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Chapter IV: On the Road


Gregorotto

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12 Kythorn, Year of the Warrior Princess, 1489 DR
Darkhold,
Western Heartlands, Sword Coast

 

Mikhael was not pleased with the look.

Confined to a cell since his arrival at Darkhold, he had been treated by healers but they did little to fix the blemishes on his beautiful face. Black lines, like cracked porcelain, marred his face, down to his neck. Mikhael had always had a vain streak, that much he never bothered to hide. His time in the Zhentarim had left him a handsome man in the company of fairly ugly individuals, give or take a few good memories here or there, but now he was starting to look the part more.

His encounter at Catterholm had not sat right with him. He betrayed his companions, yes, but that wasn't quite it. Aria had been slain, though that was no great loss. The sheer brutality of it was anoying: there was no delicacy to it. No, it was that the task was completed, they all but won, but left without the prize, and for that, he was being punished. Certainly, Richter, Theodoric, and Ishara's attack on him had left him battered, but Mikhael could recover from that. It was being treated a prisoner by his own people that bothered him.

The door opened. Instead of a healer or servitor, it was Nergon who entered. The halfling looked worse for wear, as if he was suffering as Mikhael was: but the shackle-marks on his wrists indicated he had been set free, which was more than Mikhael could claim.

"Love the new look, friend."

Mikhael grinned wickedly, leaning into the look. "What can I say? I didn't look baatezu-may-care enough for my liking. Why are you here? They setting you free for good behavior?"

Nergon chuckled. "Not quite. Ylria and I are being sent north. Our activity is taking us to Daggerford, and you're invited. Narsetta is coming, though she lacks a choice in the matter, and we'll be meeting a new associate before long."

Mikhael raised an eyebrow but said nothing.

"You're not done with your old friend Theodoric just yet. And rumor has it some new friends will be along for the ride."

His grin faltered. "And I'm coming... why?"

Nergon shook his head. "We're going on a mercy mission, friend. We're off to make friends! Now get dressed: we've a long ride ahead. And the Pereghost would hate to make our new associate wait."

 

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Previously, East of Elturel...

The Chosen of Nymmurh found themselves scattered at best.

Escape from Catterholm had proven simple in Trini's skiff, the priestess of Tymora riding her goddess' luck as they headed west, the ship-like casino burning behind them well into the night. Trini's luck ran out in time when it became clear the marsh would give way to harder ground but denser forest, forcing them to march. Her goal was to get them to safety among friends in Elturel, the holy capital of Elturgard, the small religious state east of Baldur's Gate. It turns out she had been left in Mornmaw to spy, to find members of the Cult of the Dragon, but once she became wise to the mechanizations of the Zhentarim, she came back for Theodoric and his companions. With Aria's body in tow, Trini kept her body in gentle repose with magic, and they trekked onward, until one night, one of the half-dozen survivors disappeared.

Theodoric and Richter found out why soon enough: while "Ishara," who revealed her true name as Zartha, was hesitant to help, it was discovered a clutch of yuan-ti, serpentfolk, had captured a gnomish man and tried to make a sacrifice to their serpent god of him. Saving the man but incurring the wrath of the serpent cult, Trini and Theodoric ordered Richter to take the survivors and flee north, hoping to reunite later, and then, fought their last stand.spacer.png

Or so they thought: something happened in the fighting, a light overtaking Theodoric and lights coming from the eyes of his mask as they fought their final stand, destroying the yuan-ti mind whisperer that led the group.

After nearly a tenday, they arrived in Elturel, but with no sign of Richter or the other survivors.

Once there, they laid Aria to rest in the Grand Cemetery in the holy city's western walls, and Zartha disappeared, content to make her own way in the city. It was there that Theodoric discovered the city was full to the brim for two reasons: a coming festival celebrating the rise of the bright Companion of Elturel, and because refugees from settlements around the Western Heartlands were seeking safety. Apparently bandits, many of them in dragon regalia were raiding hamlets, towns, and farmsteads across the Sword Coast: experience Theodoric knew all too well.

Yet Trini's associate was not yet in the city, when word came: on the night of the 14th of Kythorn, they would arrive at A Pair of Black Antlers, the inn in which they resided.

And they were bringing friends.

Previously, South of Elturel...

The Heroes of Greenest left their namesake to great fanfare, and found a comfortable, if not leisurely, pace before them.

spacer.pngThe next few days were somewhat uneventful, with somewhat being relative to the eventfulness of the last tenday. Without Chuck, the candor of the group perhaps improved to be less juvenile, but without Aurix had a bit more of an edge. Aralim remaining the moral exemplar, he was left with Dani's attitude and the question of strange bedfellows in the form of Valerian, with Rahnur and Wendy rounding out the group now with Rahnur's fresh understanding of his father's sins and having resolved them, and Wendy leaning a bit more about herself in the past few days.

And then the ettercaps attacked.

Well, not them exactly. A gnomish merchant and his human nephew were waylaid by webs on their horses, the spiders and ettercaps bearing down on them. Sleep and gravity serving them well in the past, the group dispatched the arachnids with relative ease and saved the group, having found out the merchant had been robbed by raiders in dragon masks only two days hence. The next day, they found group after group with the same story: raiders coming to their village, their farmstead, their temple, and leaving it in ruins in the name of riches. With each similar tale to Greenest's siege, Leosin urged the group faster, cutting a full day off of their trip, and heading to the same place every victim of raiders sought refuge at:

Elturel, Bastion of the Gods.

Leosin explained that his associates would be there, in a tavern called A Pair of Black Antlers, ready to discuss business with them.

And they were bringing friends.

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14 Kythorn, Year of the Warrior Princess, 1489 DR,
Elturel,
Western Heartlands, Sword Coast

Dusk falls on Elturel, but you would never know it.

spacer.pngThe shining gem of Elturgard, the seat of the High Observer, and glowing beneath the light of the celestial Companion, Elturel rests on the north bank of the River Chionthar, as close as Rahnur has been in months. Gentle waters are heard over the lull of life coming from the city, where Theodoric and Trini, having enjoyed the day's festivities, find themselves headed to their supposed meeting, to the same location as Dani and Wendy and Aralim and Valerian: to A Pair of Black Antlers. The crowd is full, lively, but nervous: because there are twice as many refugees as there are festival-goers. The city is swollen, but all is calm beneath the holy light of the Companion.

A wide city, the Hall of the High Observer sits across the river from where the Heroes of Greenest plan on heading, across the singular bridge that connects north and south banks. Ships mark the Chionthar headed west and east to Baldur's Gate and Scornubel, with holy Elturel in the center. As each refugee is checked and analyzed, it comes to Leosin and his troop of unlikely allies, Wendy finding eyes on her as likely as always; Valerian finds this a fresh perspective for as bad as his scars are, he is still human. Wendy, ever a goblin, is faced with stares, some jeers but never to her face.

But for her part, the two guards that approach do so with a smile: two women, an older half-elven woman and a dark-skinned woman barely of age. "Hark, Sister Mantlemorn: do as I do. Well-met, friends! From whence do you hail, and how may we assist you this day? May we inspect your goods? With all the souls journeying in for the Festival of the Companion's Light and the refugee crisis besides, we have to check what we can. How fares you?"

Inside, passing near the southern gate across the Maiden's Bridge, Trini stops Theodoric. "Well I'll be... there's my friend. There, the half-elf fellow in the bandages with... th' goblin? Luck be a Lady tonight, what's that about? Reckon we oughta go to'em and help'em get in?"

There, Theodoric spies them: familiar faces, in fact. The noblewoman from Berdusk, and the goblin artist, and the priest of Lathander, and the half-drow; what are the chances?

Across the bridge, Wendy and Rahnur spies the mask, recognizing Theodoric by his mask: didn't they see him in the tavern in Berdusk?

Fate seems to be drawing faces together.

Out of Character

Welcome to Chapter 4, and to a united Tyranny of Dragons game!

A few housekeeping things:

  • Everyone should be level 4, and should let me know what they've updated in their private threads. If you haven't already, do so; and remember, take a Feat or an Attribute upgrade!
  • For Theodoric: commentate and embellish as much as you want for the adventure with the yuan-ti in the swamps. What has Theodoric been up to? How did he interpret the strange divine energy flowing through him? Has he visited any temples of Tyr? He has been in Elturel for three days: what's he been up to?
  • For the Heroes of Greenest: it's been 4 days since you left Greenest. Embellish conversations, the fight with the ettercaps and spiders, and your arrival.
  • For everyone: feel free to roll Perception or Deception on hiding the dragon eggs and convincing the guards to let you lot through without an issue.

