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Chapter 01e: When Home Burns (Evacuation!)


Kamishiro_Rin

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


AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
Senses: Passive Perception 12, Insight 12, Investigation 16
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | 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 makes a face and yells out another apology as he almost runs over his friends again while he was distracted informing the guard how to snuff the fire out of the machine. With the worst of the danger over, he is left with two choices, and there is not a chance he is dumping this thing in the lake. If he decides not to do anything with it, at least the people of Vogler will have some power on their side in the future. With some well-received help from Mery, the two of them guide the leviathan aboard the ship, the fire snuffed out, and with some quick maintenance and last checks, the Wizard breathes a sigh of relief and leans his back against the still warm metal of the vehicle, staring up into where the sky should be, instead, smoke and fire fills his eye. Before the ship is able take off, they take one last passenger who informs them of the loss of Cudgel and Ser Becklin. While he had not been close with them, their loss stings in a way he did not expect. Perhaps it was because they had become brothers in arms in such a rapid and violent manner, or maybe even it was their shared loss of Ispin that had bound them together. Either way, his shoulders slump and he looks to his companions.  Hunni, as always is practical and to the point, and Merituuli joins in her anger.

"I don't think either of them would accept our mournings... They were soldiers of action... Anything less would be insulting their memories..."

The Wizard feels the aches of days of action finally catching up to him, fighting the urge to simply let his eyes close and let the boat rock him to sleep. His book is still in poor condition, with some spells left to recover. There should be enough time on the boat ride to Kalaman for him to get at least a couple of more spells transcribed into his new book. Then... Well, they had a Black Robe waiting for them. His eye wanders back over to his diminutive friend. What would she do when presented with the choice? Their place in the Order would be the inverse of one another, and he did not want to have to think about what could happen in the future between them if their beliefs ever had to be challenged. He looks back to Vogler as the town is swallowed by fire and smoke, guilt welling in his chest. They had done what they could, but Takhisis had won here, he had let Solinari down. Staring long enough into the columns of black smoke, he begins to see the faces of the ones left behind, but on top of everything else, he has no interest in seeing more augeries, and squeezes his eye shut, focusing on the task at hand.

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Action:

Bonus Action:

Movement:

Reaction: Cast Shield / Absorb Elements if attacked

Edited by tyrtaeus (see edit history)
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On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Evening/Night

   You find in Fewmaster Gholcag’s bag: 1,600 cp, 1,300 sp, 100 gp; a Cloth-of-gold vestments, a Copper stein with silver filigree, a Gold ring with turquoise, a Small gold bracelet, and a Velvet doublet with gold buttons; 2 Potions of healing, a Spell scroll (cantrip: thaumaturgy), a Potion of climbing, a Spell scroll (1st level: silvery barbs), and a Potion of greater healing. Her scalemail is oversized—too big for any of you, but perhaps could be re-fashioned to fit Tiergan or Handsome! And she’s got a great club and a couple of extra normal javelins.

Military/Nobility Structure

Unit = # Sub-Unit + # Commanding Officer = Total Soldiers Elegible Nobility PCs/NPCs
Team = 1 Private + 1 Senior Private (non-com) = 2
Squad = 2 Teams + 1 Corporal (non-com) = 5
Section = 3 Squads + 1 Sergeant (non-com) = 16 Esquire
(knight candidate)
Darrett Highwater
Platoon = 3 Sections + 1 Liutenant (com) = 49 Knight/Dame, Boronet/Baronetess, or above Artanis, Raven uth Vogler, Ser Becklin uth Viharin, Dame Michelle Folketh
Company = 6 Platoons + 1 Captain (com) = 295 Earl (Baron)/Baroness or above Lord Bakaris
Battalion = 6 Companys + 1 Major (com) = 1,771 Count/Countess or above Maj. Fewmaster Gholcag
Regiment = 6 Battalions + 1 Colonel (com) = 10,627 Marquess/Marcheoness or above Belephaion
Red Dragon Army = 6 Regiments + 1 Brigadier General (com) = 63,763 Duke/Duchess Kansaldi Fire-Eyes
Takhisis’s Dragon Armies = 5 Dragon Armies + 1 Field Marshal (com) = 318,816 Appointed by Takhisis Dragon Highlord Verminaard
On 9/13/2023 at 1:51 AM, Peacemonger said:

He instead makes his way to Michelle. "Tough day." He looks over to the burning town. "Tough day for a lot of folk. I won't make any choices for you, but here's the way I see it as a man who's neither a soldier, nor knight, nor even close to what you'd call civilized. That Red Dragon Army thinks you've turned traitor. That Red Dragon Army also is the kind that rewards Jeyev and that Ogress, not people like you. And anyone who saw a good look at you in your uniform are on this ship. If you're content to be a prisoner of war, then that's your business. Personally, think you're better off on the other side of this fight, and I'll talk to the others to get a story together. Think on it. Make a choice before we reach the city."

   “As a knight . . .” she said slowly, “I was raised and trained to honor the code above all else—no matter what side of the battle you were on. I’d been captured, and I knew that 1700 soldiers were about to come to your village. I’m a . . . I was a commissioned officer. We don’t try to escape like some common soldier, we wait, a guest of the enemy, for our negotiated release or our rescue. Were it the other way around, I’d have—well, I must admit, I’d have afforded Ser Artanis—equal to me in nobility—the same . . . the rest of you would have been thrown into a cell . . . thus is the way of war.”

