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Chapter IV: On the Road


Gregorotto

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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 | HD: 4/4d8 | 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
Wild Shapes: 1/2 per short rest

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 14, +6 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 savagery, 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: 38 | ep: 16 | sp: 40 | cp: 208 | 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 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair)
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.)
5/5 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)

15/15 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.—topped off in Elturel)
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
1 potion of ??? (won in Elturel fair)

Party Wagon (pulled by Ruby)

Wendy and her friends!

15/15 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.)
1 chest (bought in Elturel, part of diplomat’s pack)
2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack)
1 set of fine clothes (bought in Elturel, part of diplomat’s pack)
1 lamp (bought in Elturel, part of diplomat’s pack)
1 bottle of ink (bought in Elturel, part of diplomat’s pack)
1 ink pen (bought in Elturel, part of diplomat’s pack)
2/2 flasks of oil (bought in Elturel, part of diplomat’s pack)
5/5 sheets of paper (bought in Elturel, part of diplomat’s pack)
1 vial of perfume (bought in Elturel, part of diplomat’s pack)
1 sealing wax (bought in Elturel, part of diplomat’s pack)
1 soap (bought in Elturel, part of diplomat’s pack)

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)

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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.

IC

   “Me Ma once said, ‘Speak Fey in a forest and a fairy will appear’,” Wendy said as Imsa walked in. “Imsa! Thank you so much for bringing Ruby and my wagon! Mr. Selebon, here, was just explaining to me the process of getting hitched up to the Jessimum & Sons Blackgate Company caravan! I’ve got lots of room in the wagon for overflow—you know, things some merchant would love to take along, but just doesn’t have any more room in their wagon for, you know, things like that—along with my paintings, art supplies and the like. Oh! And I heard you were hiring? One of my friends here could use the job! Otherwise, looks like I might have to hire my own friends, myself!”

   ‘Dardanelle Lazuli’ then goes about signing lots of documents, displaying a surprising acumen for perusing the documents quickly. “So, the bottom line is . . . ?” she asks for the final figure. “I might need to use some of these jewels and a few of my items—Hey! It’ll lighten my own load!—to offset the cost.”

OOC

Movement:

Action(s):

Bonus Action:

Reaction:

Interact-with-Object:

Concentration:

To Whom It May Concern . . .

Edited by Kamishiro_Rin (see edit history)
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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 responded to Wendy’s raspberry with an unamused expression and quickly cast the interaction aside by turning to other matters. Specifically, she turned her attention to Imsa, that suspicious green woman. Upon the Displacer Beast, Dani didn’t think the woman capable of being a spy for the Dragon Cult; even if she were intelligent enough to pull off such a ruse, being green made someone stand out quite a bit, which meant they were not a suitable spy.

But Imsa’s continued interest in their group was enough to make the ex-noble rethink the whole matter. Green-colored or not, her excessive verbosity was a trait that Dani would imagine was common for liars. If you say enough words, it makes it more difficult for others to appraise those words of their actual truth. 

Daniella stared at the woman with narrowed eyes, allowing Wendy to respond to her before commenting herself, “Why does it matter where we are staying? Who is to say we are staying together at all? Perhaps it is mere coincidence that we’ve decided to be here at all, much like yourself. Your suggestions have been noted.” Lady Rosznar looked away from Imsa at that, indicating that she had ‘been dismissed’; it was a power move taught to her by her mother, used to indicate that the target was here at the speaker’s behest, even if they truly were not. 

“Come. Selebon will have this all handled. There is work to be done.” With that, Daniella left the stable and joined Theodoric outside. She cast him a sidelong glance that seemed mildly disinterested, but said nothing.

 

OoC

I’m gonna insight Imsa again. I wanna know if she’s following us.

 

Edited by Spektor (see edit history)
Name
Insight
20
1d20 20
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image.png.e71a7aa4717c5597a5d2af7105589c79.pngTaliesin Wanderer (Human Cleric 1 / Sorcerer 3)


AC: 19 |  HP: 28/28 |  Passive Perception: 13 | Features | Conditions: 


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


As usual, Lady Daniella Rosznar's criticism flowed like water off a duck's back. He wasn't doing things for her approval.  He was doing what they were all doing. Trying to oppose the Cult and the Dragon Queen. As crazy as that sounded.

 

Taliesin wandered over to Wendy and began discussing with her the possibilities of "signing on" as a mercenary to protect her wagon. He felt the two of them worked well together and gestured for Theodoric to join them.

