with you after we've both gotten more sleep and have officially arisen for the day." Since Darrett hasn't yet opened the box, she withholds her congratulations for the moment. “Uh . . . sure,” he says, assenting to Mery’s request to speak, later. “I guess I’ll see you tomorrow morning—I’ll meet you at the fo’c’sle. At 6 bells . . .” When Mery leaves them, he looks back at the crate and then, when his tired eyes rest upon ‘Sir Derrett Highwater’, they widen in surprise and awe. “Wait . . . it’s!” He reverently unlatches the box and opens it. He picks up the scroll of commission and runs a finger along the polished armor. Below the crest of the Knights of Solamnia, are holes in the brest plate and on the pauldrons. Ser Artanis would recognize these holes as rivet holes waiting for metal plates bearing Derrett’s heraldic symbol—a symbol he doesn’t have yet. The thick, roped envelope for Ser Artanis still sits here. He picks it up and hands it to Artanis. When Artanis opens it, he finds two, thick, sealed envelopes inside, a thin, sealed envelope for Darrett, and a short note for Artanis. Quote Dear Ser Artanis Brightblade, Unfortunately, I will not be able to present Darrett to the Governor of Kalaman, as I’ll be dead—otherwise you wouldn’t be reading this. As the only other Knight of Solamnia present, you’ll have to do that in my stead. The rope used to tie Darrett’s Scroll of Commission won’t fit in this envelope, so I tied it around this letter—please present it, along with the sealed envelope to the Knight of the Rose, Ser Corpher Marbleheart—a stuffy, ancient, old, withered, balding, grey-haired, fart with three limbs in the grave and an arse that belches the noxious fumes of hell—make sure to tell him I said that, too! (No really, not only is it an in-joke between old friends, but it’ll definitely let him know that the parcel for him is genuinely from me and not a forgery). The other one is for the Governor of Kalaman. The head of Kalaman’s government is Governor Calof Miat—a very ‘by-the books’ human nobleman. He represents the city’s people and speaks on their behalf during council sessions. You, Ser Corpher, and Governor Miat will preside over Darrett’s knighting—The Governor will do the knighting, you and Ser Gorpher will bear witness. You’ll all have to seal the certificate and present it to Darrett. Thank you, You’ve made me proud, Ser Artanis, Ser Becklin uth Viharin Below her signature, you find a hastily scrawled addendum. Quote If you’ve taken that prisoner of yours with you, present her to Ser Corpher. He and the other Knights of the Rose, there in Kalaman, will know what to do with her. In the Women’s Quarters When Mery returns, Lady Michelle whispers as Mery gets into her hammock, “I told you that you ought to have washed your hands of me.” before going to sleep. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted September 28, 2023 Clone Share Posted September 28, 2023 (edited) Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 31/31 () | HD: 3/4 | Speed: 30 ft. Senses: passive Perception 11, Insight 13, Investigation 9 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. “My words,” | ‘My thoughts,’ | My actions . . . "That's the tough part of being a Knight, I'm learning. Still doing the right then even when it's not what you want. Doesn't mean you have to like it. Certainly not forget, nor forgive if you don't want. Just abide by it." Artanis commiserates on their walk down. After the unboxing, and an appropriate amount of time for things to sink in, Artanis explains "Obviously the formal ceremony will take place in Kalaman - I'm sure you know the rules and regulations back to front. I certainly did before my knighting. I thought you could use a little good news with everything that's happened though, and enough warning to get appropriately scrubbed up!" He tucks away the rope and remaining letters alongside the scroll Ser Becklin had entrusted, and turns to leave. "I'll hang on to these, just cover it up when you're done looking at it. And don't smudge it! I'm going to cast an eye over the horses again, especially Handsome got burned up bad, and then try to catch some more sleep. I doubt we'll get much in Kalaman either." OOC Action: — Bonus Action: — Movement: — Reaction: — Object Interaction: — Mount Action: — Mount Movement: — Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage. Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage. Battlefield Presence.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. Class Features: Precise Strike. 2/2 (Long Rest) Commanding Rally. 2/2 (Long Rest) Leadership Dice (d6). 4/4 (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 September 28, 2023 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