   “But you’re right. From this point on, the Armies of Takhisis have declared war upon me. I shan’t be your prisoner any longer—if your team would allow it—but your ally. What happened tonight . . . has probably occurred before—or something like it—there were always rumors. I just chose to ignore rumors. For me, fighting on the front lines has been . . . everything. On the rare occasion we got leave, the angry faces of occupied peoples were dismissable. Who wants to be occupied, anyway? But conquered people get on with their lives. That’s what my father and I did, and that’s what they can do. The tax collector’s boss changes, but the tax collector is the same asshole regardless. But conqured peoples were not incinerated peoples, Modri. It was so easy to justify . . . until now.”

   “I’m no bastion of morals, and I won’t pretend to be. I’ve been known to be a stickler for the rules, to ride on a high-horse with my nose in the air by inferiors who wanted to run wild. But the rules I’ve followed all this time were really only followed by me and my—MY men—I see it now. It was glorious to be on the winning side—victorious in battle over and over. But now I see—I see it’s nothing more than theft, murder, and destruction. My life’s been a lie. I might as well do what I can to make up for it from now on . . . assuming someone doesn’t have me strung up. I can’t blame them if they did.”


On 9/12/2023 at 10:11 PM, tbgg said:

She then goes to find Dame Michelle before anyone else can pressure her into sharing the contents and invites her down into the same room where she decoded the message. She tells her, "First off, I wanted to let you know I've not forgotten about your handkerchief. My plan had been to take it to a seamstress to repair, but you had said you wanted to repair it yourself. Would you still prefer to do the repair yourself? If so, I will try to pick up the needed thread and needle once we arrive in Kalaman, otherwise, I'll try to get it to a seamstress."

"Second, I think I may have misjudged you a little bit. I initially figured that since you were serving the army of an evil goddess, you were the sort of person who could callously trample all over other people to get what you want, but between the story about your past that you told Modri and the way you've conducted yourself since becoming our prisoner, it's clear that's not the case. I did see how the attacks of the lizard creatures from your army against the villagers horrified you, but there's a question I'm struggling with that I'd like to ask you. I assume you must have known Takhisis is an evil goddess fairly early on, but if you've been in this army for several years, how can you only now be figuring out that they have no problem doing evil things? I hope this question doesn't sound judgmental - I don't mean it to. I'm just having trouble understanding."

After Dame Michelle answers, Mery hands her the decoded message, telling her, "It's from your father." After Dame Michelle finishes reading it, she tells her, "I haven't even shared this with the others yet. It's clearly a personal message, and I can think of a few ways that people of unscrupulous nature might cause trouble if they knew about it. I don't believe anyone in my group to be like that, but someone overhearing us talking amongst ourselves about it might. I feel very strongly that you should have control over who learns the contents and at what time."

"However, there is one thing I wish to say about the message. Given your status as a military prisoner, I think it's unlikely the powers that be will be willing to set you free to track down the items mentioned in the first sentence. I would like to offer the service of my friends and I in doing so, but that of course means sharing the contents of the message with them, or at least the part that pertains to the items. I know there's a lot to take in, so don't feel like you need to give me an answer right away. I give you my word I won't tell anyone what this message says without getting your okay first."

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.

   “Is this real?” she asks Mery as she grows weak in the knees and slides down the wall of the ship, resting on the floor. She stares at the parchement Mery had written the deciphered message upon.

   “He must have written this after Silvanesti . . . just before he was killed,” she explained. “I was in a different unit—I was non-com back then, too—and our distinction gained us a well-earned liberty in a nice little city on the coast. Father was still campaigning and sent down there. Then that spiteful evlen . . . Sorry . . . I don’t know if you heard, but the king or high priest, or some big wig elf turned the entirety of Silvanesti into a nightmareish hell on Krynn out of spite. ‘If we can’t have it, neither can you!’ sort of thing. Scorched earth to a level never before heard of. Dad was killed there, and the next thing I knew, my unit returned from leave with promotions and me, a commission—and a box of his effects. That was when I was assigned a squad of draconians, too. Just a bunch of Baazes under me, but I can tell you a bit about a couple of the other kinds, too . . . That spell-casting lightning-flinger is called a Bozak, and then there’s the Kapaks, Sivaks, and Auraks . . . in order of dagerousness. Sorry . . . I’m rambling . . .”

   “If this is true, then it’s best if this is known . . . perhaps not by everyone all at once, but perhaps the right people? Where I grew up, it was said that, ‘How do you know a thing is true? A bard has said it.’. That’s not to say that bards like you can alter reality to fit their lies—it’s to say that people rely on bards to transmit the news. Rumors abound, but there is a certain legitimacy assigned to what a bard shares when they come to town. Bards like you have a heavy responsibility—perhaps too heavy for the kinds of people that typically become bards—but it is there nonetheless. And part of that is the authority of the nobles. The people know the laws because the bards transmit the king’s decrees. A noble’s ascendance to their lordship is heralded by bards—and thus legitimized. Have nothing to give you right now, Ms. Meryelle—it’s all been confiscated from me, down to my armor—but if you believe this message, if you’re willing to give this terrible person before you a chance, would you be my bard?”