 

Imsa... was interesting. He walked with her for a time, trying out his new persona. He had grown up with his mother telling him stories of the Harpers, of their agents going into "deep cover." He felt he had the theory and the background, but very little practice at the idea. And if he was going to live up to his shiny new pin, much less his codename... well, he definitely needed practice. There was a glint in her eye as they conversed; it could be imagined, or it could simply be Imsa's kindness and discretion.

 

Come to think of it, there was a reason Taliesin chose to walk with Imsa, rather than Dani.

 

For a time, Taliesin also thought about whether he was doing right by his god. Am I intentionally lessening the light in the world, by not being open about my allegiance? By not showing the example of the Dawnlord to all? By shadowing my sunny countenance?  Taliesin brooded on this for some time, which may have shown how effective the demeanor change was. Aralim tended to believe the best of peopl, forgive any wrongs, and move on. The Wanderer, well... he held on to such slights.

 

At least Matinal had not abandoned him in this change. And that was as good a sign as any that Lathander approved.

 


Mechanics

Action: Trying a persuasion roll on Imsa.

Bonus Action:

Move:

Other:

Name
Persuasion
24
1d20+5 19
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Theodoric.png.2eb4b4312fa820331118ff4b80ef39e9.pngTheodoric | Aasimar Paladin 4


AC: 20 (Plate & 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 ponders Selebon's answer for a moment, considering the idea of the Cult's gathered treasures being an offering for some especially vain dragon, before nodding his thanks. "Much to consider, then. If you expect the charter tonight, we will likely return in the morning. As stated, we have our business, and you yours."

He makes ready to head out of the stables and wait for the others just outside before Imsa enters in, with Wendy's horse and cart in tow. He did not speak to the alchemist much during the boat ride over - he had found her friendliness overbearing, if not a bit suspicious - and the timing of her arrival was impeccable. He decides to give Imsa a look and nod, but nothing more, before Aralim - now Taliesin - beckons him over to potentially join in guarding Wendy's own cart. It was an easy enough proposition to accept, in the end. The Cult had few run-ins with him, so any increased suspicion from joining Wendy would likely be negligible. It would also allow him time to get to know his new allies more closely - he had grown rather curious about Wendy's and Aralim's own experiences within Waterdeep and the journeys that had brought them to this path they now shared.

Once outside and traveling through Baldur's Gate, Theodoric approaches Belmund and Rahnur and gathers them together. Keeping his voice low, he says, "I have started to get a feel for how the law flows here. I fear there is no one of use to us in Blackgate. The guard seems plentiful in the Upper City, while the opposite is true in the Lower. Belmund - you seemed to have a contact amongst the guard with Mortarch Scyre. Talun, I believe. Do you know where he resides? Your connections will prove useful. And Rahnur - any family connections you have may help us piece things together. The only question is where to begin our search. I also mean to speak with Aralim about meeting with the Mortarch tomorrow, but he is currently... busy with our guest."  He states the last part with a bit of disdain, still clearly distrusting the green-skinned alchemist.

OOC

 

Edited by PhoenixSlayer (see edit history)
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IC


spacer.pngRahnur Rhahlem

http://www.myth-weavers.com/sheet.html#id=2594301

 

NG Half-Drow Fighter (Champion) Lvl 4  AC 15 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

 

Rahnur rolled his eyes at Daniella's words but didn't exactly have the mental energy to think reply. Instead, he would think to simply do a bit of shopping before it got too late. He cringed at the idea of having to get a new cloak and cringed even harder at the idea of having to wear it to keep his appearance a secret, "As if this day hasn't gotten worse." he thought for a few moments before stirred from his thoughts by Isma and listened to her speak, "Right...I don't have a place to stay tonight," Rahnur took a long breath at the thought, "Be careful about how you set up in the Lower City. There's a reason why people like me join what we call crews. Between the Guild and the corrupt Flaming Fists, you'll be bled dry of all your coin." Rahnur then turned to the others, "Speaking of which, I might be able to help with finding accommodations. The only thing I will emphasize is that we will have to be in before it gets too late. Finding a body in the gutter come morning is not uncommon here."

There were some benefits of being apart of a guild.