tbgg Posted September 28, 2023 Clone Share Posted September 28, 2023 (edited) Meryelle "Mery" Keryndon Level 4 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft. Senses: Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14 Str:Save: -1 Athletics: +0 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb. 8 (-1) | Dex:Initiative: +2 Save: +4 Acrobatics: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +6 Deception: +8 Intimidation: +8 Performance: +6 Persuasion: +8 18 (+6) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +6 or DC 14 | 1st 4/4 2nd 3/3 | Bardic Inspiration: 4/4 “My words,” | ‘My thoughts,’ | My actions In the Women's Quarters "Oh no, you don't!" says Mery somewhat sleepily. "Wake up, Lady Michelle. You don't get to make a statement like that without hearing from me!" She herself stretches and stifles a yawn, trying to keep from getting too comfortable. "I am not going to wash my hands of you. On the contrary, I'm going to make you my 'cohort in crime', which as you'll soon find out, I mean in a very ironic way. There are going to be some difficulties ahead, and I won't lie to you about that. But we'll get through those one at the time, so let's start with Darrett." "Darrett just saw his entire village get destroyed and the knight he had been serving get killed in a vision, and he aches to see justice done. You happen to be the nearest potential target for his itch to act, and your honorable behavior is frustrating him because he knows he can't justify doing anything. But that is his problem. Ser Artanis will remind him of what the knight's code requires and I plan to speak to Darrett in the morning on your behalf about some of the difficulties you've been through. He may or may not come around given a little time, but all either you or I can do is continue doing what we can to make a positive difference. His problem doesn't make you any less worthy of friendship." "One thing I can think of that you can do to make a positive difference - in the morning - would be to apologize to him for the abrasiveness with which you demanded that Vogler submit to the RDA's demands. That seems to be something of a sore point with him. You might also mention that destroying Vogler was never part of any plan that you knew about. I'm happy to go with you for moral support if it would make it easier for you." All of a sudden, an idea pops into Mery's head and she sits bolt upright as chills run down her spine, just barely managing to maintain her balance on the hammock. "Lady Michelle!" she exclaims in excitement, "I've just had a potentially amazing idea!" She begins explaining, growing more and more animated as she talks. Settling back down in her hammock, Mery finishes with, "Let's keep this between just you and me for right now. The guys won't find the details all that interesting since at this point it's largely women's work and I don't want to get anyone's hopes up with the part they would be interested in hearing unless there's a real chance of making it happen. You probably heard me tell them what we need to do to get you established here, and the only real thing we'd need to add in the immediate term - assuming you're open to the overall idea - is to bring Mayor Raven or someone from her household with us when we visit your estate. I'll plan on speaking to the Mayor in the morning after I've talked to Darrett, unless you give me a reason not to." 'Mishakal's mercy, this idea has so much potential! I sure hope we can carry out at least a part of it!' OOC Action: Bonus Action: Reaction: Movement: Object Interaction: Mount Action: Mount Movement: - 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: 14 arrows in quiver, 0 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 (3/3 slots): prestidigitation, vicious mockery, message 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant 2nd (3/3 slots): invisibility, heat metal, enhance ability 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 Yes, I have another secret brewing and I've got Rin in on it! But it's the very best kind of secret, and you can be sure I'll come forth with it when the time is right. Right now, there just needs to be some more back and forth between Rin and me via Mery, Lady Michelle, and Mayor Raven to find out how much of it he might be willing to run with. If he incorporates even a part of my idea, then we've got some makings for an awesome redemption arc - stay tuned! @Kamishiro_Rin: Please let me know if the private text block I set up for you isn't showing. Edited November 8, 2023 by tbgg (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted September 29, 2023 Clone Share Posted September 29, 2023 Coltan Bluetemper Level 4 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
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