Date

On This Kirinor, the 24rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Wednesday, March 24, 351 AC)

The 4th Day of the Campaign - Early Early Morning

~A Vision~

   The thing about firestorms is that they burn so hot, and the winds they suck into them from all directions are blow so strongly that they end up burning themselves out, expending whatever fuel they can find in a matter of hours where lesser fires might smolder for days.

   The swirling scorch marks and lines of ash lead inwards towards a gigantic pile of smoking cinders and chunks of finely ground debris. The cobblestones and foundation stones in the center of town are flattened and fused into a black glass. The outline of former homes and businesses formed glass ‘ripples’. The further out from the center, the stones had denatured and crumbled into dust at the slightest touch—particularly the limestone foundations outlining what used to be buildings.

   Roughly 1,200 men, elves, dwarves, halflings, halforcs, gnomes, dragonborn, goblins, bugbears, ogres, orcs, ogrillions, draconians, and a wide variety of other lineages are setting up tents or cleaning up. Some are marching about in formation—already drilling. Some were sorting piles of captured weapons and armor stripped off of fallen foes and friends alike. Many of the draconians are hungrily and messily devouring the bodies of ironclad regiment soldiers and Vogler militia who’d given their lives delaying the inevitable long enough for the majority of Vogler to escape down the river towards Kalaman.


   Lt. Col. Bleker Avnó—commander of the 1st battalion and the senior most Major under colonel Belephaion—sat tall upon his enormous Clydesdale warhorse. He was a huge, blue half-dragon. Both were wearing heavy, blue full plate armor with lightning ornaments and two lightning bolts as horns. There, high upon the bluff, looking over the charred flat space that was once a village.

   “You sent the signal?” he asked the man on the warhorse next to him. “Where’s their response?”

   “I’m not sure,” the man answered. “I’ll send it again.” The man held up an orb above him and it glowed red, bathing everyone in 20 feet in crimson.

   Over near the wharf, a large white canvas tent glowed red. It was set up amongst a number of others within the foundation footprint of what had been the Brass Crab.

   Avnó growled. “Where’s that stupid ogress!?! How dare she ignore my summons!” He spurred his horse and they simply jumped off the 30-foot cliff and landed gracefully. The horse marched proudly forward towards the red-glowing tent.

   Behind him the rest of his battalion simply slid or galloped down the bluffs.

   “ATTENTION!”

   Everyone in second battalion stoped what they were doing and looked up.

   Fresh, clean soldiers marched with precision towards where the Brass Crab used to stand.

   Second battalion quickly formed up and saluted as the half-dragon came to a stop at the tent.

   “Fewmaster, get the **** out here, Goddamned YESTERDAY!” he shouted so loud it reverberated in the chests of everyone nearby.

   Everyone was looking at one another and eventually, an elf man exited another tent along with Jeyev. “Lt. Col. Bleker, Sir!” he said, standing at attention.

   Jeyev crossed his arms looking pissed.

   “Captain Aftíma Chairioú?” Bleker asked. “Where the **** is Fewmaster?”

   “The Major is dead, Sir!” Captain Chairioú answered. “Her body is over there, with the other dead.”

   Avnó snorted. “Good. She never should have been promoted. No matter. Well, Major Chairioú, where’s my boilerdrak? I see it did a superb job. I’d like to think such a large machine would be easy to spot in such a large, flat space . . .”

   “Y—you honor me, Sir!” the elf simpered. “Uh . . . about that . . . the Major—er, Gholcag went to deal with a Lieutenant of ours that went rogue and got killed by some group on the wharf. They seem to have taken the boilerdrak with them . . .”

   A soldier suddenly said, “Lt. Folketh did not go rogue! She was taken prisoner! We tried to rescue her but she’d already been taken down to the wharf!”

   Avnó raised an eyebrow. “Sergeant, you speak out of turn.” He pulled out a javelin crackling with lightning and threw it right through the man’s chest, killing him. He turned to the Captain-cum-Major. “Let us convene in your tent. Is that the mercenary you told me about?”

15 minutes later

   Avnó exited the new Major’s tent and talked to several of his own men. Within minutes both battalions were lined up.

   “I’ve had a most interesting conversation.” the Lt. Col. announced. “Drake Company, 3rd Platoon! Step forward. NOW.” The remains of the platoon did so. Avnó nodded and the sergeants and corporals were all shot to death with a hail of crossbow bolts. “The rest of you will be absorbed into other units. The bad apple spoils the bushel, but only if it isn’t taken out, first. But the apples right next to it need to be taken out, too—they’re already tainted.” He looked down the line and shouted, “5th Platoon! Step forward!”