Fans of Descent into Avernus may recognize a familiar face among our named NPCs! Now, let's dive into Chapter 4, which is the longest chapter of all time.

Edited by Gregorotto (see edit history)
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UESMFwv.pngAralim Empyrean (Human Cleric 1 / Sorcerer 3)


AC: 19 |  HP: 28/28 |  Passive Perception: 13 | FeaturesVoice of Authority:
Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack.

Metamagic Adept:
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
- Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point).
- Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Metamagic
You gain the ability to twist spells to suit your needs.
- Careful Spell
You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast.
- Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Favored by the Gods
Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
 |
 Conditions: 


Spells: ○ ○ ○ ○ (1st) | ○ ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | ○ ○ (metamagic)


 

On the journey to Elturel, Aralim was quiet and reflective. In the final fight against the cultists at the Hatchery, he'd been stupid, and had gotten himself knocked out several times. I'm supposed to be the supportive one, the one that keeps everyone else in the fight. What good did I do while I was down? Not much. In fact, I distracted those who needed to concentrate on the battle.

 

Still, we won, I suppose. And... I heard some things, while I was out. The others had told him about the incident with the glowing eyes and his command at the end of the fight. He spent a lot of time working on communicating with Matinal, trying to understand what powers he was given. He knew there were few people in the Church of Lathander who could do what he did with the spells his lord provided. And he knew that Matinal had something to do with it; but it was a mystery for him to unlock. Outside of the incident with the ettercaps - in which he did not get knocked out and actually contributed - the journey was uneventful. Plenty of time to reflect, and maybe learn. As they neared the city, he had a few new tricks he thought he could count on.

 

However, one further item was on his list, before they breached the city gates. "Rahnur. I'm glad you're still traveling with us. Your father, he carved the idol, right? How are you doing, coping with all this? Would you like to talk anything through? Is there any way I can help you?"

 

He missed Aurix and Chuck. He understood why they needed to stay; his opinion of the kobold paladin only increased when she took responsibility for her people. Chuck was a bit of a surprise, but he knew the big man would support Aurix and her quest. He hoped they might all meet again one day.

 

Wendy was always a delight, though. The two of them discussed a wide range of topics: from the best travel songs, to how to get the right shades of pink and purple paint for a sunrise portrait, to theology and how Chauntea and Lathander worked together.

 

From Dani and Valerian however, he kept his distance. They were both so... spiky. He did quiet things for them, to let them each know they were in his thoughts. Some mornings, Daniella would awaken to a hot cup of her favorite tea near her bedroll that he knew she liked. Valerian he knew less about, but Aralim tried to find ways to make the journey easier for him: the monk might find his clothes cleaned in his pack of a morning, or he might see little repairs done to saddlebags or sandals. Aralim took more than his share of camp duties (especially when the others might discover something nice in the morning, he began to see that it was his signature), for he knew the others were processing the events of the past week as well. In his own way, serving the others was his process.

 


 

Elturel!  The city was amazing; Aralim had always wondered what an actual theocracy might be like to live in. Rulers so close to the gods and their will, of course Elturgard was prospering... especially with a hero like Thayvius Kreeg leading the way. The young dawnpriest was looking forward seeing to the Companion; a second sun, banishing darkness! Though, on reflection, Aralim wondered how they could have a proper, beautiful dawn if there wasn't darkness to precede it.

 

And strangely enough, Matinal reacted strongly to the Companion. It always retreated to the farthest point on Aralim's body away from it, as if it were hiding from the second sun's light. Very odd, but Aralim couldn't figure out why.

 

They needed to make sure the leaders of the land knew the threat posed by the Cult of the Dragon. This was his main concern; there needed to be a coordinated response to this threat, especially with the size of the force the cultists appear to have gathered. This was foremost on his mind as they entered the city.

 


Mechanics

Action:

Bonus Action:

Move:

Other:

 

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Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR:save: (+0)

athletics (+0)

Carry: 150 lbs.
Lift/Push/Drag: 300 lbs.
10 (+0) | DEX:save (+2)

acrobatics (+4)
sleight-of-hand (+2)
stealth (+4)
15 (+2) | CON:save (+2) 14 (+2)
INT:save (+3)

arcana (+1)
history (+1)
investigation (+1)
nature (+1)
religion (+1)
12 (+1) | WIS:save (+6)

animal-handling (+4)
insight (+4)
medicine (+4)
perception (+6)
survival (+6)
18 (+4) | CHA:save (–1)

deception (–1)
intimidation (–1)
performance (–1)
persuasion (–1)
8 (–1)

Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Proficiencies

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Tools. disguise kit, herbalism kit, painter’s supplies

Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Racial Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Class Features

Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

6/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit (from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)
1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

6/10 days’ worth of feed (bought in Greenest, 10 lb., each)
1 pack saddle (bought in Greenest, 15 lb.)
1 bit and bridle (bought in Greenest, 10 lb., each)
1 saddlebags (bought in Greenest, 8 lb.)
1 two-person tent (bought in Greenest, 20 lb.)

1 bedroll (starting equipment, 7 lb.)

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

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Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

D5qG4Ge.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   In the room with the Tiamat statue, Wendy helps divide up the coinage—fastidiously fair as her poverty-stricken upbringing has made her, ensuring everyone gets as equal a share as is possible. Of the six gemstones, if there are any amethysts or emeralds, she would like one, as those are her favorite colors, with a preference for purple.


   When they get back to Greenest, she asks Dani to please help find the owners of the two pieces and not to keep them. Otherwise, she’s happy for them to keep their share of the rest of the treasure.

   She’s happy to regale anyone who asks with stories of how awesome her friends were fighting the Cult of the Dragon. She shows off her new purple robes and black dragon helmet—trophies from her part in the fight.

   She participates in a service at the altar built on the ashes of the burned down temple of Chauntea.

   Finally, she tops off her supplies and buys a hooded lantern, finally. She also bought a horse whom she named ‘Ruby’, from the horse’s bright red coat, as well as a wagon for her party to ride on! She also buys a tent of her own, saddlebags, a pack saddle, and a bit and bridle.

   Saying goodbye to Aurix and Chuck was harder for Wendy than she’d thought. Initially, the two had rubbed her the wrong way—perhaps it was Aurix’s rather, to put it politely, Kobold-centric bias (a similar bias for goblin-kind that Wendy decidedly did not share) and Chuck’s . . . boisterousness and seeming lack of seriousness. Either way, she’d grown to love the two in a way that only going through such life-threatening situations together can.

   It was Reeve, though that had been the hardest. The two of them had gotten along and thought similarly right from the start, so when he disappeared, was found tortured and broken, and now, couldn’t come with him, she’d cried a lot, hugging him tight.

   But goodbye she ultimately did say to them. And then she left Greenest with her friends.


   On the way to Elturel, ettercaps and spiders attacked. But then Wendy took the spiders out of the equation by turning into a giant spider, herself, and chittering at them, convincing them to skitter off. Then the ettercaps suddenly had to deal with a giant spider and a bunch of her pissed off friends!


   When they reached Elturel, Wendy used her survival and disguise kit, as well as her perception to help hide the dragon eggs, but otherwise lets the others do the talking to deceive the guards.


   When they enter the ‘A Pair of Black Antlers’ tavern, Wendy finds a seat and begins painting again. And interesting subject with a mask occupies her frame . . . until her brush stops. “Hey! I know you!” she says, poking her head around the side of her easel. “Roderick? Theodore? Theoroderick, was it? We met in Berdusk!”

OOC

Movement: —

Action(s): Survival and Disguise Kit

Bonus Action: —

Rection: —

Edited by Kamishiro_Rin (see edit history)
Name
Survival check to help disguise the eggs
16
1d20+6 10
Disguise kit check to help disguise the eggs
21
1d20+4 17
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Theodoric.png.2eb4b4312fa820331118ff4b80ef39e9.pngTheodoric | Aasimar Paladin 4


AC: 19 (Splint & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features | Prepared Spells


Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3


Theodoric looked back at the now-burning Catterholm, silently going over the recent events in his mind. A maelstrom of emotions raced through him - rage at Mikhael's betrayal, guilt at Aria's murder by the betrayer's hands. Disappointment in failing the task given to them by Nymmurh, but relief that Miry Featherwisp had gotten away from the Zhentarim scum.

Hopefully with the Orb safely in hand. 