When Theodric approaches him with the question, Rahnur's shoulders visibly slumped, "As you can see, my family wasn't exactly big. The best I can offer is to see if members of my crew might know something. We can also try to talk to Maleek. He's one of the members of the Flaming Fist that I can actually trust...I just have to handle a few things before I can help you find him."

 

OOC

Attack Action:

Bonus Action: If possible, using Guild Membership to help gain lodging.

Movement:

 

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Selebon grumbles at the sudden pleasantries, and the sudden change in paperwork that may be necessary. "So are you switchin' to 'Lazuli''s cart, instead of..." he checks a piece of parchment, the working charter. "Oh, well, Beyd won't mind. He's pleasant enough an'll understand." Selebon nods along, smiling a little to himself as Dani defends his need to get back to work. But as she does so, Dani herself has another point of business: to see what Imsa's actual plans are. Truth be told, Imsa came here entirely of her own volition: she came here because she was already on the manifest for the caravan, and because Wendy asked her to carry her horse and cart here. But her odd giddiness, aside from being her general nature, reflects a deeper truth: she very much wants to be around Wendy, for reasons that are not yet clear. She can guess they are not a malevolent cause, but they are intentional. Are they interpersonal, perhaps? Does Imsa have a soft spot for little goblin artists? Affairs of the heart are something her economic mind does not completely understand, but for her part, Dani understands loyalty and Wendy has won that, at least a little.

Taliesin, looking much different from how Imsa remembers him, is quite surprised, but seems to either not notice they are the same or parses what is going on here. She smiles. "Oh, yeah, I'm lookin' for a guard. Someone to keep me safe while we travel north: rough roads, rougher raiders. No time for dyin'; and you want me to hire you? I've the coin to, and the means to. You'll be fed, you'll be rested. Only question is if W... Dardanelle here will let me tag along on her wagon or if I get to ride along with this Beyd fella. Hear he's nice." She giggles in her odd little way, Selebon looking at her oddly. "So how's about 10 dragons per tenday to be my personal bodyguard, huh? Maybe I'll loan you out to our little artist here!"

As their business concludes, Theodoric takes hold of the group's next plans. Dani makes a wise point: who said they all had to stay in the same place or be hired out by the same people? Wendy's cart will keep most of them in tact, but all of them in the same place might be more suspicious. Whatever the case, they have days to burn before they hit the road, and avenues to investigate: Theodoric is a product of law enforcement, and even if Baldur's Gate is a hive of scum and villainy, there are certain laws of justice the gods demand to be observed even if the law of mortals will not. Talun is a wonderful avenue of search that Belmund knows: and Rahnur, too, has a friend, if he can be called that, among the Flaming Fist that could be used. He knows members of the Guild, too, but better not to indulge that.

spacer.pngNo, Rahnur has someone in mind after a moment he wants to go see immediately. He knows where in Eastway to find him, and they head off, through the Upper City and to the Lower City, almost back to where Rahnur's home is... was. Will never be again. He heads eastward, towards the Basilisk Gate, before stopping short at a shop that reads "Anvilhammer Crafting: Wood-working, Steel-mending, Cobbler-Keeping. Est. 1424 DR".

Inside, there is a bustle of dwarves working, the smell of leather, of sawdust, and of steel and oils to boot, and there are voices and commands in Dwarven, words in Delek written on the walls around. Gnome and human customers speak with a proprietor, who, upon seeing Rahnur, gasps. "Stephan! 'e's 'ere!"

The sound of a saw moving back and forth abruptly ends, and a tall, red-headed human with an eyepatch on his right eye emerges from the back, his good green eye wet and his face steeled. He moves past the desk and embraces Rahnur immediately, hard and fast. "Gods be damned, man, I thought ye'd never get here. Been t'see yer mum? Funeral's tomorrow, aye? Gods, Rahn, 'm sorry I couldn't do more. Soon as I heard 'bout the fire, I rushed down to the docks and helped yer mother out. Loren's nowhere to be seen; her mum mentioned something 'bout kidnappers and a note? You got anyone who can read that scribblin'? Wha' do ye need? Anything: name it, 'nd it's yers." Stephen looks the rest over who came, and nods to each of them. "Gods, Rahn, ye brough' home a whole 'venturin' party: rough lookin' bunch! So tha' means ye completed yer mission? Honored yer father t' the last, it looks like. He'd be right proud o'ya." He offers his hand to Theodoric, to Belmund, and to the rest. "Stephan Anvilshoulder. Finest carpenter 'n Eastway, save maybe Rahnur 'ere. Best friend since we was lads. Been helpin' out over at the Rhahlum shop, 've been, 'nd sad t' see it go. Mark my words, the moment I see anysoul what done it, I'll ring their necks 'nd leave'em in the Harbor."