   Said 5th Platoon hesitated but eventually moved forward with far more cowardice than their 3rd Platoon counterparts. “YOU! YOU INCOMPETANT FOOLS! The 50 of you had one job! Test that machine by burning down this worthless village, gather information on its performance and the extent of its abilities, and then have it ready and waiting for me and my men to take it back to for Col. Belephaion to present it to Gen. Fire-Eyes! Instead, some group of civvie ****s made off with it! They made off with your salaries, too. If any of you encounters these adventurers or Michelle Folketh again, you are to kill them on sight! As for 5th Platoon . . . You’re going to serve as our entertainment tonight. Form up, draw lots and DECIMATE!”

   The two battalions cheered as they stepped out of formation to encircle the 40 or so soldiers and draconians. They were set up into 4 groups of 10 or 11 and drew lots. Everyone watched as the other 9 in each group then savaged their unfortunate comrade to death.

   Decimus, Hunni, Coltan, and Ser Michelle all sat bolt upright from their sleep as the vision faded. Coltan hears the resigned sighs and clucked tongue of Reorx, whereas Decimus hears the fading whispers of magic itself. Hunni (and only Hunni) sees a three-legged raven on a rafter above her cackling as it rapidly fades away—she just knows it to be one of many manifestations of Jezebel.

   The door to their shared quarters slams open, waking up Ser Artanis, Mery, Merituuli, and Modir, and surprising the already-awake Decimus, Hunni, and Coltan. With tears streaming down her enraged face, Ser Michelle growls out, “I. Will. Do. ANYTHING. To. Destroy. That. Army. Whatever it takes. You have the support of House Folketh of Kalaman!”

Portraits
Lieutenant Dame Michelle Folketh Warhorse ???

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Warhorses,
“Handsome”
and
“Tiergan”
Boilerdrak
Edited by Kamishiro_Rin (see edit history)
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 3Con + 2Shield ) | HP: 61/61 (4d12+16+8+4) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Hit Die: 4/4d12 | Rages: 3/3 | Magic Awareness: 2/2


Modri simply gives a nod to Michelle's words about her sense of nobility, and her life being a lie. That much he could already see, but it's good that she sees it not too. "No one's stringing you up, be a damned waste if they do. Get your rest."

Modri spends the rest of the day helping around where he can about the ship not knowing much about seafaring vessels himself. Otherwise, he takes the time to contemplate everything.

It's being woken up in the middle of the night that Modri slowly rolls up. He's used to being woken up at odd hours in the wilds by the sound of animals, or a storm, and there are times when his sleeping schedule leaves much to be desired and he gets confused about when it's time to be awake and when to sleep.

"Now that's some fire in the gut." Modri's about to say more compliments, but sees something is amiss. A bad dream? A revelation? They're certainly not under attack at the moment. "Oh, right. Hey all, my vote's to let her free, no more of this prisoner of war nonsense. Yes, yes, the law and rules and all that, but way I see it is it's all too complicated as is with armies, and refugees, and war... may as well make this one thing simple for everyone. Let her... destroy that army." Unsure quite what to make of the whole scene, he does what he does best... let others do what's right for them. He doesn't feel the need to console her or wipe away her tears, because in the Dwarf's mind there's nothing wrong with shedding some tear, for being sad or enraged. Best to let the feelings out naturally, and would rather give her the freedom to pursue this newfound sense of vengeance.

 

OOC

Movement: -

Action: -

Bonus Action: -

 

 

 

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   spacer.pngColtan 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
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan shared the loot that he gathered from the ogre with his companions. Hopefully something good could come from the senseless violence.

 

The smith startles awake from the vision which confirmed his fear about what would happen in Vogler and that his divine patron opposed the queen. After Michelle burst into their cabin, his first thought is that she shared his vision, which means that she is another one blessed by the gods to oppose the Queen of Darkness. He would need to help her settle her armor situation.

While he was weighing a reply to his fellow dwarf on Michelle's situation as a prisoner of war, something catches up with his sleep-addled mind. "Wait, what? What is House Folketh of Kalaman?"


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: +6 or DC 14 | 1st 4/4 | 2nd 3/3

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.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: 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.
  • Forge Domain: 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) Concentration, 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

  • Forge Domain: 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.
  • Forge Domain: 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.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

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.

War Caster

  • 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.

 

Edited by JubalBreakbottle (see edit history)
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 16/22 (0 THP) | HD: 1/3 | 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 grits his jaw at the mercenary's shouted message, looking away to hide the wetness in his eyes. From the way she had spoken to him, the tasks she had issued, he'd suspected Ser Becklin hadn't planned on returning. No matter how noble the cause, a single knight couldn't defeat an army, but she had gone to do her duty as Protector of Vogler none-the-less, buying the rest of them valuable time. The nature of her death however was no source of honour, stabbed in the back by the traitorous Jeyev. His fist tightens on around the hilt of his sword, knuckles turning white. "I knew we shouldn't have let him escape!" he curses himself silently. At Hunni's prediction, he quietly mutters his agreement with Kai, "Indeed, we've unfinished business. I won't let him run twice."

 

It's clear the knight wants to spend some time alone, and once the ship takes off down the river Artanis quickly finds his way below deck to where Tiergan is stabled. He's no desire to watch the town burn. Their failure is already seared in his memory. He hears Mery leading Handsome down into the hold a few moments later, and forces himself to paint a weak smile across his face - to engender the optimism Ispin always did, and the promised protection the Order represents. To be the hope.