That thought lingered in his mind - in truth, there was no surety that Featherwisp even had the Orb in the first place. But it was the only thing that kept him from claiming the whole operation as a failure.

His radiant eyes glanced over to his gathered companions - Richter, Ishara, Trini... the body of Aria.

No mercy for the Zhentarim.


During the march to Elturgard, Theodoric grew to understand Trini a bit better, appreciative of her help and her true nature as an agent of Elturel. He returned the favor by telling her and Ishara about the party's original mission - to retrieve a Green Orb of Dragonkind before it was found by the Cult of the Dragon... or by the Zhentarim, as they soon realized. He was not entirely surprised to learn that "Ishara" had been using a fake name the whole time, as he had suspected she was hiding her true nature from the beginning, but she had proven herself enough for the moment by assisting in the escape from Catterholm. Mikhael's betrayal still stung, however - could he truly trust anyone?  Still, the two were bound to learn eventually, either from himself, Richter, or any of their other allies.


With a final command of "GO!", Theodoric sent Richter off with the survivors of the serpent cult's sacrificial altar. He and Trini stood in a final confrontation with the cult's leader - a dark-scaled humanoid with the head of a hooded cobra, blessed with dark psychic magics by their snake-god Sseth. Bloodied and panting, Theodoric's shield-arm faltered as the Mind Whisperer slammed their scimitars into him. He stumbled backwards, going down to a knee. The yuan-ti raised their blades for a deathblow. Trini reached out to him, her hand glowing with healing energy. Time slowed to a crawl.

No more weakness. It is time.

His angelic guide's voice rang through his mind, and a searing pain swiftly followed. A pain that seemed to be everywhere, all at once... as if it was coming from inside him.

Douse the Flame of Hope.

The searing pain came to a focused point on his right upper arm, his warhammer falling from his grip. It felt as though flowing script was being burned directly into his skin.

Rule with an Iron Fist.

The steel mask on his face felt oppressively hot against his skin. He reached up and threw it to the ground with a loud clattering.

Strength Above All.

The pain became overwhelming as radiant light poured out of Theodoric's eyes and mouth, charring the skin around them to a dark crackle. He could do nothing but scream as the light spread out from him, engulfing the mind whisperer in a final flash.

Do not fail me.


It took nearly a day for Theodoric to reawaken after vaporizing the yuan-ti cult leader, Trini having just enough strength to drag him and herself out of the cultist base. After a bit of explanation (as much as he could explain, given this new development) and an actually sincere moment of thanks to the priestess of Tymora, the two continued on their way, meeting back up with Zartha, gathering up Aria's body, and watching for Richter and the other survivors.


During the three days in the holy capital of Elturel, Theodoric took some time to visit both the temples of Tyr and Ilmater - the first, to better understand the Oath placed upon him by Baldriel and the nature of his Aasimar heritage, and the second, to inquire as to the whereabouts of Richter, who had not been seen during the tenday of travel. He also takes time to learn about the holy Companion - the "second sun" that hung above the city, asking about how it came to be and its purpose. He found himself rather enamored with the theocracy of Elturel, and kept his eyes out for any others with celestial heritage like his own, remembering that Richter hailed from the city and reasoning that those with similar backgrounds may be more common in a place like this.


Theodoric and Trini walked together through the gathered crowds, having had a quick moment to eat and drink before their meeting with her associate. Quicker for Theodoric, as he still scarfed down food with nary a breath in between bites... though he surprisingly did not grow impatient with Trini as she took her time enjoying the festival delicacies. He had grown to find her... tolerable? No, more than that... he was perhaps building a grudging respect for the woman - despite her poking and prodding at his faith. Still, there was business to be done, and people to see, so he eventually urged her to finish up and continue.

Passing by the southern gate, Theodoric looks in the direction Trini had pointed out, seeing a few familiar faces amongst Trini's associate. Faces from the tavern in Berdusk, at that.  He raises an arm in a salute towards them and nods to Trini in affirmation before making his way towards the two guards speaking with the group.

"Hail and well met. This group is with us - allies of my associate, here. Carry out your tasks as required, but I assure you they mean no harm."

Edited by PhoenixSlayer (see edit history)
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IC


spacer.pngRahnur Rhahlem

https://og.myth-weavers.com/sheet.html#id=2594301

NG Half-Drow Fighter (Champion) Lvl 4  AC 16 HP 34/34 Speed 30 ft. PP 14

Ability Scores, Saves, and Skills 

Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Strength Save: +1
Dexterity Save: +4; Acrobatics +6
Constitution Save: +3
Intelligence Save: +1
Wisdom Save: +2; Insight +4, Perception +4
Charisma Save: +2; Persuasion +4

Attack and Scores

2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60

Class and Race Abilities

Darkvision: 60 ft.
Drow Magic (DC 12):
At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fighting Style: Archery

Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.
: 1d10+3

Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

“My words…” | ‘My thoughts…’| My Actions

 

 

When they returned to Greenest, Rahnur had been quick to also suggest in finding the owners of the items and then they would simply keep and sell the rest. He did request that amongst the unclaimed items that he would take two gemstones. A slight blush was on his cheeks as he clarified why, "It's been a while since Loren or my mother had something considered pretty. I want them to have that."

 

He said his goodbyes to Aurix, Chuck, and Reeve when they claimed to be staying behind. Rahnur particularly said to Aurix, "Next time, I'll bring you some of my wife's blueberry tarts. Best around."

 

As they left, Rahnur didn't hesitate to wave to the little ones who showed their new toys. A sense of pride and nostalgia hitting him as it reminded him of when his own father given him his first wooden toy - a horse, believe it or not - and he was so proud to wave it to the customers who stopped by much to their discomfort, "Be good and stay strong, and I'll make you all another one when I come back," he told them, "Maybe you all might like wooden dragons! Also, I wanna hear you play again next time!" he told the last part to Tommin if he saw him.

 

Rahnur had spent the next few days working on several projects, one hollowing out the dragon heads, starting with the one for Wendy first. He did have her sit next to him for a few seconds as he needed to know how much he had to hollow it out and thus needed the width of her head, "Don't want this sliding over your eyes while we're fighting," he explained with a chuckle although the smile with it didn't exactly reach his eyes.


He would also work on the carving of a wooden dog, an extra gift for Loren. Rahnur would make sure to place a signature he had placed on the one he used to propose to her with, a heart shape with the letter L at the bottom. The thought made Rahnur smile as he spun his ring on his finger and found himself met a sudden sense of restlessness. They were heading back in the direction of Baldur's Gate and of home. He was going back to holding and snuggling his wife at night and hearing his mother fussing over him. Rahnur would even miss the condensing looks of his mother-in-law and having to deal with guild payments.

 

The same sense still came over him when Aralim approached him and he answered honestly, "BabaFather meant well, but he was a fool. Apart of me is still angry, but another part of me knows that he only wanted to make sure we were taken care of." Rahnur sighed before he continued, "But now the mistake is corrected, and I even got to make something good out of the mistake," he pointed to the wooden hat Wendy was no doubt wearing, "And really, I now want to go home. I miss my wife and her sweets. I miss my mother and want to assure her her only child is okay. I miss my business, and even the overly complicated orders that tend to pop up. I've grown fond of you and Wendy, and I have managed to be a bit more open about Ms. Rosznar, but I don't exactly have a reason to keep coming with you..."

 

The last project Rahnur had been working on was a wooden box used to properly store and hide the dragon eggs. A project he had been working on when the fight with the spiders and ettercaps attacked. Rahnur had chosen to stay in the wagon and use its cover as he fired from his bow. Quite impressed by Wendy's ability to shapeshift. When he heard about why the gnome and his nephew were there, he winced but chose not to reveal the bandits actual intentions. No need to add panic onto their burdens. As more came onto the group, Rahnur had decided it was best to work on the crates during the night to avoid too many questions although he was quick to offer comfort or answer questions on what he was doing when asked.

 

When they finally arrived in Elturel, Rahnur had perhaps appeared as though he was ready to vibrate out of his skin. Only a boat ride away from home, and he was tempted to simply hop on one, "Just hear out what they have to say and politely decline. You're done." he thought to himself as he managed to finish the crate.