Others may have gone elsewhere: if they went to Sew-Stunning Tailoring for a discreet set of tools, the shop is small, drab on the outside, made of dark wood, with curtains on each of the windows save the left of the two front doors: and there, the window is marred with grime, or perhaps only looks like that. Whatever the case, it smells strongly of oils for tanned leather and cloth ready to be sewn.

Is this the kind of place Selebon would send them?

Out of Character

Planning on speeding things up so we can get on the road, I think. There's plenty to do in BG, but we could be here for months if we're not careful. SO a few things:

1.) If you've figured out where you're going to be staying on the caravan, let me know in your next OOC (for example, Aralim is Imsa's guard regardless of where she's at, and he's earning 10gp per tenday). If you're riding on Wendy's wagon and want to stick to that, you don't necessarily have to roll: we can pretend about pay coming out with party funds. If you're going to be on another wagon, I need a Persuasion, Deception, or Intimidation, or show of skill, that equates to a 1d20 result I can work with. Let me know your intention, and based on the roll, I'll let you know the final product.

2.) if you have business in BG, we can get to that. I know Talun, Maleek, and perhaps a few other NPCs are on Rahnur and Theodoric's hit list; does anyone else have a hitlist of things to do? If you've rolled for Downtime on Discord, let me know the results and we'll figure that out.

3.) For socialization's sake I can combine multiple conversations/interviews in my next post. Let me know IC and OOC your intentions there, and I can provide you with lots to work with.

Any questions, hit up the Discord.

Edited by Gregorotto (see edit history)
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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 | HD: 4/4d8 | 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
Wild Shapes: 1/2 per short rest

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 14, +6 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 savagery, 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: 38 | ep: 16 | sp: 40 | cp: 208 | 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 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair)
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.)
5/5 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)

15/15 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.—topped off in Elturel)
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
1 potion of ??? (won in Elturel fair)

Party Wagon (pulled by Ruby)

Wendy and her friends!

15/15 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.)
1 chest (bought in Elturel, part of diplomat’s pack)
2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack)
1 set of fine clothes (bought in Elturel, part of diplomat’s pack)
1 lamp (bought in Elturel, part of diplomat’s pack)
1 bottle of ink (bought in Elturel, part of diplomat’s pack)
1 ink pen (bought in Elturel, part of diplomat’s pack)
2/2 flasks of oil (bought in Elturel, part of diplomat’s pack)
5/5 sheets of paper (bought in Elturel, part of diplomat’s pack)
1 vial of perfume (bought in Elturel, part of diplomat’s pack)
1 sealing wax (bought in Elturel, part of diplomat’s pack)
1 soap (bought in Elturel, part of diplomat’s pack)

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.

IC

   “. . . Only question is if W... Dardanelle here will let me tag along on her wagon or if I get to ride along with this Beyd fella. Hear he’s nice.” She giggles in her odd little way, Selebon looking at her oddly. “So how’s about 10 dragons per tenday to be my personal bodyguard, huh? Maybe I’ll loan you out to our little artist here!”

   “I’d be happy to let you ride along with me, Ms. Imsa! The wagon’s plenty big! I bought it to house me ’n’ me friends on the road. And even with’em all, we’ve got more room to spare!”

   After all that’s taken care of, Wendy will go with Rahnur to visit his friend, and happily introduce herself. Then she’ll go hunting for some art supplies she can stock her wagon with.

   Finally, she’ll head back to her wagon and sleep in it.

OOC

Movement:

Action(s):

Bonus Action:

Reaction:

Interact-with-Object:

Concentration:

To Whom It May Concern . . .

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0p2nINr.jpg


Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15


"Iff'n ye got a spare bit o' room for an...ahh...wheelwright, shall we say, ah'd be honored to help ye keep that wagon wagonin' along, Dardanelle!" Belmund offers Wendy his services as a road mechanic, knowing he'd have to fumble his way through the craft should the need actually arise. "Murdoc Loghammer at yer service! Done a fair bit o' farrier fixes in me day, as well, if the horses find themselves a bit worse for wear." He smiled his best used-cattle salesman smile as he invented his new persona.