 

Enclosed in the belly of the ship the smell of sweat, blood and smoke is stronger, stifling, and the horses snort and stamp. He takes the reins from Mery, running his hand over the horses flank, careful to avoid the tender raised pink of the burns, and the hastily knitted flesh beneath torn bandages from the draconian's shrapnel. Cataloguing the horses injuries, he struggles to dedicate any time to comforting Mery - too distracted to particularly appreciate her distress over the now tow horses in his care. "Strained muscles are the least of his worries," he murmurs, careful to keep a gentle tone, "you came off much worse than Tiergan didn't you my poor boy," he continues, addressing the horse between Mery. "Don't worry about jumping and the like, these are strong beasts. You go, I'll look after him. We can carry on your lessons once they're feeling better," he finishes, the dismissal clear in his voice.

 

He continues to chat quietly to the two beasts as he gently unhooks their tack and rubs them down, soothing and cleaning their wounds where able. "I can't promise much less of that I'm afraid," he tells them, "but I'll do my best to look after you, I promise that."

 

Once the horses are settled, Artanis too finds his way to a quiet corner of the ship, to settle his own mind, and come to terms with the events of the last few days. An entire town or happy people, swept away before their eyes, in less than 24 hours. Eventually he finds sleep amongst his companions, but it is hard won

 


 

As the door bangs open, his eyes fly open and his hand jumps to his sword - on edge after the preceding chaos. Seeing several of his companions awake, along with Ser Michelle, and no clear threat he relaxes after a moment, though his heart continues to thud in his chest. "House Folketh?" he echoes, frowning. The naming doesn't escape his notice, but he struggles to understand the link to Kalaman.

His eyes widen as he spots Darrett in the corner, suddenly remembering he still owes the quire Ser Beckons message, and he gently sighs alongside a long blink. He hopes there's enough time left to sort out whatever this is, Darrett, the horses, the armour, and whatever else is going to pop up before they reach Kalaman, but somehow he suspects there won't. 'Just have to deal with one thing at a time,' he tells himself and turns his attention back to Ser Michelle.

 

 

OOC

Action:

Bonus Action:

Movement: 

Reaction:

Object Interaction: 

Mount Action:

Mount Movement:

Actions & Resources

Actions:

  Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (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.

  RDA Javelin (range, thrown) [9]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 1d4 fire damage.

  Lance (special). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 0/2 (Long Rest)

  Leadership Dice (d6). 0/3 (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.png                       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: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 4/4 2nd 3/3 | Bardic Inspiration: 4/4


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


In the Ship's Hold with Ser Artanis

Mery is a little frustrated by Ser Artanis' dismissal of her concerns, but she decides that extending the benefit of the doubt is in order, especially given how hard he is clearly trying to be strong. For her. 'He's tired, I'm exhausted with more yet to do before I can turn in, and a riding lesson may perhaps be a better moment to get the answer I'm seeking.'

She does, however, decide to speak before leaving. "I have two things to say to you, and then I promise I will leave you to your thoughts. One, by making sure you deliver that letter she gave you, you can help to make sure her death wasn't in vain."

She wants to mention the very odd thing she noticed about the mercenary's words, desperately wants to share her thoughts about it with someone, but her instincts tell her this isn't the right moment.

"Two, I hope you aren't feeling guilty about something. I really don't see what more we could have done. If it's just about Cudgel and Ser Becklin, then I know there are those in this world who would say that a man is weak if he cries. When I see a man cry, especially in a situation like the one we're in, I see strength, and I'll tell you why. One, it means that he is capable of genuinely caring about others. There's another reason, too. There's a woman back in Palanthas who was and is a mentor to me, and it's fair to say she saved me, not from any physical danger, but from a future as rotten as my past is. She taught me that part of the price of having the capacity to genuinely care about another person as well as an actual relationship with that person is the pain of loss we feel when they're gone, or, as in my case, when they refuse to have a relationship with us. And it takes strength to let ourselves feel that pain and have the faith to believe that somehow, some day, we'll feel something more than a huge hole in our hearts. I very honestly struggle to find that faith on some days. So for future reference, I find more meaning in someone sharing their struggle with me than I do in their being strong for me, if they're not having a genuinely strong moment. However, whether and when and who you might choose to share your burdens with is no one's business but your own. Just know, I'm willing to be available if you ever feel the need. All you ever need do is ask." With that, she excuses herself, wishing she didn't feel so totally awkward and hoping that she's played the right note.

 

With Dame Michelle Before the Vision

At Dame Michelle's question, Mery stares at the woman in shock. 'Is she asking me what I think she's asking me?' "Are you offering me a position in your House? Because while I'm happy to help herald your legitimacy, I think you should be aware that I'm different from the sort of people who more commonly become bards. I'm more of a scholar and historian than an entertainer, although I'm enough of a musician that I can support other musicians. And while I have an education suitable for serving a noble, I have precious little experience in dealing with nobles, beyond my interactions with Lord Bakaris and now with you. If you still want someone like that, then perhaps you could tell me what my duties as your bard would entail?"