 

OOC

Attack Action:

Bonus Action:

Movement:

 

Name
Woodcarving Wooden Dog
11
1d20+6 5
Woodcrate to hide eggs
12
1d20+6 6
Perception 
11
1d20+4 7
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DaniRosznar-fotor-bg-remover-20230825202249.png.6294998c35692bd5d40a73e0d27b5fa2.pngDaniella "Dani" Violette Claribel Rosznar II

Human Graviturgy Wizard (4)


 

checked-shield.svgAC: 12 | health-normal.svg HP: 22/22 | awareness.svg PP: 15 | WS: 0/2 | Spell Slots | Insp | Languages: Common, Chondothan, Elvish, Draconic, Infernal


Greenest Envy

Upon returning to Greenest, Daniella held her usual air of disinterest with the fawning locals, yet would never downplay her and her allies' accomplishments; she merely wrote off their gratitude with a nod. At times, she would even decline her head further into a half bow, like an actor finishing their finest work upon a stage.

As Wendy approached her about the claimed jewelry, Daniella had been admiring the ring with twinkling eyes, and for the first time in perhaps ever, she was smiling with genuine excitement. The Goblin's words caused that smile to curl into an expression of incredulity and disgust. "You fools and your cursed need to do 'good'. Have we not done enough good already? These people live because of us -- at least three times over, in fact. Now that we finally have the chance to gain something from our deeds, you would turn around and cast it to the nearest beggar? Tch..." She exhaled a sharp breath of annoyance and did not respond for a long minute. The reflection of the gemstones in Daniella's emerald gaze glittered enticingly. Those emerald orbs slid over to the goblin girl and narrowed once more, and for a moment Wendy would see pure hatred in her eyes. Finally, after calculating the pros and cons in her mind, she relented with a sigh and slapped the ring down in Wendy's palm. "So be it. I would go with you to meet their owners."

So, she did. Upon finding the owner of the pearl necklace Dani crossed her arms and appraised the person, "You are quite aware of the lengths and dangers we have gone through to not only save your hides but to retrieve your blasted jewelry, yes? I, a wizard of some renown, require components to cast my spells so that I can continue to save people like you. To do more 'good' in this world." Though she did not perform the action, one could hear the air quotes around the word good. "So, instead of keeping this necklace which -- arguably -- was no longer yours to begin with, I offer you a deal. Allow me to purchase the largest pearl from the collection at fifty gold pieces." With a quick flourish and a clear indication of premeditation she produced a small bag with the exact count of gold dragons. "I require it for my magic. I would hope the 'good' we have done will be enough to convince you that even now I am doing what many would consider the 'right thing' by offering you gold instead of just saying that I deserve it for free -- which I do." She continued to extend the bag of gold as an offer, her expression one of warranting.


The Road to Elturel

Upon their travels, Daniella kept mostly to herself, as was most likely expected. She was not fond of opening up to others, and even if she were, this group would have not earned it yet from her perspective. She spent a predominant amount of her time scribbling away in her spellbook-cum-journal, casting gazes towards Leosin, whom she had yet to establish any trust for. At times, she would look to the chest where the eggs were hidden to ensure their security, and in the evenings she would check on their status and catalogue any changes in their behavior or appearance in a separate notebook that had quickly become chock full of charts, notations, and calculations.

The first morning she awoke from her private tent, she stepped out to find hot tea awaiting her. She eyed it suspiciously at first and looked to their travel troop for its source. She caught Aralim's coy gaze and the boy quickly looked away, earning an amused half-smirk from Daniella. 'Ah, of course. Bright Boy wishes to get on my good side so that he might earn my favor. But for what purpose? Does he wish to steal a look at my arcane discoveries? Mayhaps earn a prominent name in the legends written about me? Pathetic.' Even as she thought it, she didn't actually believe those were his intentions. But admitting that Aralim might just be overly kind and thoughtful was too much for her at that juncture. Even still, her eyes lingered on him a moment longer while he attempted to look otherwise occupied and avoid her gaze. A word came to her mind; one that she dared not even allow her thoughts to linger on for more than one eighth of a second. Such a thought was juvenile and preposterous; not to mention a massive distraction from her goals. She physically reacted to her thoughts with a shake of her head while plucking the tea from the ground and sipping it softly. It was...mediocre, of course, at least to her tastes. She preferred the herb steeped a bit longer to enrich the flavor. And though she had never mentioned it, a drop of honey and a single leaf of lemon verbena. But all things considered, he had done quite well. She took another sip and found herself gazing at the boy once more with a return of the amused smile. She couldn't banish that damnable word from entering her mind again, but she allowed herself to think it this time, if only so that it would go away and never return: 'Cute.'

 

The remainder of their journey consisted of an intolerable amount of walking. She was almost thankful for the chance to fight off the vile spider-pests that had troubled a fellow caravan. Not for the chance to do good, mind you. Rather it was a welcomed break from the monotony of placing one foot in front of the other. Wendy's approach to the combat had been a unique one that earned an eye roll from the wizard. But it had been fairly effective and she found little need to complain beyond a few initial comments of annoyance. The ettercaps were dispersed easily enough, as they had proven themselves far beyond competent.

As a bonus, Daniella had even recalled a couple of new spells from her studies that she had practiced and performed during the combat. She was certain to write down the intricacies of their arcane pattern in her spell book for future reference. Her mind was a steel trap, but even it could make mistakes in the heat of battle. It was always better to have it all written down, if only so that there would not be a repeat of her exit from Waterdeep, wherein she had been forced to leave behind all of her arcane textbooks and journals. It almost felt at times as if she was starting as an apprentice wizard anew. Had it not been for her clear memory and incredible intelligence, she probably would be. Alas, it was a mere stumbling block on her road to grandeur. Before long her name would be spoken amongst the academies along the likes of Elminster, Mordenkainen, and Szass Tam.

Perhaps not that last one.


The Walls of the Shining City

Finally, they reached the outskirts of Elturel, and much like she approached almost every situation so far, Daniella held an expression of bored contempt. "Ah, there she is. A city full of ingrates so pompous, they felt they deserved their own sun." She scoffed and shook her head, "All just to kill a few vampires? Mark my words: Such magic does not come without a price, and I highly doubt a single individual will be paying it once the bill comes due."

The approach of the guard earns another sigh of annoyance from the Wizard in Red. She nearly laughs at the sight of the young girl posing as a city guard. "We fare well, beyond the soreness of our soles and souls alike." She smirks at her own wordplay and then gestures to the young Mantlemourne, "Is this what Elturel is trying to pass off as the Guard now? She couldn't be any older than fifteen, and I think I spy a color green behind her ears that is more vibrant than The Green Fields themselves. I would know, we just traveled from as far." Her old, cruel habits seemed to be returning and there was a tiny part of her that cringed at that. Thankfully, an odd man in a mask seemed intent on interrupting their interaction. "Excuse you, if we needed y our help we would have ask- Wait a moment. Ah yes, it's you. How could anyone forget a mask like that -- silly little thing that it is?" She chuckled bitterly. "Fine. I suppose the man has the right of it: No harm at all - quite the opposite in fact. Our 'goods', as you call them, are all above board. Food, travel supplies, spell components, and the like. But if you insist on wasting everyone's time, be our guest. Alas, this young sir has claimed our innocence, so would it really be necessary?" Daniella fought the urge to nervously look towards the chest that held the Black Dragon eggs.

 

OoC

Sold two Shortbows taken from the cult cave at %80 value (40gp total).

Rolling persuasion to convince the owner of the pearls to let me purchase (or take for free?) a pearl from the necklace that would be worth 100gp on its own, as a material component for the Identify spell.

 

Edited by Spektor (see edit history)
Name
Persuasion
18
1d20+3 15
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image.png.41901cdd5f83f331d3e731fd1bac9eaf.pngValerian - Claw of the Undying Queen

Human Way of the Ascendant Dragon Monk 4


checked-shield.svgAC: 17 | health-normal.svg HP: 31/31 | awareness.svg PP: 15 | Ki: 4/4 | Initiative: +4 Languages: Common, Draconic, Abyssal, Infernal


The Hooded Boy

Valerian's return to Greenrest with his new "allies" was surprisingly uneventful. It seemed in fact he did everything in his power to keep it that way. He walked with the hood of his cloak up, his head down. It was a well practiced demeanor, likely for good reason. He was a cultist after all, unrepentant and proud of it. It was unlikely that there was any place from the Sword Coast all the way to Thay that would accept his kind.

This truth did not change during the remainder of their time in Greenrest. Especially not on their last march out. He made special point to walk far behind the group as they showered in praise and love by those they had saved. It would have been a rather sad sight if anyone had noticed. The lone member of the victorious few who was given no love and seemed content with that. It was his victory as well? Was it not? Even if lesser so. He had claimed a part of the vengeance he so desperately sought. And yet it seemed he received nothing for it. No flowers, no cheers. And that was only outward. Inside...