"That out o' the way, ah'm off te get some clothes for the road, so if anyone be needin' anything, ah can try te help with locatin' o the goods. Theo, ye make a fair point, we should talk to Talun. D'ye care to go with me? The errands for preperation can be made while we're out and about."

Belmund leaves it up to Theodoric to follow if he wishes to accompany him on his errands and speak to Talun. Belmund is looking for more information, himself, as it seems his mission to guide these folks safely has turned into far more than he initially expected. He was no stranger to being on the road frequently, but deception was not his strength and may prove a challenge in the days ahead.

OOC

Belmund offers himself for a position on Wendy's Wagon, and heads out to gather supplies/disguise, and talk to Talun.

Supplies he'd like to get:
- hub chisel, spoke rounder, draw knife, manual drill and brace (wheelright's tools that would be portable)
- farrier's tools (just in case)
- woodworker's apron
- a bit of saw dust to mess in his hair and beard


Action:

Bonus:

Movement:

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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 | HD: 4/4d8 | 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
Wild Shapes: 1/2 per short rest

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 14, +6 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 savagery, 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: 38 | ep: 16 | sp: 40 | cp: 208 | 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 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair)
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.)
5/5 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)

15/15 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.—topped off in Elturel)
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
1 potion of ??? (won in Elturel fair)

Party Wagon (pulled by Ruby)

Wendy and her friends!

15/15 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.)
1 chest (bought in Elturel, part of diplomat’s pack)
2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack)
1 set of fine clothes (bought in Elturel, part of diplomat’s pack)
1 lamp (bought in Elturel, part of diplomat’s pack)
1 bottle of ink (bought in Elturel, part of diplomat’s pack)
1 ink pen (bought in Elturel, part of diplomat’s pack)
2/2 flasks of oil (bought in Elturel, part of diplomat’s pack)
5/5 sheets of paper (bought in Elturel, part of diplomat’s pack)
1 vial of perfume (bought in Elturel, part of diplomat’s pack)
1 sealing wax (bought in Elturel, part of diplomat’s pack)
1 soap (bought in Elturel, part of diplomat’s pack)

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.

IC

   "Iff'n ye got a spare bit o' room for an...ahh...wheelwright, shall we say, ah'd be honored to help ye keep that wagon wagonin' along, Dardanelle!" Belmund offers Wendy his services as a road mechanic, knowing he'd have to fumble his way through the craft should the need actually arise. "Murdoc Loghammer at yer service! Done a fair bit o' farrier fixes in me day, as well, if the horses find themselves a bit worse for wear." He smiled his best used-cattle salesman smile as he invented his new persona.

   “I’d love to have you along, Mr. Murdoc Loghammer!” Wendy delighted. “You’re hired! I’m looking forward to working with an’ getting to know you!”

OOC

Movement:

Action(s):

Bonus Action:

Reaction:

Interact-with-Object:

Concentration:

To Whom It May Concern . . .

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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’s eyes lingered on Imsa suspiciously for a moment longer before she checked over Selebon’s list one last time and finally departed his stable. Once she had joined Theodoric outside, she side-eyed the masked man with only a passing interest. She didn’t have much to discuss with the man, and she was not one for idle chatter, as it was a waste of time that could be spent committed to study or experimentation. She would be doing plenty of that in the days to come, but there was always more that could be done. Legends did not become so by remaining idle. And so, she began to stride away while crossing her arms, offhandedly commenting on her intentions without turning to face him, “I am going to handle some business. If my presence is required, you can find me at the Elfsong, or an inn nearby that is…affordable.”

 

The ex-noble puts on a confident exterior while moving through the city streets towards the Lower City, but in truth she is not comfortable here. Baldur’s Gate was not like Waterdeep. Though she had been here once before as a younger woman, it had changed quite drastically in the past decade, and she certainly had never been parading through the streets of the Outer City or Lower Ward. Even with her head held high, she kept her eyes moving, keeping a lookout for any trouble that may rear its ugly head. Thankfully, she wasn’t exactly dressed like a noble. However, it was clear upon a cursory glance that she was not from around these parts, and that alone could make her a target for the undesirables. 