 

After the Vision

It takes Mery a few extra moments to wake up following the door slam, so deeply asleep was she. Groggily, she slides out of her hammock and wipes the sleep from her eyes. She is unsurprised by the mention of House Folketh of Kalaman, but Dame...no, Lady Michelle's mental state concerns her. "Lady Michelle, are you alright? Talk to us."

 

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 by tbgg (see edit history)
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Date

On This Kirinor, the 24rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Wednesday, March 24, 351 AC)

The 4th Day of the Campaign - Early Early Morning

Talking with Mery

   “For me, bards like you capture the people’s attention and spread the news. I’m actually glad that you’re not a mere sleazy entertainer. More important than me, you will need to spread the news about yourselves! The people of Vogler—I’ve heard them—refer to you as the ‘Heroes of High Hill’, and ‘the Saviors of Vogler’. But wherever we reach when these boats land . . . those people won’t know you—or these people. They might even be hostile to everyone.”

   “To be my bard—my herald—you’d certify my position, vouching for me, and hopefully, should you see fit, weave me into your tales. One of these days, my own achievements—accomplishments I can be proud of that aren’t helping an evil army conquer innocents—will be worthy of your stories. Of course, as my herald, you’d have a room in my manor house . . . if it still stands . . . the food on my table, and access to my armory.”

   “Right now, I am copperless, and don’t even own the dress I’m wearing. My armor and weapons have been confiscated and Modri was kind enough to lend me a handaxe. I may be turned over to your government and hanged, and my ancestral home might be little more than rubble. I don’t even know where we’re evacuating to, so Kalaman might be on the other side of the continent, for all I know. It honestly might be best to wash your hands of me.”


Bursting into Room

   “I saw a vision—Takhisis cackled with glee as she showed me my men being murdered for merely being my subordinates. The few people that could conceivably be convinced to leave that evil army are now dead. Very honorable men I’d vouch for—I’d fought alongside for three years now and proven themselves in battle. Damn that Bleker Avnó! Damn him to the deepest depths of hell!”

Portraits
Lieutenant Dame Michelle Folketh Warhorse ???

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Warhorses,
“Handsome”
and
“Tiergan”
Boilerdrak
Edited by Kamishiro_Rin (see edit history)
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 48/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


Evening

As the ship makes its way down the river, Merituuli takes some time to gather his thoughts, looking down into the water from the edge of the boat. Hope wherever we're headed hasn't seen these Dragon Army soldiers yet... or if they have, hopefully they're still holding strong. His thoughts turn to the loss of Ser Becklin and Cudgel, and he grows even more somber. He hadn't detected any falsehoods from the Ironclad Regiment mercenary that had joined them aboard the ship... they were well and truly gone. They didn't deserve death at the hands of a backstabbing bastard. Jeyev made it personal.  He eventually pulls himself away from the side of the ship and makes his way down to the shared sleeping quarters, where he begins his Trance. Delving deeply into the ancestral memory of the Dimernesti, he draws from the experience of healers and sneaks in equal measure, hoping their skills will prove to be valuable in the coming day.

Morning

Merituuli had been quietly doing some morning stretches, taking care not to wake his sleeping companions when Decimus, Coltan, and Hunni all awaken with a start. He is about to ask if they are unwell when Dame Michelle bursts into the room, claiming vengeance on the Dragon Army. As she shares the vision she had received, Merituuli's eyes darken with rage. "Despicable. For whatever it stands for, I'm with you."

Modri's request to free Dame Michelle gets a nod of approval from Merituuli. "Don't know much about the proper way to go about it, but I agree. Dame Michelle's more than proven herself in my mind. If she wants to destroy Takhisis's army, she's on our side."

OOC

Using Trance to gain proficiency with the Herbalism Kit and Thieves' Tools.

Action: —

Bonus Action: —

Movement: —

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +6 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:

  • 2/2 Favored Foe Marks
  • 3/3 1st Level Spells

 

Edited by PhoenixSlayer (see edit history)
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spacer.png                       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: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 4/4 2nd 3/3 | Bardic Inspiration: 4/4


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

 

With Lady Michelle Before the Vision

"Well, let's start by establishing what facts we have," says Mery with a laugh. "We are in fact heading to Kalaman."

"As for washing my hands of you, that's not going to happen. I became a bard in part because of the training in persuasion and influence that it afforded me, because I wanted to be able to speak for those who need someone to speak for them. I spent most of my childhood in abusive circumstances, and until I turned 16, my abuser made me out to the be the problem whenever I would try to speak up about what was happening. Usually, further abuse followed. It was not an easy childhood, and the hardest part was feeling all alone and powerless to change the mistreatment I was receiving. So because I know firsthand how awful that feels, I am not going to abandon you."

She pauses for a moment as though thinking, then all of a sudden her face lights up in a big smile, and she begins removing the contents from her backpack, finally pulling out a gown of sapphire silk and matching silver-trimmed slippers and a fine cloak. "I'd almost forgotten I had this, as I wasn't honestly sure when I left home whether I'd ever have occasion to wear it. But if you wear it when we disembark, you'll at least look like a proper noblewoman." She then hands Lady Michelle the gown and offers her assistance in changing into the outfit.

"As for the offer you made me, let's table that discussion until we get you properly installed and find out whether you actually have an estate."