Well, the work was not done yet and he hadn't even received the killing blow. There was little time no reason for him to bask in the afterglow of justice won. So he kept his eyes forward instead and dulled his hearing so as to miss the brunt of the incessant cheering from the people of Greenrest. His one eye stayed down to ground, content and unfeeling. But then something curious happened.

Valerian's hand shot out to the side, catching something that flew lightly through the air towards him. His eye immediately tried to trace the path back, but Valerian was distracted before he could finish the trail. Something pricked his finger. Curious, he looked down at his hand. Cupped inside of it was a small rose, one thorny protrusion tipped with red blood. A flower... for him. Too deliberate to say anything otherwise.

His eye remained on that flower for a long time. All through the remainder march outside of Greenrest, past the rolling hills, and well after the sun had set on their first day of travel. He was transfixed on it, eye trailing the pink hued bud, down to the green stem, and finally to the red covered thorn that had pricked him. What a curious sight indeed. A rose for a killer.

If he had been asked why his attention held on the flower for so long, he could give no answer. It was simply one of those small things that men occasionally stumble across. A detail that their mind would catch and simply could not be tugged from. The silly type of thing that they'd remember decades later and still be just as puzzled then as they once were.

Its hold on Valerian would end however. As the stars above began to shimmer and the all too familiar sound of quiet surrounded him, he let out a brief sigh and tore his eye away from the rose finally. "Foolishness." He said quietly to himself. Then he closed his palm around the stem, a small flame erupting and burning it away. That would have been the end of it completely, if the bud itself had not survived. Somehow, someway. Eventually, it would find itself pressed in-between the pages of his journal. Marking two particular sketches. One page consumed by two lines of people, cheering at procession walking between them. The other page, consumed by a simple rose.

"Foolishness indeed." Valerian whispered to himself as he closed the journal, then blew out the candle that sat next to his cot. After finally damning both the flower and the day to the oblivion of memory forever after, the cultist laid himself down to rest. Not true rest, however. There would be time for that after his vengeance.


Elturel Bound

Valerian was no trouble. That was likely the first and most surprising thing that stood out about him as the party made their journey to the Shining City. Despite his allegiances and his poisonous words, he remained true to his promise. No harm came to any of the group by his hand. More than that he seemed to be mostly out of the way for the trip. He always walked, never even taking a moment to rest on Wendy's freshly bought wagon. An act that seemed like it would be particularly painful, considering the cultist's lack of shoes.

Such a lack of basic amenities became apparent in the trip. He had no personal belongings beyond his clothes, bandage wraps he used for his feet, and the journal he occasionally produced. It was memorable sight. Likely to remind those more religiously inclined of a monk on pilgrimage, one who had taken a vow of poverty and abandoned all earthly possessions. Indeed, slotting him in such a role would not be entirely unfounded. If not for the newly found gold in his possession. Which he had only taken upon Daniella's insistence that he deserved a share of the gold they had taken from the hatchery.

An action he found most curious, especially would done in conjunction with her consistent mockery towards him. The latter act he seemed relatively used too. As a member of the Cult of the Dragon, insults were commonplace to him. From both enemy and ally alike. In fact if anything the constant mockery seemed to put him at ease. A noticeable tense in his shoulder soon lessened on the trip, his eye lost some of its sharpness and suspicion. At least when speaking to Daniella. Around others, specifically Rahnur and Wendy he seemed just as suspicious as their first meeting in the cave.

Aralim, or the Morningson as Valerian seemed insistent upon calling him, was an altogether different beast. If Daniella's mocking had the strange effect of making Valerian at ease, Aralim's attempts at helping the cultist seemed to push in the other direction entirely. The first morning when the priest had kindly put out a pair of sandals for Valerian, his reaction had been revulsion. He didn't exactly throw them in the face of the Morningson however, even Valerian wasn't that uncouth. Instead the pair of sandals were simply set afloat down the River Chionthar that night.

The next day when he had found his clothes cleaned, one could swear his one eye would pop out of its socket it bulged so much. That day Valerian went hunting. Bringing back a rabbit that he had only chased through the tall grass to find, his clothes freshly dirtied during the chase.

This was mostly a usual occurrence for Valerian however. He hunted and gathered for himself, not accepting any offered rations or such. This was a habit seemingly not born out of suspicion however, more duty. Occasionally he'd leave in the morning after his daily meditations, only to return with a half scorched rabbit, plover, or other such small game. If he did not return with anything, then he did not eat that night. As simple as that.

Other than those necessities, Valerian kept himself busy in other ways. He did not volunteer for any chores or such outside taking care of his own things. Though he take watch at night if allowed. It seemed protection was an important enough duty that he allowed himself to share in that, at least.

Finally however, when time slowed and Valerian found himself with no important tasks to keep his hands busy. He'd settle down and pull that little journal from his cloak. It became apparent rather quickly that it was a habit of his, or maybe a hobby. If Cultist's could even have hobbies. Every day he'd eventually find himself sitting in that cross-legged position, eye staring down at the pages of the journal and writing. Occasionally, his eye flicker away to something and then turn back to the journal. Movement indicating that he drew as well. What sort of mad ravings and drawings could reside in a Cultist's journal was anyone's guess, but by the frequency of it and the thick nature of his book, they were numerous indeed.

So in these ways, Valerian mostly kept to himself. Not bothering others with talk apart from Daniella, as she often bothered him insults anyhow. There was however, one incident when he spoke. Specifically when Aralim took Rahnur aside for a word and two conversed on whether the half-drow would remain with the group. Sitting just next to the fire, idly tending to it. Valerian spoke suddenly and uninvited.

"Leave if you have no business left here. I do not enjoy the idea of a half-hearted bowman behind my back." He said rather matter of factly. Eye still focused on the fire. Then it drifted, landing upon Rahnur. An air of seriousness in its gaze. "But especially if you have a family. It is your duty as the strong to protect them. And you have seen first hand that the weak will be in much need of protecting in the coming days."

Then Valerian's eye turned back to campfire as he grew silent once more. Those were his most notable words on the trip and likely only ones.

Otherwise it was the dullness of it all that made him most strange. At the end of the day, whatever assumptions were made originally because of his affiliation. Valerian walked, worked, and slept like any other man. This routine might have eventually become comfortable even. If not for its interruption with the groups arrival at Elturel.


Cities mean danger. Especially for him.

"I'd argue that all cities are pompous in their own ways, Daniella. Bastions of perceived law and order, while in truth merely being fortresses for rotting ideals and sundered ambition." Valerian scoffed as well, eye looking over the city as the arrived at Elturel's outskirts.

His hood went back up as they drew closer. His scars were in blessing in more than one way. When someone saw a hooded man they grew curious, always. When they saw a hint of the scars underneath however, usually their curiosity drained. Replaced by understanding, or embarrassment, or other such foolish emotions. Either way it worked well for him. Especially with the goblin nearby. Valerian grew appreciative of her presence now, if only because it drew attention away from him.

That was needed after all. In his past he tried to avoid cities as much as possible. But when the Cult gave a target, he answered no matter how difficult the task. That often meant bodies left in alleyways if he was quick and his face on a poster if not so quick and just a little bit careless. Luckily he could not remember any corpses he had left in Elturel in recent times, though there was always the chance of posters spreading.

Such a chance is what lead Valerian to walk at the back of the group once again. Though much closer this time. Best if he was lumped in with the whole rather than examined as the one. Even if that left a slight mark on his pride.

Valerian made no great attempts at subterfuge as the group moved through the lines of refugees trusting that the confusion more bodies brought would earn them an easy pass through. If not that he was sure the Morningson and Daniella would combine their greatest weapon, privilege, to get them a free pass through anyhow. It was only when the guard mentioned an inspection of goods that he did any slight action. Subtly putting himself slightly in beside the case that contained the dragon eggs, as the draw attention.

He had advocated against bringing the eggs. It was a foolish idea founded on faulty assumptions and shoddy ground. But when it came to dragons, he considered at least partially responsible. He was Tiamat's chosen after all. Her favorite champion on the mortal coil. If not his duty exactly, it was at least a concern of his faith if nothing else.