Following the memorized list of Wagon owners that would be apart of the caravan, Daniella eventually located the Evermore Trading Co. and attempted to meet with Oyn, the planned driver. Whomever she was able to meet with, she made her case of why she would be a fitting addition to their Wagon: “I’ve heard word that you will be transporting exotic birds and literature. While I cannot claim a particular fondness for creatures of the avian variety, I can attest to the necessary process for ensuring that they do not expire. Moth— Someone I knew once had a few exotic birds as pets, and I’ve assisted in their upbringing. Regarding literature, I can confidently declare that I most assuredly have more respect for the written word than I do for most people. To say I am skilled with Arcane spellcasting would be an understatement. I am amenable to work as an acting guard and caretaker for supplies. That is my offer, take it or leave it.”

 

After securing a spot in the Caravan, with the Evermore Trading Co. or otherwise, Daniella spent the rest of her ten-day attempting to raise a bit of gold. Wizardry was an expensive career, and she was sorely disappointed with the amount of spells she had been able to build back up from the spell book she had left behind in Waterdeep. She needed to build her collection, that that would require a LOT of gold. The wizard in red took on temporary work with one of the local temples that had built up a fair collection of books. The work essentially consisted of being a glorified librarian, but it allowed her to focus most of her thoughts on her studies into her experimental magic. The paltry 10 gold she had earned might have been a hefty sum to most in Baldur’s Gate. But to her, it was a disappointment. Not even enough to buy a spell scroll for a cantrip, let alone the required inks to copy it down in her spell book. 

With a sigh and a rolling of her eyes, she accepted the gold and settled her mind on the fact that it would take much longer than she had anticipated to get back to where she had been. Nevertheless, it would not slow her efforts…

 

OoC

Persuasion to get up on that wagon crew!

 

I rolled in discord for my work week. I can’t remember exactly what I rolled but you told me I earned 10 gold.

 

Name
Persuasion
21
1d20+3 18
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IC


spacer.pngRahnur Rhahlem

http://www.myth-weavers.com/sheet.html#id=2594301

 

NG Half-Drow Fighter (Champion) Lvl 4  AC 15 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

 

Rahnur let out a loud "omph" when Stephan gave him a hug, but he hugged back with just as much passion before he began answering his friend's questions, "Would have come to see ya sooner, but things were going on. How's business been? Got any good works I can admire before I go?" he said almost sadly with a nod, "Mother's gone back to Little Calimshan for the time being. Nowhere else she can go for the time when I head back out of town," he then turned serious as he spoke in a near whisper to his friend, "If you can, please keep an eye on her and give her anything she needs. I'm not exactly keen on just my uncle looking after her. Would be nice to have someone I can genuinely trust look after her. Also, if you can tell me any rumors about the Guild doing any weird collusions, I would owe you big time."

 

Rahnur then turned to his group, "And yes. more or less, baba's best work going to waste, but it was for the best. As for the note, we managed to translate it although I won't say much more. Instead, do you know a good place for us to stay at a good rate? One that can somewhat accommodate someone with higher taste." he said while motioning to the group,


Sometime after their talk with Stephen, Rahnur thought it would be best to find a caravan job. Wendy's wagon was easy, but Daniella was correct. It would draw too much attention and thought splitting up would be better. Checking out the list, Rahnur thought it would be best to join to join the wagon of the Carving Guild of Silverymoon. He could admire another craftsman work, learn from it, and he had the hardwork to be either a laborer or a guard.


 

OOC

Attack Action:

Bonus Action:

Movement:

 

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image.png.e71a7aa4717c5597a5d2af7105589c79.pngTaliesin Wanderer (Human Cleric 1 / Sorcerer 3)


AC: 19 |  HP: 28/28 |  Passive Perception: 13 | Features | Conditions: 


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


Everyone else seemed to have something to do. Taliesin... didn't. He ensured he accompanied Theodoric to meet the Mortach, but that was his only true appointment. He dove into its mysteries with relish...

 

But other than that he had little to do but wait. So, he wandered the city, true to his namesake.

 

The sights, the smells. They were different to his childhood in the City of Splendours, but they were enlightening nonetheless. He made his way around and outside the city, walking through the Basilisk Gate toward Little Calimshan. Dusthawk Hill was truly impressive. Life outside the gates was just a little rougher, just a little closer to the bone. He saw children playing and smiled. He saw rogues pickpocketing, and frowned. He made sure to keep an eye on his own purse.

 

He was propositioned outside the Sharess' Caress. For the first time in his life, he considered entering such a place. It held more mysteries than the meeting with the Mortach did. But, he did not. He didn't know why; Taliesin certainly might have availed himself of similar diversions in the past. If and when he had coin. But not now.