 

After the Vision

After Lady Michelle explains her vision, Mery shakes her head and mutters something unintelligible in disgusted tones.

She then says, "While I can agree with you all that Lady Michelle has proved herself, I would remind you of a couple of things: First, given that Lady Michelle is officially Ser Artanis' prisoner and he faces possible consequences for failing to turn over a prisoner, I think we need to let him tell us what he needs to be square with his conscience about this and how much of a risk he is willing to take. Personally, I'd feel better about letting him risk anything if I knew that the consequence he faces isn't overly dire, but finding that out might not be so easy given that the Knights' Measure currently includes more than 30 volumes and 10,000 pages. Second, it's been my experience that telling one lie has a way of begetting the need to tell more lies, and over time, lies undermine trust. If we want the Kalaman authorities to trust us - and I include Lady Michelle in 'us' - we really should tell them the truth about where she's been, although I might make an exception if we had a better reason than simple reluctance to deal with the authorities."

"Fortunately, I have a thought that - at least potentially - may give us a way to deal with the authorities on her behalf in an honest way. When we arrived in Vogler, Ser Becklin had only a few vague reports about the Red Dragon Army and no real intelligence. If Kalaman is the same and there haven't yet been any incursions by the army - and I would definitely recommend that we confirm both of those points before taking the action I'm about to propose - then it might be possible to barter Lady Michelle's knowledge of how the army operates and what resources it has in exchange for clemency. Personally, I have difficulty imagining how any decent person with a love of justice and fairness in their heart could hold Lady Michelle's circumstances against her, but I suppose there are always political expediencies and hard-hearted individuals who might see things differently. We could always give it a try if our investigations reveal that this approach stands a reasonable chance of working, and then if things don't go as hoped, stage a jailbreak." She winks at Lady Michelle at the mention of a jailbreak.

"The biggest thing I can imagine the authorities having concern about is that she's a spy for the RDA, but if we tell them just what we've seen and learned since meeting her, I think we stand a very good chance of putting that concern to rest."

 

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

As of this time, the Knight's Measure (known as the Old Measure) included 37 volumes, each around 300 pages. It was revised following the War of the Lance to a mere 3 volumes. I figure Mery would have seen the 37 volumes in the Great Library in Palanthas.

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: 17 (+1Dex + 3Con + 2Shield ) | HP: 61/61 (4d12+16+8+4) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Hit Die: 4/4d12 | Rages: 3/3 | Magic Awareness: 2/2


As Mery begins to explain the situation, Modri begins to roll up. He's still wearing his pants, but his vest and boots are off. It reveals just how many knotted muscles, scars, and tattoos Modri truly has. He'd stand out in a den of pirates let alone normal company, yet his apparent hallucinogenic visions he received to set him on his path proved true enough as he has started to show his own strange brand of magic with exploding jellyfish-thing, arcane backlash, even some degree of shielding.

As to the muscles and scars, he's certainly gain a few more of the latter, and the form has helped him stand strong regardless of what the foe is or how many of them there are. In this war that's begun, his ways seem more practical and less stubborn and eccentric than they did before.

As the Bard brings up her points and how she sees things playing out, Modri steps up to Michelle, reaching up and putting a reassuring arm on her shoulder. If she says that she saw a vision, if the others aren't questioning it, neither will he. Far stranger things have been afoot, and the pain is real enough. "They deserved better." It's all the words he feels he needs to say in the moment.

 

OOC

Movement: -

Action: -

Bonus Action: -

 

 

 

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   spacer.pngColtan 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
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan stands up from his bedroll. Unarmored like everyone else, the smith is muscular but nowhere as defined as Modri. And as the other dwarf has scars over his visible body, Coltan's scars are all various burns and limited to his arms, as you can imagine are lessons in smithing.

At the conversational pause, the smith offers his opinion, "the gods have brought us together from different backgrounds. We can trust one another, even though some of us keeps secrets..."

He lets that comment dangle until it is almost uncomfortable, "while I agree that tradition puts the decision of Michelle's imprisonment into the hands of Ser Artanis, I firmly believe that Michelle's sharing of our divine vision means that the gods are telling us to trust her."

After a dramatic pause, the Apprentice continues, "now, I need to help her get armored."


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: +6 or DC 14 | 1st 4/4 | 2nd 3/3

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.
  4. Mending (V,S,M). This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

1st level spells prepared

  • Forge Domain: 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.
  • Forge Domain: 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) Concentration, 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

  • Forge Domain: 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.
  • Forge Domain: 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.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

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.

War Caster

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

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33/33(hd 4d8) | 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: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


The gully dwarf looks excited. "I had a vision too! Saw the same thing," she comments, before frowning. "That isn't a good thing. But, uh, I can verify what she said, about her subordinates being murdered. Along with a bunch of other people. Because they lost the boilderdrak." She looks like she is trying to figure out if she should feel guilty about this. It is horrible, but she didn't do it, and a more reasonable (or evil) part of her mind can't help but point out that behavior like this is how you turn soldiers into traitors, drive men to desertion, and the Lt. Col. was actually doing their job for them.