Edited by Rider Z (see edit history)
Name
Perception to help hide Dragon Eggs
11
1d20+5 6
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5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR: 10 (+0) | DEX: 15 (+2) | CON: 14 (+2)
INT: 12 (+1) | WIS: 18 (+4) | CHA: 8 (–1)

Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Proficiencies

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Tools. disguise kit, herbalism kit, painter’s supplies

Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Racial Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Class Features

Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

6/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit (from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)
1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

6/10 days’ worth of feed (bought in Greenest, 10 lb., each)
1 pack saddle (bought in Greenest, 15 lb.)
1 bit and bridle (bought in Greenest, 10 lb., each)
1 saddlebags (bought in Greenest, 8 lb.)
1 two-person tent (bought in Greenest, 20 lb.)

1 bedroll (starting equipment, 7 lb.)

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

D5qG4Ge.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


   Wendy was always a delight, though. The two of them discussed a wide range of topics: from the best travel songs, to how to get the right shades of pink and purple paint for a sunrise portrait, to theology and how Chauntea and Lathander worked together.

   Wendy really enjoyed these conversations. She was worried that Aralim had taken a disliking to her for her more . . . vengeful interactions with the cult. But Aralim had a good heart that made him shine—sometimes literally.

   The reflection of the gemstones in Daniella’s emerald gaze glittered enticingly. Those emerald orbs slid over to the goblin girl and narrowed once more, and for a moment Wendy would see pure hatred in her eyes. Finally, after calculating the pros and cons in her mind, she relented with a sigh and slapped the ring down in Wendy’s palm. “So be it. I would go with you to meet their owners.”

   Wendy flinched and for the first time wondered if the prickly wizard didn’t actually hate her.

   When they got 300 gold for their honesty, she gave Dani an I-told-you-so! look.

   Rahnur had spent the next few days working on several projects, one hollowing out the dragon heads, starting with the one for Wendy first. He did have her sit next to him for a few seconds as he needed to know how much he had to hollow it out and thus needed the width of her head, “Don’t want this sliding over your eyes while we’re fighting,” he explained with a chuckle although the smile with it didn’t exactly reach his eyes.

   He’d only requested a moment to get the measurements, but Wendy stuck by him and was happy to babble and chatter with him whilst he carved.

   “Will you be coming with us, Rahnur?” she asked. “I know you’ve talked about your wife and others before. I bet you miss them a lot . . . If I make it through this, maybe you could introduce me.”

   During their journey to Elturel, Wendy started out almost happy that the cultist had refused to ride in her wagon, but over time, she’d lost her edge. She still didn’t know what was going on in his head, worshiping Tiamat, and all that—but he’d proven his mettle, and at the very least, somewhat his ability to be trusted . . . somewhat.

   “I think we got off on the wrong foot, Mr. Valerian,” she said, extending an olive branch, “but if you’d like to get off of yours, the wagon has plenty of room.”


   "I'd argue that all cities are pompous in their own ways, Daniella. Bastions of perceived law and order, while in truth merely being fortresses for rotting ideals and sundered ambition." Valerian scoffed as well, eye looking over the city as the arrived at Elturel's outskirts.

   “You’ve got my full agreement, there, Mr. Valerian,” she’d replied. “It takes a special kind of screw loose to want to live in one. Born and raised in Waterdeep and whilst I wouldn’t give my friends, patrons, and teachers up for the world, the cruelty of growing up on a street—especially in winter—will never woo me back to the rats’ nests people somehow willingly create for themselves. Give me a tall tree with broad boughs any day!”

OOC

Movement: —

Action(s): —

Bonus Action: —

Rection: —

Edited by Kamishiro_Rin (see edit history)
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Across days and time, there comes bonding, in its odd way. What will Rahnur do once he arrives in Baldur's Gate? What has become of Richter? Will Valerian fit in? Somehow, yes, yes he will: Wendy and Dani both have points of comparison with Valerian, that they both have extreme distaste for Elturel, if not all cities. Leosin, for his part, joins the conversation between Aralim and Rahnur unannounced, giving his two cents. "It's worth noting... we don't always know who we work with. Your father seems like a reasonable man, and even if they offered him coin, who would he be to say no to such coin? He has a family to take care of: he has you, Rahnur. If he told you in regret what he'd done, that tells me he did it for you. And you've solved the mistake, and frankly? It was a pretty mistake, I'm just downright impressed with the carving work. But how did he pull this off without your knowing?"spacer.png

A fair question. The half-elf ponders this aloud with no malice, wondering if Rahnur knows something: does his father have a private workshop? Has he a storage area he could have worked on such a thing? Was it piecemeal and he only realized it later? Plenty of questions for his Baba once he gets to Baldur's Gate: and once he lays this all to rest and gets back to work. Life is going to slow down, finally, for the half-drow.

At least, he hopes so.

Arrival at Elturel is met with condescension from the goblin, the cultist, and the noblewoman, and soon the group is met with two guards who want to know how they can help them and what their tale is: and immediately the two are met with derision from Daniella. The young woman's eyes flare up with indignant rage. "Hey! I've been a proper Hellrider for six months, I'll have you know! Loyal Fury protect me, I've earned this, you noble little—!"

spacer.pngThe elder guard turns to the younger briskly. "Sister Mornmantle: mind your tongue. These guests of Elturel are fresh from the road and have no doubt faced terrible hardships: and you are new, even if you are a proper Hellrider. We're doing our part, m'lady, to guarantee the city is safe: Hellriders are not above simple guard duty in our protectorate. Do forgive young Reya here, she's still proud beneath her gleaming untested mettle. I am Sister Leona Grestlyvarn, hospitaller of Ilmater. Whether you're here from the raids or here for the festival we thrice welcome you in Torm and Ilmater's names. Now, do tell—"

Theodoric speaks up, interrupting Sister Grestylvarn; immediately at the sight of his holy symbol, both Reya and Leona perk up, as Torm, Tyr, and Ilmater make up the Triad that marks the theocracy of Elturgard's preferred deities, though any benevolent god is welcomed. Reya bows in deference, Sister Leona grinning. "Well-met, brother, and you are...?" To this Wendy and Daniella give answer, somehow recognizing him despite the tendays since Berdusk. Trini arches an eyebrow at Theodoric, surprised that he knows someone here, before looking at Leosin. "Took yer time gettin' here, huh fella?" Leosin snorts, dismounting. "Well, let's just say I'm lucky to be here. Trini, these are my saviors and the Heroes of Greenest, Lady Daniella Rosznar, Morninglord Aralim Empyrean, and my friend Wendy all of Waterdeep; Rahnur Rhahlem of Baldur's Gate; and uh... Valerian. Just Valerian. Heroes of Greenest, this is Trini, an old friend of mine: she's a priestess of Lady Luck herself, Tymora, and worth her wait in Waukeen's gold in a tight spot." Trini rolls her eyes. "Just Waukeen's weight? Didn't realize we were insultin' each other so quick; well-met, 'Heroes of Greenest,' and I reckon you got a story to have earned that name outta Leosin's mouth. Name's Trini Talltrees, and this here is Theodoric o'... I don't reckon I know where you're from, Theo. Tyr's arse, if I had to guess." Nearby, Reya gasps, and holds her gauntleted hand over her holy symbol, also a gauntlet.

Sister Leona grins. "Welcome to Elturel, and do mind your damn language." Reya gasps again, looking shocked. "Sister Leona!"

"I'm a Hellrider, not a cloister maid! Loosen up, Sister Mornmantle!"

spacer.pngFree of the Hellriders, the two groups converge as they cross the bridge and enter the bustling city of Elturel proper, the Companion above shining its holy light down upon them, warming them as much as a tiny sun brighter than the moon can. "Just up this way, Leosin: Onthar is already waitin' on us, got a room booked at the Antlers. Now, do tell how you've earned your fancy name, and please do tell me how you know this stick in the mud. Theodoric's had Nine Hells of a tenday gettin' here, no thanks to me. And where's that girl we came with, what's her name?"

What's her name indeed. Questions and introductions aside, soon they arrive at a tavern quite alive with horns, drums, and the hum of conversations going right out the door. A porter meets them, offering to take their horses and cart to the stables behind the tavern. The place is warm, inviting, and above the door hangs a sign that plainly says "A Pair of Black Antlers." Once within, the place immediately lives up to its name: above the bar is a massive pair of black antlers, likely from some moose or elk of the far north, wider than Theodoric, Aralim, Rahnur, and Dani all side by side. Beneath it is the churning bar run by three gnomish brothers, handing out drinks and coin and conversation in quick and easy manner. The bar is full, standing room only at this point, though Leosin and Trini lean in to speak to the newly combined group. "We're going to find our contact; order food and drink: we have a private room in the back for our conversation. Wait here a minute, will you?" Trini nudges Theodoric. "Don't start no trouble now, mister. Can't always bail you out when you're not fightin' Zhents and cultists, eh?"