 

image.png.6be7512416c74b34f767c6302230b29f.pngTaliesin had drinks at the Blushing Mermaid and the Low Lantern; he supposed it wasn't his usual type of refined place of learning and culture. But there were certainly lessons to be learned. He gambled at dice and lost. He drank with new friends, and won their trust and admiration. He listened to the talk in the tavern, and tried to pick up rumors.

 

Late into the night, he wove his way along the darkened streets with his new companions. He saw skullduggery, he saw heartbreak, he saw low love and high drama.

 

Taliesin saw life in this city in a way he hadn't ever seen it before. Lusty. Desperate. Hopeful and dirty. He knew a measure of desperation, and hope.

 

He sat on one of the promontories overlooking the Chionthar River and watched the sun rise over Dusthawk Hill. The shadow of the hill fell over him, shielding the sun from his view. For a brief moment, Aralim peeked out from behind the mop of dusky hair. Then the sun rose, and Taliesin wandered off in search of a place to sleep.

 


Mechanics

Action: Trying an Investigation check to listen for rumors; anything related to the caravan or the cult, or the Harpers or the Gauntlet.

Bonus Action:

Move:

Other:

Name
Investigation
6
1d20 6
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Theodoric.png.2eb4b4312fa820331118ff4b80ef39e9.pngTheodoric | Aasimar Paladin 4


AC: 20 (Plate & 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


As Daniela exits the stables, Theodoric returns her side-eye look with one of his own. Like her, he was never one for idle chatter - always focused on the duty on hand, even if that duty amounted, at the moment, to watching and waiting. As she makes her leave and states her intentions, he answers simply, "Understood. I will let the others know."  Though he thinks it, he doesn't tell her to take care on the streets of the Lower City. She knows already. No need to repeat it.


Joining Rahnur and Belmund, he comes along to visit Stephan, and returns the carpenter's offered handshake. "Theodoric. Well met, Stephan. Rest assured, we are doing everything possible to find those responsible and bring them to justice, Tyr willing." He doesn't go into detail regarding the perpetrators and lets Rahnur handle most of the conversation - Best not to involve a civilian in something as serious as murders carried out by a dragon-worshipping cult... even if he is invested.  At Rahnur's mention of lodgings, Theodoric does take a moment to clarify for himself - "A moderately secure room is enough for my needs, personally. I will not speak for the others or their needs."


Theodoric answers Belmund's offer to visit Talun in the affirmative - "I would indeed, Belmund. Talun mentioned being able to provide a drawing of the symbols found at the other crime sites. If he also has information on the victims themselves, it could help us understand if there are any shared relationships between the victims. From what I understand of the predicament Rahnur's father found himself in, the Cult could be attempting to tie up loose ends throughout the city. That information could lead to their current whereabouts - perhaps a cell nearby, even."

"As for supplies and clothing, I believe I will have little need past basic precautions, and I will be joining you with... Miss Dardanelle. A heavy cloak and hood to cover my armor should do nicely. My personal experience with the Cult is admittedly limited - I was part of a separate group that dealt more with Zhentarim agents." Theodoric grows quiet for a moment, turning over memories in his mind, before continuing with, "Things... did not end well for us. But that is a story for later."


Finally, the following morning, Theodoric joins Aralim in meeting with Mortarch Scyre, intrigued by her connections to the Order of the Gauntlet. Perhaps she could confirm some of Talun's information, given her likely presence at the murder scenes as a priest of Kelemvor, even including any shared murder methods used between victims. Of course, any rumors she's heard on the Cult of the Dragon outside of the murders would also be welcome information.

OOC

 

Edited by PhoenixSlayer (see edit history)
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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 | HD: 4/4d8 | 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
Wild Shapes: 1/2 per short rest

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 14, +6 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 savagery, 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: 38 | ep: 16 | sp: 40 | cp: 208 | 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 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair)
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.)
5/5 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)

15/15 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.—topped off in Elturel)
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
1 potion of ??? (won in Elturel fair)

Party Wagon (pulled by Ruby)

Wendy and her friends!