"Anyway, this is why Gullys don't go to war." Well, that, and the fact that they would be really bad at it. "We don't even kill each other." They fight, constantly, for any and no reason, but never to the death. Usually just until they forget what they were fighting about in the first place.

"I wouldn't call the vision divine, though, that I had. Jezebel gave it to me, I saw her in the rafters a little bit ago," she admits, unaware of how exactly that might look.

OOC

Action:

Bonus Action:

Movement:

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 14, 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 +4) bludgeoning damage.
Versatile: (1d8 +4) 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:  2 / 2, cast at 2nd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 14.  Spell Attack Modifier +6.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat)
  • Invocations:  Improved Pact Weapon, Agonizing Blast

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

 

 

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


AC: 13 [+3 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | 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.

 

Whatever satisfaction he gained from being the source of significant anger within the forces of Takhisis with their theft of the Boilerdrak, is overshadowed by the significant sadness he feels over the initial imagery of the vision, with the destruction of Vogler. They had not been in the town very long, but it had been for sentimental reasons and they had stood in defense of the city and its people for such an extended period of time, he had felt more part of the population there than he had ever felt anywhere else before. When the vision had faded, and all that had been left was the dark night, the sounds of the boats on the water, and the small flickering lights in the early morning darkness as proof that others had survived the purge as well. His book lay open in his lap, and he rubbed his eye as he tried to push the dream from his mind to focus on other things. His focus shifts from his book to the filth on his kimono, which he sighs and solves with a quick cast of Prestidigitation to remove the days worth of filth and blood from his clothing. A further cleaning will be required once they reach Kalaman, but for now he is satisfied, especially as he moves quietly through the boat to find the others.

He yawns as he enters the deck quietly where they are discussing their new companion and the plans surrounding her. None of which are of much concern to the Wizard, as he trusts the others and their decisions will be made with reason in mind. He had little exposure to the Dame, and had no desire to get any closer than he had already had been. When the vision is mentioned, his attention is captured though.

"We all had the vision? That is remarkable magic, what could have possibly been the source of such a thing...?"

Coltan claims Divinity and Hunni explains that Jezebel had given it to her, which is concerning, but par for the course for the small spell-caster. Neither of which are satisfactory answers for the Wizard though, but he does not know enough about Divine magic or Patron granted magic to really have an explanation beyond their though. When Hunni mentions that Jezebel is in the rafters, he becomes far too curious to resist any longer.

"Jezebel is where...? Could you show me Hunni? Would I per chance be able to speak with...it?"

 

 

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Action:

Bonus Action:

Movement:

Reaction:

Edited by tyrtaeus (see edit history)
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spacer.png                       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: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 4/4 2nd 3/3 | Bardic Inspiration: 4/4


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


 

After the Vision

Mery decides that it's time to address her penchant for secret-keeping. "Lady Michelle recently reminded me of the position of trust that bards hold in delivering information and how our words are more likely to be viewed as true by the common citizen. Our ranks include entertainers, scholars, fighters, and spies, and some of us work in service to either nobles or royals. One thing most of us share is an ability to work with people and get them to do things. Some of us do that with charm and an outgoing nature while others of us do it with competence and trustworthiness. As the more scholarly variety of bard, a person who sits at the intersection between working with people and handling information, I more so than probably all of you need to know when to keep a secret."

"When you see me acting secretively, there are a few things you can be sure of: one, there may be some kind of timing issue preventing me from speaking, and if that's the case, I'll generally tell you. Two, I may be practicing discretion or circumspection - what I consider to be the positive aspect of secret-keeping - in service to either a person or an objective. Three, if you ever need me to keep a confidence, I will be as unwilling to speak your secret as I have been these other things."

"Specifically with regard to the message I found in Lady Michelle's handkerchief, it was a personal message from her father and the information is what I consider to be sensitive - bad things can happen if it falls into the wrong hands. Given the personal and sensitive nature of the message, I felt it was not my place to share it with all of you. I had another purpose as well - Coltan just mentioned that he strongly feels that the vision some of you just saw is evidence that we should trust her. I strongly felt that I wanted her to have evidence that she can trust us, and I wanted to make it as tempting as possible for her to leave behind the Red Dragon Army. If I'll maintain confidentiality around her sensitive personal information and put her in full control of whether and to whom it gets shared when she's technically still an enemy capture, what does that imply about how I'll treat her if she's an ally instead of an enemy? Of course, at the time, I had no way of knowing that a vision was going to occur that was probably a lot more persuasive to that end than what I did was." She gives a rueful chuckle.

"But now that she's shared the gist of the message - that she is the rightful heir to the Folketh Barony just west of Kalaman - I suppose it is only appropriate to mention that a few things need to happen before she can give any real aid in the fight against the Red Dragon Army. One, there are two items that are proof of the legitimacy of her claim hidden in Kalaman that we need to retrieve. Two, we are going to need to take those items and present them to the proper authorities so she can be formally recognized as the head of House Folketh. Given that bards commonly herald the ascension of nobles and help legitimize their claims, I'll take the lead on that task. Three, we're going to need to visit her ancestral home so we can find out what resources she has that she can contribute to the fight."

"Now, do any of you have any questions about any of this?" She gazes at each of her companions in turn.

 

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 by tbgg (see edit history)
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