The two head on, leaving the group to their own devices.

What to do, what to do?

Nearby, a booming voice echoes. "Lords and ladies, gentlefolk and ragamuffins: tonight's arm wrestling contest will begin soon, so if you are interested in partaking, please find Master Thricescale and sign up: and if you want to wager, please do!" A line forms in front of a silver scaled dragonborn woman, taking coin and names in equal measure.

Out of Character

Mostly this is a chance to roleplay to your heart's content, and introduce yourselves to one another. I'll probably give you lot until Friday before I move us along into something more fun.

The arm wrestling contest is optional, I'll provide details in a short moment, but if no one wants to partake it's a fun way to introduce a character for me. You may compete against one another, and you may bet, even if you're participating!

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Theodoric.png.2eb4b4312fa820331118ff4b80ef39e9.pngTheodoric | Aasimar Paladin 4


AC: 19 (Splint & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features | Prepared Spells


Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3


Theodoric was about to answer Sister Leona's inquiry before the noblewoman and goblin he recognized from the Ruby Shawl in Berdusk did the answering for him - at least, with partial accuracy in Wendy's case. He had almost forgotten the noblewoman's pompousness - almost. In a strange way, it was comforting to see that they had not changed overmuch. He answers with a quick correction of "Theodoric" before Trini takes over the conversation with her half-elven contact.

The noblewoman, goblin, half-drow, and priest he recognizes from Berdusk, all those many tendays ago. The one with the scarred face - Valerian, it seemed - he does not. Theodoric wonders what his story was... and if he could be trusted.

"Name's Trini Talltrees, and this here is Theodoric o'... I don't reckon I know where you're from, Theo. Tyr's arse, if I had to guess."

A remark that would have once made Theodoric's blood boil only drew an exasperated sigh now. Had he... grown used to this? He answers simply, "Waterdeep, actually. Like these three," he says, waving a gauntleted hand towards Dani, Wendy, and Aralim, "though I do not know them personally, past a prior encounter in Berdusk."


"Theodoric's had Nine Hells of a tenday gettin' here, no thanks to me. And where's that girl we came with, what's her name?"

Theodoric lets out a short, amused hmph at the question before answering, "Zartha. Or Ishara. Depends on who she's conversing with, it seems. As to her whereabouts, I am uncertain. She split off from us shortly after entering the city, but she's likely to find us eventually."

Entering A Pair of Black Antlers, Theodoric is impressed at the sheer size of the namesake antlers, trying to picture just how large the beast that once had them adorned upon its head could be. He then looks down at the three gnomish brothers, and wonders if they were the ones responsible for the kill. Trini's request to wait is met with another exasperated sigh and a short, "Of course."

Returning his gaze to the others, he asks, "Heroes of Greenest, then? I trust there is a long story behind that."  His tone is understanding, as if to say, You've been through it too, haven't you?

 

Edited by PhoenixSlayer (see edit history)
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IC


spacer.pngRahnur Rhahlem

https://og.myth-weavers.com/sheet.html#id=2594301

NG Half-Drow Fighter (Champion) Lvl 4  AC 16 HP 34/34 Speed 30 ft. PP 14

Ability Scores, Saves, and Skills 

Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2)
Strength Save: +1
Dexterity Save: +4; Acrobatics +6
Constitution Save: +3
Intelligence Save: +1
Wisdom Save: +2; Insight +4, Perception +4
Charisma Save: +2; Persuasion +4

baba'sfather's

Class and Race Abilities

Darkvision: 60 ft.
Drow Magic (DC 12):
At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep.

Fighting Style: Archery

Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.
: 1d10+3

Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

“My words…” | ‘My thoughts…’| My Actions

 

On the Road

Rahnur was quick to give Valerian a glare when he decided to butt into his conversation with Aralim before sighing, "If I was half-hearted, I would have let the spiders eat you a while back. Despite what one might think, I do not half do anything. It goes against everything I am as a woodcarver. Fine work requires full attention." he turned to Wendy before ruffling her hair, "I'll probably stay with you until we reach Elturel. Easy for me to simply get a ship and go home there or maybe if the next leg takes you to Baldur's Gate, I'll stay with you until then. I'll still need to finish those carriers in case you know what hatches," Rahnur said in a near whisper, "And of course I'll introduce you, anneMother will probably love you. She always said I needed more friends."

 

It was then Leosin had spoken up, and Rahnur seemed to go back into thought as the half-elf spoke before Rahnur replied, "It was definitely one of baba'sfather best work, which made it even more infuriating. Last time I saw him put that much effort in was when he and I made anne'smother's birthday present. As for how he managed to get it out...I never thought about it myself. We didn't have the money for either of us to have our own workshops..." the thought put the half-drow more on edge. He didn't think of any other space his father had...unless...but that wasn't possible...the deal was they could never return once they had him and the money. He would have to talk his mother about it.


Gates of Elturel

When Theodric was quick to help them get through, Rahnur appeared as though he was confused. He could barely remember the aasimar's face. He was talking with Reeve for a short time...although that was fuzzy. He was too busy speaking with his own group. When the introductions were done, Rahnur only took a slight breath in releif before turning to the young hellrider.

"Forgive my associate here, she tends to be a bit full of it," Rahnur stated as he offered the young guard - Reya - a gold piece as an apology, "Please be safe."


A Pair of Black Antlers

Rahnur had to admit, he liked the atmosphere in the bar although he was still expecting the usual bloody bar brawls that always came like back home. Rahnur took a seat a little awkwardly before he looked to Theodric, "I know we haven't properly met. As said, Rahnur Rhahelm," he extended his hand to him. He gave a firm handshake before pulling away and then sighing at the question, "An adventure and a half...essentially a town was attacked by cultists and we helped them."

 

OOC

Attack Action:

Bonus Action:

Movement:

 

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5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR: 10 (+0) | DEX: 15 (+2) | CON: 14 (+2)
INT: 12 (+1) | WIS: 18 (+4) | CHA: 8 (–1)

Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Proficiencies

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Tools. disguise kit, herbalism kit, painter’s supplies

Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Racial Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Class Features

Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

6/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit (from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)
1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

6/10 days’ worth of feed (bought in Greenest, 10 lb., each)
1 pack saddle (bought in Greenest, 15 lb.)
1 bit and bridle (bought in Greenest, 10 lb., each)
1 saddlebags (bought in Greenest, 8 lb.)
1 two-person tent (bought in Greenest, 20 lb.)

1 bedroll (starting equipment, 7 lb.)

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

D5qG4Ge.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


On 9/13/2023 at 11:39 AM, PhoenixSlayer said:

He answers with a quick correction of "Theodoric" before Trini takes over the conversation with her half-elven contact.

“Theodoric! That’s it!” Wendy says excitedly. “I wish I were better at remembering names. I’m sorry!”

On 9/13/2023 at 11:39 AM, PhoenixSlayer said:

Returning his gaze to the others, he asks, "Heroes of Greenest, then? I trust there is a long story behind that."  His tone is understanding, as if to say, You've been through it too, haven't you?

“Oh! It absolutely is!” Wendy says. She tells the story of how she and her friends traveled down to Greenest, only to happen upon an attack by some sort of large band of raiders. She makes sure to tell of everyone else’s daring do. Then they went on to rescue the prisoners taken—as many of them as they could—and laments at her friend, Reeve having been tortured and broken. Finally, she talks of the bad assed dungeon they delved and how they avenged Greenest against the cultist bastards that led the raid: Cyanwrath and Frulam Mondath.

She specifically leaves out any mention of treasure they earned and most definitely does not mention any dragon eggs they took with them!

OOC

Movement: —

Action(s): I suppose that if anyone wants to insight-check Wendy, they can do it against a DC 18 Wisdom (Insight) check to tell if she’s withholding information.

Bonus Action: —

Rection: —

Edited by Kamishiro_Rin (see edit history)
Name
Charisma (Deception) check
18
1d20-1 19
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Theodoric.png.2eb4b4312fa820331118ff4b80ef39e9.pngTheodoric | Aasimar Paladin 4


AC: 19 (Splint & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features | Prepared Spells


Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 3/3


Theodoric takes Rahnur's offered hand and shakes it firmly... perhaps a bit too firmly. "Well met, Rahnur. I am Theodoric, servant of Tyr, and member of the Waterdeep City Watch, Castle Ward. Though, admittedly, I am likely a former member at this point in time. I left my post rather suddenly, after all."