15/15 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.)
1 chest (bought in Elturel, part of diplomat’s pack)
2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack)
1 set of fine clothes (bought in Elturel, part of diplomat’s pack)
1 lamp (bought in Elturel, part of diplomat’s pack)
1 bottle of ink (bought in Elturel, part of diplomat’s pack)
1 ink pen (bought in Elturel, part of diplomat’s pack)
2/2 flasks of oil (bought in Elturel, part of diplomat’s pack)
5/5 sheets of paper (bought in Elturel, part of diplomat’s pack)
1 vial of perfume (bought in Elturel, part of diplomat’s pack)
1 sealing wax (bought in Elturel, part of diplomat’s pack)
1 soap (bought in Elturel, part of diplomat’s pack)

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.

IC

   Wendy is going to spend the days going about the city and painting the dynamic cityscapes she’s best at.

   Using her hat of disguise, she’ll solicit some nobles for a portrait, but failing that, she’ll look for any establishments that would like a good cityscape hanging on their wall.

   Any paintings she doesn’t sell, here, in Baldur’s Gate, she’ll store on her wagon, and use as “props” to lend credence to her identity. Though, of course, she’ll be selling those, as well, just elsewhere! The failures, she’ll just paint over with something else at a later date. No need to waste perfectly good canvas!

OOC

Movement:

Action(s):

Bonus Action:

Reaction:

Interact-with-Object:

Concentration:

   According to the Painter’s Supplies entry in Xanathars’s Guide to Everything: “Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw.”

   and

   “Paint an accurate portrait: DC 10”

   So what I’d like to do is use two hours/painting to produce a proper painting, for an eight-hour day, for 4 paintings/day for 5 days = 20 paintings, followed by afternoons/evenings looking for people to buy them. Being a goblin is bad for business, so she’ll use her Hat of Disguise to appear to be a very well-dressed halfling woman artist/art-dealer, of course, by the name of “Dardanelle Lazuli”.

   So I’ll roll 20 painting rolls and any roll over 10 can potentially be sold, any roll of 8 or 9 will be considered a “study” or sold at a discount, and any roll from 5–7 will be considered a failure and unsellable. Then for the selling, I’ll roll a straight d20 roll for each non-failure painting and let you decide what to add to them for selling the paintings—which ability modifier, whether she can add her proficiency bonus or not, and any bonuses applied for looking like a very well-dressed halfling woman who “looks” like an artist/art-dealer.

  • Successful Paintings (10+): 12
  • “Studies” (8–9, 25% discount): 3
  • Failures: 5

 

Painting # Condition Sale Attempt Roll
(Pre-Modifiers)
Painting 01 success 11
Painting 02 “study” (25% discount) 7
Painting 03 success 8
Painting 04 success 9
Painting 05 success 5
Painting 06 success 6
Painting 07 success 10
Painting 08 “study” (25% discount) 11
Painting 09 failure
Painting 10 failure
Painting 11 failure
Painting 12 success 19
Painting 13 failure
Painting 14 success 4
Painting 15 success 4
Painting 16 success 9
Painting 17 success 7
Painting 18 failure
Painting 19 success 2
Painting 20 “study” (25% discount) 12

 

To Whom It May Concern . . .

Edited by Kamishiro_Rin (see edit history)
Name
Paintings (DC 10, each)
20,9,15,13,16,16,11,8,7,7,7,22,6,20,10,12,21,7,19,9
repeat(1d20+4,20) 16,5,11,9,12,12,7,4,3,3,3,18,2,16,6,8,17,3,15,5
Straight d20 Roll (DM’s discretion on modifiers)
11,7,8,9,5,6,10,11,19,4,4,9,7,2,12
repeat(1d20,15) 11,7,8,9,5,6,10,11,19,4,4,9,7,2,12
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Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15


Belmund found himself intrigued when Theodoric started to reveal a little about himself, but was careful to not press. "Stories fer later'r the best kind o' stories, says my days o' walkin' an' talkin'. Aye lad, we'll be needin' ta revisit that sometime soon, but Talun waits. Managed to send a message through ah, courier ah s'pose we'll say, an' he'll be meetin' us at Noddamimic's Resale Shop. Figurin' ah can kill two roc's with one rock if we stop there, an any rate, even the dullest eye'll be glancin' at me tools iff'n I call myself a woodworker, so the more used they be, the better. It's a low-traffic kinda place, and Nodda doesn't hound 'is customers, jess leaves 'em be til they start producin' coin. Interestin' stuff movin' through the shop, that one..."

With that, he leads Theodoric out, heading for Noddamimic's to meet with Talun and pick up Belmund's props.

OOC

 


Action:

Bonus:

Movement:

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