He takes in the entirety of Wendy's recounting of the group's adventures, nodding solemnly along. The mention of Reeve catches his attention - "Reeve... yes, I believe he was a fellow member of the Watch. I only knew him in passing, truthfully. I am sorry to hear of his current state."

When Wendy finishes, Theodoric sighs deeply. "The Cult of the Dragon, then. My group had run-ins with them as well. Though the Zhentarim turned out to be the larger threat."

Theodoric recounts his own group's tale - himself, Richter, Aria, Caranthôn, and Mikhael - how they were approached by a mysterious mage named Nymmurh in Berdusk and hired to recover an Orb of Dragonkind before it fell into the wrong hands. How they traveled to the farmstead of Open Hand, had a stand-off with Zhentarim agents on the road, and eventually defended the family there against an assault by the Cult of the Dragon before escaping through underground tunnels. How they made way to Catterholm in search of a friend of Open Hand who held the Orb in secret, losing Caranthôn and picking up Zartha and Trini along the way.

He recounts the happenings at Catterholm painfully and bitterly. "Mikhael was secretly a Zhentarim agent, and betrayed us in an attempt to gain the Orb. He... he murdered Aria in cold blood. The rest of us barely got away. I know some of you had been speaking with her in Berdusk... we buried her in the Grand Cemetery nearby. She was secretive, but struck me as a kind soul burdened with guilt. She did not deserve such an end."

 

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5rqfzpE.png

Wendy
Level 4 Goblin Urchin Druid (Circle of the Moon)

AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | Speed: 30 ft.


STR: 10 (+0) | DEX: 15 (+2) | CON: 14 (+2)
INT: 12 (+1) | WIS: 18 (+4) | CHA: 8 (–1)

Senses: darkvision 60 ft., passive Perception 15, passive Investigation 11


More Traits, Features, and Abilities

Proficiencies

Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”)

Tools. disguise kit, herbalism kit, painter’s supplies

Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Racial Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself.

Fury of the Small. (1/1) Fury of the Small. When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus.

   You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

Background Feature

City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Class Features

Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She can prepare up to 6 druid spells. She has the following druid spells prepared:

Cantrips (at will): control flames, primal pavagery, shape water, shillelagh
1st level (4/4 slots): cure wounds, entangle, good berry, healing word
2nd level (3/3 slots): enlarge/reduce, moonbeam

Cantrips

control flames, shape water, shillelagh

1st Level

absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave

2nd Level

air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom

Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there).

List of Beasts Wendy Can Turn into

Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components.

   When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table.

Actions
Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh.

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

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

Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage.

Money

pp: 0 | gp: 71 | ep: 10 | sp: 18 | cp: 100 | 100 gp gemstone: 1

Inventory

Worn or At-Hand (an interact with object to retrieve)

1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.)
1 set of leather armor (starting equipment, 10 lb.)
1 wooden shield (starting equipment, 6 lb.)
1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.)
1 druidic focus (wooden staff—starting equipment, 4 lb.)
7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.)
1 handaxe (starting equipment, 2 lb.)
1 shortsword (—)
1 sling (given to her by Gov. Nighthill, —)
30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each)
1 backpack (starting equipment, 5 lb.)
1 belt pouch (starting equipment, 1 lb.)
1 fifty-foot, hempen rope (starting equipment, 10 lb.)
1 waterskin (starting equipment, 5 lb. (full))
1 hooded lantern (bought in Greenest, 2 lb.)
5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies!

Stowed away in, or Strapped to Her Backpack (an action to retrieve)

6/10 days’ worth of rations (starting equipment, 20 lb.)
1 map of the city you grew up in (Waterdeep—from urchin background)
1 mess kit (starting equipment, 1 lb.)
1 tinderbox (starting equipment, 1 lb.)
1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.)
10/10 torches (starting equipment, 9 lb.)
1 painter’s supplies (from starting 500 gp item, 5 lb.)
1 disguise kit (from starting 500 gp item , 3 lb.)
1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.)
1 set of common clothes (starting equipment, 3 lb.)
1 painting by an artist long forgotten by everyone except a dragon

Party Wagon (pulled by Ruby)

Wendy and her friends!

6/10 days’ worth of feed (bought in Greenest, 10 lb., each)
1 pack saddle (bought in Greenest, 15 lb.)
1 bit and bridle (bought in Greenest, 10 lb., each)
1 saddlebags (bought in Greenest, 8 lb.)
1 two-person tent (bought in Greenest, 20 lb.)

1 bedroll (starting equipment, 7 lb.)

Sanders (Wendy’s Pet Mouse from Her Urchin Background)

eVuAZvu.png

Sanders


Tiny Beast, Lawful Good
Armor Class 10
Hit Points 1 (1d4 – 1)
Speed 20 ft.


Str 2 (–4) Dex 11 (+0) Con 9 (–1)
Int 2 (–4) Wis 10 (+0) Cha 4 (–3)

Senses darkvision 30 ft., passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Ruby (Wendy’s Draft Horse—Purchased in Greenest)

D5qG4Ge.png

Ruby (pulling the Party Wagon)


Large Beast, Lawful Good
Armor Class 10
Hit Points 19 (3d10 + 3)
Speed 40 ft.


Str 18 (+4) Dex 10 (+0) Con 12 (+1)
Int 2 (–4) Wis 11 (+0) Cha 7 (–2)

Senses passive Perception 10
Languages
Proficiency Bonus +2
Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.


“Aria! Noooo!!” Wendy cries. “Don’t worry, Theodoric! We’ll avenge her and the rest of them—and all of our fallen friends! Against the Cult of the Dragon and against the Zhentarim!”

OOC

Movement: —

Action(s): —

Bonus Action: —

Rection: —

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DaniRosznar-fotor-bg-remover-20230825202249.png.6294998c35692bd5d40a73e0d27b5fa2.pngDaniella "Dani" Violette Claribel Rosznar II

Human Graviturgy Wizard (4)


 

checked-shield.svgAC: 12 | health-normal.svg HP: 22/22 | awareness.svg PP: 15 | WS: 0/2 | Spell Slots | Insp | Languages: Common, Chondothan, Elvish, Draconic, Infernal


Daniella entered the Black Antlers wearing her usual unimpressed expression. The ongoing conversation about the happenings between Berdusk and Elturel only piqued her interest at certain times -- notably the talk of betrayal from Mikhail and the murder of Aria. She commented on that, "And here I was thinking I had drawn Tymora's ire with the outcome of my traveling troop. At least none amongst us have murdered another. I will admit, it came close more than once with Chuck." She made light of the situation, but did not add a smile or even a wry grin. She maintained the air of disinterest, "At least the girl received a proper burial, which is more than can be said for most. The world is cold and unforgiving. Perhaps she could be counted amongst the lucky for making it out early."

Daniella suddenly walked away from the group, with nary a warning, and made her way to the bar. "Your finest wine -- and I do mean finest. Surely you 'pure-hearted' folk half at least half a sense when it comes to your vintages. What other escape does one have from the monochromatic and dowdy life of zealotry?" She didn't even bother to meet the bartender's gaze as she tossed two gold coins atop the bar. She turned away and leaned against the bar with her elbows, facing her allies and putting her back to the tender. The lack of wine or spirits along their travel here had once again put the ex-noble in a sour mood that showed no signs of sweetening unless fueled by the fermented sugar of liqueur. It did not help that Elturel was the first big city she had been in since leaving Waterdeep...and it reminded her of home.

Dani cast a bored eye towards Aralim, then to Valerian, and finally Theodoric. The 'friends' she had collected along her road to redemption were diverse and colorful. They were certainly not at all what she had envisioned, but she tried to tell herself that it would make her stand out less in Elturel, which could work to her benefit. The Rosznar name was recognized from Waterdeep to Amn, and perhaps even further. She did not want to draw attention here. At best it would earn her a few leeches, attempting to charm her with friendship in return for gold or a free drink. At worst, word would get to her family about what she was up to. They were a long way from Waterdeep, but word traveled fast. She did not expect that it would divert the attention of her narcissistic father from his personal goals, but it may earn her a visit from Clarice -- or worse, Mother.

 

OoC

Spending two gold on Wine. Hopefully that gets her a bottle, or more.

 

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